I play to relax, so maximizing output is madness, for me. I'll generally just use 100% of the input resources with the miners and belts I have at the time, and build the factory that yields. I may upgrade those inputs, but I'm more likely to build another factory if I need a higher output.
My goal is to have machines running at 100% efficiency as often as possible. Generally this leads to adding 1 extra machine and underclocking the whole bank to be equal.
@@CookingWithJackDaniels same, although that way of calculating "efficiency" is not the end-all-be-all of ways to define efficiency and sometimes I aim for a production efficiency calculation instead of a power efficiency one -- although it's a bit harder to setup and requires alot of smart splitters -- there's a video floating around TH-cam somewhere on how to do it, if I remember the title I comment it
This is what i do too, atleast at the start. I choose a general production plan (Iron/copper/steel/quartz/bauxite/oil/cement) etc and the amount of outputs are whatever makes use of all the inputs. If I say, make a steel factory, then i figure out what’s my bottleneck resource, then calculate outputs that will make the most use of that bottlenecked resource.
My first proper factory game experience was DSP, where the aim was simply to maximise conveyor belt throughput and shove the products into a logistics station which automatically transports those products elsewhere for you to other production lines, and that's simply how you worked out your production rates. And that's how I approached Satisfactory until I realised that approach doesn't really work here and it's not really necessary to do that anyway. Far easier to just import the raw resources with one singular end product per factory, especially now we have cloud storage, and contain that whole process in one place.
I tried to go too big my first time around, with 1.0 it was a fresh start. Every time I was looking at a new item, I focused on making one machine happy and integrating it into my existing main production line. Each stage of production pushing just slightly more than is being used and only adding more mining nodes when the next recipe calls for it. Upgrading the logistics along the way and when you get smart splitters, simply diverting the overflow allows you to simply add another refinement module. My next world will be less spaghetti as I barely got past aluminum on my first go around, but it was after aluminum this time that things got pretty messy. The objectives for my bus base was to be contained within a single screenshot and to fully utilize the node that im working with before considering the unused resources around me. I also ignored sinks until aluminum, unless it was necessary to sink excess polymer. This achieves a few things, each stage of production fills up so you always can grab a stack or two when you need and as a result those buildings stop drawing full power, allowing you to continue to expand to the next stage of production. Then, each new stage you only have to worry about one machine and with judicial use of even just four or six sommersloops, you can hotswap them into the latest stage of production to let you enjoy extra resources to immediately unlock milestones. From there, as you approach the next production stage youll have new tech to upgrade your existing production logistics. The only time I let power consumption exceed production was after I built aluminum, but only when I went back to restock and main production turned back on to fill the boxes, lol. Now, in post game, I'm barely consuming half half of max which is just barely under my production. Considering the scale of nuclear, I'm expanding my power grid before building anything completely new to me. I just finished a build thats turning 180 crude oil per minute, into 30 fuel, 180 packaged turbofuel and 600 rocket fuel. The factory must grow. xD Edit: and not just a bus base, but a fully balanced bus base, haha
Looking forward to watching this video. Regarding planning for expansion, one thing I like to do is build more machines than I need for my current production rate and underclock everything (e.g. 2x machines at 50% clock, but you can go more extreme). It can be overwhelming to disassemble large chunks of your factory to expand later and this helps avoid that. Just raise the clock speeds and throw more inputs at it. This has a few advantages over straight overclocking too. Less power usage, and you retain the option to overclock later but with many more machines.
I'm really digging the architecture you bring about in your factories now. They seem a lot more refined, and in a way 'practical'(as in how a real factory might be) than before. Good inspiration, while not being very daunting like the fluxo/stin archi builds. I mean this as a compliment because you're getting very aesthetic results that feel achievable
Honestly, this was a fantastic video that is making me now reconsider how I've been approaching the game. I realize now I've been doing a weird hybrid approach where the facility was meant both immediate and endgame, resulting in planning around belts and logistics I simply don't have. It would explain part of why I've spent over 50 hours on a steel facility and keep running into brick walls on how to move items around in it without Mk. 6 belts, yet planning to have them.
That's what I try this playthrough - one dedicated HUB / Main Depot that gets send ~60 of each low tier / high demand item and less of each higher tier item. And the basic idea is: One dedicated factory for each item that takes ingots / plastic / rubber in their most basic form. Naturally - higher tier factories will become larger and larger, as they entail all the precursor products.
it would be interesting to know how you set up the trains between the factories, i.e. what loads when and how up and down or with intermediate storage :)
As someone that has never gotten beyond phase 2 I always had this notion that I should setup “parts” factories connected to the train network and ship items around as needed. So it’s interesting (and helpful) to know that mostly you’re shipping metals and raw resources around.
If you want to beat the space elevator then prepare the right amount of advanced endgame product. Then you can calculate the required amount of the lower product. Iterate until the basic product. It does feel daunting if you see the number. Just give a 4 industrial container each factory. After make modular factory and another facility, your container will full of product 😁 . (For modular frame i prepare ±8 container, so i can supply them to advanced frame factory when it unlocked) Im pass the phase 3 now with 60h play time. Im started at grassland. Aimed only to produce the space elevator product.
For space elevator parts, it's really easy to target "1 machine @100%" at which point you'd be shocked how few resources you need to get everything running. Especially if you can break a few things off like HMFs or Pasta the rest of it gets super simple.
There is a right answer. If you want to make all Tier 1-9 products at their default levels (1 machine @ 100% efficiency) then you need X amount of Iron Plates, X amount of Iron Rods, etc...
But one machine at 100% efficiency is absolutely arbitrary as a goal? Why that specific amount? And anyway, which recipe? Also the default one, just because?
Like I explain in the video by the time you get to Tier 9 you have so many different recipes and ways of doing things, there's no point in planning because your early game planning will be totally different to your late game.
I haven't had to upgrade any of my early game factpries yet and I'm like two tiers away from getting into the final tier. I don't even make factories for project parts. I just set up a fully overclocked manufacturer with four storage units to make whatever is needed for whatever tier I'm doing. Refilling it periodically as I revisit the main base. Other than a few of the early ones, you don't really use project parts for anything but the project. Even then, those earlier project parts are only ever used to make other project parts. So no real need to make a dedicated factory for it.
i have gone for 1 max overclocked machine of whatever i want as that gives a great rate all the way trough the game and if you get overloaded jsut make 1 of each item at 100% instead
The ideal is 4 of the maximum belt from the lowest tier item with other ratios based upon that 4. It seriously scales well to keep you going without having to keep re-tooling In my experience.
My rule of thumb is at minimum 1 250% final output machine or up to 1 belt of any higher tier rare resource. This helps me reign in the desire to do a max nuclear build while similtaneously not having me build just a single sushi line/mega-bus that produces every endgame item from 1 belt per resource just to say i completed the game. If I'm looking ahead and decide that's not enough, then I can scale up. But everything is an independent factory, with the exception of later game stuff like conputers for supercomputers. Prioritize cloud storage, local storage to your home base if you have one, then logistics to other factories that use the output. I tend to do my complete hard drive hunt right around steel and explosives, which is pretty early, so the only issue i have of missing recipes is blenders.
I need more videos like this. I finally make it to tier 7 and 8 and just need to do the unlocks. I completely ripped down my iron factory and now and struggling to rebuild it.
For example, I am trying to bring 780 (mk 5 belt) iron ore into a factory to create all basic iron recipes and then move those resources to create what I consider the “tier 2 iron recipes” (reinforced plates, rotors, and modular frames) I have been stuck on it for weeks now and am almost at the point of not wanting to go back after 100 hours
Well you just make a smelter manifold then do the math to figure out how many plates rods and screws (assuming you have cast screws recipe) and make a manifold line to all the constructors for it. Merger lines for each material into some bins. Really all it is. Just make sure when building the other stuff that uses those resources to not use the same amount you make. If you make 200 plates per minute you don't want to use all of that because then you won't have any excess to build with
I completely torn down my original "factory" if it can be called that that was making everything except oil up to tier 6. Spent 2 hours on basic iron and that was about it.
@ thanks for the comment! Yeah I think the problem I run into is how much of each item I will need down the road. So if I have 780 iron ore per minute (mk5 belts) I struggle to know how many rods, plates and screws I should have because I do not know how many I will need to create “X” amount of rotors, mod frames, etc
Well a lot of the t2 parts you still will need for building. I split resources off up to about motors. (I make 5 per minute now). 12 rotors so I have an extra 2 that just go into storage. Any complexity beyond that and i just build a new production line from scratch with its own raw inputs. So I'm still rebuilding my base and I decided to automate SAM fluctuators. They take more steel pipes than I have, so I just build a new line that produces exactly enough. For larger projects like Heavy Modular Frames then you really can't plan all your prior production in advance to account for it. Just decide how many you want to make, work your way down figuring out how much stuff you need, and start separate lines for it. My HMF factory is just a separate building that takes in 1000 something iron ore and does the entire process all the way up to the final product. Beyond the tier 3/4 stuff you really can't produce enough for later in the game.
What is a high amount of phase 5 space elevator parts to make? I want to calculate the exact amount of resources needed to make them before starting the mid-game and I want to use most of the nodes on the map.
phase 5 has significantly different resource requirements than phase 4. It is basically way less of everything except copper and coal which require absurd amounts. also using all the resources on the map is super inefficient. your bottleneck is going to be building machines, not resources
@kel1770 thanks, that makes sense. Do u have specific numbers you'd recommend to make of each phase 5 part? In my last save before 1.0 I hadn't reached phase 4 yet so I'm unsure of good options
@@Professional_Amateurs 10 Nuclear Pasta, 10 Biosculptors, 2.56 AI expansion servers, 2 Ballistic Drives per minute. You can absolutely finish Phase 5 with hand-loading, but these numbers completes the phase in 100 minutes while not being comedically large. The pasta particularly is nice because it is needed for fueling teleporters or late nuclear power if that interests you.
@@Professional_Amateurs I would add onto this to also make another 20 singularity cells per minute. Yes, it takes a lot of nuclear pasta and dark matter crystals, but it will be worth it for the teleporters.
The ideal amount is as much as you need at a given time. That number will likely go up so it doesn't hurt to produce more than you think to allow wriggle room. Resources are infinite so there's no need to optimise the fun out of playing unless you're actually into the numbers game.
I normally aim for 20 of everything per minute easy to do at the start and not to unmanageable at the end game ive tried making massing mega facility's and i all gets way to over whelming for me
How I'm going about my 1.0 playground is 10 per minute of everything. One main factory will have project parts, then another factory will be standard parts, another for electronics, etc. So when it's finished the sink will accept 10 of each item and everything will be balanced to that. I even named the save TenPer so I don't forget the goal.
That will be a lot of nuclear pasta. Good luck! I'm currently on a quest to produce 20 ficsonium fuel rods p/min. Just got the spreadsheet done, it seems like it will be fun. Tough, but fun.
I actually didn't think about including fuels in the sink. I'm glad you guys said something before I got to nuclear and needed to redo my whole nuclear plant set up. I'm going to have to go add a packager to my turbo fuel plant though.
@paulelderson934 Finally got around to setting up nuclear pasta. With pure copper ingots in refineries, it's 4 full pure nodes maxed out. 160 refineries at 200%, and 80 constructors. Just in case you were curious.
I've stayed away from mega factory smelting as its been easier for me to focus on more modular designs, but now that I'm on Project Assembly 4 its causing me other problems. My biggest question about centralized production of smelting/ intermediary products is how do you handle the shipping to the end production factories? Do you just ship the productions in bulk, without worrying about ratios, or do you split off 30 iron plates per minute out of your production line to a train station that leads to a factory that requires 30 iron plates per minute, for example?
Trains should show their throughput - I skipped them and just used drones, and drones do. So you can dump X onto the train and once it completes a loop you can see what the output will be at the end. Then if you only need 30 plates, you would use a mk1 belt and splitter.
Well this is what i did: transport the ingots to the modular factory, make the plates locally. (and iron rods, screws, and even wires with alt recipes) this is easyer because the scaling from ore + water to ingots is really good. it also means you have mostly driving ingot trains and if you keep the ingot production amount high enough, no supply will dry up.
@@callelx But how do you ensure that enough of the supplies get to where they need to go? If you run one station, then you can never be sure enough supplies get to the correct destination.
See what bothers me a bit i have ocd so i dont know if i should make a small factory for each item and when i need to make space elevator items make a dedicated factory. And another thing is like lets say the space elevator items i have a factory for smart plate should i deconstruct that when im done needing them or build it bigger for the next item that need or just build massive amounts of smart plating and hope i dont need more. Or just keep a small smart plate factory going at the minimum. This is what i struggling with mid game
20 million PPM is what I hit for on my 1.0 play through ( including sloop buffs ) id say that's about right . cuz it's about 80 % of the resorses in 1/4th of the map . During build up and progression phase i ALWAYS build the bare minimum for progresion / mall . If you want too just "beat the game " then id say aim for 4 heavey modular frames PM then build the rest of the factory around that number of frames
For me: Before you get trains, how much you can build in the local area you are working in. After trains, err.. as big as you want to dedicate your time to the game
How many resources are needed in the very late game (i.e. Tier 9), generally speaking? I ask because I built a dedicated Rubber/Plastics factory outputting something like 1800/min of each, and I can't imagine _ever_ needing that much. The same is true of many of the other factories I've built. I'm artificially holding back on upgrading the final phase of the Space Elevator by setting an arbitrary requirement that I need to be able to produce all that is needed in one hour, but that's just an arbitrary restriction --- without it, I'd have slapped down a few Manufacturers and Somersloops and knock off Phase 4 in a few minutes just with the stuff I have in storage. Is the same going to be true of the final phase of the Space Elevator? Because that would be disappointing.
I've never been past supercomputers in Satisfactory simply because of the amount of resources it takes to make anything at that level. You have to spend dozens of hours just roaming the map, finding new resources to exploit, then shipping all that back to a place where you can refine and turn those new resources into basic parts you already had but not in nearly the amount you needed. And the blueprint system in Satisfactory is a joke, sure I guess being able to build 2 smelters and 2 splitters at the same time is an improvement, but seriously? Idk maybe I'm spoiled by the perfect pacing of Dyson Sphere Program where I never feel like I'm grinding to get to the next step. Satisfactory definitely has a pacing problem imo though, it just takes too long to scale up that by the time I'm close to scaling up my factory I've forgotten why I even started in the first place. It is a frustratingly slow process that idk how you fix because it mostly stems from the first person perspective and only being able to build one thing at a time or use the teenie tiny blueprints that the game gives you early on that are barely any better.
I feel like the blueprint part isn't really a solid argument. You can fit a full 720 p/min smelter in a 4x4x4 blueprint. Same for foundation lines or train lines. Blueprint your builds and you can really quickly get 1000 meters out for logistics. Honestly, rushing hoverpack and slamming down blueprints is a huge huge upgrade for large factories. On the other hand, I feel like most of my time is spent figuring out how to then transport all of the parts around within the complex part factory. Especially between floors.
@@paulelderson934 Yes blueprints are a godsend. I'm currently building a ridiculously large factory with a friend (nearly 10 000 buildings) and it would probably be impossibly time consuming to connect all the buildings without them. With blueprints, I can place hundreds of constructors in seconds and all that's left is connecting the splitters/mergers between blueprints
I make what i need, if it takes hours to get half of what i need indouble my build then I go frolicking looking for 🕷️ to introduce to my friend Lucie the high speed kinetic dispensary device. 😊
Well...complex topic. But actually answer is easy - produce more than you need. Let the factories clog. Have 50% more power produced than you consume at the moment. That way guarantees peace of mind and sanity.
me trying to figure out how wires and arms and storages work in astroneer... satisfactory slamming a bunch of different materials at once... and I don't even know that factorio about to hit me over the head with blue circuits... fellas, send help
@TotalXclipse I've learned a lot by watching how to make a building and I'm enjoying getting into the architecture of the game, but I'm not sure where I should be building them because I'm not sure what makes sense to transport raw materials to them.
While the resources in Satisfactory are infinite, their output is the limiting factor. With a limited number of resource nodes, there is only so much you can make. I usually aim for 40 turbo engines and 40 super computers per minute. That's already a large factory enough factory that requires multiple nodes to complete. There was this streamer the other day who said that there's only 35,000 of a specific resource available (forgot which one). This may seem a lot. Except when you start to produce 100 super computers per minute - which the calculator will give you an error. There's not enough resources to produce that many. Let's say you do end up with 85 per minute: what is left to produce other parts for the factory? There is a balance with the max number of elevator parts you can construct. It may well be that Satisfactory isn't really about scaling, because of that ceiling.
@TotalXclipse There is though. There's standard rates in the game that could've been explored and talked about, there's hypotheticals and examples you could've explained like "if you want to produce x, you would ideally need y and z and here's what that could look like." But because you didn't actually address the question in the title, it honestly feels misleading. If the message is that there's no definitive answer then don't title the video a defining question
@@fabusquish.undercover I disagree. If we go hypothetical, there's no stopping the guess work - you need heavy modular frames, so you'll do x modular frames per x heavy - but then you need heavy modular frames for fused frames so everything changes and this will be different for everyone as there are so many different playstyles. So there's no reason to get hypothetical, I explain the approach that I use. Which is build a small amount at first, then in the late game when you have access to better recipes and facilities that build lower tier items on mass and at that point look at larger factories. As for titling, people who need this video won't find it if they search the question they're asking.
hey i know youve collabed with bitz in the past and im sure he already knows but his channel got hacked or something not sure if you can poke him to let him know.
yeah this isn't a guide to efficiency. its a guide to hyperfocusing on balancing resources and making straight lines at the cost of efficiency. that's why 90% of their time is wasted placing foundations.
Same, i built a whole factory from scratch for Supercomputers, Turbo Motors, Fused Frames and i just sloop one of the steps in between to get some extra Cooling Units, RC Controllers, Oscillators etc.
I play to relax, so maximizing output is madness, for me. I'll generally just use 100% of the input resources with the miners and belts I have at the time, and build the factory that yields. I may upgrade those inputs, but I'm more likely to build another factory if I need a higher output.
My goal is to have machines running at 100% efficiency as often as possible. Generally this leads to adding 1 extra machine and underclocking the whole bank to be equal.
@@CookingWithJackDaniels same, although that way of calculating "efficiency" is not the end-all-be-all of ways to define efficiency and sometimes I aim for a production efficiency calculation instead of a power efficiency one -- although it's a bit harder to setup and requires alot of smart splitters -- there's a video floating around TH-cam somewhere on how to do it, if I remember the title I comment it
Often I go for 1 machine of the final product going at 100%, then run down the line until I hit raw resource
@ that works too. Depending on which one gives better round numbers I’ll start from the input or output
This is what i do too, atleast at the start. I choose a general production plan (Iron/copper/steel/quartz/bauxite/oil/cement) etc and the amount of outputs are whatever makes use of all the inputs. If I say, make a steel factory, then i figure out what’s my bottleneck resource, then calculate outputs that will make the most use of that bottlenecked resource.
I know its unlikely but i do wish that this game would win game of the year.
Fingers crossed 🤞🏼
Congrats! It did!
however much you need at the time is the right answer
That's kind of tautological. If you don't know how many you need, how would you know how many you need at the time?
But that answer is always "all of them." xD
Short term solutions to long term problems 😂
My first proper factory game experience was DSP, where the aim was simply to maximise conveyor belt throughput and shove the products into a logistics station which automatically transports those products elsewhere for you to other production lines, and that's simply how you worked out your production rates. And that's how I approached Satisfactory until I realised that approach doesn't really work here and it's not really necessary to do that anyway. Far easier to just import the raw resources with one singular end product per factory, especially now we have cloud storage, and contain that whole process in one place.
I tried to go too big my first time around, with 1.0 it was a fresh start. Every time I was looking at a new item, I focused on making one machine happy and integrating it into my existing main production line. Each stage of production pushing just slightly more than is being used and only adding more mining nodes when the next recipe calls for it. Upgrading the logistics along the way and when you get smart splitters, simply diverting the overflow allows you to simply add another refinement module. My next world will be less spaghetti as I barely got past aluminum on my first go around, but it was after aluminum this time that things got pretty messy. The objectives for my bus base was to be contained within a single screenshot and to fully utilize the node that im working with before considering the unused resources around me. I also ignored sinks until aluminum, unless it was necessary to sink excess polymer.
This achieves a few things, each stage of production fills up so you always can grab a stack or two when you need and as a result those buildings stop drawing full power, allowing you to continue to expand to the next stage of production. Then, each new stage you only have to worry about one machine and with judicial use of even just four or six sommersloops, you can hotswap them into the latest stage of production to let you enjoy extra resources to immediately unlock milestones. From there, as you approach the next production stage youll have new tech to upgrade your existing production logistics.
The only time I let power consumption exceed production was after I built aluminum, but only when I went back to restock and main production turned back on to fill the boxes, lol. Now, in post game, I'm barely consuming half half of max which is just barely under my production. Considering the scale of nuclear, I'm expanding my power grid before building anything completely new to me. I just finished a build thats turning 180 crude oil per minute, into 30 fuel, 180 packaged turbofuel and 600 rocket fuel. The factory must grow. xD
Edit: and not just a bus base, but a fully balanced bus base, haha
Looking forward to watching this video. Regarding planning for expansion, one thing I like to do is build more machines than I need for my current production rate and underclock everything (e.g. 2x machines at 50% clock, but you can go more extreme). It can be overwhelming to disassemble large chunks of your factory to expand later and this helps avoid that. Just raise the clock speeds and throw more inputs at it.
This has a few advantages over straight overclocking too. Less power usage, and you retain the option to overclock later but with many more machines.
That’s a good idea. Might try that on my next build
Especially now that they have artifical power shards and the power augmenter. I'm overclocking every miner.
the power of underclock can't be understated ( also GREAT tool of balancing factory lines after the fact )
I'm really digging the architecture you bring about in your factories now. They seem a lot more refined, and in a way 'practical'(as in how a real factory might be) than before. Good inspiration, while not being very daunting like the fluxo/stin archi builds. I mean this as a compliment because you're getting very aesthetic results that feel achievable
Honestly, this was a fantastic video that is making me now reconsider how I've been approaching the game. I realize now I've been doing a weird hybrid approach where the facility was meant both immediate and endgame, resulting in planning around belts and logistics I simply don't have.
It would explain part of why I've spent over 50 hours on a steel facility and keep running into brick walls on how to move items around in it without Mk. 6 belts, yet planning to have them.
That's what I try this playthrough - one dedicated HUB / Main Depot that gets send ~60 of each low tier / high demand item and less of each higher tier item. And the basic idea is: One dedicated factory for each item that takes ingots / plastic / rubber in their most basic form. Naturally - higher tier factories will become larger and larger, as they entail all the precursor products.
it would be interesting to know how you set up the trains between the factories, i.e. what loads when and how up and down or with intermediate storage :)
Will probably cover this in the train guide coming soon
@@TotalXclipseyes a train guide would be lovely. Especially with the block signals and such!
@@TotalXclipse A late game train guide would be nice. There are already plenty of train basics videos.
As someone that has never gotten beyond phase 2 I always had this notion that I should setup “parts” factories connected to the train network and ship items around as needed. So it’s interesting (and helpful) to know that mostly you’re shipping metals and raw resources around.
Yep, i also tend to ship the lowest amounts of ready made items, rather than raw materials. Why not build the production right where you extract?
What makes Satisfactory so great is there is no right or wrong way to play the game.
If you want to beat the space elevator then prepare the right amount of advanced endgame product. Then you can calculate the required amount of the lower product. Iterate until the basic product.
It does feel daunting if you see the number. Just give a 4 industrial container each factory. After make modular factory and another facility, your container will full of product 😁 . (For modular frame i prepare ±8 container, so i can supply them to advanced frame factory when it unlocked)
Im pass the phase 3 now with 60h play time. Im started at grassland. Aimed only to produce the space elevator product.
For space elevator parts, it's really easy to target "1 machine @100%" at which point you'd be shocked how few resources you need to get everything running. Especially if you can break a few things off like HMFs or Pasta the rest of it gets super simple.
There is a right answer. If you want to make all Tier 1-9 products at their default levels (1 machine @ 100% efficiency) then you need X amount of Iron Plates, X amount of Iron Rods, etc...
But one machine at 100% efficiency is absolutely arbitrary as a goal? Why that specific amount? And anyway, which recipe? Also the default one, just because?
Like I explain in the video by the time you get to Tier 9 you have so many different recipes and ways of doing things, there's no point in planning because your early game planning will be totally different to your late game.
I haven't had to upgrade any of my early game factpries yet and I'm like two tiers away from getting into the final tier.
I don't even make factories for project parts. I just set up a fully overclocked manufacturer with four storage units to make whatever is needed for whatever tier I'm doing. Refilling it periodically as I revisit the main base.
Other than a few of the early ones, you don't really use project parts for anything but the project. Even then, those earlier project parts are only ever used to make other project parts. So no real need to make a dedicated factory for it.
i have gone for 1 max overclocked machine of whatever i want as that gives a great rate all the way trough the game and if you get overloaded jsut make 1 of each item at 100% instead
The ideal is 4 of the maximum belt from the lowest tier item with other ratios based upon that 4. It seriously scales well to keep you going without having to keep re-tooling In my experience.
My rule of thumb is at minimum 1 250% final output machine or up to 1 belt of any higher tier rare resource. This helps me reign in the desire to do a max nuclear build while similtaneously not having me build just a single sushi line/mega-bus that produces every endgame item from 1 belt per resource just to say i completed the game.
If I'm looking ahead and decide that's not enough, then I can scale up. But everything is an independent factory, with the exception of later game stuff like conputers for supercomputers. Prioritize cloud storage, local storage to your home base if you have one, then logistics to other factories that use the output.
I tend to do my complete hard drive hunt right around steel and explosives, which is pretty early, so the only issue i have of missing recipes is blenders.
What is the ideal item production rate when you're still waiting for Ep 3 of the guided playthrough?
😅😅😅
I need more videos like this. I finally make it to tier 7 and 8 and just need to do the unlocks. I completely ripped down my iron factory and now and struggling to rebuild it.
For example, I am trying to bring 780 (mk 5 belt) iron ore into a factory to create all basic iron recipes and then move those resources to create what I consider the “tier 2 iron recipes” (reinforced plates, rotors, and modular frames) I have been stuck on it for weeks now and am almost at the point of not wanting to go back after 100 hours
Well you just make a smelter manifold then do the math to figure out how many plates rods and screws (assuming you have cast screws recipe) and make a manifold line to all the constructors for it. Merger lines for each material into some bins. Really all it is. Just make sure when building the other stuff that uses those resources to not use the same amount you make. If you make 200 plates per minute you don't want to use all of that because then you won't have any excess to build with
I completely torn down my original "factory" if it can be called that that was making everything except oil up to tier 6. Spent 2 hours on basic iron and that was about it.
@ thanks for the comment! Yeah I think the problem I run into is how much of each item I will need down the road. So if I have 780 iron ore per minute (mk5 belts) I struggle to know how many rods, plates and screws I should have because I do not know how many I will need to create “X” amount of rotors, mod frames, etc
Well a lot of the t2 parts you still will need for building. I split resources off up to about motors. (I make 5 per minute now). 12 rotors so I have an extra 2 that just go into storage. Any complexity beyond that and i just build a new production line from scratch with its own raw inputs. So I'm still rebuilding my base and I decided to automate SAM fluctuators. They take more steel pipes than I have, so I just build a new line that produces exactly enough. For larger projects like Heavy Modular Frames then you really can't plan all your prior production in advance to account for it. Just decide how many you want to make, work your way down figuring out how much stuff you need, and start separate lines for it. My HMF factory is just a separate building that takes in 1000 something iron ore and does the entire process all the way up to the final product. Beyond the tier 3/4 stuff you really can't produce enough for later in the game.
What is a high amount of phase 5 space elevator parts to make? I want to calculate the exact amount of resources needed to make them before starting the mid-game and I want to use most of the nodes on the map.
phase 5 has significantly different resource requirements than phase 4. It is basically way less of everything except copper and coal which require absurd amounts. also using all the resources on the map is super inefficient. your bottleneck is going to be building machines, not resources
@kel1770 thanks, that makes sense. Do u have specific numbers you'd recommend to make of each phase 5 part? In my last save before 1.0 I hadn't reached phase 4 yet so I'm unsure of good options
@@Professional_Amateurs 10 Nuclear Pasta, 10 Biosculptors, 2.56 AI expansion servers, 2 Ballistic Drives per minute. You can absolutely finish Phase 5 with hand-loading, but these numbers completes the phase in 100 minutes while not being comedically large. The pasta particularly is nice because it is needed for fueling teleporters or late nuclear power if that interests you.
@@icefly20 ok, thanks!
@@Professional_Amateurs I would add onto this to also make another 20 singularity cells per minute. Yes, it takes a lot of nuclear pasta and dark matter crystals, but it will be worth it for the teleporters.
The ideal amount is as much as you need at a given time. That number will likely go up so it doesn't hurt to produce more than you think to allow wriggle room.
Resources are infinite so there's no need to optimise the fun out of playing unless you're actually into the numbers game.
I normally aim for 20 of everything per minute easy to do at the start and not to unmanageable at the end game ive tried making massing mega facility's and i all gets way to over whelming for me
How I'm going about my 1.0 playground is 10 per minute of everything. One main factory will have project parts, then another factory will be standard parts, another for electronics, etc. So when it's finished the sink will accept 10 of each item and everything will be balanced to that. I even named the save TenPer so I don't forget the goal.
That will be a lot of nuclear pasta. Good luck!
I'm currently on a quest to produce 20 ficsonium fuel rods p/min. Just got the spreadsheet done, it seems like it will be fun. Tough, but fun.
10 Nuclear Pasta is a LOT. 10 Plutonium Fuel Rods is... At least half the uranium in the map I think.
I actually didn't think about including fuels in the sink. I'm glad you guys said something before I got to nuclear and needed to redo my whole nuclear plant set up. I'm going to have to go add a packager to my turbo fuel plant though.
@paulelderson934 Finally got around to setting up nuclear pasta. With pure copper ingots in refineries, it's 4 full pure nodes maxed out. 160 refineries at 200%, and 80 constructors. Just in case you were curious.
I've stayed away from mega factory smelting as its been easier for me to focus on more modular designs, but now that I'm on Project Assembly 4 its causing me other problems. My biggest question about centralized production of smelting/ intermediary products is how do you handle the shipping to the end production factories? Do you just ship the productions in bulk, without worrying about ratios, or do you split off 30 iron plates per minute out of your production line to a train station that leads to a factory that requires 30 iron plates per minute, for example?
Trains should show their throughput - I skipped them and just used drones, and drones do. So you can dump X onto the train and once it completes a loop you can see what the output will be at the end. Then if you only need 30 plates, you would use a mk1 belt and splitter.
Well this is what i did: transport the ingots to the modular factory, make the plates locally. (and iron rods, screws, and even wires with alt recipes)
this is easyer because the scaling from ore + water to ingots is really good. it also means you have mostly driving ingot trains and if you keep the ingot production amount high enough, no supply will dry up.
@@callelx But how do you ensure that enough of the supplies get to where they need to go? If you run one station, then you can never be sure enough supplies get to the correct destination.
Q: How many [insert item] should I produce?
A: More.
See what bothers me a bit i have ocd so i dont know if i should make a small factory for each item and when i need to make space elevator items make a dedicated factory. And another thing is like lets say the space elevator items i have a factory for smart plate should i deconstruct that when im done needing them or build it bigger for the next item that need or just build massive amounts of smart plating and hope i dont need more. Or just keep a small smart plate factory going at the minimum. This is what i struggling with mid game
20 million PPM is what I hit for on my 1.0 play through ( including sloop buffs ) id say that's about right . cuz it's about 80 % of the resorses in 1/4th of the map . During build up and progression phase i ALWAYS build the bare minimum for progresion / mall . If you want too just "beat the game " then id say aim for 4 heavey modular frames PM then build the rest of the factory around that number of frames
It's obvious, if I am not using all resource nodes on map then I am not using enough.
For me: Before you get trains, how much you can build in the local area you are working in. After trains, err.. as big as you want to dedicate your time to the game
How many resources are needed in the very late game (i.e. Tier 9), generally speaking? I ask because I built a dedicated Rubber/Plastics factory outputting something like 1800/min of each, and I can't imagine _ever_ needing that much. The same is true of many of the other factories I've built. I'm artificially holding back on upgrading the final phase of the Space Elevator by setting an arbitrary requirement that I need to be able to produce all that is needed in one hour, but that's just an arbitrary restriction --- without it, I'd have slapped down a few Manufacturers and Somersloops and knock off Phase 4 in a few minutes just with the stuff I have in storage. Is the same going to be true of the final phase of the Space Elevator? Because that would be disappointing.
Great video:) will there be a part 3 of the guided playthrough series coming?
It's on it's way
I've never been past supercomputers in Satisfactory simply because of the amount of resources it takes to make anything at that level. You have to spend dozens of hours just roaming the map, finding new resources to exploit, then shipping all that back to a place where you can refine and turn those new resources into basic parts you already had but not in nearly the amount you needed. And the blueprint system in Satisfactory is a joke, sure I guess being able to build 2 smelters and 2 splitters at the same time is an improvement, but seriously? Idk maybe I'm spoiled by the perfect pacing of Dyson Sphere Program where I never feel like I'm grinding to get to the next step. Satisfactory definitely has a pacing problem imo though, it just takes too long to scale up that by the time I'm close to scaling up my factory I've forgotten why I even started in the first place. It is a frustratingly slow process that idk how you fix because it mostly stems from the first person perspective and only being able to build one thing at a time or use the teenie tiny blueprints that the game gives you early on that are barely any better.
I feel like the blueprint part isn't really a solid argument. You can fit a full 720 p/min smelter in a 4x4x4 blueprint. Same for foundation lines or train lines. Blueprint your builds and you can really quickly get 1000 meters out for logistics.
Honestly, rushing hoverpack and slamming down blueprints is a huge huge upgrade for large factories.
On the other hand, I feel like most of my time is spent figuring out how to then transport all of the parts around within the complex part factory. Especially between floors.
@@paulelderson934 Yes blueprints are a godsend. I'm currently building a ridiculously large factory with a friend (nearly 10 000 buildings) and it would probably be impossibly time consuming to connect all the buildings without them. With blueprints, I can place hundreds of constructors in seconds and all that's left is connecting the splitters/mergers between blueprints
I make what i need, if it takes hours to get half of what i need indouble my build then I go frolicking looking for 🕷️ to introduce to my friend Lucie the high speed kinetic dispensary device. 😊
Too much is never enough.
how do I build for expansion? its so hard to plan for that always have to destroy the whole thing.
Well...complex topic. But actually answer is easy - produce more than you need. Let the factories clog. Have 50% more power produced than you consume at the moment. That way guarantees peace of mind and sanity.
It's always cat and mouse even if you produce 50% more. 😅
Be like me and make a 144 gigawatt power plant despite only using 7gw
"however many you need to make what you want to make" 👀
me trying to figure out how wires and arms and storages work in astroneer...
satisfactory slamming a bunch of different materials at once...
and I don't even know that factorio about to hit me over the head with blue circuits...
fellas, send help
Do you just do miles of belts to transport raw resources and then use trains etc to move completed items?
Nope - tend to transport 90% of items via trains and distribute them where needed.
@TotalXclipse So do you just have a bunch of train stations at the nodes?
@TotalXclipse I've learned a lot by watching how to make a building and I'm enjoying getting into the architecture of the game, but I'm not sure where I should be building them because I'm not sure what makes sense to transport raw materials to them.
This makes me feel better lol
Good report, but I kept getting distracted by your beautiful factory.
1 building of X item at 100% efficiency. You truly do not need more.
Q: WHAT is the Ideal Item Production Rate in Satisfactory?
A: MMMOOOAARRR!!!
While the resources in Satisfactory are infinite, their output is the limiting factor. With a limited number of resource nodes, there is only so much you can make.
I usually aim for 40 turbo engines and 40 super computers per minute. That's already a large factory enough factory that requires multiple nodes to complete.
There was this streamer the other day who said that there's only 35,000 of a specific resource available (forgot which one). This may seem a lot. Except when you start to produce 100 super computers per minute - which the calculator will give you an error. There's not enough resources to produce that many. Let's say you do end up with 85 per minute: what is left to produce other parts for the factory?
There is a balance with the max number of elevator parts you can construct. It may well be that Satisfactory isn't really about scaling, because of that ceiling.
I think the ideal Item Production Rate is the same as the amount of sleep a average person need: 5 min more
My production rates are whatever the Massage-2 (A-B)b gods deem it to be that day. 😂😂
i put a sink on every line and i make around 20mil points a min
Idk i build every production line from scratch
Guided play through part 3????
On the way
flying is a mod?
"enough"
WHERE IS THE Guided Playthrough???????????????????????????????
Being edited 😅
@@TotalXclipse
LOL!
I look at a video like this and think I'm a mouth-breathing troglodyte.
This didn't really answer the question
The point is more there isn't a specific answer.
@TotalXclipse There is though. There's standard rates in the game that could've been explored and talked about, there's hypotheticals and examples you could've explained like "if you want to produce x, you would ideally need y and z and here's what that could look like."
But because you didn't actually address the question in the title, it honestly feels misleading. If the message is that there's no definitive answer then don't title the video a defining question
@@fabusquish.undercover I disagree. If we go hypothetical, there's no stopping the guess work - you need heavy modular frames, so you'll do x modular frames per x heavy - but then you need heavy modular frames for fused frames so everything changes and this will be different for everyone as there are so many different playstyles. So there's no reason to get hypothetical, I explain the approach that I use. Which is build a small amount at first, then in the late game when you have access to better recipes and facilities that build lower tier items on mass and at that point look at larger factories. As for titling, people who need this video won't find it if they search the question they're asking.
42
hey i know youve collabed with bitz in the past and im sure he already knows but his channel got hacked or something not sure if you can poke him to let him know.
FAR LESS than every streamer thinks...
I've got two 100% completions in the time it takes Kibits to get oil online.
He can finish the game in no time he does giant factories for fun. Games are played, not finished
yeah this isn't a guide to efficiency. its a guide to hyperfocusing on balancing resources and making straight lines at the cost of efficiency. that's why 90% of their time is wasted placing foundations.
Engineers are efficient, not extravagant.
And while he's placing walls and windows, I'm playing, enjoying, and completing other games.
If you can do basic multiplication and have any sort of spatial cognition, this game is easy. There are special schools if you need help.
Same, i built a whole factory from scratch for Supercomputers, Turbo Motors, Fused Frames and i just sloop one of the steps in between to get some extra Cooling Units, RC Controllers, Oscillators etc.