Satisfactory is a game about building a factory
start on an idyllic alien world
that's no good though, look at all that WASTE
MUCH BETTER
if you like conveyor belts, factories, tubes, and EFFICIENCY, you should try Satisfactory. it is currently an early access game, available in the Epic store.
Here is a guide to the early game:
https://satisfactory.gamepedia.com/Tutorial:How_to_play
It heavily implies that you should rush to coal as soon as you can, and that's not a bad idea; you'll definitely want to free yourself from the tyranny of biomass generators sooner rather than later.
Once you've had enough of progression it's a pretty cool sandbox game, you can do some really wild stuff with hypertubes, like launching yourself into another dimension. Some players have also built skate parks out of the curvy foundation pieces you can buy in the in-game shop (with in-game currency--there are no microtransactions).
Anyway have fun extracting, and remember, screenshots only count if you're taking an extremely self-satisfied sip of coffee.
e: Here is a website you can use to generate a map from your save file:
https://satisfactory-calculator.com/en/interactive-map
Posts
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
1) increase quickwire production to meet the needs of my AI limiter assembler and high-speed connector manufacturer
2) finally start extracting quartz and advancing that research tree
3) expand my infrastructure for producing frames (I need a LOT more, partly because my modular frame manufacturer is nowhere near 100% and partly because I need to get my milestone component production line back up)
Also I want ramps and reverse ramps girder pieces.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
By choosing the highest point to start from, I was able to avoid elevating/depressing the train track. I built all other stations to the track and then dropped/raised the freight using conveyor lifts.
So a quick primer on the elevator parts, some of them are required for building other elevator parts.
#1 Smart Plating > #4 Modular Engines
#2 Versatile Framework
#3 Automated Wiring > #5 Adaptive Control Unit
When building production lines for these, take that into account. For example, a single assembler makes 2 Smart Plating per minute, which is conveniently also the amount per minute you need to make Modular Engines in the manufacturer. However, Adaptive Control Units take 7.5 Automated Wiring per Minute, and the base recipe for Automated Wiring is only 2.5/min per Assembler, so you'll need three.
There ARE alternate recipes for these as well.
Once I've unlocked stuff with the Elevator parts I just keep my production line going and feed it into the shredder for sweet, sweet tickets. Also I built in some overflow on useful components in there like rotors and engines, so keeping them running keeps me supplied.
The harder the rain, honey, the sweeter the sun.
I've copied over and combined my last two posts in the PC games thread about Oil Power generation here for posterity.
I made myself a little calculator spreadsheet based entire on how much power you can generate with different oil processing setups. I wanted to figure out what was the optimal result, and how many refineries it would take to pull it off. The results were interesting. Specifically, three recipes change things dramatically.
So, assuming you have a 300 cubic meter/min pipeline of Crude Oil (the max a pipe can currently handle), this is the net power gain, taking into account the power cost of the refineries used.
Producing Fuel, baseline recipe: 1850MW Net Power, plus 150 resin/min
Producing Plastic, w/ Residual Fuel alt recipe: 316.66MW Net Power, plus 200 plastic/min
Producing Rubber, w/ Residual Fuel alt recipe: 933.33MW Net Power, plus 200 rubber/min
Producing Plastic, converting byproduct into Diluted Packaged Fuel: 1600MW Net Power, plus 200 plastic/min
Producing Rubber, converting byproduct into Diluted Packaged Fuel: 3500MW Net Power, plus 200 rubber/min
Producing Heavy Oil Residue directly, converting into Diluted Packaged Fuel: 6500MW Net Power, plus 200 resin/minute
So, yeah. converting to Diluted Packaged Fuel, then unpacking it again adds a lot of extra steps to your production line but dramatically increases power output. (this is without taking Turbo Fuel into account either)
With that figured out, this is about as neat and tidy as I can make the setup for it.
There's two things happening here. At the top there are three refiners turning half a pipe (150 cm/min) of crude into fuel, to get my production lines up and running again. It's a super quick and dirty power setup which I needed because if I don't get more power, I can't make the components I need to make more fuel generators. Those six generators there took all I had left.
The bottom half with all the color coded refiners is inactive, but will eventually take the other 150 cm/min of crude and convert it via the Diluted Packaged Fuel Recipe. I can't use it yet because I need to get my computer production up and running before I can make the generators I need for it. (Hence the quick and dirty setup above it). Also I need to get a supply of containers for the packaged water into the system. So I'm using the resin from my simple power setup to make those.
I even made a little flowchart!
The harder the rain, honey, the sweeter the sun.
I have to refactor my Automated Wiring because I am only making 2/3rd of what I need, since I didn't realize ahead of time the amounts for the next tier.
Learn from my mistakes!
-edit-
Actually, 1/3rd, I like to make double amounts for these because they work so well to earn tickets.
The harder the rain, honey, the sweeter the sun.
It's made a huge difference in improving my overall tidiness, since I don't need to be ramping conveyors all over like I used to think.
You can also snap them to the end of a conveyor or a conveyor pole.
Same rules for Splitters/mergers mostly, although when you snap a splitter ONTO a lift, things get weird.
The harder the rain, honey, the sweeter the sun.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
If you are in build mode and middle click while focused on a structure, your intended build changes to that structure. Basically the eyedropper tool from photoshop, or copy/paste. I always forget to use it.
The harder the rain, honey, the sweeter the sun.
you can also put mergers and splitters directly onto lifts, though the game is really finicky about letting you use the side entrances on those
oh another really useful thing is that you can build splitters and mergers directly onto existing conveyors, that tends to be a lot more consistently successful
Be careful when upgrading belts with splitters and mergers on them. The bug is still there where a tiny piece of the old conveyor will still be left inside the splitter/merger, and thus slow down everything after it. So far I've found its just with the first one in the chain, but still.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
The harder the rain, honey, the sweeter the sun.
https://youtu.be/t2X3wlvoShg
If you stack three splitters/mergers onto each other, the top one will be exactly at the level of the shortest possible conveyor lift. Likewise, conveyor poles raised to the third 'snap point' are also exactly at this height. Poles at snap point two are the exact height of two splitters/mergers stacked, as well (of course).
I use this a lot to set up floating splitters that I then know will be perfectly aligned with belts and lifts I have in use. I prefer this to snapping a splitter onto an existing belt because you kind of have to eyeball the alignment, it doesn't snap to grid lines when you are doing that.
The harder the rain, honey, the sweeter the sun.
I'm doing a lot of the opposite, in big installations I'm running everything underneath the floor, especially pipes, then bringing them up to the equipment that needs them. Pretty much if there is an assembler, power plant, manufacturer or refinery I'm running everything underfloor. Only constructors and smelters get same level belting.
Also to be honest I've never used the variable height conveyor poles. If I need to go above the standard I just use the snapable ones with the ladders on the sides, whatever they are called.
Edit: I also really like that desert at night screen shot with the miners and refineries.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I run stuff underfloor in my main factory but power plants I tend to just do stuff at 'floor level'.
There was a lot of crazy belt work in that power plant screenshot up there, for sure.
-edit-
I actually use the variable conveyor poles a lot in my 'belt' layer of the factory to weave belts above and below each other.
The harder the rain, honey, the sweeter the sun.
give me hyper tube and pipe foundation mounts so that I don't have to try to glitch them through glass foundations. Also give me conveyor elevator connections that can go vertically through foundations too.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
I made mine only one wall high initially, and that was a mistake. They need to be two walls high to allow belts to move up and down easier. (also just easier to navigate when you can jump over a belt)
I also specifically have separate subfloors for each layer of my steelworks, because it just makes it so much easier to route both iron and coal into there.
The harder the rain, honey, the sweeter the sun.
Bravely Default / 3DS Friend Code = 3394-3571-1609
1) the running slide will go under ground-level belts, provided they're not lower than the entrance point of a standard port (i.e. the entrance of a smelter, splitter, what-have-you)
2) the skeletonized foundations you can buy in the awesome shop let you put stuff through them (lifts or whatever), though obviously they're not super great for running across
for me it's less about tidiness within the subfloor
I like not having to worry too much about keeping belts super neat as long as I don't have to look at them all the time
(incidentally this is why I haven't posted any screenshots, ain't nobody needs to see that)
Of note, the walkway pieces snap perfectly on top of the frame foundations, btw. So you can neatly cover the sections you aren't routing lifts through. Granted, you don't need frame foundations to do that either way. I tend to use the frames less because they force you to align inputs/outputs to them, and in some cases that's not as space efficient.
-edit-
Example shown here:
The harder the rain, honey, the sweeter the sun.
You can also see my almost complete steel factory off to the left. The top floor will be making encased beams. I just have to switch my power plants to the pure node just to the east, then all 4 normal nodes will fuel ingot production in the steel factory. All conveyors are ran though, at the right levels. All that's left is to build out capacity and install the last couple manufacturers and get them hooked up to the system. I should be cranking out computers and reinforced frames, plus storage units of all the bits.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Coal for the Coal god!
I need to set up some automated quartz processing, just so that I can produce Radar towers on demand.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
So I'm probably gonna rip that entire area up and align it to the master grid
And while I'm there I'll have to build more coal plants because I got modular frame and reinforced plate production back online and that put me at like 480/600 megawatts so i probably need double that to handle steel production
1. Rework some of my sub-layer so I can route a few things better. Gotta bring crystal/silicate for circuit boards. Still a maze down here but so far, I have managed to get stuff where it needs to go.
2. While I am at it, route the output of my 'basic building supplies' production lines to next to my HUB so I don't have to haul my ass to the other side of the factory every once in a while. Plates, rods, steel stuff, concrete, encased beams, even fuel for the jetpack/car, all nicely routed to a much more convenient location.
3. Add in a loop for my rail station so it's easy for trains to turn around once I start using them to bring in stuff like Bauxite/Aluminum products.
4. Computers! Finally! The last thing I need to automate to make Fuel Generators.
Speaking of which...
It LIVES.
Yes. That will do nicely for now.
The harder the rain, honey, the sweeter the sun.
Also somehow I feel like advancing via setting up inefficient but good enough factories and running the buffer up while I work is against the law in some way >_>
Nah that’s exactly how I play too. It’s more that that’s what I did a few days ago to progress my milestones, and now those lines have done their job so I tore them out.
For big foundation work I put on blade runners and aim just inside the edge of an existing row of foundations. There’s a sweet spot where the new foundation snaps in place nicely.