for some reason i rush things too much and when i get everything i wan't game is over and then sems pointless to continue :D i have 1400 hours played never make anything beutifull xD
@@iivansi3 I promised myself to take the time to build pretty when I get to steel (need to unlock trains since my whole 1.0 build depends on that) and I need to unlock the AWESOME SHOP stuff to actually do it, anything built before then is temporary and just made to get to that point
@@LalleMangaming I would argue that playing this game is more of a creative process than anything else, and tearing down already achieved progress is one of the hardest things in any creative work while not doing it can be one of the biggest reasons hindering the progress. For me it's relatively easy to do in games like this, but still hell of an obstacle on my other hobby of composing music.
A question since you people probably have played it a lot more than me, how do you tear it down, piece by piece or just pipe all the basic stuff (like ingots and some of the alclad aluminum sheet to increase the belt speed) and then remove everything?
that's the one thing we've been a bit slack with til now, build it, use it and move on has been our philosophy, but I get the impression that's not going to cut it in 1.0
I have a small organizational tip I learned from this game. Somewhere near the entrance into one of my factories (or inside a lobby if I am feeling fancy) I post up signs detailing the specs of the factory. How much it produces, how much it takes in, some times how much power it uses if it is a big one, how much of the product is shipped out and where it goes. It is a pain in the butt to do and keep up with but pays off later in the game when you are trying to manage your logistics or make upgrades to your logistics network.
I did that too. I took a 2 year long break, and recently opened up my save file. Had I not detailed the inputs and outputs of each factory, I'd have been completely lost.
This is a great tip. It would be cool to have a splitter like item that counts the rate of items flowing through it. Could even be added straight into smart splitters. Could auto tally ins and outs.
The one thing I’ve learnt to properly enjoy this game is to treat it as an iterative process. There’s so much to learn and so much in the way of creative options to solving logistic problems, not to mention the artistic side of designing the visuals of a factory. I’m going to solve each new tier on my own bit by bit, and save the cool designs for when I know what’s needed to then fit into a potential design. When I started I did the opposite, looked up optimal setups, and it stripped away all the satisfaction. Taking it one step at a time and doing the best with what I know has made it far more fun.
The phrase "optimizing the fun out of the game" is a thing for a reason. Though it's usually used in the context of competitive games it works incredibly well when talking about Satisfactory. Sure there's a "correct" way to build every line for maximum efficiency. But, what is to gain from playing the game at all if you're just copying someone else's factory in a game where the every aspect of gameplay centers around building *your own* factory. Too many people want to succeed in games without realizing that a lot of the time the fun in games lies in figuring out how to succeed in your own way. Finding your own solutions to your own problems. Not copying a max efficiency or meta way of playing. It's a mindset that stemmed from competitive gaming, found it's way into streaming and youtube gaming culture and is now being sowed into the heads of any kid who plays games and watches content about games online. It's always about maximum efficiency in grinding gear, quickest way to max level, best loadout. It's sad to me that that "I must be the best" mentality that comes from that stuff even stems into something like Satisfactory. It's such a relaxing time to just mull over an issue in your line and come up with your own solution. People are really getting robbed by the idea that they must complete everything and do it the fastest that they can. I hope this is just a fad and gaming goes back to being more about being fun to the average "gamer"^tm
STARTER BASE. I am a huge proponent of the temporary starter base. As soon as you can, get iron plates and concrete going at whatever rate you can spare, and stack some containers for it to fill. Set up a chain of contstructors to process leaves and wood into biomass into solid biomass. Pick up leaves EVERYWHERE you go and stockpile those bio-nuggies. Put this stockpile away from where you want to make your main factory while you work into the early tech tree. Once you have several containers of foundation materials, you can pave a huge area in foundations and build an organized primary base, THEN tear down your starter base. I do the same process with steel. I get a minimal steel foundry running immediately so it can stockpile while I am building the real steel plant.
I actually think this is the mindset I'm going to use starting my 1.0 play through. I have an issue in Satisfactory where I keep restarting my saves and progress. I start out all enthusiastic and then once I progress for a while and realize what I've built is insufficient or think "i could do better", I restart instead of tearing down what I built. This is more of a mindset and going into 1.0 with the idea that everything I build early on is temporary even if I spent hours and hours putting it together. The other roadblock for me is most of the "cool" stuff that I see requires unlocking a ton of items in the Awesome Shop so you're inevitably going to have temporary productions until you get a bunch of the required tech (smart splitters, etc.) and all the cool parts in the Awesome Shop unlocked.
@@xterminator44 When I'm exploring, I'll run power as I go and build miners that lead directly to an awesome sink (or refinery to sink, etc.) on nodes that I don't need yet. This gives me a steady background tickle of tickets. Once I do get smart splitters, every product that I produce will overflow into an awesome sink once my lines back up too. I do use some mods that make this approach easier - refined power for remote power generation (solar + windmill + battery keeps the miner and sink running.), a mod that adds large power poles that have longer distances between poles, and modular load balancers makes handling factory overflows easier. But even in vanilla, this approach is viable.
@@xterminator44 I like to go with a "build something new before you tear down anything old" mentality. The old stuff gets diverted into personal supplies for building, Usually cumulating in a horrid speggiti mess thats fun to look at in it's own way.... ...while a biome over, I'm building much nicer factories with newer tools. And when it comes to it, I find retro-fitting existing setups fun. The main thing I've realised though is "starting over" doesn't in any way help in doing it better. Not only do you lack the tools/unlocks, you could very much at any-time refector your existing builds into something better. (Assuming you are not already finished with the game. Thats a different kind of starting over and seeing if you can do it better throughout the process, and is honestly quite fun~).
@@joshpatton757 That's smart. The early game need specific resources just so you can advance and actually start building stuff you're proud of and/or confident in is a bit of a drag. Gaining tickets with unused resources nodes would make that much easier. Only limit is power, which somewhat solves itself once you have non-biofuel power.
Biggest lesson I've learnt is to not be anal about it being super tidy, to begin with. Until you've got mk2 miners, let it be a mess. You're going to rip it apart anyway when mk2 comes along.
One way around this is to make enough machines to support the mk2/mk3 miners, but just underclock them all. Then when you get your new miners, you just bump up the clocks and upgrade the belts!
A great tip from Kibitz, When designing what you want your factory to do, layout the tree of constructors, smelters manufacturers etc that you will need. I do this, and as I go I write down the tree on paper. I do all the math like this, then compress it down into basic info like "20 constructors here, 5 refineries here" and it has worked really well for me :)
Now you can just stock up a container with biomass and let that run into 3 Constructors, making solid bio fuel, then split that into 3 burners each. So you'll have 9 burners going for hours and it can get you by until coal. I think i only had to refill the container once
i was running coal and temprary factories until i unlocked the alternates for diluted fuel , rubber, plastic and rocket fuel. so technically i jumped from coal to rocket fuel generators
I think, the best advice i could give, is to build modular and for singular purpose. When you get to tier 2 miners and overclock them, you don't have the problem of "omg i need to rebuild my factory". Just do one design on one floor, and than copy it on next one when needed.
Indeed, "keep it simple, silly" is one of the best advices there is, coupled with the "have fun". Sure, I okays for 20 hours straight without a pause, barely even a drink the first time starting the game, but.. For the love of anything and everything holy and unholy.. Take a break! If it turns into work and frustration, stop until you stop thinking about the game.
@@marshallc6215I had a few variation for each machine, e.g. singleton or turned sideways in a repeatable pattern to chain up, with or without logistics floors. It got hard to manage when I also tried to add "efficient packing" due to machine sizes not matching foundation length.
@@sneezyfido that's another thing I'm gonna try to get away from is global logistics floors. I did it once and it looked gorgeous but it suuuuucked. I'm just gonna do things in batches. Instead of 120 constructors in a row with all the logistics below, I'll have, say, 3 sets of 40 constructors that each take in 1 belt and output 1 or 2 belts.
Tip: place power storage along with powerplants in power priority 1. If power fails, the generators and the storage will detach and the storage automatically recharges, meanwhile you can fix the issue.
My big lesson was to automate and stockpile solid biofuel for later. Not just for liquid biofuel down the line, but sometimes you need to kickstart factories quickly and cheaply until you can get a more robust power infrastructure in place, especially if you’re going to a new zone.
I completely agree that automating early should be a key goal. I played when we didn't have the spacebar option on the bench so I learned to automate early!
Tip: put in storage for just about everything in the line so it fills up if something further down the line clogs up, you will at least keep building your supply up. Also put storage at the output of final stage items like elevator parts or even high end stuff like super computers or heavy modular frames or anything, really. I can't tell you how many times I forgot I had something running and forgot about it only to find the internal storage full for God knows how long. On the flip side, finding hundreds (or thousands!) of supercomputers or whatever in storage after forgetting about it is such a happy surprise.
When your a kid,,, xmas always took eternally to come around even with a couple of days to go,, slow slow dead dead slow.. Satisfactory doing it to me once again,, but now it's all about Tuesday Tuesday,, why you taking so bloody loooooooooooooooooooong .. Super Duper excited,, ThanX 4 the tips "Total" my life is even more completely destroyed now.. ;) Tuesday Tuesday,, what the hell,, it's still Sunday..
Last tip best tip - that's why I quit satisfactory for a year in anticipation of 1.0. I'm so ready to jump back in and getting lots of inspiration from your content!
Oh yes! Cannot stress enough for the Blueprints for "common buildables"! As a modded player I have "Pocket Powerplants" that I can drop on the oil nodes rather quickly! Giving me one less thing to worry about! 😁
The "bonus tip" is probably the most important one, along with "take a break if you feel it's a chore or if you get stuck". I saw somebody mention placing signs with production information at your floors (or modular factories), agree 100%, but placing them during planning so if you do get bored or stuck half way though the project you can go and do something else and return later without first having to figure out what you intended to do...
One thing you should always do is build roads in air. You then turn those roads into higyways for your trucks and on top of them you later expand and add train tracks. It also makes running araund map much easier.
you put it all in such simple yet kind words. ill remember to enjoy the game, because its not going anywhere. thank you Xclipse for another very nice Video! :D
1) don't be afraid to rip stuff up and redo it 2) always plan for way more expansion than you think you'll need - leave space and build way larger factory spaces than you think you need 3) vertical building is your friend- to the point of even using individual floors for different production 4) try to preplan production based on inputs as best you can 5) buffer boxes EVERYWHERE! (NEVER waste production!!!) 6) Load balance as much as possible so all machines are working efficiently (but this is secondary to actually getting production set up in the first place) (ie, something is better than nothing) 7) play with friends, and try not to get too annoyed with them if they build in a different way than you... Maybe split up and give each person responsibility for a differernt factory or different production 8) I usually don't bother with enclosing the factory, but to each their own. But IMO that should be secondary (see #7) 9) PAVE THE PLANET! :)
I have seen a lot of videos on Satisfactory - but I have yet to see someone build the logistics on the ceiling! A logistics floor puts everything on the floor and you still have to jump around to navigate the logistics floor. When you build on the ceiling, as you walk inside a floor with a factory, if you look up you will see the logistics of the upper factory - needless to say the logistics of the floor you are on will be underneath. If the factories are linked and the production needs to go from 1 floor to the other, you can use lifts either on the outside to make it look nice and busy or on the inside against the wall. Like so, you will be able to walk and drive around the factory and there is no logistics floor. You just look up and fix/arrange whatever the upper factory needs fixing. I find this incredibly neat with multiple input machines or even piping. On the other hand if you dont like to see the ceiling full of logistics than its probably not for you but think about an OIL RIG for example - I put pillars on the terrain, put a platform, build the factory with logistics underneath - exposed on purpose - and then build the factory walls and ceiling and supply the power. As you are driving around you will see the logistics busy and if you put ramps and bridges you can drive inside the factory with nothing but a machine and a hole in-front of every input/output. Just another idea anyways :) Keep it up btw!
Great vid man. I usually just build something. Then tear it all down. Rebuild it. Tear it down again because I dint like how it looks. Then I repeat that process until I spend 60 hours building my oil factories.
It's been a long while since I last played, and so much of these mechanics are entirely new. Breakers and notes and specialized markers and wow I last played during patch 5, and poked a smidgen at Patch 6. I'm so incredibly excited!
For factory buildings, my preference is: - 1st floor: Factory input & output, control room (with power toggle), a local storage container to retrieve product (I use Item hoppers and dispensers mod for this), a decorative lobby. - 2nd floor: logistics later for routing. - 3rd floor: Main production machines. - 4th floor: Accessory production (if needed): stuff like byproduct handling, local intermediary production, water tanks, etc.
1. Build early game factories quick and messy. It's all getting torn down and rebuilt once we get Mk6 belts and Mk3 miners. End game is when we can start putting tons of hours into meticulously planning and perfecting and designing beautiful factories. 2. As soon as a new tier of power is available, go ham and build WAY more power than you think you'll ever need. YOU WILL NEED MORE! 3. As soon as you have access to trains, build out a map-wide grid that you can expand on as you grow. It makes logistics for future factories so much easier! And make sure to build signals every couple blueprints. Nothing hurts logistics like a train going nowhere for no apparent reason (it's actually because another train owns the rail a billion miles away at the next intersection).
I think it's worth adding one last tip: Play however you want! There are some players who don't find all parts of Satisfactory enjoyable - I, myself, really dislike the decorative part of it, as it feels more like a chore to me. And that's okay! I can have my floating platforms in the sky and still have fun building factories, even if they look hideous. My point is, don't indulge yourself in a part of the game you don't enjoy. Hell, it's a singleplayer game, you can even use cheats to give yourself resources or alternate recipes. Just as long as you're having fun in the game, it's all that matters!
that last tip is the biggest one. most of my 1.0 playthrough (first time!) has been having fun building a coal power plant, i highly enjoy the architectural part of building in this game and its the most fun part. my biomass burners have been off for like 6 hours of playtime
I am trying to remember when I subbed to your channel but it was a long time ago. You probably had less than 2,000 subscribers at the time maybe less than 1K. But anyway, you have been a great friend to the community and I appreciate all your videos
Think I'd recommend planning large projects properly - anything where you've got different modules of a factory working together should be planned (at least rough inputs and outputs) before you start building, and each module or production line should be tested before you move on to the next section. Testing the factory at the end and then realising you missed something in the plan and you now need more space when everything is already packed in is not a place you want to find yourself.
I like to build one of each constructor and smelter near my HUB. Instead of manually crafting, I throw the mats in feed containers, set the recipe, and go off and do whatever else I need for 5 minutes. They all output to the same container next to the HAM and HUB.
Great tips this :) I just started playing this game for the first time ever. It seems very fun and could very well be a game i will be spending alot of time in. This video will probably make my learning curve less harsh :) Thank you!
Howdy hi hi, Some good advice in this video. Especially the part about it being a game. All too often I read comments from people in various titles complain about the amount of time they spend in this game or that. When ultimately a game is a time killer. An investment that is intended to bring about enjoyment. So kudos to you for pointing this out. I think the biggest thing I've learned in early access is how powerful even slow automation can be in filling up massive amounts of storage. When you're waiting for an item to complete, it can feel agonizingly slow. But having these things already running and ready to go when you're ready to use them. Makes everything feel so much better at the end of the day. Secondly, do take periodic breaks. I recommend following the same pattern as we see in the workplace IRL. Every two hours take a short break. Walk around a bit, focus your eyes on other things in the world, grab a bite to eat or drink, take care of bio needs, etc. By keeping a schedule like this, you will feel so much better at the end of the day. Anyways, I hope your day treats you well.
I agree. I’ve been playing since the alpha with my dad and the game has changed so so much, I literally learned how to snap the foundations to the grid this year, and I also learned how difficult it is to make a game like this. Remember, if you’re having a bad day, 1.0 is in 2 days.
My personal #11: keep it modular! This is quite a challenge during early play and even for the "real" base later on, but it allows me to take care of any changes to the build flows (until now: mostly due to changes to recipes by the devs). Scaling is so much easier when you just can add another compartment of [X times of machine Y] to the production of [whatever], when you're seeing more need for those items or switching the recipe because of changed input resource availability. 😎
Lesson 5: you can also just reserve a few of your power generators to power the infrastructure. Put them on a separate circuit and your power plants will just keep going, even if the fuse blows on the factory circuit.
Keep it simple stupid is the way i learnt it in the royal navy. You may also enjoy the 6 Ps. Prior preparation prevents p*ss poor performance. Appreciate your videos mate always. Very helpful for someone like me who steuggles with planning and logistics in general
Use small storage bins at the end of each stage of your production as a buffer. You can easily tell if your making enough by watching of the items are dropping or not. Also, if you use manifolds you can take coal, ore, ingots out of the buffer container and fill up your machines to avoid manifold issues
My favourite thing to do in this game is go around blowing up stuff.. Whether it is flora or fauna or just rocks! Speed ran till I unlocked explosive rebar and now it is so much fun..
My biggest take from my multiple playthroughs was that I would get overwhelmed trying to create the factory and decorate at the same time. I decided to as Total said, keep it stupid simple, build logistics, keep room for expansion or build with higher tiers in mind and then decorate so it doesn't seem super daunting. That way if you make a design you like, when you get faster belts or better miners, you just have to go through and replace what's necessary and increase outputs rather than rebuilding every time
Big tip for me was a spaghetti build for the first play through and then an actual well designed factory for 2nd and after. I spent way to much time designing an efficient factory and then having to change it an hour later 🙃
It's amusing that a lot of the tips are about using stuff in some of the recent updates. Not that they're bad tips or anything, I just remember when I'd find a drop pod I couldn't open, but map markers weren't a thing and I didn't have any beacons on me so I had to just hope I'd remember where it was
For blueprints I decided to prepare my own and I created the same categories as the build menu (production/power etc) and inside created sub categories like smelters/foundries/constructors
ive only had 1 playthrough but the growth ive had in things like fluid physics, organization and conveyor belt org is shocking, i just redid the logistics for my coal power plant yesterday and i was shocked with how messy it was and how inefficient it was
i just want to plaaaaaaaaaaaaaaaaaaaay. been fighting myself in trying to speed run the first few teirs to get to the juicy bits as fast as possible but again i want to not burn myself. ive had this game since update 4, and after all these years i cant believe we are finally here
Most important tip I give newcomers to any factory game: You can do nothing wrong! When you feel overwhelmed, just start building some basics. See what works and find out. Tear down what doesn't work. Start over. Everything goes. Ficsit doesn't waste.
I find that a little wall shape and windows already makes a factory look super cool. I'm gonna be keeping decoration minimal because i've never finished the game, and that's a good thing, cos if i had finished the game i'm not sure I would want to play 1.0 as much as I do
I've played about 350 hours, pretty much completed 0.8, and my play style is possibly rather unique. I've never overclocked anything. I've never collected a slug. I've never collected an artifact. There is only a single hard drive recipe that I have ever utilized, and that is the cast iron screws. I also try to make factories and logistics lines blend into the terrain as much as they can be. And it's been a lot of fun. One thing I learned that might be a tip to newer players is that there is an art to building the hypertubes; not just so they are not an eyesore, but so that they work effectively; most importantly, try to make the endpoints up high, and the bulk of the travel down low to maximize speed; if necessary, immediately at the endpoint have them raise up to a high level and then drop back down. I've been able to drop minutes off of individual hypertube trips (from my first tubes to optimized versions) by optimizing the tube routes and elevations. Might be a way to utilize extra entrances/exists as well, I'll try that in 1.0, to utilize the whole "cannon" concept without actually making hypertube cannons.
One thing I learned to live by was to experiment small before building big - at least in terms of styles and such. Nothing more frustrating than spending hours (days) in the blueprint designer making complex sets only to discover they don't connect together well or there was some tiny mistake that cascades right across the set ruining the look or function.
1. Signpost your factories with directions and explanation for which module does what. I have to get back into the game (last played early U8) holding off because of 1.0 map change, but I found having a "directory" for a factory/floor helped me immensely to pinpoint problem and find stuff. 2. Have a central depot in a factory where all product get stored (and always have a sink overflow on your storage!!) so you can easily retrieve item if you need them.
Very much looking forward to 1.0 and getting into the game again. My biggest issue is always getting to that point where raw resource production starts outstripping manufactured resource production, and thus need for expansion. It ends in wanting to rebuild the entire factory (this time with decoration), and that's where it turns into an absolute nightmare, and gets kinda boring, as I've done it so many times before. Or, adding in new parts that require old parts that I'm only producing enough of to take care of the current requirements. Having to expand so many things at once makes me want to rebuild, etc. Feels like I have to play the game backwards and always know how much I'm going to need for everything and planning for that, which I don't think I wanna do.
The one thing I would add is that you should absolutely build a main storage. A lot of decisions you make along the playthrough will hinge on how/where you want to build your main storage. Without having a main storage, for the late game at least, you will find yourself traveling around in trains or hypertube cannon-ing around to grab items for 50% of your game time.
Solid tips. Except I'd say to try round buildings anyways, because that's how you learn. Just do it as an experiment. Some great breakthroughs occur when you challdnge yourself. And if you get stuck, just leave it and come back later.
Summary: 00:00:13 🎮 The game's complexity ensures continuous learning and improvement with every new playthrough. 00:00:40 📅 Reflecting on past experiences leads to valuable lessons for future gameplay. 00:00:53 🏗 "Keep it stupid simple" in both architectural design and factory layouts to avoid unnecessary complexity. 00:02:12 🤯 Overambition can lead to being overwhelmed; start simple with builds. 00:02:52 🔲 Always have more space than anticipated for any build. 00:03:49 🍝 Plan logistics to prevent messy, unorganized builds. 00:04:17 🏭 Use logistic floors above the factory floor to manage terrain challenges. 00:04:31 ⚡ Prioritize power management to ensure uninterrupted production. 00:05:40 🚂 Consider train logistics and place stations with ample space away from the main factory. 00:06:08 🧩 Utilize and organize blueprints for efficiency. 00:06:36 🔧 Automate production to save time and resources in the late game. 00:07:16 🌎 Exploring the game world is as important as factory building. 00:07:56 🚧 Implement fail-safes for seamless factory operations. 00:08:23 🤹 Play for enjoyment and explore mods for a fun twist on gameplay.
I have played Satisfactory for about 200 hours now. (74 hours in 1.0) and I am still so overstrained with this game. Not because its difficult but I always get stuck trying to build the most beautiful building I've ever built, just to end up having built the next shoebox. But as long as your last tip is part of the game, I'm ok with that :) Greetings from Germany
@@wyzedfz1495 There is a new building that we can make with the mercer sphere. You will be able to create a "cloud" of resources and access them from anywhere anytime!!
I'm so stoked for the new belts honestly. Imagine building a singular megafactory now at belt speeds like that. Resources might actually make it across the map in a halfdecent time now on a belt :p Is it going to be efficient? Probably not. Is it going to look like a hot mess? Absolutely. Is it going to be fun? Hell yea.
I'd also add that of you have a factory that isn't quite working at max efficiency, that's okay! If you don't want to rebuild it you actually get more by just going somewhere else and building a new one. You don't have to upgrade earlier factories either, because again it's technically more efficient to just build additional ones.
The last one gotta be the most important; I'm saying this after I've successfully connected the wrong input on 86 refineries, and didn't realized it after the belts were full of junk. Took alost as long to clean it up as it did to build it - there are no "undo mistakes blueprint" you can just plop down :D
My main lesson (I'm new to the game, like 2 weeks in), is don't run before you can walk. Small machines for a single, fairly early game items is perfectly okay. Versatile framework and things like that which require 4 or 5 items to make should be made in due course - not from the very start when you will run out kf resources for things after what you already can't properly properly afford lol
3:17 i've only done one playthrough so far which completed the bloated phase 4 about a month before 1.0 released. one of the factories i set up was a modular frame factory where the aim was to make 37.5 of them per minute. i tried to use exactly that site, but it kept telling me to do some... absolutely baffling stuff that made me just go nope and instead for the rest of phase 4 i opted to use the windows calculator and a private discord server for my notes. took a total of about 100 hours to complete the ADS and another 70 for the rest of phase 4. the sheer relief when that last pair of thermal propulsion rockets went into the space elevator i've not been able to replicate in many games.
So I have about 1500 hours and have started from scratch a couple times. Now that I have some really large factories like my nuclear plant, will you be starting 1.0 from scratch? I kind of want to but then the hours to get back to where I am. What are your thoughts?
What I've learned I should probably do at some point is to actually make factories. Across my own 700 hours, everything has been separated spaghetti. I haven't really BUILT buildings to actually house all the stuff I make. Does make the process a little cleaner if you do it right though, and I can appreciate that. Though, apparently not enough to worry about it before 1.0. Same with trains. I never made them because they always felt too intimidating.
Ignore all of this, this will not get you to end game quickly nor easily. Tech rush through tech and build backwards. Early game build or plan for 600/min ores but don't power them til you need them. Only Slug Normal and Pures, rarely Impure. I have completed 1.0 and 4 Stage 4 plays on Early Access. No vehicles other than trains were used in my 1.0 build, no parachutes, no adv features just basic game no fluff. Didn't even use blueprints they are a waste of time effort and resources wish they were not in the game. Biggest Tip for new players, 1st Start zone sucks big time, if you get coal power which you probably wont while there NE is pain and death, N is pain and death and NE is your only viable option. Every other start is better I chose the 4th Option, the Desert. 3rd Is pretty good too.
I spent about 10 hours setting up a massive screw facility based on 3 pure nodes running mk 3 miners at 250 overclock....... I had mixed 2 inputs that sent raw ore mixing into every. single. constructor. and missed the smelters entirely! that's 350ish constructors with all their input splitters and belts that needed to be fixed.... please ensure that your inputs are flowing with the proper materials BEFORE hooking it up to the main line...
Am I the only one who likes messy builds? Starte dplaying yesterday and my logistiks and build is such a mess, conveyors going everywhere up and down but somehow it all works. and its great!
Since the porting to UE5 I wanted to test the limitations of the lighting. I recently managed to find what gets complete darkness in the largest space. It has to do with the fog distance. Some effects will still be visible in complete darkness but I wanted to get complete darkness regardless with the most space. I built different sized rooms. I still need to build bigger rooms. I build a 5x5x5 room and was able to see the fog from a corner. Plenty, but limited, space for a dark landscape. Basically turn the game into a horror game.
@@gallavanting2041 No, not really, since that depot has limited storage. You should have a storage depot that outputs into the dimensional depot and then you will have the cloud storage PLUS excess to take with you for larger builds.
@@MrEteris we have 219 mercer spheres atm and they've said they're increasing them. They're extremely abundant. Just split off overflow on manifolds into a depot in each factory whose own overflow goes into a sink, you don't need a storage depot. it'll be more convenient than making a storage depot.
@@gallavanting2041 there is a limit to the number of items that can be put into the quantum storage box, as well as an upload limit. Having large quantities of things that might produce or upload slowly to hand grab from regular storage is always useful. Like concrete, computers, or other technical stuff
I can’t seem to build anything fancier than a box… even then I’ve found it best to build the floor first then the factory then walls and roof if I could bee bothered to… I find above all the hills or on the water to be the best places to build.
In the next few days 1.0 will be here! What is the biggest lesson you've taken away from your time playing Satisfactory in Early Access?
HAVE FUN!!!
for some reason i rush things too much and when i get everything i wan't game is over and then sems pointless to continue :D i have 1400 hours played never make anything beutifull xD
A lesson for Satisfactory and life in general:
'Temporary' setups last way longer than you expect.
Don't rush to the end. Enjoy the journey, but KISS is essential to get to the end.
@@iivansi3 I promised myself to take the time to build pretty when I get to steel (need to unlock trains since my whole 1.0 build depends on that) and I need to unlock the AWESOME SHOP stuff to actually do it, anything built before then is temporary and just made to get to that point
Cannot wait for 1.0
Biggest lesson I learned was to not be afraid of tearing down your work when you get later upgrades
very true, learned this the hard way many times, a factory is never really finished.
@@LalleMangaming I would argue that playing this game is more of a creative process than anything else, and tearing down already achieved progress is one of the hardest things in any creative work while not doing it can be one of the biggest reasons hindering the progress.
For me it's relatively easy to do in games like this, but still hell of an obstacle on my other hobby of composing music.
A question since you people probably have played it a lot more than me, how do you tear it down, piece by piece or just pipe all the basic stuff (like ingots and some of the alclad aluminum sheet to increase the belt speed) and then remove everything?
that's the one thing we've been a bit slack with til now, build it, use it and move on has been our philosophy, but I get the impression that's not going to cut it in 1.0
I always built my factories with scalable production in mind. If you plan ahead it pays off GREATLY in this game.
I have a small organizational tip I learned from this game. Somewhere near the entrance into one of my factories (or inside a lobby if I am feeling fancy) I post up signs detailing the specs of the factory. How much it produces, how much it takes in, some times how much power it uses if it is a big one, how much of the product is shipped out and where it goes.
It is a pain in the butt to do and keep up with but pays off later in the game when you are trying to manage your logistics or make upgrades to your logistics network.
I did that too. I took a 2 year long break, and recently opened up my save file. Had I not detailed the inputs and outputs of each factory, I'd have been completely lost.
@@alchemizetoinfinity Wow that is amazing. I had the same issue and not signs. Got rid of the safe then and will start over with 1.0 :D
This is a great tip. It would be cool to have a splitter like item that counts the rate of items flowing through it. Could even be added straight into smart splitters. Could auto tally ins and outs.
@@flirtyshirty9040 there was a mod to count throughput of a belt, but IDK if it exists anymore.
People always assume they'll remember, but after a few weeks you'll definitely forget. This is an important tip.
i been playing for 3K hrs and yet this guy teaches me new stuff everytime
I still learn new stuff at double that :D - it's what makes the game great!
@@TotalXclipse I love emergent gameplay. The fact that coffiestain kinda let's us do whatever makes a nigh infinite amount of things we can do.
The one thing I’ve learnt to properly enjoy this game is to treat it as an iterative process. There’s so much to learn and so much in the way of creative options to solving logistic problems, not to mention the artistic side of designing the visuals of a factory.
I’m going to solve each new tier on my own bit by bit, and save the cool designs for when I know what’s needed to then fit into a potential design.
When I started I did the opposite, looked up optimal setups, and it stripped away all the satisfaction. Taking it one step at a time and doing the best with what I know has made it far more fun.
The phrase "optimizing the fun out of the game" is a thing for a reason. Though it's usually used in the context of competitive games it works incredibly well when talking about Satisfactory. Sure there's a "correct" way to build every line for maximum efficiency. But, what is to gain from playing the game at all if you're just copying someone else's factory in a game where the every aspect of gameplay centers around building *your own* factory. Too many people want to succeed in games without realizing that a lot of the time the fun in games lies in figuring out how to succeed in your own way. Finding your own solutions to your own problems. Not copying a max efficiency or meta way of playing.
It's a mindset that stemmed from competitive gaming, found it's way into streaming and youtube gaming culture and is now being sowed into the heads of any kid who plays games and watches content about games online. It's always about maximum efficiency in grinding gear, quickest way to max level, best loadout. It's sad to me that that "I must be the best" mentality that comes from that stuff even stems into something like Satisfactory. It's such a relaxing time to just mull over an issue in your line and come up with your own solution. People are really getting robbed by the idea that they must complete everything and do it the fastest that they can. I hope this is just a fad and gaming goes back to being more about being fun to the average "gamer"^tm
STARTER BASE.
I am a huge proponent of the temporary starter base.
As soon as you can, get iron plates and concrete going at whatever rate you can spare, and stack some containers for it to fill. Set up a chain of contstructors to process leaves and wood into biomass into solid biomass. Pick up leaves EVERYWHERE you go and stockpile those bio-nuggies.
Put this stockpile away from where you want to make your main factory while you work into the early tech tree.
Once you have several containers of foundation materials, you can pave a huge area in foundations and build an organized primary base, THEN tear down your starter base.
I do the same process with steel. I get a minimal steel foundry running immediately so it can stockpile while I am building the real steel plant.
I actually think this is the mindset I'm going to use starting my 1.0 play through. I have an issue in Satisfactory where I keep restarting my saves and progress. I start out all enthusiastic and then once I progress for a while and realize what I've built is insufficient or think "i could do better", I restart instead of tearing down what I built. This is more of a mindset and going into 1.0 with the idea that everything I build early on is temporary even if I spent hours and hours putting it together.
The other roadblock for me is most of the "cool" stuff that I see requires unlocking a ton of items in the Awesome Shop so you're inevitably going to have temporary productions until you get a bunch of the required tech (smart splitters, etc.) and all the cool parts in the Awesome Shop unlocked.
@@xterminator44 When I'm exploring, I'll run power as I go and build miners that lead directly to an awesome sink (or refinery to sink, etc.) on nodes that I don't need yet.
This gives me a steady background tickle of tickets.
Once I do get smart splitters, every product that I produce will overflow into an awesome sink once my lines back up too.
I do use some mods that make this approach easier - refined power for remote power generation (solar + windmill + battery keeps the miner and sink running.), a mod that adds large power poles that have longer distances between poles, and modular load balancers makes handling factory overflows easier.
But even in vanilla, this approach is viable.
@@xterminator44 I like to go with a "build something new before you tear down anything old" mentality. The old stuff gets diverted into personal supplies for building, Usually cumulating in a horrid speggiti mess thats fun to look at in it's own way....
...while a biome over, I'm building much nicer factories with newer tools.
And when it comes to it, I find retro-fitting existing setups fun.
The main thing I've realised though is "starting over" doesn't in any way help in doing it better. Not only do you lack the tools/unlocks, you could very much at any-time refector your existing builds into something better. (Assuming you are not already finished with the game. Thats a different kind of starting over and seeing if you can do it better throughout the process, and is honestly quite fun~).
@@joshpatton757 That's smart. The early game need specific resources just so you can advance and actually start building stuff you're proud of and/or confident in is a bit of a drag. Gaining tickets with unused resources nodes would make that much easier. Only limit is power, which somewhat solves itself once you have non-biofuel power.
Biggest lesson I've learnt is to not be anal about it being super tidy, to begin with. Until you've got mk2 miners, let it be a mess. You're going to rip it apart anyway when mk2 comes along.
I call this the starter factory. Quick and dirty to get your supplies going
Underrated reply.
I'm literally using this game to help train myself out of perfectionism.
One way around this is to make enough machines to support the mk2/mk3 miners, but just underclock them all. Then when you get your new miners, you just bump up the clocks and upgrade the belts!
@@lucasweimanguitar7008 Huh I'd never thought of this; good tip.
This video almost made me hop on satisfactory inmidiately.
But i should wait for 1.0
Same.
Same for me haha
Checking in. Wishing I could start a new save, but waiting on 1.0...
I couldnt wait so i just went in and made a creative world to work up some blueprints cause I havent played since they were added
Yeah definitely wait, lots of small things are going to change with the patch. It's just two days away.
A great tip from Kibitz, When designing what you want your factory to do, layout the tree of constructors, smelters manufacturers etc that you will need. I do this, and as I go I write down the tree on paper. I do all the math like this, then compress it down into basic info like "20 constructors here, 5 refineries here" and it has worked really well for me :)
Satisfactory Tools helps a lot for this!
Coal power is a life saver. I don't start building anything advanced until atleast 4 coalplants are build and I can stop collection leafs
Remember kids
Rush coal.
Now you can just stock up a container with biomass and let that run into 3 Constructors, making solid bio fuel, then split that into 3 burners each. So you'll have 9 burners going for hours and it can get you by until coal. I think i only had to refill the container once
A friend and myself had to provide 900MW by Biogenerators xd
i was running coal and temprary factories until i unlocked the alternates for diluted fuel , rubber, plastic and rocket fuel. so technically i jumped from coal to rocket fuel generators
I think, the best advice i could give, is to build modular and for singular purpose.
When you get to tier 2 miners and overclock them, you don't have the problem of "omg i need to rebuild my factory". Just do one design on one floor, and than copy it on next one when needed.
Indeed, "keep it simple, silly" is one of the best advices there is, coupled with the "have fun". Sure, I okays for 20 hours straight without a pause, barely even a drink the first time starting the game, but.. For the love of anything and everything holy and unholy.. Take a break! If it turns into work and frustration, stop until you stop thinking about the game.
I generally have 2 sets of blueprints: all-in-one factories and machine lines, for example 4 or 8 constructors depending on if I split inputs or not
@@marshallc6215I had a few variation for each machine, e.g. singleton or turned sideways in a repeatable pattern to chain up, with or without logistics floors.
It got hard to manage when I also tried to add "efficient packing" due to machine sizes not matching foundation length.
@@sneezyfido that's another thing I'm gonna try to get away from is global logistics floors. I did it once and it looked gorgeous but it suuuuucked. I'm just gonna do things in batches. Instead of 120 constructors in a row with all the logistics below, I'll have, say, 3 sets of 40 constructors that each take in 1 belt and output 1 or 2 belts.
7:56 Still better than realizing all your final stage elevator parts took the wrong turn into your overflow sink facility
The lesson learned is that you must touch some grass before running the game
100% cus once you jump in, you're not gonna see the sun until next year :D
Rubbish! There's plenty of grass fields IN the game!
Last time i touched grass was to make bio mass
@@nosleeveproductions hope you don't mind if I borrow that. I may even have to make a bumper sticker 😂
Tip: place power storage along with powerplants in power priority 1. If power fails, the generators and the storage will detach and the storage automatically recharges, meanwhile you can fix the issue.
My big lesson was to automate and stockpile solid biofuel for later. Not just for liquid biofuel down the line, but sometimes you need to kickstart factories quickly and cheaply until you can get a more robust power infrastructure in place, especially if you’re going to a new zone.
I completely agree that automating early should be a key goal. I played when we didn't have the spacebar option on the bench so I learned to automate early!
Tip: put in storage for just about everything in the line so it fills up if something further down the line clogs up, you will at least keep building your supply up.
Also put storage at the output of final stage items like elevator parts or even high end stuff like super computers or heavy modular frames or anything, really. I can't tell you how many times I forgot I had something running and forgot about it only to find the internal storage full for God knows how long. On the flip side, finding hundreds (or thousands!) of supercomputers or whatever in storage after forgetting about it is such a happy surprise.
Well done! It's been awhile since I've played but I can't wait to jump back into 1.0. The logistics floors are genius!
I need them lessons Total, not played since version 7, looking forward to it ;)
When your a kid,,, xmas always took eternally to come around even with a couple of days to go,, slow slow dead dead slow.. Satisfactory doing it to me once again,, but now it's all about Tuesday Tuesday,, why you taking so bloody loooooooooooooooooooong .. Super Duper excited,, ThanX 4 the tips "Total" my life is even more completely destroyed now.. ;) Tuesday Tuesday,, what the hell,, it's still Sunday..
Last tip best tip - that's why I quit satisfactory for a year in anticipation of 1.0. I'm so ready to jump back in and getting lots of inspiration from your content!
Oh yes! Cannot stress enough for the Blueprints for "common buildables"!
As a modded player I have "Pocket Powerplants" that I can drop on the oil nodes rather quickly! Giving me one less thing to worry about! 😁
The "bonus tip" is probably the most important one, along with "take a break if you feel it's a chore or if you get stuck".
I saw somebody mention placing signs with production information at your floors (or modular factories), agree 100%, but placing them during planning so if you do get bored or stuck half way though the project you can go and do something else and return later without first having to figure out what you intended to do...
One thing you should always do is build roads in air. You then turn those roads into higyways for your trucks and on top of them you later expand and add train tracks.
It also makes running araund map much easier.
"The factory must grow"
"The city must survive"
Okay okay we get it
you put it all in such simple yet kind words. ill remember to enjoy the game, because its not going anywhere. thank you Xclipse for another very nice Video! :D
1) don't be afraid to rip stuff up and redo it
2) always plan for way more expansion than you think you'll need - leave space and build way larger factory spaces than you think you need
3) vertical building is your friend- to the point of even using individual floors for different production
4) try to preplan production based on inputs as best you can
5) buffer boxes EVERYWHERE! (NEVER waste production!!!)
6) Load balance as much as possible so all machines are working efficiently (but this is secondary to actually getting production set up in the first place) (ie, something is better than nothing)
7) play with friends, and try not to get too annoyed with them if they build in a different way than you... Maybe split up and give each person responsibility for a differernt factory or different production
8) I usually don't bother with enclosing the factory, but to each their own. But IMO that should be secondary (see #7)
9) PAVE THE PLANET! :)
I have seen a lot of videos on Satisfactory - but I have yet to see someone build the logistics on the ceiling! A logistics floor puts everything on the floor and you still have to jump around to navigate the logistics floor. When you build on the ceiling, as you walk inside a floor with a factory, if you look up you will see the logistics of the upper factory - needless to say the logistics of the floor you are on will be underneath.
If the factories are linked and the production needs to go from 1 floor to the other, you can use lifts either on the outside to make it look nice and busy or on the inside against the wall. Like so, you will be able to walk and drive around the factory and there is no logistics floor. You just look up and fix/arrange whatever the upper factory needs fixing.
I find this incredibly neat with multiple input machines or even piping. On the other hand if you dont like to see the ceiling full of logistics than its probably not for you but think about an OIL RIG for example - I put pillars on the terrain, put a platform, build the factory with logistics underneath - exposed on purpose - and then build the factory walls and ceiling and supply the power. As you are driving around you will see the logistics busy and if you put ramps and bridges you can drive inside the factory with nothing but a machine and a hole in-front of every input/output.
Just another idea anyways :) Keep it up btw!
Great vid man. I usually just build something. Then tear it all down. Rebuild it. Tear it down again because I dint like how it looks. Then I repeat that process until I spend 60 hours building my oil factories.
It's been a long while since I last played, and so much of these mechanics are entirely new. Breakers and notes and specialized markers and wow
I last played during patch 5, and poked a smidgen at Patch 6. I'm so incredibly excited!
Several of the tips are also true for real-world engineering.
Mechatronics Engineer here.
Lesson one should be turn on Arachnophobia mode.
Even if you don't mind spiders (i don't) , the satisfactory ones deserve to burn in hell.
Just turn it on and stop yourself from suffering
You'd rather kill kittens than spiders? 🤔
Poor spiders
Man up, the aracnid alien tapping on your neck while building is some of the best moments in game
Those aren’t spiders, they are Tyranids
"And that is why I find Satisfactory such a..." '
My mind has filled in the word satisfying
For factory buildings, my preference is:
- 1st floor: Factory input & output, control room (with power toggle), a local storage container to retrieve product (I use Item hoppers and dispensers mod for this), a decorative lobby.
- 2nd floor: logistics later for routing.
- 3rd floor: Main production machines.
- 4th floor: Accessory production (if needed): stuff like byproduct handling, local intermediary production, water tanks, etc.
"surprised how many people use hand crafting" - YOU ARE ONE OF THEM TOTAL :D
1. Build early game factories quick and messy. It's all getting torn down and rebuilt once we get Mk6 belts and Mk3 miners. End game is when we can start putting tons of hours into meticulously planning and perfecting and designing beautiful factories.
2. As soon as a new tier of power is available, go ham and build WAY more power than you think you'll ever need. YOU WILL NEED MORE!
3. As soon as you have access to trains, build out a map-wide grid that you can expand on as you grow. It makes logistics for future factories so much easier! And make sure to build signals every couple blueprints. Nothing hurts logistics like a train going nowhere for no apparent reason (it's actually because another train owns the rail a billion miles away at the next intersection).
I think it's worth adding one last tip: Play however you want!
There are some players who don't find all parts of Satisfactory enjoyable - I, myself, really dislike the decorative part of it, as it feels more like a chore to me. And that's okay! I can have my floating platforms in the sky and still have fun building factories, even if they look hideous.
My point is, don't indulge yourself in a part of the game you don't enjoy. Hell, it's a singleplayer game, you can even use cheats to give yourself resources or alternate recipes. Just as long as you're having fun in the game, it's all that matters!
that last tip is the biggest one. most of my 1.0 playthrough (first time!) has been having fun building a coal power plant, i highly enjoy the architectural part of building in this game and its the most fun part. my biomass burners have been off for like 6 hours of playtime
I am trying to remember when I subbed to your channel but it was a long time ago. You probably had less than 2,000 subscribers at the time maybe less than 1K. But anyway, you have been a great friend to the community and I appreciate all your videos
Think I'd recommend planning large projects properly - anything where you've got different modules of a factory working together should be planned (at least rough inputs and outputs) before you start building, and each module or production line should be tested before you move on to the next section.
Testing the factory at the end and then realising you missed something in the plan and you now need more space when everything is already packed in is not a place you want to find yourself.
I like to build one of each constructor and smelter near my HUB. Instead of manually crafting, I throw the mats in feed containers, set the recipe, and go off and do whatever else I need for 5 minutes. They all output to the same container next to the HAM and HUB.
Great tips this :) I just started playing this game for the first time ever. It seems very fun and could very well be a game i will be spending alot of time in. This video will probably make my learning curve less harsh :) Thank you!
Howdy hi hi,
Some good advice in this video. Especially the part about it being a game. All too often I read comments from people in various titles complain about the amount of time they spend in this game or that. When ultimately a game is a time killer. An investment that is intended to bring about enjoyment. So kudos to you for pointing this out.
I think the biggest thing I've learned in early access is how powerful even slow automation can be in filling up massive amounts of storage. When you're waiting for an item to complete, it can feel agonizingly slow. But having these things already running and ready to go when you're ready to use them. Makes everything feel so much better at the end of the day.
Secondly, do take periodic breaks. I recommend following the same pattern as we see in the workplace IRL. Every two hours take a short break. Walk around a bit, focus your eyes on other things in the world, grab a bite to eat or drink, take care of bio needs, etc. By keeping a schedule like this, you will feel so much better at the end of the day.
Anyways, I hope your day treats you well.
I agree. I’ve been playing since the alpha with my dad and the game has changed so so much, I literally learned how to snap the foundations to the grid this year, and I also learned how difficult it is to make a game like this. Remember, if you’re having a bad day, 1.0 is in 2 days.
My personal #11: keep it modular!
This is quite a challenge during early play and even for the "real" base later on, but it allows me to take care of any changes to the build flows (until now: mostly due to changes to recipes by the devs). Scaling is so much easier when you just can add another compartment of [X times of machine Y] to the production of [whatever], when you're seeing more need for those items or switching the recipe because of changed input resource availability. 😎
Lesson 5: you can also just reserve a few of your power generators to power the infrastructure. Put them on a separate circuit and your power plants will just keep going, even if the fuse blows on the factory circuit.
Keep it simple stupid is the way i learnt it in the royal navy. You may also enjoy the 6 Ps. Prior preparation prevents p*ss poor performance. Appreciate your videos mate always. Very helpful for someone like me who steuggles with planning and logistics in general
Use small storage bins at the end of each stage of your production as a buffer. You can easily tell if your making enough by watching of the items are dropping or not. Also, if you use manifolds you can take coal, ore, ingots out of the buffer container and fill up your machines to avoid manifold issues
I have about a 1/10th hours played as you. Impressive that you still like it as much!
That level up sound was satisfying.
My favourite thing to do in this game is go around blowing up stuff.. Whether it is flora or fauna or just rocks! Speed ran till I unlocked explosive rebar and now it is so much fun..
speaking of playing with friends.. what i would give to see you build factories and Josh manage the logistics...
So happy about the dimensional storage thing, now my hardware store can be remotely accessed
My biggest take from my multiple playthroughs was that I would get overwhelmed trying to create the factory and decorate at the same time. I decided to as Total said, keep it stupid simple, build logistics, keep room for expansion or build with higher tiers in mind and then decorate so it doesn't seem super daunting. That way if you make a design you like, when you get faster belts or better miners, you just have to go through and replace what's necessary and increase outputs rather than rebuilding every time
Big tip for me was a spaghetti build for the first play through and then an actual well designed factory for 2nd and after. I spent way to much time designing an efficient factory and then having to change it an hour later 🙃
Great tips 👌
It's amusing that a lot of the tips are about using stuff in some of the recent updates. Not that they're bad tips or anything, I just remember when I'd find a drop pod I couldn't open, but map markers weren't a thing and I didn't have any beacons on me so I had to just hope I'd remember where it was
Just got this game and subbed to this channel. Much to learn!
For blueprints I decided to prepare my own and I created the same categories as the build menu (production/power etc) and inside created sub categories like smelters/foundries/constructors
ive only had 1 playthrough but the growth ive had in things like fluid physics, organization and conveyor belt org is shocking, i just redid the logistics for my coal power plant yesterday and i was shocked with how messy it was and how inefficient it was
i just want to plaaaaaaaaaaaaaaaaaaaay. been fighting myself in trying to speed run the first few teirs to get to the juicy bits as fast as possible but again i want to not burn myself.
ive had this game since update 4, and after all these years i cant believe we are finally here
Thanks for another good watch pal 👍🏾
Most important tip I give newcomers to any factory game: You can do nothing wrong!
When you feel overwhelmed, just start building some basics. See what works and find out. Tear down what doesn't work. Start over. Everything goes. Ficsit doesn't waste.
I find that a little wall shape and windows already makes a factory look super cool. I'm gonna be keeping decoration minimal because i've never finished the game, and that's a good thing, cos if i had finished the game i'm not sure I would want to play 1.0 as much as I do
Thank you for the Tips Looking forward to 1.0 and seeing all the new changes
I've played about 350 hours, pretty much completed 0.8, and my play style is possibly rather unique. I've never overclocked anything. I've never collected a slug. I've never collected an artifact. There is only a single hard drive recipe that I have ever utilized, and that is the cast iron screws. I also try to make factories and logistics lines blend into the terrain as much as they can be. And it's been a lot of fun. One thing I learned that might be a tip to newer players is that there is an art to building the hypertubes; not just so they are not an eyesore, but so that they work effectively; most importantly, try to make the endpoints up high, and the bulk of the travel down low to maximize speed; if necessary, immediately at the endpoint have them raise up to a high level and then drop back down. I've been able to drop minutes off of individual hypertube trips (from my first tubes to optimized versions) by optimizing the tube routes and elevations. Might be a way to utilize extra entrances/exists as well, I'll try that in 1.0, to utilize the whole "cannon" concept without actually making hypertube cannons.
One thing I learned to live by was to experiment small before building big - at least in terms of styles and such. Nothing more frustrating than spending hours (days) in the blueprint designer making complex sets only to discover they don't connect together well or there was some tiny mistake that cascades right across the set ruining the look or function.
1. Signpost your factories with directions and explanation for which module does what. I have to get back into the game (last played early U8) holding off because of 1.0 map change, but I found having a "directory" for a factory/floor helped me immensely to pinpoint problem and find stuff.
2. Have a central depot in a factory where all product get stored (and always have a sink overflow on your storage!!) so you can easily retrieve item if you need them.
Very much looking forward to 1.0 and getting into the game again. My biggest issue is always getting to that point where raw resource production starts outstripping manufactured resource production, and thus need for expansion. It ends in wanting to rebuild the entire factory (this time with decoration), and that's where it turns into an absolute nightmare, and gets kinda boring, as I've done it so many times before. Or, adding in new parts that require old parts that I'm only producing enough of to take care of the current requirements. Having to expand so many things at once makes me want to rebuild, etc.
Feels like I have to play the game backwards and always know how much I'm going to need for everything and planning for that, which I don't think I wanna do.
The one thing I would add is that you should absolutely build a main storage. A lot of decisions you make along the playthrough will hinge on how/where you want to build your main storage. Without having a main storage, for the late game at least, you will find yourself traveling around in trains or hypertube cannon-ing around to grab items for 50% of your game time.
I like how most of the advices are the same as common software engineering guidelines like KISS and DRY!
Solid tips. Except I'd say to try round buildings anyways, because that's how you learn. Just do it as an experiment. Some great breakthroughs occur when you challdnge yourself. And if you get stuck, just leave it and come back later.
Summary:
00:00:13 🎮 The game's complexity ensures continuous learning and improvement with every new playthrough.
00:00:40 📅 Reflecting on past experiences leads to valuable lessons for future gameplay.
00:00:53 🏗 "Keep it stupid simple" in both architectural design and factory layouts to avoid unnecessary complexity.
00:02:12 🤯 Overambition can lead to being overwhelmed; start simple with builds.
00:02:52 🔲 Always have more space than anticipated for any build.
00:03:49 🍝 Plan logistics to prevent messy, unorganized builds.
00:04:17 🏭 Use logistic floors above the factory floor to manage terrain challenges.
00:04:31 ⚡ Prioritize power management to ensure uninterrupted production.
00:05:40 🚂 Consider train logistics and place stations with ample space away from the main factory.
00:06:08 🧩 Utilize and organize blueprints for efficiency.
00:06:36 🔧 Automate production to save time and resources in the late game.
00:07:16 🌎 Exploring the game world is as important as factory building.
00:07:56 🚧 Implement fail-safes for seamless factory operations.
00:08:23 🤹 Play for enjoyment and explore mods for a fun twist on gameplay.
Hey Total, just commenting in case it helps with the algorithm. Looking forward to the video. 😊
Thanks for another great video!
I have played Satisfactory for about 200 hours now. (74 hours in 1.0) and I am still so overstrained with this game. Not because its difficult but I always get stuck trying to build the most beautiful building I've ever built, just to end up having built the next shoebox. But as long as your last tip is part of the game, I'm ok with that :)
Greetings from Germany
The fact that we will no longer need a central storage makes me want to explore and expand so much!
Why we won't? Maybe I missed smth :S
@@wyzedfz1495 There is a new building that we can make with the mercer sphere. You will be able to create a "cloud" of resources and access them from anywhere anytime!!
@@wyzedfz1495 Quantum storage
I'm so stoked for the new belts honestly. Imagine building a singular megafactory now at belt speeds like that. Resources might actually make it across the map in a halfdecent time now on a belt :p Is it going to be efficient? Probably not. Is it going to look like a hot mess? Absolutely. Is it going to be fun? Hell yea.
6k...kra kra amount of hours Total. Here I thought pushing 1k was a lot over the last couple of years. :P
Will definitely try out a logistics floors. Pretty good idea, thanks!
I'd also add that of you have a factory that isn't quite working at max efficiency, that's okay! If you don't want to rebuild it you actually get more by just going somewhere else and building a new one. You don't have to upgrade earlier factories either, because again it's technically more efficient to just build additional ones.
0:35 how in the hell is the Space Elevator surrounded by water, but on a higher floor than whatever building is next to it?
Space elevator is 1.5 meters higher than the water, the layer it's sat on is about .5m above the water
Aaaaaah! stop filling my feed with satisfactory videos!! its making the wait soo much worse :D
I feel ya... T.T
The last one gotta be the most important; I'm saying this after I've successfully connected the wrong input on 86 refineries, and didn't realized it after the belts were full of junk. Took alost as long to clean it up as it did to build it - there are no "undo mistakes blueprint" you can just plop down :D
I like doing seperate factories starting with the smelting to base and start working up the chain always leaving space fr expansion
My main lesson (I'm new to the game, like 2 weeks in), is don't run before you can walk. Small machines for a single, fairly early game items is perfectly okay. Versatile framework and things like that which require 4 or 5 items to make should be made in due course - not from the very start when you will run out kf resources for things after what you already can't properly properly afford lol
3:17 i've only done one playthrough so far which completed the bloated phase 4 about a month before 1.0 released. one of the factories i set up was a modular frame factory where the aim was to make 37.5 of them per minute. i tried to use exactly that site, but it kept telling me to do some... absolutely baffling stuff that made me just go nope and instead for the rest of phase 4 i opted to use the windows calculator and a private discord server for my notes. took a total of about 100 hours to complete the ADS and another 70 for the rest of phase 4. the sheer relief when that last pair of thermal propulsion rockets went into the space elevator i've not been able to replicate in many games.
merci de tout tes conseille kiss de France hâte de la 1.0
So I have about 1500 hours and have started from scratch a couple times. Now that I have some really large factories like my nuclear plant, will you be starting 1.0 from scratch? I kind of want to but then the hours to get back to where I am. What are your thoughts?
What I've learned I should probably do at some point is to actually make factories. Across my own 700 hours, everything has been separated spaghetti. I haven't really BUILT buildings to actually house all the stuff I make. Does make the process a little cleaner if you do it right though, and I can appreciate that. Though, apparently not enough to worry about it before 1.0. Same with trains. I never made them because they always felt too intimidating.
"And I think that's why I find Satisfactory so satisfactory.
Ignore all of this, this will not get you to end game quickly nor easily. Tech rush through tech and build backwards. Early game build or plan for 600/min ores but don't power them til you need them. Only Slug Normal and Pures, rarely Impure. I have completed 1.0 and 4 Stage 4 plays on Early Access. No vehicles other than trains were used in my 1.0 build, no parachutes, no adv features just basic game no fluff. Didn't even use blueprints they are a waste of time effort and resources wish they were not in the game. Biggest Tip for new players, 1st Start zone sucks big time, if you get coal power which you probably wont while there NE is pain and death, N is pain and death and NE is your only viable option. Every other start is better I chose the 4th Option, the Desert. 3rd Is pretty good too.
I spent about 10 hours setting up a massive screw facility based on 3 pure nodes running mk 3 miners at 250 overclock....... I had mixed 2 inputs that sent raw ore mixing into every. single. constructor. and missed the smelters entirely! that's 350ish constructors with all their input splitters and belts that needed to be fixed.... please ensure that your inputs are flowing with the proper materials BEFORE hooking it up to the main line...
Am I the only one who likes messy builds? Starte dplaying yesterday and my logistiks and build is such a mess, conveyors going everywhere up and down but somehow it all works. and its great!
Since the porting to UE5 I wanted to test the limitations of the lighting.
I recently managed to find what gets complete darkness in the largest space. It has to do with the fog distance. Some effects will still be visible in complete darkness but I wanted to get complete darkness regardless with the most space.
I built different sized rooms.
I still need to build bigger rooms. I build a 5x5x5 room and was able to see the fog from a corner. Plenty, but limited, space for a dark landscape. Basically turn the game into a horror game.
Lesson 1 shpuld be a resource storage building.
Organizing containers and such so you always have a spot to grab resources from
bit redundant given the mercer sphere update coming no?
@@gallavanting2041 No, not really, since that depot has limited storage. You should have a storage depot that outputs into the dimensional depot and then you will have the cloud storage PLUS excess to take with you for larger builds.
@@MrEteris we have 219 mercer spheres atm and they've said they're increasing them. They're extremely abundant. Just split off overflow on manifolds into a depot in each factory whose own overflow goes into a sink, you don't need a storage depot. it'll be more convenient than making a storage depot.
@@gallavanting2041 there is a limit to the number of items that can be put into the quantum storage box, as well as an upload limit.
Having large quantities of things that might produce or upload slowly to hand grab from regular storage is always useful.
Like concrete, computers, or other technical stuff
@@gallavanting2041 Going to my goal, split it between the sink and the cloud
8:40 Anyone know wether or not the Modhub Supports Linux? (I use Arch btw)
I can’t seem to build anything fancier than a box… even then I’ve found it best to build the floor first then the factory then walls and roof if I could bee bothered to… I find above all the hills or on the water to be the best places to build.
I'm about to start a new game when 1.0 comes out. My Factory is 95 of the land
Just started playing yesterday, still wondering, for how long I have to rely on leafs to power up my iron smelting factory.
Not much longer. Once you unlock Coal (IIRC that's tier 3?4?) , you don't have to screw with biofuel anymore...