I don’t know if it’s underutilized, but ever since it was put in the game the ladder has always been the first thing I get from the awesome shop. I don’t really use it in my factory, but it’s so good when you’re out exploring. Ramps and such just get too far out after a certain height
@@88porpoise Yeah those work aswell. Used them myself before i saw ladders were a thing when i first started. Only real downside of them compared to ladders is that a max length ladder is one object, while stacked stackable conveyor poles are a lot of items. So it's more of a hassle to dismantle. They are however easier to stand on, but I haven't really had a problem with that.
Fun fact: you can squeeze in a power storage under a pylon. If you make and use a blueprint of this, then as you grow out your power grid / zipline network, you can easily build up additional power storage.
@@Dude29 I think he means the big power towers they added for long range electricity transmission. They are awesome for exploration with the zipline by the way since you can build them at super long ranges and you can unlock higy electricity cost harddrives :D
BIOMASS BURNERS! I get why people like to get rid of them the millisecond coal power is online, but hear me out. They only consume biomass based on what the grid needs, if the grid doesn't need power from them at all, then they don't consume biomass. They're the only power-producing building to do so. So especially now that they have been given conveyer inputs, Biomass burners are a great pre-power storage, power storage. Then when you do get power storage, they act as a buffer, giving you even more time to solve any power issues you experience. They can also easily be converted to act as a jump starter for if your grid does shut down.
Combined with batteries they're an excellent jump starter. They can't power the batteries directly but they can power water pumps and miners to power a coal power plant on a separate grid. Combine these with a priority power switch to the main grid and a single biomass burner contributes to restarting a massive main power grid demanding terawatts of power. Then they switch themselves off when its all up and running. Probably the least appreciated building in the game and massively underrated.
In addition if you rush 'sloops you can 2x-8x the production of your input materials. The constructor goes from 4MW to 16MW power usage, but with the bonus materials you earn far more power than you spend. 1 mycelia > 20 biomass > 20 solid fuel, which burns at 4 per minute, 150MW of power/min at the cost of 48MW of power/min. Of course you'll get more than one piece of mycelia at a time, so it's easy to power the system for hours/day. Boosting wood should come just behind mycelia.
I get what you mean, but i would like to point out that before power storage theres not realy that much of a risk of grid failure, and if there is its very unlikely that you cant get ur generators running by just disconnecting a factory and then trying to start ur grid again, and after power storage its a halen to need to colect that much biomassa for the requirement ur grid is gonna take, i think its way better to just build a lot of batteries since theyre cheap
My Power Storages usually sit around technically not really accomplishing much, but the knowledge that they're there and ready to kick in makes me feel *so* much better when I'm working on big expansions.
Power Storage all the way. 1 grid for the entire world, set up big power storage, if power consumption goes above the production, just make more power generators while the storage is being temporarily used.
I always add power storage to my power plants for two reasons. First is what you've described above, the second is that they make great 'transformer stations' aesthetically when clustered around the large towers that are the plant's external connection.
if you scale it correctly it might work but in late game some facilities use a lot of power for certain bursts and you will need to have consumption in mind every time. If a blackout occures and the Storage is drained you will have a big problem getting everything online.
@@K0nst4nt1n96 And that is where priority power switches come in. Power storage is for a small oopsie that you can fix on the go, priority power switches keep your power generation running even when things get completely messed up.
@MantasXVIII Yes. this is what I wanted to mention, to make sure to get a constant level of output from fluctuating geysers, but you already prementioned it. 👍
I have a fun one for you. I use priority power switches for my portals. I put a switch on the hub and remote portals, and put those together in a priority group. You can also switch the groups off or on as a unit from that screen. My group 6 is the southern portal and 7 is the eastern one. This lets you turn it on or off from either side. Very nice on saving singularity cells
so obvious, but you need to first think of it :-) I didn't use lots of hypertubes in early/midgame when my power always was lagging behind my factory. but using priority switches for the tubes and also for a set of power storages, I'll be able to use lots of them quite early in the game now.
Same for hypertube on/off ramps. Turn on a remote junction and zwoop directly there. Requires some jiggery pokery with hypertube entrance placement for correct “bypassing” of unpowered junctions. Look for the hypertube network videos, that’s where I learned it
True, it's right in the top edge of the map and it got cut off in the video here. But, that general area is still the largest area that's missing nitrogen. Basically the south half of the map is full of nitrogen but the top right quadrant is nearly empty
@@SatisfactoryNews When i saw the "you can convert caterium into nitrogen" part i was like "oh, wait, i have a heavy modular frame setup at this place (like 500m below the crater on the top right of the map) and i wanted to bring nitrogen and bauxite here, but i don't need the pure caterium here", so i was like "damn, i'll use this one, next to my factory ? is that destiny ?" And then remembered, the SAM ore is still far enough so that i have to bring it on a traintrack, so i was like "oh no, a traintrack for another, life in not daijoubu !" AND THEN I REMEMBERED, caterium can also be converted to bauxite, so i can use this lil'guy to get 2 resources at the same time, and only need 1 traintrack for the SAM !! Tho, right now, i can't craft converters, cause i first need to craft some fused frame and then unlock tier 9, so i'll have to do the initial setup temporarily (but that's the whole concept of the game so that's fine).
@@TsuKuSs The reanimated SAM gets used in small enough quantities that droning it in is super viable IMO - which makes it even easier to just plop down wherever it's useful
@@sunsfury6488 yeah well, I'd need a battery setup on the spot, for that, and I currently don't 🥲 I'll try to setup a fuel one or smth I don't know, depends on where you take your SAM from, I'll test this later. Or maybe there's a way to setup a giant battery factory and import them in all ports with a single drone doing only that? I'd like to know.
Radio Tower is super nice, it's a pain to keep pinging nodes and you can only see a couple resources at once. I'm a bit annoyed at how late we get them I'd like to be using em already but don't have some of the parts automated yet. They are nice for finding niche sets of nodes or combinations (Calculators interactive map completely negates them but having em in game is cool)
Honestly they are pretty easy to get using collected stuff from crush sites. Of course you may want to concentrate on some other research there, but it is fine. PS i am currently in the end of the 3rd phase with no energy production except geysers and three alien power augmenters. I had an alien power augmenters since the very starts of the game.
An interesting use for Power Storage is to connect them to Hypertube Cannons. Connect a switch and turn on the storage for only a few seconds, then turn the switch off again and step into the cannon using only the storage for power. A few seconds later, the storage will empty and the cannon will shut off, and therefor won't be draining power unnecessarily. If you use a lot of hypertube cannons (and why wouldn't you? they are BY FAR the fastest way to travel across the map if you have multiple bases), they can potentially eat a pretty significant amount of power so only ever having 1 active at a time can significantly decrease consumption.
once I unlock power tower, zipline & hover pack. I cover whole map with Radar Towers.. so much easier to plan next step when you see every node in-game..
The Converter is required to beat the game as it makes certain parts that are part of endgame recipes that are required to beat phase 5. Apart from the ore conversion the Converter also makes: Ficsite Ingots, Time Crystals, Dark Matter Residue, An alternate recipe for Diamonds(default Diamond recipe is used in the Particle Accelerator) as well as an alt recipe for Ionized Fuel, and Excited Photonic Matter. Everything in that list except the Ionized fuel is required to be made in order to beat phase 5. So if this is a video purely about optional buildings, the Converter doesn't really fit in this video.
True, but the way he was talking about the converter was optional. Using the converter to change one resource into another isn't really necessary to beating the game.
Overwatch tower is amazing for early and even mid recon raids on map, against enemies. You slap one near where you are, go up on it, and most enemies wont even hit you (except big spiders, that jump), while you have very clear shot on them
You can also use a power switch as an emergency power source for bootstrapping your powerplants. Now, if your coal powerplant goes offline, you can just pull the switch and restart the water pumps, miners, assemblers, truck stations, etc.
in each group of coal generators, i have one isolated and connected to a separate minimal power network that can almost exactly power the miners, water extractors and pumps for that group. thus they will always keep working even after a brownout or the entire main net, and keep the generators filled (or even refill them) with water and coal while i repair the main power network. this is also useful for a new group of generators where i only need to fill that single generator with a stack of coal (more coal via priority smart splitter, as first generator at the coal belt) and use a biogenerator to once fill it with water. then that single generator will keep running forever and startup the entire group without further intervention.
@@Anson_AKB That's a great idea. This got me thinking whether I should plan small, dedicated power plant in the future that exclusively powers large, complex, turbofuel power plant existing entirely on a separate grid so that in case of a brownout the big, resource hungry power plant won't just choke and require annoying bootstrapping process but I'm not sure if priority power switch wouldn't just prevent this scenario anyway.
One of my larger project was a really big oil power plant In the lake forest area - which I planned with a failsafe system in mind. So it actually had a lot of power storage hooked up to geysers, which should re-activate buildings in a certain order, to have an easier comeback from a brown out. As in - first the oil rigs, and pipe pumps, water collection and storage - to then re-ignite the powerplant itself, wing by wing. Neccessary? No. Not really. But a lot of fun to plan it out.
Good list. The one thing I like to use that I didn't see is the U-Jelly pad from tier 2. At the tier it comes in, it uses more power than I would like for what it does, but later on I tend to set them up at the landing spot of hypertube cannons and the like so that I can walk into the cannon and then step away from my computer and not worry that I'll come back to the respawn prompt.
I finally had an applicable use for batteries last night while playing; I realized I didn't like how my powerplant was set up and wanted to rip it out completely, but was worried about impacting production for so long while I was working, luckily my batteries kept the grid running for 2 hours while I totally rebuilt the powerplant!
Fun little use for the priority power switch: Hook it up to an awesome sink. If the Switch turns of, the sink stops sinking coal. The coal goes to generators that were previously dormant. You get extra power. Alternatively: Have a liquid biofuel setup, where the water normally gets used up in the wet concrete alternate recipe. This way once the power fails, the sink stops sinking the concrete. Water backs up and starts going into liquid biofuel production. You get extra power.
Interesting idea using a sink as a switch. I get the water to liquid biofuel but if you have extra coal to sink why not just have that coal plant running already?
1.0 got me back into Satisfactory. So much has changed since I got the game, and this channel definitely helped me figure out what I needed to prioritize!
power storage is an absolute gamechanger imo.. as of the moment i got them, they were the reason why i never had any blown fuse anymore.. even if you just rebuild stuff or your generators run dry or something they give you enough power to solve the issue befor your factory has to stand still.. with thermal generators they are kinda a must have but tbh my power output is up to about 20k MW and im using like 7k MW atm so im actually not really in need of them but its always nice to have a backup and like he says in the video they are pretty cheap so just build like 50 of them somewhere and forget about them.. ^^ im pretty sure you wont have any blown fuse again in you playthrough ^^ Fun Fact: they have 2 connections so you can build a hugh amount of them and you only need one connection point on a power pole to hook all of them to the powergrid if you hook all the storages together first, just needs to bee one full line through like a spiral or zigzag ^^ i did use interactive map on satisfactory calculator but i do have some radar towers too.. i like beeing able to see ore nodes on my in-game map and as it uncovers the map i build a few more than one.. i think im at about 10 right now.. converters i have unlocked and i have like 5 of them but none of those really converts ores.. its just normal production the powerswitches i kinda would like to use but the only thing i ever tried to do with them was trying to deactivate my generators through those.. but that did not work of course.. ^^ so unfortunately i dont have any use for them..
The merger. People misuse it quite often when calculating uneven belt splits, causing it to be underaprreciated. Like splitting 1 line into 11, instead of using a manifold, you split it into 12 and merge the excess line back to the main belt before the first splitter, creating a resource loop and effectively doing a perfect 11 belt split. Can be done with any number of splits, just merge the excess and run them back and merge at the main belt. Need 5? make 6. Need 13? Make 16 Need 23? Make 24 Merger is higly underappreciated.
Priority power switches are criminally underrated imho. Personally, I have this whole thing where I keep my peak power consumption below 80% of capacity. But at the same time, my friends aren't always this conscientious so incidents happen. I've had it happen once that someone managed to bring the grid down in my game and that was the moment I realised that I needed at least half of the coal powerplant to bootstrap the turbofuel plant. Priority power switches allow for this process to happen pretty much automagically. Also yes, I paint the generators, pumps, mines, refineries etc. that exist to bootstrap powerplants red. But even after repeatedly telling people they can't take coal from the red belt, or that they shouldn't connect the red grids to the main grid, it still happens. Same with the lighting grid, no matter how often I tell certain people not to tie the lighting grind into the main grid or even to just install lights in factory halls, they just do. I guess it's too bad you can't paint the actual wires. The amount of time I've spent trying to figure out why a factory has ground to a halt only to find that part of it was tied into the lighting grid is just stupid.
Priority power switches are SO USEFUL especially if you have a bit of a shaky grid. If the grid starts to pull too much and your generators start to struggle, you can use their priority system to disconnect parts of your base without completely nuking the grid. Super handy to keep things running, but allow things to falter without needing to manually restart all your water extractors with biomass when things go wrong. Usuaully have 2 coal generators on a switch just incase I need to boot up the water and coal generation for the main generator array
Re the priority power switch: The ideal way to deploy it is to have a moderate amount of "free" power (power that does not require inputting resources, from geothermals or somersloops) connected directly to your grid (no switch), then put basic coal generators in group 1, turbofuel setups in group 2, factories that process nuclear waste in group 3 (make sure these factories can keep operating even if nothing is burning the resulting fuel rods, e.g. by using smart splitters to overflow into a sink), and actual nuclear plants in group 4. If any of those things are dependent on trains, you can put the train switch in the earliest group which needs trains, otherwise put it in group 5. Put all actual production facilities in groups 5-8. Do not use the train for power transmission, unless the facility receiving power is incapable of usefully operating without trains anyway (e.g. because it has no raw resource nodes and requires item deliveries to make forward progress). The reason for doing it this way is to make it so that you can *always* do a black start with minimal effort, just by switching everything off and switching on a few things at a time until you have the full grid online.
One thing I’ll add is that as somebody who swears by hyperloops (theyre integrated into my railway blueprints) the best way to toggle hyper loop junctions is through remotely activating priority switches at the junctions to toggle a path that is closer and therefor automatically taken when powered on, and skipped when powered off. So, before you depart you turn on the entrances that will divert you to your destination using that quirk of loops. Which is to say your hyper loop network really needs 2-3 groups of its own if you’re going mapwide so you can quickly select from your junctions without obscene scrolling. I’ve said all that to get to my actual point. Within groups there is also priority top to bottom so you can do everything you’ve described within group one/two (probably want two groups for a mapwide play through of various power gubbins), which means groups three-five can be production and six-eight can be hyperloops. Because again, hyperloops go as fast as your PC can handle without catching fire, if you build far you DO want them, the zip line is walking without blade runners next to a train by comparison.
I think the converter is a massive game changer and arguably the most impactful feature ever added. Literally turning iron into sulfur for example is crazy powerful
I agree! But it's one of those puzzles that is difficult to solve. It's not immediately obvious how it helps until you're in a situation where you need it.
Radio Tower is very good for hard drive hunting. It's very useful because it informs you about the number of hard drives in the area. Then you can pinpoint the exact location with the object scanner. This way you can easily check the entire map and be sure you're not leaving any hard drive behind.
Power storage is also pretty much required for getting very large power plants online. Im about to make a turbo fuel plant, my first non coal power, but I'm basically at capacity already and the plant will take probably a few thousand MW to run, so I literally don't have the power to turn it on initially
That makes sense! Really depends on your play style I suppose. I try to do things incrementally, so I don't really run into that issue, but I can see it coming up for sure.
@@SatisfactoryNews Yes, add fluid buffers and turn on limited refineries at the start until you have enough fuel to run the generators while you ramp everything up. Also worth siphoning off some fuel into some large buffers using a valve at the start when you don't need it, as a buffer to reboot the system again just for the cost of a couple of pumps.
power banks are great. prevent the grid from shutting down from a spike and also allow rebuilding or rerouting stuff at a powerplant . or it could be a emergency bank seperate from the grid with a couple coal gens to charge it so you always have power to restart the grid in case of emergency and overcome the startup spike . same reason to why i dont remove old coal powerplants. never know when they can come in handy.
@@Rfk551 yeah i was just used to this before priority switches. also still run miners and water extractors on seperate grid so belts and pipes dont go dry incase of a power outage. way easier to restart the system when nothing need to catch up. a power outage can really make production unstabile otherwise. i dont use mega factory so there is alot of places to check otherwise
In addition batteries help if you're building too many trains before you have a well established power network. Stick a battery or two where trains take off from, or go uphill and it behaves like a capacitor for those particular instances (that is if you peak the network).
power storage is the greatest thing in the game, use bio burners till youve got coal up, then make a blueprint to place a ton of batteries at once, paste it about 200 times, dont make any more power gen till nuclear :D
@@K0nst4nt1n96 i think thendo here is trying to say that you once you get coal and make the first set up you will be producing a positive number for a long ass time so your batteries will have plenty of time to charge before you hit the point they will start dipping on the negative side of things and once you are getting to that point you are probably starting to produce enough stuff that you can begin the production line for nuclear power up keeping and you should be finished with the set up to start your nuclear power production before they empty out so you wont be needing to make fuel generators and such for power at any point and just skip to nuclear after which you should be good again in terms of power and if you ever start draining the batteries again you can just expand your nuclear production again...
Tip: power generators should be in power priority 1. Build the accumulators there too. So if you run out of power supply, the generators and storage seperates and the storage starts to fill automatically.
I designed stackable blueprints for all major production machines and I put a few power storages in each. The world can now run for like two real time days without active power production which is great, since I am running it on a server and none of my group is playing every single day So even if one or two power plants somehow go out, we still have a good week to fix them.
Hidden feature of the radar tower: it's a very tall ladder that you can put down or pick up with a single mouse click. Need some altitude? Plop one down, climb to the top, jump, deploy parachute, remove tower, leisurely glide across the sky. Extra bonus, you're protected from the wildlife while ascending.
Power Storage is no joke, it saved me A LOT of time when I had to upgrade power lines or if I accidentally dismantle something. They are also great for variable consumption machines because you don't need to have so much power gen headroom.
I love the Power Storage! Using a lot of them as a backup to restart the power production in case of a total grid failure gives me peace of mind when taking a new factory online.
The big use case for batteries is trains. Train unloading and movement uphill can consume massive amounts of power as a variable demand. If the trains are all active at once it can easily cause a power outage. You really don't need them running more than half the time unless its a super high throughput factory(say a full train wagon every 2 min). Ergo batteries can help smooth out your power and prevent blown fuses from lots of trains unloading at once. Priority power switches are good if you simply don't have enough power yet. I used them when trying to end phase 3 because I simply didn't have enough power down to run everything but didn't want to build more until nuclear.
I'm not much of a SF player, but i am a Mindustry player and an interesting thing about batteries in there is that they either serve as insurance in case of an attack on the power grid or the supply lines or a way to quickly set up the power station that requires power at startup to become properly self sustaining without making an already powerful power station just to start up the more powerful one. I think this is an interesting showcase of how a mechanic can become really different from a change in game structure
The converter was super useful in my pre-1.0 save, as I was able to convert some of the resources I needed from nodes that were changed. Conveniently, one of the most important of these were two coal nodes that were changed to limestone, and a SAM node added really near by
One huge benefit of batteries is that sometimes implementing a new power station can require more power than your current grid can put out. Especially going from say Coal to Turbo fuel. If you make a huge turbo plant to future proof yourself it could require a huge number of machines be running for a decent time before the first generator gets the first drop of fuel.
Iron-to-sulfur conversion is mighty to get compacted coal for turbo-fuel. Especially if you plan on using the sulfur nodes for bauxite etc. The priority power switch is important if your power supply depends on water which might not reach its destination after a shortage if you didn't build a water tower to store enough. One thing I would add is the smart splitter. Many use it for sorting inventory. But like trucks and trains, they allow feeding resources in different priorities with the any and overflow setting. For example, you could use them to prioritize the iron rod and iron plate constructor you need for building. The overflow then feeds into reinforced iron plates and frames. While in most cases a regular splitter on the input side is sufficient, you can't do this on the output when you want to fill storage before you start to sink any items for points.
If you somersloop the converter, you can turn iron into sulfur, sulfur into limestone and limestone into iron, and from there you're just printing new resources.. It's 24 Lime to 24 Iron, 30 iron to 24 sulfur and 2 sulfur to 24 limestone, leaving you with 22 net profit sulfur.. But it does require a lot of SAM and power
I use power storage buildings to create a backup in case the grid fails completely. These are fully charged and normally disconnected. I can disconnect my power plants, fix them, and run them on battery power until they can sustain themselves. Then i can flip the master switch in the main base and everything gets power again. In my main base i have similar bypasses for crucial factories, like fuel distribution for example
I make hypertube cannons to transport me from factory to factory, but these can take up a lot of power. Setting each of these up to a priority power switch lets me turn them off when I'm not using them, saving ~500MW of power. Very useful mid-game
1.) Power Storage - VERY USEFUL, i put one to take care of 5 TRUCK STATIONS at 20mw each. they only use 20mw when in use and that could trip your grid for something temporary. use battery. i also use this to charge my HYPERJUMPS temporarily but separate from my main grid. its not a useless building. why allocate 20mw to your main grid when you only use it temporarily. 2.) Radar Tower - i find it useful in that it displays information readily. i don't have to SCAN or look at another website. however, i feel that it should not be that difficult to make one. 3.) Converter - i dont have this yet but it sounds very useful, when you have resource nodes nearby but its not what you wanted, use a converter. if you have excess ores in storage you can convert. 4.) Priority Power Switch - is actually useful, i don't have it yet as well, but i already pictured needing it to automatically switch to AUXILIARY power to restart my grid when it trips.
Power priority switches are the key to a lot of remote storage call blueprints. The one I use involves 5 packagers for 4 different items, and it's semi-tilable. Makes for an interesting use case that wasn't mentioned.
The priority power switch it great for being able to be used remotely. I use one to control my uranium mines remotely, so that I can only turn it on when I'm ready to sink the ore. That way it's easier to make sure it doesn't build up to dangerous levels.
Yes Batterys backups are awesome.. I've always used batteries in my builds over the years. Every time I'm getting ready to build a new power facility. The first thing I do is build my batteries Backup buildings and get them on the grid first to start charging, Then I have lots of power reserve to start spinning up all my refineries to get the gas generators running..
1. Power Storage: yeah, IF you plan a lot, you won't need it. BUT it's a nice backup function especially if you're building fast and a lot and forget to upgrade your power. It's definitely nice to have some of them. Not a lot. 2. Radio tower: yeah, the game has one fixed map. So you can write down every place if you want or use tools. BUT if you want to stay inside the game, it's very useful. Because using the interactive map on the site is like cheating. And if someone create a map mod, it will definitely get extreme useful. 3. Converter: you're right on the conversion section. But there are some important recipes for phase 5 or other things. So the building isn't optional. 4. Power switch: yeah, it could be optional. But at the beginning of the game with coal generators, this is useful to build bigger factories and shut them down, if you don't need it, without escalating the coal generators or fuel generators. Later with nuclear power there is no need anymore for this. But before, it could be good. Everything depends on playstyle. I'm a factorio pyanodon player and power storage is extremely necessary. So I love the power storage :D My most important building at satisfactory: hyper tube with jetpack. My most useless building: Portal. It's nice, but you don't need it with hyper tubes. Especially if you build a lot of the hyper tubes.
I build modular factories a lot and I always make sure to include a few batteries with each one, cause worst case scenario and I manage to crash power, they absolutely come in for the save
Power Storage is also a massive boon when preparing, for example, going from Coal to Fuel or Turbofuel on a large scale. The bootup process usually consumes atleast 8000 MW to produce sometimes 10x that, but with Coal you are likely producing somewhere in the region of 5000-7200 MW. So having a large, prepared Power Storage bank that can run until the next Power Plant in up and properly running is a huuuuge boon.
Power storage centres are a must. Make sure you have at least 3 different groups of storage. Once full, then use a switch to disconnect 1 from the grid so you can use it as a backup should you lose all power
Priority Power switches are great for portals. Assign one to each and leave em off, then place one at each destination not connected to anything. This allows you to turn on a portal from anywhere you place one of these switches, saving power and singularity cells. The downside is that you do have to wait for the portals to warm up, but that is nothing compared to the time other travel methods take.
OBSERVATION TOWER: Once you get the rebar gun, you can snipe mobs from the tower. I deploy it fairly close to allow me to run and climb the ladder before the mob closes the distance to me. This is good for clearing landmarks. The tower can also function as a stand-off build platform or be used to access elevated areas.
heres my top 4 most under utilized buildings: batteries ( when unlocked you should always build one in-line with any power generator built. since batteries have the same 2 input connector as lights, you can chain power plant-> battery-> power pole. the main benefit is you are charging right away, and if somethign happens while you are sorting out fuel supplies the fuse wont blow. over time you will natuarally end up with many many batteries, buying you critical time. also when you add new branches to your power grid you can esily check and get the buildings to setup and adjust to the under/overclock settings and not worry about a power surge taking down the whole grid. combined with priority switches you can have a very stable power grid.) conveyor lifts (using these to string production building inputs/outputs is so valuable and time saving. instead of placing a manifold on the same level as the production building use a lift to take the I/O up off the ground. multiple inputs can be tricky but not too hard to solve.) programmable splitters (great for a sushi belt to dump your inventory back in to your mall, or just back to proper storages), this one is kind of the opposite but actually underutilize your production buildings: Underclocking instead of overclocking (i only overclock miners/extractors, and underclock nearly everything else. it saves massive power early game, allowing you to sprawl much earlier, i can get by well in to phase 2 on just 4 coal plants and a few biomass burners, and by steel you can easily double the coal plants to the starter 8)
I like setting up a priority power switch as soon as I get coal up and running to segregate a segment comprised of only the miners and water extractors supplying those generators as well as the generators themselves, that way while you’re fiddling with all your other factories, you don’t accidentally stop supplying your generators with coal and need to jump start the system with biomass again
Power storage is great while you're building. Having a lot of banked power means you don't have to stop the current build to expand your power generation. Also prevents having to use bio burners to start up coal power plants.
I've found Bioburners to be suddenly ridiculously useful as "batteries" now with the Somersloops and belt-feeding. The trick is using multiplying multipliers: Alien Carcass > Alien Protein x 2 > Alien Biomass x 200 = 400 > Solid Biofuel x 1 = 400 > Liquid Biofuel x 1.5 = 600. I estimated that at maximum throughput, a stack of carcasses could keep about 200 Bioburners running at full capacity for quite a while. My solution was to stockpile the Liquid Biofuel in a few Industrial Containers and then pull the Somersloops for use elsewhere. You can use mycelia, wood, or leaves, which have lower base values to multiply but are much more abundant and not as useful for the Awesome Sink.
I tend to use everything. I have a habit of playing factory games and trying to make everything possible tool at my disposal fit into my factories and play-time. The only exception is the radio tower, I have only ever used it for decoration.
In my opinion radar tower is super good! I dont want to use a 3rd party source and tab out mid game just to see where stuff is. It also helps search for artefacts and HDDs. And climbing it gives a nice wantage point to bask in the glory of your factory. What not to love?
The Priority Power Switch is massively underrated. You can Organize and control Hyperloop routes. There is a video somwhere on that topic. It's really nice to have one or two entrance/exits instead of 6 for you're Hyperloops
The converter actually creates slightly more resources than the output, excluding the SAM, so you can loop the conversions and prime it with a non- ongoing source of material (e.g limestone) to create all resources in a single location.
I started using them when i build the Nuclear Power Station. It was important to me that we could do a complete black start of the grid, if the power was exceeded and the batteries drained without having to travel to locations and panicking. We testet it and noticed that you will need to reset tripped breakers in the grid sections before reconnecting the power to it or it will fail immediatly (which is kind of stupid because tripped breakers dont transmit energy)
I've been building two power accumulators for each geothermal power unit I place. Since my goal is to use all geothermal power available, it's going to be a nice addition. Now I need to start using priority switches...
On the Converter, I can confirm that the sulfur conversion is super super useful. Currently using it to turn 4000 coal into 2400 sulfer for a 3600/min Rocket Fuel Factory, works great!
I haven’t unlocked it yet, but I can tell the converter will be super useful when you’re in the late and you need to use a lot of sulfur to max out ingot production.
When doing big builds, the power storage can be insanely useful. Especially for something that requires power to make power. I plan to take advantage of them for when I do a big mega turbo fuel factory that will generate a lot of power.
I am a fan of modular control. I want to be able to shut down specific circuits, if necessary. I ALSO want to easily run some modules independently of the main grid for various testing and research purposes. Priority power switches and power storage make that so much easier. Radar towers are great. Not necessary, per se, but they're a nice, tall platform to build from, and I like having as much info on the map as I can manage. Haven't used the converter, yet, but I can definitely see some QoL uses.
I tend to overplan in regards to power, and so I always build power storage just in case. When I was doing my first playthrough, power storage became essential near late pre-1.0 endgame because of particle accelerators.
One time I had a 1m belt that shut down 144 turbo fuel gens and it took 2 hours of game time to get it up and running again. And that was with lots of fuel storage I had on hand for an emergency. My big issues was keeping the power on long enough for the refineries to saturate the pipes. Having a battery backup would have made restarting everything a lot easier. Also don’t bottom feed fuel gens, the pipe has to be completely full before the level reaches the first generator to make power.
You missed mentioning the most useful part of the priority power switch: Automating hypertube networks by turning parts on or off to select a destination. Also, since you mentioned power storage, make sure that your power storage is on the powerplant side of any priority switches, so that if the grid breaks down, (which will only happen if the storage is drained) the storage can begin recharging while you try to sort the issue out.
Early game sinking the Sam ore or even lightly processing it into the first refined form makes a good number of idle tickets for later on unlocking stuff
The radar towers are used to triangulate the collectibles as hard drives. With the priority power switch you can turn them on/off, if you have too close to each other, to triangulate better, and decipher were the collectibles are without going to the web page.
I think automated miners are underutilized and underrated. It’s like as soon as the large miners become unlocked everyone forgets that you can get 1000 of any material in almost the same amount of time as it takes to gather 100.
Yes, a bank of batteries is almost essential for an accelerator. The accelerators power needs are massive but intermittent. The battery smooths the hagged power bumps into gentle little hills or flat lines.
Power storage and priority switches are mostly useles in a single player game. You can setup and manage your grid all by yourself and there shouldn't be any problem you could not fix. IF on the other hand you play multiplayer game on a dedicated server with noobs it's a good way to secure your part of the factory against power outages caused by other players. I play such a game right now and my co-players (one experienced and the rest not so much) built factories like they need to finish the game in a week. All with 600MW of coal and two fuel generators. I on the other hand have setup a mixture of coal (600MW), geothermal (2 pure nodes) and fuel generators (2GW) with some 500MW of storage. I use only part of the energy (about 200MW for now, with steel production coming up it may rise to 400) for my construction items production, but I made sure, that they could not "kill" my electricity supply by putting priority switches to any connecting lines. I haven't used them before, but thought it may be worth to give them a try. Still waiting for the big black out though ;).
I think most of that is play style. If you play Satisfactory to "beat" it and just power threw the milestones to complete the game, you can pretty much skip a lot of those buildings. But if you are building beyond what is strictly required, then you might not. Power management is easy if you just have one flat grid. But if you are building huge modular factories with variable power consumption, with multiple tiered power supplies(one is required to start the other one, to start the other one) it can make your life a lot easier.
When I make a basic power plant, like 8 coal gens at the begin, I put a priority power switch between them and my main grid, and enough batteries inside the coal generators grid to start the water pumps and coal miners. If power is getting low and the batteries do get hit, I can shutdown the main grid on purpose, and let the gens running isolated to charge the batteries and add way more batteries, let them charge while I figure out an expansion. You can do that again with a few oil nodes and some refineries, and store lots of fuel beyond the batteries to keep the refineries and extractors working. Shutdown the main grid, isolate them, make a LARGE set of batteries, I mean some 200 of them, and you can re-ignite any plant like a large turbofuel plant or a nuclear one. You can also add a lot of batteries to the main grid, and run everything as you sort out an expansion, but cut your powerplants off grid with enough self-restart batteries. You can use biomass burners as well as pseudo-batteries, since they don't burn the biomass if there is enough power of other sources.
In the late game, there are Huge consumers with a hughe flactuation. You don't wanna blow the fuses, if you over the power production for a few seconds. The Power Storage helps with this. Also the Prio Switches are helpful to just diconnect the high power consumer, instead of the whole grid.
I recently made my first non-essential converter at crater lake. I did a massive rocket fuel plant there producing 5000 fuel/m and wanted some of it packaged for personal use but then I realized I needed aluminium ingots for those canisters and there's no nearby bauxite. So I checked out the converter and converted some of the copper for local aluminium production. I could have used a droneport as I'm producing the actual fuel right there and I only needed a small amount of aluminium for the canisters but then I'd have to set up more aluminium at another location so using the converter was the easiest and quickest solution. FYI Rocket Fuel is amazing for power production! Using the local nodes I'm making 3600 fuel, turning it to 3000 turbo fuel and that makes 5000 rocket fuel which is enough for 1200 fuel reactors. That is 300.000 MW using only the local nodes (or almost, the local nitrogen isn't quite enough so I piped some extra from a node just north of the lake, though I probably could have used some more converters to get that locally.
If you want to talk about buildings or objects that should be underappreciated, i would go for Double Wall Power Outlet, Pipeline Wall Hole, Pipeline Floor Hole, and basically ANYTHING that you can design in your BLUEPRINT designer that is only unlockable at later tiers than the Blueprint tier. 1.) Double Wall Power Outlet - just use a Single Wall Power Outlet back to back and connect them together. you wont see the cable clipping. 2.) Pipeline Wall Hole - pipes can clip into a wall and still look neat. if you wanted to you can add a pipe stand instead clipped to the wall and connect the pipes to it. 3.) Pipeline Floor Hole - pipes can clip into a floor and still look good. just add a cross joint if you want. 4.) Anything you can put in the BLUEPRINT you can use even before you unlock that item. but you need to have unlocked that item from your previous saves, then save it as a blueprint. after that, you can build it from blueprint as long as you have the materials needed. this one is sketchy as you need to have unlocked them from previous saves and have unlocked blueprint designer but you only need one save then make a blueprint of every object you have unlocked from that save. on your next new games you have instantly unlocked these items.
@@SIDEKICKONTH-cam the blueprint trick is far less useful than you first think, considering you'll often need parts you can't get until you've unlocked them
Power storage is fantastic for priming early game/ early mid game power. For example i thought ahead and built some on my coal plant. I'm upgrading it now with new miners and coal blueprints which will require me to rip down the whole thing. When i go to restart there's enough charge in the battery bank to prime the miners and water extractors + pumps to get the coal generators going again. I'll use this bank plus another i'll build at my turbofuel plant once i unlock that and build the massive diluted fuel /rocket fuel refinery setup that will for sure exceed my coal plant. Radar towers being underappreciated is stupid, they're fantastic just on looks alone.
Power storage is nice when you have truck/train station and the consumption is higher than your production, it just take power from storage, and while they are riding it restores power for next docking. Also if you want to expand powerplant but it cost over the actual limit.
The Priority Power Switch is a great utility in Hypertubes. You an use them in junctions and connecting them to the connection thats closer to the center allows you to simply toggle where you plan to go with a simple switch rather than, as the person who I saw this from said "remembering the konami code to get to different locations.
Not a building but the parachute is actually great in combination with a hyper cannon to get a good look at ur infrastructure due to the ridiculous hangtime. Use the combo all the time for planning roads busses and rails.
I think the power banks and priority switches could be awesome and critical pieces if the developers were to ever make a weather system. Having periodic storm regions/zones that would disrupt power lines as they traversed the map, that kind of thing.
Also, the programmable splitter is still kinda 'dumb' in that it will route multiple products down a path, but if you're diverting a lot of things over to a single manufacturer (4 products over one line) then you have to build out a lot of infrastructure just to cache/buffer those items a bit to prevent clogging up eventually (storage, smart splitters for overflow, a SINK, etc). Having a 'programmable mk 2' or 'intelligent splitter' where you could tell it a final product, or the ratio of things to send down that line would be an amazing way to streamline factories and reduce the conveyor spaghetti that inevitably happens.
I have played Satisfactory since its very first release with multiple playthroughs. I remember when Power Storage and Priority Power switches were added and seeing a ton of people being really hyped about those additions. I never really understood why people were so hyped. I personally always just build massive powerplants that produce way more energy that I need… and once I reached a point where I needed more, I just build another one. Never really figured out how they would be useful for me. I have not yet played the full release version, but I am yet to place a single Power Storage or Priority power switch in any of my saves lol. But yeah we all play differently so it certainly isnt bad that they are in the game.
to be honest if the Converter had a way to make Mercer spheres & sloops for 1000 Sam fluctuators & 100 Mercer sphere's respectively then it would be more useful than what it is as is its just a pain to set up & honestly once you have one Oil deposit fully tapped & making Turbo fuel you don't really NEED a nuclear power plant unless your running 1,000 tickets in the shop then making blutoniums your best sinking option.
I think power storage is absolutely necessary in the late game due to the highly fluctuating power draw on some T9 buildings causing power spikes all the time on your grid, I feel you would need to be producing perhaps 50% more power than needed to avoid trips, or just use power storage to eat the momentary spikes...
I plan out my power buildings so i usually have twice as much as i actually need. Even so i have a power tower i make with a power storage blueprint. I add to it every so often, right now it holda enough power to run my entire factory for about 5 hours without stopping. And it grows every few hours while im playing.
I always rush priority power switches, as it means my coal and oil don't die if i accidentally use too much power & storage runs out. They produce enough to support themselves, so no need to ever have them turn off.
Best tip is to connect a priority power switch between all of your hypertube cannons. That way, you can turn them off remotely after you launch yourself
Fun fact: you can upload your save to satisfactory calculator to show what you have completed. Hunting for that last hard drive? Upload your save and it will show you where on the map the unclaimed drives are ar
I love power storage for when I am adjusting lines every production chain has at least one in its building I usually organize by resource. With each node having it's own building and for manufacturing or combining they have their own floor or separate building. So every floor and building has a power storage Incase I have to disconnect a building to adjust a pole or 50
I always unlock the coppertops and the priority switches and think, "This is the save when I'll actually use these." And then I don't. I am too antsy about the state of my power supplies, I almost never run that close to the edge. Haven't gotten the Converter yet but knowing that you only have a limited restricted set of conversion options makes that somewhat less appealing... and yeah, making more uranium and sulfur is probably its best use-cases. As for the radar towers... they're neat but absolutely not essential. Still, better than they used to be...
I don’t know if it’s underutilized, but ever since it was put in the game the ladder has always been the first thing I get from the awesome shop. I don’t really use it in my factory, but it’s so good when you’re out exploring. Ramps and such just get too far out after a certain height
I've heard massive praise for the ladder, and it's well deserved.
I love the ladder. I'd agree it's underutilized.
I always just use stackable conveyor poles. Sure they are more expensive, but since I will reclaim the vast majority, it doesn't really matter.
@@88porpoise Yeah those work aswell. Used them myself before i saw ladders were a thing when i first started. Only real downside of them compared to ladders is that a max length ladder is one object, while stacked stackable conveyor poles are a lot of items. So it's more of a hassle to dismantle.
They are however easier to stand on, but I haven't really had a problem with that.
@@88porpoise maybe, but it’s less objects to dismantle and I also think the ladder came before zooping, so that’s why it felt more convenient
Fun fact: you can squeeze in a power storage under a pylon. If you make and use a blueprint of this, then as you grow out your power grid / zipline network, you can easily build up additional power storage.
A pylon? What's that?
@@Dude29 I think he means the big power towers they added for long range electricity transmission.
They are awesome for exploration with the zipline by the way since you can build them at super long ranges and you can unlock higy electricity cost harddrives :D
@@Dude29 They increase the unit cap for the Protoss... to have more, You must construct additional pylons.
@@xizar0rgF2-Aclick
@@Dude29 The robots from Battlestar Galactica
BIOMASS BURNERS! I get why people like to get rid of them the millisecond coal power is online, but hear me out. They only consume biomass based on what the grid needs, if the grid doesn't need power from them at all, then they don't consume biomass. They're the only power-producing building to do so. So especially now that they have been given conveyer inputs, Biomass burners are a great pre-power storage, power storage. Then when you do get power storage, they act as a buffer, giving you even more time to solve any power issues you experience. They can also easily be converted to act as a jump starter for if your grid does shut down.
Combined with batteries they're an excellent jump starter. They can't power the batteries directly but they can power water pumps and miners to power a coal power plant on a separate grid. Combine these with a priority power switch to the main grid and a single biomass burner contributes to restarting a massive main power grid demanding terawatts of power. Then they switch themselves off when its all up and running. Probably the least appreciated building in the game and massively underrated.
In addition if you rush 'sloops you can 2x-8x the production of your input materials. The constructor goes from 4MW to 16MW power usage, but with the bonus materials you earn far more power than you spend.
1 mycelia > 20 biomass > 20 solid fuel, which burns at 4 per minute, 150MW of power/min at the cost of 48MW of power/min. Of course you'll get more than one piece of mycelia at a time, so it's easy to power the system for hours/day. Boosting wood should come just behind mycelia.
I get what you mean, but i would like to point out that before power storage theres not realy that much of a risk of grid failure, and if there is its very unlikely that you cant get ur generators running by just disconnecting a factory and then trying to start ur grid again, and after power storage its a halen to need to colect that much biomassa for the requirement ur grid is gonna take, i think its way better to just build a lot of batteries since theyre cheap
Cannot be automated = get outta my face
@@Randych it cant be automaten rigth? If it can just say so then i whas wrong instead of this vague comment
My Power Storages usually sit around technically not really accomplishing much, but the knowledge that they're there and ready to kick in makes me feel *so* much better when I'm working on big expansions.
Power Storage all the way.
1 grid for the entire world, set up big power storage, if power consumption goes above the production, just make more power generators while the storage is being temporarily used.
exactly
I always add power storage to my power plants for two reasons. First is what you've described above, the second is that they make great 'transformer stations' aesthetically when clustered around the large towers that are the plant's external connection.
if you scale it correctly it might work but in late game some facilities use a lot of power for certain bursts and you will need to have consumption in mind every time. If a blackout occures and the Storage is drained you will have a big problem getting everything online.
@@K0nst4nt1n96 And that is where priority power switches come in. Power storage is for a small oopsie that you can fix on the go, priority power switches keep your power generation running even when things get completely messed up.
@MantasXVIII Yes. this is what I wanted to mention, to make sure to get a constant level of output from fluctuating geysers, but you already prementioned it. 👍
I have a fun one for you. I use priority power switches for my portals. I put a switch on the hub and remote portals, and put those together in a priority group. You can also switch the groups off or on as a unit from that screen. My group 6 is the southern portal and 7 is the eastern one. This lets you turn it on or off from either side. Very nice on saving singularity cells
Oh that is smart. Love it.
Yes we do that too. No need for constant consumption when staying at a place for a longer time.
so obvious, but you need to first think of it :-)
I didn't use lots of hypertubes in early/midgame when my power always was lagging behind my factory.
but using priority switches for the tubes and also for a set of power storages, I'll be able to use lots of them quite early in the game now.
Same for hypertube on/off ramps. Turn on a remote junction and zwoop directly there. Requires some jiggery pokery with hypertube entrance placement for correct “bypassing” of unpowered junctions. Look for the hypertube network videos, that’s where I learned it
there is a nitrogen deposit close to the desert, its north west of the starting location and delectably high upp
True, it's right in the top edge of the map and it got cut off in the video here. But, that general area is still the largest area that's missing nitrogen. Basically the south half of the map is full of nitrogen but the top right quadrant is nearly empty
@@SatisfactoryNews When i saw the "you can convert caterium into nitrogen" part i was like "oh, wait, i have a heavy modular frame setup at this place (like 500m below the crater on the top right of the map) and i wanted to bring nitrogen and bauxite here, but i don't need the pure caterium here", so i was like "damn, i'll use this one, next to my factory ? is that destiny ?" And then remembered, the SAM ore is still far enough so that i have to bring it on a traintrack, so i was like "oh no, a traintrack for another, life in not daijoubu !" AND THEN I REMEMBERED, caterium can also be converted to bauxite, so i can use this lil'guy to get 2 resources at the same time, and only need 1 traintrack for the SAM !!
Tho, right now, i can't craft converters, cause i first need to craft some fused frame and then unlock tier 9, so i'll have to do the initial setup temporarily (but that's the whole concept of the game so that's fine).
@@TsuKuSs The reanimated SAM gets used in small enough quantities that droning it in is super viable IMO - which makes it even easier to just plop down wherever it's useful
@@sunsfury6488 yeah well, I'd need a battery setup on the spot, for that, and I currently don't 🥲
I'll try to setup a fuel one or smth I don't know, depends on where you take your SAM from, I'll test this later.
Or maybe there's a way to setup a giant battery factory and import them in all ports with a single drone doing only that? I'd like to know.
My name lil tman
Radio Tower is super nice, it's a pain to keep pinging nodes and you can only see a couple resources at once. I'm a bit annoyed at how late we get them I'd like to be using em already but don't have some of the parts automated yet. They are nice for finding niche sets of nodes or combinations (Calculators interactive map completely negates them but having em in game is cool)
Good for quickly reaching high spots, and jump off point for the parachute. Also good for placing other items in the world.
Agreed, I don't need the wiki open anymore either because they added the "used in" section for all recipes!
@@brodriguez11000 You're really not going to use the parachute at that point in the game, normally :)
@@brodriguez11000 Just place ladders for way cheaper, way sooner and unlimited height.
Honestly they are pretty easy to get using collected stuff from crush sites.
Of course you may want to concentrate on some other research there, but it is fine.
PS
i am currently in the end of the 3rd phase with no energy production except geysers and three alien power augmenters.
I had an alien power augmenters since the very starts of the game.
An interesting use for Power Storage is to connect them to Hypertube Cannons. Connect a switch and turn on the storage for only a few seconds, then turn the switch off again and step into the cannon using only the storage for power. A few seconds later, the storage will empty and the cannon will shut off, and therefor won't be draining power unnecessarily. If you use a lot of hypertube cannons (and why wouldn't you? they are BY FAR the fastest way to travel across the map if you have multiple bases), they can potentially eat a pretty significant amount of power so only ever having 1 active at a time can significantly decrease consumption.
Or just use a PPS lol
once I unlock power tower, zipline & hover pack. I cover whole map with Radar Towers.. so much easier to plan next step when you see every node in-game..
The Converter is required to beat the game as it makes certain parts that are part of endgame recipes that are required to beat phase 5. Apart from the ore conversion the Converter also makes: Ficsite Ingots, Time Crystals, Dark Matter Residue, An alternate recipe for Diamonds(default Diamond recipe is used in the Particle Accelerator) as well as an alt recipe for Ionized Fuel, and Excited Photonic Matter. Everything in that list except the Ionized fuel is required to be made in order to beat phase 5. So if this is a video purely about optional buildings, the Converter doesn't really fit in this video.
True, but the way he was talking about the converter was optional. Using the converter to change one resource into another isn't really necessary to beating the game.
@@prestonrussell1452 Maybe not necessary, but it's nice to be able to turn coal into sulfur and simplify turbofuel plant placement.
Overwatch tower is amazing for early and even mid recon raids on map, against enemies. You slap one near where you are, go up on it, and most enemies wont even hit you (except big spiders, that jump), while you have very clear shot on them
You can also use a power switch as an emergency power source for bootstrapping your powerplants. Now, if your coal powerplant goes offline, you can just pull the switch and restart the water pumps, miners, assemblers, truck stations, etc.
I've done this for Coal and Fuel generators. I've switch that isolates the power generators, and I've a switch for the bootstrap setup.
@@hexenhammer483 I'm glad to see young whippersnappers are still pulling themselves up by their bootstraps.
in each group of coal generators, i have one isolated and connected to a separate minimal power network that can almost exactly power the miners, water extractors and pumps for that group. thus they will always keep working even after a brownout or the entire main net, and keep the generators filled (or even refill them) with water and coal while i repair the main power network.
this is also useful for a new group of generators where i only need to fill that single generator with a stack of coal (more coal via priority smart splitter, as first generator at the coal belt) and use a biogenerator to once fill it with water. then that single generator will keep running forever and startup the entire group without further intervention.
@@n085fs you know the phrase is a joke meant to describe an impossible act, right
@@Anson_AKB That's a great idea. This got me thinking whether I should plan small, dedicated power plant in the future that exclusively powers large, complex, turbofuel power plant existing entirely on a separate grid so that in case of a brownout the big, resource hungry power plant won't just choke and require annoying bootstrapping process but I'm not sure if priority power switch wouldn't just prevent this scenario anyway.
One of my larger project was a really big oil power plant In the lake forest area - which I planned with a failsafe system in mind. So it actually had a lot of power storage hooked up to geysers, which should re-activate buildings in a certain order, to have an easier comeback from a brown out.
As in - first the oil rigs, and pipe pumps, water collection and storage - to then re-ignite the powerplant itself, wing by wing.
Neccessary? No. Not really. But a lot of fun to plan it out.
Good list. The one thing I like to use that I didn't see is the U-Jelly pad from tier 2. At the tier it comes in, it uses more power than I would like for what it does, but later on I tend to set them up at the landing spot of hypertube cannons and the like so that I can walk into the cannon and then step away from my computer and not worry that I'll come back to the respawn prompt.
You don't die to fall damage if you have full hp beforehand though.
@@RenkoBernkastel not always. There is a height limit for surviving fall damage, it's just very, very high
So forgettable that I forgot to put them in the video 😂
@@RenkoBernkastel Only if you have the blade runners
I have never used the jelly outside that first time I unlocked it to test.
I finally had an applicable use for batteries last night while playing; I realized I didn't like how my powerplant was set up and wanted to rip it out completely, but was worried about impacting production for so long while I was working, luckily my batteries kept the grid running for 2 hours while I totally rebuilt the powerplant!
Fun little use for the priority power switch: Hook it up to an awesome sink. If the Switch turns of, the sink stops sinking coal. The coal goes to generators that were previously dormant. You get extra power.
Alternatively: Have a liquid biofuel setup, where the water normally gets used up in the wet concrete alternate recipe. This way once the power fails, the sink stops sinking the concrete. Water backs up and starts going into liquid biofuel production. You get extra power.
Interesting idea using a sink as a switch. I get the water to liquid biofuel but if you have extra coal to sink why not just have that coal plant running already?
@@CarnalT Cause i feel like generators running without load are wasted resources. If i sink it, it will contribute to ticket generation.
@@thomaspriewasser6660that's a good point, though I don't think coal is going to contribute too much to ticket generation.
@@TheJaviJB it doesn't do much overall, but doing anything is better than nothing
1.0 got me back into Satisfactory. So much has changed since I got the game, and this channel definitely helped me figure out what I needed to prioritize!
Thanks for watching, glad the videos helped!
power storage is an absolute gamechanger imo.. as of the moment i got them, they were the reason why i never had any blown fuse anymore.. even if you just rebuild stuff or your generators run dry or something they give you enough power to solve the issue befor your factory has to stand still.. with thermal generators they are kinda a must have but tbh my power output is up to about 20k MW and im using like 7k MW atm so im actually not really in need of them but its always nice to have a backup and like he says in the video they are pretty cheap so just build like 50 of them somewhere and forget about them.. ^^ im pretty sure you wont have any blown fuse again in you playthrough ^^ Fun Fact: they have 2 connections so you can build a hugh amount of them and you only need one connection point on a power pole to hook all of them to the powergrid if you hook all the storages together first, just needs to bee one full line through like a spiral or zigzag ^^
i did use interactive map on satisfactory calculator but i do have some radar towers too.. i like beeing able to see ore nodes on my in-game map and as it uncovers the map i build a few more than one.. i think im at about 10 right now..
converters i have unlocked and i have like 5 of them but none of those really converts ores.. its just normal production
the powerswitches i kinda would like to use but the only thing i ever tried to do with them was trying to deactivate my generators through those.. but that did not work of course.. ^^ so unfortunately i dont have any use for them..
The merger.
People misuse it quite often when calculating uneven belt splits, causing it to be underaprreciated.
Like splitting 1 line into 11, instead of using a manifold, you split it into 12 and merge the excess line back to the main belt before the first splitter, creating a resource loop and effectively doing a perfect 11 belt split.
Can be done with any number of splits, just merge the excess and run them back and merge at the main belt.
Need 5? make 6.
Need 13? Make 16
Need 23? Make 24
Merger is higly underappreciated.
Yes! I have a whole video basically about loopback belts, haha. Very useful way to balance your belts, and so obvious once you know it.
Priority power switches are criminally underrated imho. Personally, I have this whole thing where I keep my peak power consumption below 80% of capacity. But at the same time, my friends aren't always this conscientious so incidents happen.
I've had it happen once that someone managed to bring the grid down in my game and that was the moment I realised that I needed at least half of the coal powerplant to bootstrap the turbofuel plant. Priority power switches allow for this process to happen pretty much automagically.
Also yes, I paint the generators, pumps, mines, refineries etc. that exist to bootstrap powerplants red. But even after repeatedly telling people they can't take coal from the red belt, or that they shouldn't connect the red grids to the main grid, it still happens.
Same with the lighting grid, no matter how often I tell certain people not to tie the lighting grind into the main grid or even to just install lights in factory halls, they just do. I guess it's too bad you can't paint the actual wires. The amount of time I've spent trying to figure out why a factory has ground to a halt only to find that part of it was tied into the lighting grid is just stupid.
Priority power switches are SO USEFUL especially if you have a bit of a shaky grid. If the grid starts to pull too much and your generators start to struggle, you can use their priority system to disconnect parts of your base without completely nuking the grid. Super handy to keep things running, but allow things to falter without needing to manually restart all your water extractors with biomass when things go wrong. Usuaully have 2 coal generators on a switch just incase I need to boot up the water and coal generation for the main generator array
Re the priority power switch: The ideal way to deploy it is to have a moderate amount of "free" power (power that does not require inputting resources, from geothermals or somersloops) connected directly to your grid (no switch), then put basic coal generators in group 1, turbofuel setups in group 2, factories that process nuclear waste in group 3 (make sure these factories can keep operating even if nothing is burning the resulting fuel rods, e.g. by using smart splitters to overflow into a sink), and actual nuclear plants in group 4. If any of those things are dependent on trains, you can put the train switch in the earliest group which needs trains, otherwise put it in group 5. Put all actual production facilities in groups 5-8. Do not use the train for power transmission, unless the facility receiving power is incapable of usefully operating without trains anyway (e.g. because it has no raw resource nodes and requires item deliveries to make forward progress).
The reason for doing it this way is to make it so that you can *always* do a black start with minimal effort, just by switching everything off and switching on a few things at a time until you have the full grid online.
One thing I’ll add is that as somebody who swears by hyperloops (theyre integrated into my railway blueprints) the best way to toggle hyper loop junctions is through remotely activating priority switches at the junctions to toggle a path that is closer and therefor automatically taken when powered on, and skipped when powered off. So, before you depart you turn on the entrances that will divert you to your destination using that quirk of loops. Which is to say your hyper loop network really needs 2-3 groups of its own if you’re going mapwide so you can quickly select from your junctions without obscene scrolling.
I’ve said all that to get to my actual point. Within groups there is also priority top to bottom so you can do everything you’ve described within group one/two (probably want two groups for a mapwide play through of various power gubbins), which means groups three-five can be production and six-eight can be hyperloops. Because again, hyperloops go as fast as your PC can handle without catching fire, if you build far you DO want them, the zip line is walking without blade runners next to a train by comparison.
I think the converter is a massive game changer and arguably the most impactful feature ever added. Literally turning iron into sulfur for example is crazy powerful
I agree! But it's one of those puzzles that is difficult to solve. It's not immediately obvious how it helps until you're in a situation where you need it.
Bouncy things. A speed bump in Tier One.
True! They're so forgettable I didn't even consider them when writing this video
Never used them, only seen Josh from Let's Game It Out use them... poor doggos
theyre useful for getting up to transmission towers if you like to zipline
I've seen a build that uses them to ragdoll aggressive hogs while protecting the player
I have never found a use for these, I have used the jello landing pads on occasion though.
Radio Tower is very good for hard drive hunting. It's very useful because it informs you about the number of hard drives in the area. Then you can pinpoint the exact location with the object scanner. This way you can easily check the entire map and be sure you're not leaving any hard drive behind.
Power storage is also pretty much required for getting very large power plants online. Im about to make a turbo fuel plant, my first non coal power, but I'm basically at capacity already and the plant will take probably a few thousand MW to run, so I literally don't have the power to turn it on initially
This. A lot of late game power builds have large power upfront costs especially when it takes time to saturate.
That makes sense! Really depends on your play style I suppose. I try to do things incrementally, so I don't really run into that issue, but I can see it coming up for sure.
Skip turbo fuel alternate for rocket fuel is soooo much better.
@@SatisfactoryNews Yes, add fluid buffers and turn on limited refineries at the start until you have enough fuel to run the generators while you ramp everything up. Also worth siphoning off some fuel into some large buffers using a valve at the start when you don't need it, as a buffer to reboot the system again just for the cost of a couple of pumps.
What? Youd make a massige risky battery setup when you could just plop down a dozen overclocked coal generators somewhere instead?
power banks are great. prevent the grid from shutting down from a spike and also allow rebuilding or rerouting stuff at a powerplant . or it could be a emergency bank seperate from the grid with a couple coal gens to charge it so you always have power to restart the grid in case of emergency and overcome the startup spike . same reason to why i dont remove old coal powerplants. never know when they can come in handy.
@@Rfk551 yeah i was just used to this before priority switches. also still run miners and water extractors on seperate grid so belts and pipes dont go dry incase of a power outage. way easier to restart the system when nothing need to catch up. a power outage can really make production unstabile otherwise.
i dont use mega factory so there is alot of places to check otherwise
I'm at the point of setting up fuel generators(gotta get that fuel somewhere) but I'll certainly keep my coal and compacted coal plant
In addition batteries help if you're building too many trains before you have a well established power network. Stick a battery or two where trains take off from, or go uphill and it behaves like a capacitor for those particular instances (that is if you peak the network).
power storage is the greatest thing in the game, use bio burners till youve got coal up, then make a blueprint to place a ton of batteries at once, paste it about 200 times, dont make any more power gen till nuclear :D
well if you are net negative you will drain the storage.
@@K0nst4nt1n96 “till nuclear”
@@K0nst4nt1n96 i think thendo here is trying to say that you once you get coal and make the first set up you will be producing a positive number for a long ass time so your batteries will have plenty of time to charge before you hit the point they will start dipping on the negative side of things and once you are getting to that point you are probably starting to produce enough stuff that you can begin the production line for nuclear power up keeping and you should be finished with the set up to start your nuclear power production before they empty out so you wont be needing to make fuel generators and such for power at any point and just skip to nuclear after which you should be good again in terms of power and if you ever start draining the batteries again you can just expand your nuclear production again...
Tip: power generators should be in power priority 1. Build the accumulators there too. So if you run out of power supply, the generators and storage seperates and the storage starts to fill automatically.
I designed stackable blueprints for all major production machines and I put a few power storages in each. The world can now run for like two real time days without active power production which is great, since I am running it on a server and none of my group is playing every single day
So even if one or two power plants somehow go out, we still have a good week to fix them.
Hidden feature of the radar tower: it's a very tall ladder that you can put down or pick up with a single mouse click. Need some altitude? Plop one down, climb to the top, jump, deploy parachute, remove tower, leisurely glide across the sky. Extra bonus, you're protected from the wildlife while ascending.
Power Storage is no joke, it saved me A LOT of time when I had to upgrade power lines or if I accidentally dismantle something. They are also great for variable consumption machines because you don't need to have so much power gen headroom.
I love the Power Storage! Using a lot of them as a backup to restart the power production in case of a total grid failure gives me peace of mind when taking a new factory online.
The big use case for batteries is trains. Train unloading and movement uphill can consume massive amounts of power as a variable demand. If the trains are all active at once it can easily cause a power outage. You really don't need them running more than half the time unless its a super high throughput factory(say a full train wagon every 2 min). Ergo batteries can help smooth out your power and prevent blown fuses from lots of trains unloading at once.
Priority power switches are good if you simply don't have enough power yet. I used them when trying to end phase 3 because I simply didn't have enough power down to run everything but didn't want to build more until nuclear.
I'm not much of a SF player, but i am a Mindustry player and an interesting thing about batteries in there is that they either serve as insurance in case of an attack on the power grid or the supply lines or a way to quickly set up the power station that requires power at startup to become properly self sustaining without making an already powerful power station just to start up the more powerful one. I think this is an interesting showcase of how a mechanic can become really different from a change in game structure
The converter was super useful in my pre-1.0 save, as I was able to convert some of the resources I needed from nodes that were changed. Conveniently, one of the most important of these were two coal nodes that were changed to limestone, and a SAM node added really near by
One huge benefit of batteries is that sometimes implementing a new power station can require more power than your current grid can put out. Especially going from say Coal to Turbo fuel. If you make a huge turbo plant to future proof yourself it could require a huge number of machines be running for a decent time before the first generator gets the first drop of fuel.
Iron-to-sulfur conversion is mighty to get compacted coal for turbo-fuel. Especially if you plan on using the sulfur nodes for bauxite etc.
The priority power switch is important if your power supply depends on water which might not reach its destination after a shortage if you didn't build a water tower to store enough.
One thing I would add is the smart splitter. Many use it for sorting inventory. But like trucks and trains, they allow feeding resources in different priorities with the any and overflow setting.
For example, you could use them to prioritize the iron rod and iron plate constructor you need for building. The overflow then feeds into reinforced iron plates and frames. While in most cases a regular splitter on the input side is sufficient, you can't do this on the output when you want to fill storage before you start to sink any items for points.
If you somersloop the converter, you can turn iron into sulfur, sulfur into limestone and limestone into iron, and from there you're just printing new resources.. It's 24 Lime to 24 Iron, 30 iron to 24 sulfur and 2 sulfur to 24 limestone, leaving you with 22 net profit sulfur.. But it does require a lot of SAM and power
I use power storage buildings to create a backup in case the grid fails completely. These are fully charged and normally disconnected. I can disconnect my power plants, fix them, and run them on battery power until they can sustain themselves. Then i can flip the master switch in the main base and everything gets power again.
In my main base i have similar bypasses for crucial factories, like fuel distribution for example
I make hypertube cannons to transport me from factory to factory, but these can take up a lot of power. Setting each of these up to a priority power switch lets me turn them off when I'm not using them, saving ~500MW of power. Very useful mid-game
Man I remember when basic switches were first released and I was so happy when that happened. I love having precise control over my power grid.
1.) Power Storage - VERY USEFUL, i put one to take care of 5 TRUCK STATIONS at 20mw each. they only use 20mw when in use and that could trip your grid for something temporary. use battery.
i also use this to charge my HYPERJUMPS temporarily but separate from my main grid. its not a useless building. why allocate 20mw to your main grid when you only use it temporarily.
2.) Radar Tower - i find it useful in that it displays information readily. i don't have to SCAN or look at another website. however, i feel that it should not be that difficult to make one.
3.) Converter - i dont have this yet but it sounds very useful, when you have resource nodes nearby but its not what you wanted, use a converter. if you have excess ores in storage you can convert.
4.) Priority Power Switch - is actually useful, i don't have it yet as well, but i already pictured needing it to automatically switch to AUXILIARY power to restart my grid when it trips.
Power priority switches are the key to a lot of remote storage call blueprints. The one I use involves 5 packagers for 4 different items, and it's semi-tilable. Makes for an interesting use case that wasn't mentioned.
The priority power switch it great for being able to be used remotely. I use one to control my uranium mines remotely, so that I can only turn it on when I'm ready to sink the ore. That way it's easier to make sure it doesn't build up to dangerous levels.
Yes Batterys backups are awesome.. I've always used batteries in my builds over the years. Every time I'm getting ready to build a new power facility. The first thing I do is build my batteries Backup buildings and get them on the grid first to start charging, Then I have lots of power reserve to start spinning up all my refineries to get the gas generators running..
1. Power Storage: yeah, IF you plan a lot, you won't need it. BUT it's a nice backup function especially if you're building fast and a lot and forget to upgrade your power. It's definitely nice to have some of them. Not a lot.
2. Radio tower: yeah, the game has one fixed map. So you can write down every place if you want or use tools. BUT if you want to stay inside the game, it's very useful. Because using the interactive map on the site is like cheating. And if someone create a map mod, it will definitely get extreme useful.
3. Converter: you're right on the conversion section. But there are some important recipes for phase 5 or other things. So the building isn't optional.
4. Power switch: yeah, it could be optional. But at the beginning of the game with coal generators, this is useful to build bigger factories and shut them down, if you don't need it, without escalating the coal generators or fuel generators. Later with nuclear power there is no need anymore for this. But before, it could be good.
Everything depends on playstyle. I'm a factorio pyanodon player and power storage is extremely necessary. So I love the power storage :D
My most important building at satisfactory: hyper tube with jetpack.
My most useless building: Portal. It's nice, but you don't need it with hyper tubes. Especially if you build a lot of the hyper tubes.
I build modular factories a lot and I always make sure to include a few batteries with each one, cause worst case scenario and I manage to crash power, they absolutely come in for the save
Power Storage is also a massive boon when preparing, for example, going from Coal to Fuel or Turbofuel on a large scale. The bootup process usually consumes atleast 8000 MW to produce sometimes 10x that, but with Coal you are likely producing somewhere in the region of 5000-7200 MW. So having a large, prepared Power Storage bank that can run until the next Power Plant in up and properly running is a huuuuge boon.
Power storage centres are a must. Make sure you have at least 3 different groups of storage. Once full, then use a switch to disconnect 1 from the grid so you can use it as a backup should you lose all power
Priority Power switches are great for portals. Assign one to each and leave em off, then place one at each destination not connected to anything. This allows you to turn on a portal from anywhere you place one of these switches, saving power and singularity cells. The downside is that you do have to wait for the portals to warm up, but that is nothing compared to the time other travel methods take.
OBSERVATION TOWER: Once you get the rebar gun, you can snipe mobs from the tower. I deploy it fairly close to allow me to run and climb the ladder before the mob closes the distance to me. This is good for clearing landmarks. The tower can also function as a stand-off build platform or be used to access elevated areas.
this youtube account makes my satisfactory experiences even better
heres my top 4 most under utilized buildings:
batteries ( when unlocked you should always build one in-line with any power generator built. since batteries have the same 2 input connector as lights, you can chain power plant-> battery-> power pole. the main benefit is you are charging right away, and if somethign happens while you are sorting out fuel supplies the fuse wont blow. over time you will natuarally end up with many many batteries, buying you critical time. also when you add new branches to your power grid you can esily check and get the buildings to setup and adjust to the under/overclock settings and not worry about a power surge taking down the whole grid. combined with priority switches you can have a very stable power grid.)
conveyor lifts (using these to string production building inputs/outputs is so valuable and time saving. instead of placing a manifold on the same level as the production building use a lift to take the I/O up off the ground. multiple inputs can be tricky but not too hard to solve.)
programmable splitters (great for a sushi belt to dump your inventory back in to your mall, or just back to proper storages),
this one is kind of the opposite but actually underutilize your production buildings: Underclocking instead of overclocking (i only overclock miners/extractors, and underclock nearly everything else. it saves massive power early game, allowing you to sprawl much earlier, i can get by well in to phase 2 on just 4 coal plants and a few biomass burners, and by steel you can easily double the coal plants to the starter 8)
I like setting up a priority power switch as soon as I get coal up and running to segregate a segment comprised of only the miners and water extractors supplying those generators as well as the generators themselves, that way while you’re fiddling with all your other factories, you don’t accidentally stop supplying your generators with coal and need to jump start the system with biomass again
Power storage is great while you're building. Having a lot of banked power means you don't have to stop the current build to expand your power generation. Also prevents having to use bio burners to start up coal power plants.
I've found Bioburners to be suddenly ridiculously useful as "batteries" now with the Somersloops and belt-feeding. The trick is using multiplying multipliers:
Alien Carcass > Alien Protein x 2 > Alien Biomass x 200 = 400 > Solid Biofuel x 1 = 400 > Liquid Biofuel x 1.5 = 600.
I estimated that at maximum throughput, a stack of carcasses could keep about 200 Bioburners running at full capacity for quite a while. My solution was to stockpile the Liquid Biofuel in a few Industrial Containers and then pull the Somersloops for use elsewhere.
You can use mycelia, wood, or leaves, which have lower base values to multiply but are much more abundant and not as useful for the Awesome Sink.
I tend to use everything. I have a habit of playing factory games and trying to make everything possible tool at my disposal fit into my factories and play-time. The only exception is the radio tower, I have only ever used it for decoration.
In my opinion radar tower is super good! I dont want to use a 3rd party source and tab out mid game just to see where stuff is. It also helps search for artefacts and HDDs. And climbing it gives a nice wantage point to bask in the glory of your factory. What not to love?
The Priority Power Switch is massively underrated. You can Organize and control Hyperloop routes. There is a video somwhere on that topic. It's really nice to have one or two entrance/exits instead of 6 for you're Hyperloops
The converter actually creates slightly more resources than the output, excluding the SAM, so you can loop the conversions and prime it with a non- ongoing source of material (e.g limestone) to create all resources in a single location.
I started using them when i build the Nuclear Power Station. It was important to me that we could do a complete black start of the grid, if the power was exceeded and the batteries drained without having to travel to locations and panicking. We testet it and noticed that you will need to reset tripped breakers in the grid sections before reconnecting the power to it or it will fail immediatly (which is kind of stupid because tripped breakers dont transmit energy)
I've been building two power accumulators for each geothermal power unit I place. Since my goal is to use all geothermal power available, it's going to be a nice addition. Now I need to start using priority switches...
On the Converter, I can confirm that the sulfur conversion is super super useful. Currently using it to turn 4000 coal into 2400 sulfer for a 3600/min Rocket Fuel Factory, works great!
Nice! Seems like a really useful recipe!
I haven’t unlocked it yet, but I can tell the converter will be super useful when you’re in the late and you need to use a lot of sulfur to max out ingot production.
When doing big builds, the power storage can be insanely useful. Especially for something that requires power to make power. I plan to take advantage of them for when I do a big mega turbo fuel factory that will generate a lot of power.
I am a fan of modular control. I want to be able to shut down specific circuits, if necessary. I ALSO want to easily run some modules independently of the main grid for various testing and research purposes. Priority power switches and power storage make that so much easier. Radar towers are great. Not necessary, per se, but they're a nice, tall platform to build from, and I like having as much info on the map as I can manage. Haven't used the converter, yet, but I can definitely see some QoL uses.
I tend to overplan in regards to power, and so I always build power storage just in case.
When I was doing my first playthrough, power storage became essential near late pre-1.0 endgame because of particle accelerators.
One time I had a 1m belt that shut down 144 turbo fuel gens and it took 2 hours of game time to get it up and running again. And that was with lots of fuel storage I had on hand for an emergency. My big issues was keeping the power on long enough for the refineries to saturate the pipes. Having a battery backup would have made restarting everything a lot easier. Also don’t bottom feed fuel gens, the pipe has to be completely full before the level reaches the first generator to make power.
You missed mentioning the most useful part of the priority power switch: Automating hypertube networks by turning parts on or off to select a destination.
Also, since you mentioned power storage, make sure that your power storage is on the powerplant side of any priority switches, so that if the grid breaks down, (which will only happen if the storage is drained) the storage can begin recharging while you try to sort the issue out.
Early game sinking the Sam ore or even lightly processing it into the first refined form makes a good number of idle tickets for later on unlocking stuff
The radar towers are used to triangulate the collectibles as hard drives.
With the priority power switch you can turn them on/off, if you have too close to each other, to triangulate better, and decipher were the collectibles are without going to the web page.
You can also just use the object scanner for that though, but I suppose that has less range.
I think automated miners are underutilized and underrated. It’s like as soon as the large miners become unlocked everyone forgets that you can get 1000 of any material in almost the same amount of time as it takes to gather 100.
Yes, a bank of batteries is almost essential for an accelerator. The accelerators power needs are massive but intermittent. The battery smooths the hagged power bumps into gentle little hills or flat lines.
Seeing kibitz jumpstart his entire oil setup using a ton of access power storage kind of changed the way i look at them
Definitely! They are a good backup plan, so they're only useless if you make no mistakes.
Power storage and priority switches are mostly useles in a single player game. You can setup and manage your grid all by yourself and there shouldn't be any problem you could not fix. IF on the other hand you play multiplayer game on a dedicated server with noobs it's a good way to secure your part of the factory against power outages caused by other players. I play such a game right now and my co-players (one experienced and the rest not so much) built factories like they need to finish the game in a week. All with 600MW of coal and two fuel generators. I on the other hand have setup a mixture of coal (600MW), geothermal (2 pure nodes) and fuel generators (2GW) with some 500MW of storage. I use only part of the energy (about 200MW for now, with steel production coming up it may rise to 400) for my construction items production, but I made sure, that they could not "kill" my electricity supply by putting priority switches to any connecting lines. I haven't used them before, but thought it may be worth to give them a try. Still waiting for the big black out though ;).
I think most of that is play style. If you play Satisfactory to "beat" it and just power threw the milestones to complete the game, you can pretty much skip a lot of those buildings. But if you are building beyond what is strictly required, then you might not. Power management is easy if you just have one flat grid. But if you are building huge modular factories with variable power consumption, with multiple tiered power supplies(one is required to start the other one, to start the other one) it can make your life a lot easier.
When I make a basic power plant, like 8 coal gens at the begin, I put a priority power switch between them and my main grid, and enough batteries inside the coal generators grid to start the water pumps and coal miners. If power is getting low and the batteries do get hit, I can shutdown the main grid on purpose, and let the gens running isolated to charge the batteries and add way more batteries, let them charge while I figure out an expansion.
You can do that again with a few oil nodes and some refineries, and store lots of fuel beyond the batteries to keep the refineries and extractors working. Shutdown the main grid, isolate them, make a LARGE set of batteries, I mean some 200 of them, and you can re-ignite any plant like a large turbofuel plant or a nuclear one. You can also add a lot of batteries to the main grid, and run everything as you sort out an expansion, but cut your powerplants off grid with enough self-restart batteries.
You can use biomass burners as well as pseudo-batteries, since they don't burn the biomass if there is enough power of other sources.
In the late game, there are Huge consumers with a hughe flactuation.
You don't wanna blow the fuses, if you over the power production for a few seconds.
The Power Storage helps with this.
Also the Prio Switches are helpful to just diconnect the high power consumer, instead of the whole grid.
I recently made my first non-essential converter at crater lake. I did a massive rocket fuel plant there producing 5000 fuel/m and wanted some of it packaged for personal use but then I realized I needed aluminium ingots for those canisters and there's no nearby bauxite. So I checked out the converter and converted some of the copper for local aluminium production.
I could have used a droneport as I'm producing the actual fuel right there and I only needed a small amount of aluminium for the canisters but then I'd have to set up more aluminium at another location so using the converter was the easiest and quickest solution.
FYI Rocket Fuel is amazing for power production! Using the local nodes I'm making 3600 fuel, turning it to 3000 turbo fuel and that makes 5000 rocket fuel which is enough for 1200 fuel reactors.
That is 300.000 MW using only the local nodes (or almost, the local nitrogen isn't quite enough so I piped some extra from a node just north of the lake, though I probably could have used some more converters to get that locally.
If you want to talk about buildings or objects that should be underappreciated, i would go for Double Wall Power Outlet, Pipeline Wall Hole, Pipeline Floor Hole, and basically ANYTHING that you can design in your BLUEPRINT designer that is only unlockable at later tiers than the Blueprint tier.
1.) Double Wall Power Outlet - just use a Single Wall Power Outlet back to back and connect them together. you wont see the cable clipping.
2.) Pipeline Wall Hole - pipes can clip into a wall and still look neat. if you wanted to you can add a pipe stand instead clipped to the wall and connect the pipes to it.
3.) Pipeline Floor Hole - pipes can clip into a floor and still look good. just add a cross joint if you want.
4.) Anything you can put in the BLUEPRINT you can use even before you unlock that item. but you need to have unlocked that item from your previous saves, then save it as a blueprint. after that, you can build it from blueprint as long as you have the materials needed. this one is sketchy as you need to have unlocked them from previous saves and have unlocked blueprint designer but you only need one save then make a blueprint of every object you have unlocked from that save. on your next new games you have instantly unlocked these items.
@@SIDEKICKONTH-cam the blueprint trick is far less useful than you first think, considering you'll often need parts you can't get until you've unlocked them
Power storage is fantastic for priming early game/ early mid game power. For example i thought ahead and built some on my coal plant. I'm upgrading it now with new miners and coal blueprints which will require me to rip down the whole thing. When i go to restart there's enough charge in the battery bank to prime the miners and water extractors + pumps to get the coal generators going again. I'll use this bank plus another i'll build at my turbofuel plant once i unlock that and build the massive diluted fuel /rocket fuel refinery setup that will for sure exceed my coal plant. Radar towers being underappreciated is stupid, they're fantastic just on looks alone.
Power storage is nice when you have truck/train station and the consumption is higher than your production, it just take power from storage, and while they are riding it restores power for next docking. Also if you want to expand powerplant but it cost over the actual limit.
Radar tower is lovely for jumping off of when exploring! ❤
Only played the game a lil, have no idea how my setup has large spikes in power consumption but having power storage smoothed that out nicely
The Priority Power Switch is a great utility in Hypertubes. You an use them in junctions and connecting them to the connection thats closer to the center allows you to simply toggle where you plan to go with a simple switch rather than, as the person who I saw this from said "remembering the konami code to get to different locations.
Not a building but the parachute is actually great in combination with a hyper cannon to get a good look at ur infrastructure due to the ridiculous hangtime.
Use the combo all the time for planning roads busses and rails.
I think the power banks and priority switches could be awesome and critical pieces if the developers were to ever make a weather system. Having periodic storm regions/zones that would disrupt power lines as they traversed the map, that kind of thing.
Also, the programmable splitter is still kinda 'dumb' in that it will route multiple products down a path, but if you're diverting a lot of things over to a single manufacturer (4 products over one line) then you have to build out a lot of infrastructure just to cache/buffer those items a bit to prevent clogging up eventually (storage, smart splitters for overflow, a SINK, etc).
Having a 'programmable mk 2' or 'intelligent splitter' where you could tell it a final product, or the ratio of things to send down that line would be an amazing way to streamline factories and reduce the conveyor spaghetti that inevitably happens.
I have played Satisfactory since its very first release with multiple playthroughs. I remember when Power Storage and Priority Power switches were added and seeing a ton of people being really hyped about those additions.
I never really understood why people were so hyped. I personally always just build massive powerplants that produce way more energy that I need… and once I reached a point where I needed more, I just build another one. Never really figured out how they would be useful for me.
I have not yet played the full release version, but I am yet to place a single Power Storage or Priority power switch in any of my saves lol.
But yeah we all play differently so it certainly isnt bad that they are in the game.
Yeah, you and I definitely play the same way. But you're right, not everyone does.
to be honest if the Converter had a way to make Mercer spheres & sloops for 1000 Sam fluctuators & 100 Mercer sphere's respectively then it would be more useful than what it is as is its just a pain to set up & honestly once you have one Oil deposit fully tapped & making Turbo fuel you don't really NEED a nuclear power plant unless your running 1,000 tickets in the shop then making blutoniums your best sinking option.
I think power storage is absolutely necessary in the late game due to the highly fluctuating power draw on some T9 buildings causing power spikes all the time on your grid, I feel you would need to be producing perhaps 50% more power than needed to avoid trips, or just use power storage to eat the momentary spikes...
I plan out my power buildings so i usually have twice as much as i actually need. Even so i have a power tower i make with a power storage blueprint. I add to it every so often, right now it holda enough power to run my entire factory for about 5 hours without stopping. And it grows every few hours while im playing.
I always rush priority power switches, as it means my coal and oil don't die if i accidentally use too much power & storage runs out. They produce enough to support themselves, so no need to ever have them turn off.
Best tip is to connect a priority power switch between all of your hypertube cannons. That way, you can turn them off remotely after you launch yourself
The priority power switch could be cool for disabling or enabling temporary factories, like for space elevator parts
Fun fact: you can upload your save to satisfactory calculator to show what you have completed. Hunting for that last hard drive? Upload your save and it will show you where on the map the unclaimed drives are ar
Love your videos man, it's great content
I love power storage for when I am adjusting lines every production chain has at least one in its building I usually organize by resource. With each node having it's own building and for manufacturing or combining they have their own floor or separate building. So every floor and building has a power storage Incase I have to disconnect a building to adjust a pole or 50
I always unlock the coppertops and the priority switches and think, "This is the save when I'll actually use these." And then I don't. I am too antsy about the state of my power supplies, I almost never run that close to the edge. Haven't gotten the Converter yet but knowing that you only have a limited restricted set of conversion options makes that somewhat less appealing... and yeah, making more uranium and sulfur is probably its best use-cases. As for the radar towers... they're neat but absolutely not essential. Still, better than they used to be...