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Hey @Nilaus. wonderful series. in the video you said you are going to make it available to everyone.. Do we still need a Patreon to access them please?
People hate about paying for patreon for these blueprints but fail to realize that this string of blueprints (which is amazing, btw) probably took you hours to make and will save people hours of building to instantly craft a factory in a few minutes. Thank you for your hard work, mate. You earned a patreon sub from me ❤
I have also been making my blueprints modular. Instead of tiling them wide, mine are stackable, so I have towers of modules that are chained together with lifts. The input resources go in at the bottom and are chained up, and output resources come out at the bottom because they are chained down. Also, instead of making generic modules, I have them item focused, e.g., one blueprint that outputs 10.66 Rotor from 120 Iron Ingot, so with mk5 belts, 6 of them can be stacked in a tower with a 4x4 platform footprint. The small footprint makes the logistics of transporting items around the map easier.
Do you have the lifts inside the 4x4 space, or going out windows? I wanted to do this but found it's really hard to fit things in 4x4. Even aligning input/output splitters with window holes was wasting space I didn't feel I had.
@@delson84 There is no issue fitting lifts inside. I like having a system so the the blueprints can fit together, and designing in a flowchart tool for rapid iteration. What helps with fitting is being okay with slight clipping, where it does not visually clip (with extreme clipping 4 manufactures can fit into one blueprint), and placing mergers/splitters directly onto lifts.
I'd never make it as far as I have in Dyson Sphere program without your blueprints, and I expect all enjoy your satisfactory blueprints just as much. It's like having a consultation with an engineer, so thank you
Your videos are very detailed and well put together. They help keep games alive and generate that hype. If you do want to spend 1000s of hrs grinding designs then there is nobody forcing you to watch. Why did you click a guide video if you think it ruins the game?!
Wait, when did modular builds become a bad thing?! If you've never built anything by scratch, you can't understand the efficiency and time saving benefits of making a Floorplan and copying it to your builds. You do the math originally, to set it all up, Then you multiply it to create the throughput you're looking for in your factory. Is that not how people think?!
This game has a pretty toxic community which was encouraged by the devs for a long time. "Everything must be built by hand or it isn't impressive". They only recently changed course hence blueprints; which they also stated were never going to be in the game.
@@SpacePopeIII The whole point and fun of a game like this is to make a blueprint... who in their right mind wants to seriously, for every smelter, miner, water extractor, electricity line and so on... it goes on forever, put in every single detail, spin it in the exact right ammount, let me not even mention all the hours spent lining it up perfectly... if you do all of that ONCE for ONE of your blueprints, you are well deserved of being able to save that and copy pasting it. Having to mindlessly repeat that and get corpal tunnel for basically nothing, just because they have some sick fetish on "everything must be built by hand"... idk it's just kinda sick behaviour
In past Satisfactory games I always suffered paralysis in the mid to late game because of just how long it takes to expand production to meet the demands the game was making of you in order to make progress (anybody remember how painful it was to lay down foundations without zooping?). Blueprints are a necessity, and I'm glad that Nilaus has managed to use even this game's half-assed implementation to great effect. I remember when I first started using blueprints (and logistics bots) in Factorio - it was a literal game changer. I cannot fathom the mindset of somebody who thinks that efficiency is a bad thing, especially in a factory game.
If people complain how you're using blueprints Nilaus, ask them to come back after they've played as many hours as you have and see if they still feel the same way. lol. Thanks for the video!
lolz, people blaming a content creator for ruining a game when the developer themselves, Coffee Stain Studios added the Blueprint machine to the game in Update 7. If people have a fundamental issue with blueprints being in Satisfactory, they should: (A) - not buy early access games as they almost always change during development (B) - take up the fight with Coffee Stain Studios, but now that the cat is out of the bag it isn't going back in the bag. Keep up the great work Nilaus. 👍
I'm also using modular blueprints, but I've making a vertical design. Every module have two floors, and then I have another belt level, I just built another floors. Input going up, and output is going down. At the end I have pretty and closed workshops for every detail. Perfect. But this scheme have few problems. First - liquids. Not very big problem, but it takes an extra time for building. Second - refinery. It's too big, but mod for bigger blueprints clearly solve this problem.
The size of the refinery building never changes so use the BP to laydown the connections so you can slot the building in and hook it up. The fiddly bit for refineries and power isn't the building but the supporting infrastructure.
@@andybrown4284 Problem not in this. It's just because vanille bluprint is too small. But as I say, there is a mod, that solve this problem. It's adding bluprints for 6x6x6 (original is 4x4x4), 8x8x8, 10x10x8, 12x12x6. Very useful.
This is amazing, I am going to try this in my playthrough. It sad though how there is still manual work like connecting the belts and fixing the lights, I like this game but everything feel like it's half-done, why can't they just deliver a feature complete and working instead of forcing the players to do workarounds around the bugs
Experimental, Early Access ... They also said that Blueprints are in an early stage as a lot of the base code changed with the engine update. So fixing some bugs like the lighting would be a waste of time as they need a different solution for the final game engine.
@@sh0ker no. You get acess to a game, that would otherwise be behind closed bars for YEARS. to come. With a company not knowing how much worth it would be to spend time on developing the game, as they wouldn't know the profit... each year going by without release = insane loss. But with early acess, which is branded with a big disclaimer that it is infact early-acess and not copmlete, you get just that - early acess to a product that would otherwise be off limits for years. The company can see exactly how much interest there is for their game, by how many people are buying it in it's un-finished state and can thus focus an adequate ammount of resource on developing the game and not giving up on it early, if there are alot of customers who buy the game. It basically means that, if the game is good and the devs are good, the game will be better in the long run, as the devs can take longer time to develop the game, get direct feedback from players. Honestly, early acess is just a positive for the industry as a whole. You just gotta get your head outta your arse, thinking that you should expect a full product when you arent even paying for a full product. You are literally paying for an unfinished product. So expect the quality of an unfinished product then.
I build from scratch since the main loop is building and use blueprints for repetition or expanding an existing array as the capacity of inputs goes up much in the same way my DSP array bp's always have the middle missing.
came here just to tell you how using blueprints ruined factorio for me xD but you already know.. good.. for everyone else, fair warning: other ppls blueprints take away a big part of your fun of games like this. USE WITH CAUTION! after using them myself, factorio became just a easy puzzle game where the most difficult part was, to find space for the blueprint placement... its like a cheatsheet, its very difficult to resist using it when you used it once.. logic takes over and simply goes the easy way..
I personally view it more along the lines of art students going to museums to copy the old masters. Yes, the analogy is a bit extra, but it can be useful to see an efficient example that I can play with to get to my own solutions
@@wugadawoo yah, " to get to my own solutions " was my inital idea too.. but the blueprints were too perfect, too well optimized in what they do and even space efficency.. so i ended up just copy/pasting because it was "the best" solution.. why should i lower the perfection with my own thoughts.. thats why blueprints are a trap, if you dont know the ultimate answer you are able to have fun solving problems.. if you know it, the fun is gone and logic takes over.
It's actually one of the things that always puts me off when playing DSP. It's just too convenient to have planet wide blueprints that do everything for you, and the game becomes an incremental copy/pasting fiesta, but otherwise it's too tedious to build everything yourself in late game. In that regard, I really like that blueprints in satisfactory are limited (though, it could accommodate bigger buildings better).
want to make factorio better? Play modded like space exploration those BP don't work anymore XD got to make your own or use someone sub par ones. granted factorio is more about building bigger and efficient as possible. its why city blocks exist.
I have no issue with blueprints or modularization, but ... what is with people making "belt floors" that hide all the logistics? The entire point of these games is to see the factory work. Is it just RUclipsrs being different to stand out?
lmao "ruining the game" - I didnt know the Satisfactory community was so sensitive and salty, and you'd think that the people watching your channel would not be surprised by this kind of content. RUclips comments sure are wild.
I just went back and checked. I could only find a single comment complaining about this. I'd probably be more suprised if there is no one complaining tbh.
If makes a little bloop sound of the elevator is connected to the output when you rotate it in the correct position. If, for example, you're too far away, it won't make the sound
▶Support the channel and get access to Save Games and Blueprints (Protector rank or higher): www.patreon.com/Nilaus
▶Join live on Twitch (most evenings at 20:00 CEST): www.twitch.tv/nilaus
Update 8 has been in early access for a couple of months now.
Are the blueprints still going to remain exclusive to patrons?
Hey @Nilaus. wonderful series. in the video you said you are going to make it available to everyone.. Do we still need a Patreon to access them please?
People hate about paying for patreon for these blueprints but fail to realize that this string of blueprints (which is amazing, btw) probably took you hours to make and will save people hours of building to instantly craft a factory in a few minutes. Thank you for your hard work, mate. You earned a patreon sub from me ❤
Really clean designs, excited to see the progression to the later production buildings.
I've loved your blueprints for factorio, I'm sure I'll love these too.
I have also been making my blueprints modular. Instead of tiling them wide, mine are stackable, so I have towers of modules that are chained together with lifts. The input resources go in at the bottom and are chained up, and output resources come out at the bottom because they are chained down. Also, instead of making generic modules, I have them item focused, e.g., one blueprint that outputs 10.66 Rotor from 120 Iron Ingot, so with mk5 belts, 6 of them can be stacked in a tower with a 4x4 platform footprint. The small footprint makes the logistics of transporting items around the map easier.
Are you recreating NYC?
Do you have the lifts inside the 4x4 space, or going out windows? I wanted to do this but found it's really hard to fit things in 4x4. Even aligning input/output splitters with window holes was wasting space I didn't feel I had.
@@delson84 There is no issue fitting lifts inside. I like having a system so the the blueprints can fit together, and designing in a flowchart tool for rapid iteration. What helps with fitting is being okay with slight clipping, where it does not visually clip (with extreme clipping 4 manufactures can fit into one blueprint), and placing mergers/splitters directly onto lifts.
I'd never make it as far as I have in Dyson Sphere program without your blueprints, and I expect all enjoy your satisfactory blueprints just as much. It's like having a consultation with an engineer, so thank you
Your videos are very detailed and well put together. They help keep games alive and generate that hype. If you do want to spend 1000s of hrs grinding designs then there is nobody forcing you to watch. Why did you click a guide video if you think it ruins the game?!
Thanks for all your hard work. Love your blueprints!
Wait, when did modular builds become a bad thing?! If you've never built anything by scratch, you can't understand the efficiency and time saving benefits of making a Floorplan and copying it to your builds. You do the math originally, to set it all up, Then you multiply it to create the throughput you're looking for in your factory. Is that not how people think?!
This game has a pretty toxic community which was encouraged by the devs for a long time. "Everything must be built by hand or it isn't impressive".
They only recently changed course hence blueprints; which they also stated were never going to be in the game.
@@SpacePopeIII The whole point and fun of a game like this is to make a blueprint... who in their right mind wants to seriously, for every smelter, miner, water extractor, electricity line and so on... it goes on forever, put in every single detail, spin it in the exact right ammount, let me not even mention all the hours spent lining it up perfectly...
if you do all of that ONCE for ONE of your blueprints, you are well deserved of being able to save that and copy pasting it. Having to mindlessly repeat that and get corpal tunnel for basically nothing, just because they have some sick fetish on "everything must be built by hand"... idk it's just kinda sick behaviour
In past Satisfactory games I always suffered paralysis in the mid to late game because of just how long it takes to expand production to meet the demands the game was making of you in order to make progress (anybody remember how painful it was to lay down foundations without zooping?).
Blueprints are a necessity, and I'm glad that Nilaus has managed to use even this game's half-assed implementation to great effect.
I remember when I first started using blueprints (and logistics bots) in Factorio - it was a literal game changer.
I cannot fathom the mindset of somebody who thinks that efficiency is a bad thing, especially in a factory game.
Yes!! Love the "follow my shadow" tutorials =)
I am all about generic modular blueprints, and I really appreciate all what you do Nilaus! Thank you ❤
If people complain how you're using blueprints Nilaus, ask them to come back after they've played as many hours as you have and see if they still feel the same way. lol. Thanks for the video!
Can't wait to follow along when update 8 comes out.
lolz, people blaming a content creator for ruining a game when the developer themselves, Coffee Stain Studios added the Blueprint machine to the game in Update 7.
If people have a fundamental issue with blueprints being in Satisfactory, they should:
(A) - not buy early access games as they almost always change during development
(B) - take up the fight with Coffee Stain Studios, but now that the cat is out of the bag it isn't going back in the bag.
Keep up the great work Nilaus. 👍
I am so looking forward for Road and Train Blueprints
Nudge is great
thx very much
I'm also using modular blueprints, but I've making a vertical design. Every module have two floors, and then I have another belt level, I just built another floors. Input going up, and output is going down. At the end I have pretty and closed workshops for every detail. Perfect.
But this scheme have few problems. First - liquids. Not very big problem, but it takes an extra time for building. Second - refinery. It's too big, but mod for bigger blueprints clearly solve this problem.
The size of the refinery building never changes so use the BP to laydown the connections so you can slot the building in and hook it up. The fiddly bit for refineries and power isn't the building but the supporting infrastructure.
@@andybrown4284 Problem not in this. It's just because vanille bluprint is too small. But as I say, there is a mod, that solve this problem. It's adding bluprints for 6x6x6 (original is 4x4x4), 8x8x8, 10x10x8, 12x12x6. Very useful.
wouldnt the first one need mach 3 belts as it is 240 for 4 and not 120
Sometimes I forget his factory it's like 3km until he has to walk from place to place instead of flying
This is amazing, I am going to try this in my playthrough. It sad though how there is still manual work like connecting the belts and fixing the lights, I like this game but everything feel like it's half-done, why can't they just deliver a feature complete and working instead of forcing the players to do workarounds around the bugs
Experimental, Early Access ...
They also said that Blueprints are in an early stage as a lot of the base code changed with the engine update. So fixing some bugs like the lighting would be a waste of time as they need a different solution for the final game engine.
This game is in early access, no duh you have to work around bugs
@@iSomeDood If they sell the game, early access is poor excuse
@@sh0ker its not like they dont fix the bugs, there is quite literally a QA site
@@sh0ker no. You get acess to a game, that would otherwise be behind closed bars for YEARS. to come. With a company not knowing how much worth it would be to spend time on developing the game, as they wouldn't know the profit... each year going by without release = insane loss.
But with early acess, which is branded with a big disclaimer that it is infact early-acess and not copmlete, you get just that - early acess to a product that would otherwise be off limits for years.
The company can see exactly how much interest there is for their game, by how many people are buying it in it's un-finished state and can thus focus an adequate ammount of resource on developing the game and not giving up on it early, if there are alot of customers who buy the game.
It basically means that, if the game is good and the devs are good, the game will be better in the long run, as the devs can take longer time to develop the game, get direct feedback from players.
Honestly, early acess is just a positive for the industry as a whole. You just gotta get your head outta your arse, thinking that you should expect a full product when you arent even paying for a full product. You are literally paying for an unfinished product. So expect the quality of an unfinished product then.
I build from scratch since the main loop is building and use blueprints for repetition or expanding an existing array as the capacity of inputs goes up much in the same way my DSP array bp's always have the middle missing.
😊
came here just to tell you how using blueprints ruined factorio for me xD but you already know.. good.. for everyone else, fair warning: other ppls blueprints take away a big part of your fun of games like this. USE WITH CAUTION! after using them myself, factorio became just a easy puzzle game where the most difficult part was, to find space for the blueprint placement... its like a cheatsheet, its very difficult to resist using it when you used it once.. logic takes over and simply goes the easy way..
I personally view it more along the lines of art students going to museums to copy the old masters. Yes, the analogy is a bit extra, but it can be useful to see an efficient example that I can play with to get to my own solutions
@@wugadawoo yah, " to get to my own solutions " was my inital idea too.. but the blueprints were too perfect, too well optimized in what they do and even space efficency.. so i ended up just copy/pasting because it was "the best" solution.. why should i lower the perfection with my own thoughts..
thats why blueprints are a trap, if you dont know the ultimate answer you are able to have fun solving problems.. if you know it, the fun is gone and logic takes over.
Shut up
It's actually one of the things that always puts me off when playing DSP. It's just too convenient to have planet wide blueprints that do everything for you, and the game becomes an incremental copy/pasting fiesta, but otherwise it's too tedious to build everything yourself in late game. In that regard, I really like that blueprints in satisfactory are limited (though, it could accommodate bigger buildings better).
want to make factorio better? Play modded like space exploration those BP don't work anymore XD got to make your own or use someone sub par ones. granted factorio is more about building bigger and efficient as possible. its why city blocks exist.
I have no issue with blueprints or modularization, but ... what is with people making "belt floors" that hide all the logistics? The entire point of these games is to see the factory work. Is it just RUclipsrs being different to stand out?
They quite literally are not hidden, they are visible through windows...
it helps to allow you move around the machines, not necessarily to hide the belts
Also for blueprints it turns a 4x4 into an 8x8 when you add the second level...
lmao "ruining the game" - I didnt know the Satisfactory community was so sensitive and salty, and you'd think that the people watching your channel would not be surprised by this kind of content. RUclips comments sure are wild.
I just went back and checked. I could only find a single comment complaining about this.
I'd probably be more suprised if there is no one complaining tbh.
If makes a little bloop sound of the elevator is connected to the output when you rotate it in the correct position. If, for example, you're too far away, it won't make the sound
Satisfactory its for me to ressource limited