here we gooo. RIP, MF, Rotor, Stator & Motor free pack: www.patreon.com/posts/rip-mf-rotors-115023672?Link& Exterior templates: www.patreon.com/posts/blank-brutalist-115024216?Link&
You have many great videos - and you encouraged me to develop many of my own styles. I urge you to reconsider what are the true lies in Satisfactory. I encourage the 'Truths", and these "Truths" are truly compatible with this video that you have posted; I would have used different language to explain what you said, you are 'right' in every way in this video, but it rings hollow to beginning players. If a recipe 'speaks to you' while playing then it is the right one; otherwise all of these best 'alt recipe' videos are just garbage and make people feel dumb. The right recipes are the ones you can build for the next mission; everything else is end game magic - is it beautiful ? is it efficient ? can I find a way to have more fun ? more power ? more ingots ? more SINK garbage ? more 'whatever the reddit pundits are yammering about ? If I am having fun then those are the best recipes. Capire ?
You're missing the point that most players look for efficiency just for the sake of efficiency, as it's probably the most satisfying way to make factories. Just like you're making cool large buildings instead of spaghetti flying platforms, even though the latter would be an easier way to accomplish the same thing.
I would really love to see a guide video from you on using the Satisfactory Tools calculator. Every build video I see from you has such clean ratios and building counts. You definitely touched on some of the techniques you use here, but a more detailed guide I think would be helpful. I use the same calculator, but I find myself sometimes frustrated at how it insists on optimizing resource efficiency, when I often care far more about build complexity and footprint.
Part of the reason I really want semi-randomized nodes (obviously Bauxite isn't going to be pure in the starting area) and nodes in new places (meaning if you randomize them, some nodes are going to be missing) is exactly this. Recipes change depending on context and the logistics being as much of a pain as it is means this context matters so much. Like, the purity of Bauxite nodes does not matter to me. The only thing that does matter is how close they are to coal or oil (for coke). Same idea; leeched copper sucks? Well what if there's a copper node next to a sulfur node and I don't need the sulfur? I really hope they up the replayability for people like me, who care about making factories but not architecture by doing this.
My tierlist #1 any and every recipe that eliminates screws #2 Anything that replaces an input with just Iron or Limestone #3 Everything else Iron Pipes and Iron Wire are my favorites so far in 1.0
Iron Pipes is super powerful, I feel if Steel Beams had something like this game would be just too easy. New Basic Iron Ingot recipe is very interesting, but I am still yet to find proper use for it)
i understand the hype around iron wire in theory but for me i cant stand the weird ratios, i usually just try to overproduce the wire if im using that recipe and then sink the excess lol
Yo, what a great video. I think your approach to comfortable balancing and thinking over raw efficiency actually wins in efficiency, too, all things considered. That is to say, there is a lot of value in simplicity. Also the idea of housing complete factories with input/outputs in a single blueprint is awesome. I just started playing again after a few years, and am discovering the 4x4 blueprint. I have been making modules, and will continue, but i'll also consider whole factories now. I bet you can really cram em in there, since you don't really need to move around inside once it's placed. Thanks man you got my imagination flowing!
The biggest "Truths" in Satisfactory #1 Your personal play-style is the best way to play Satisfactory the first, second and third time. #2 On your first playthrough DO NOT LISTEN to any influencers on YT unless they are telling you about #3. #3 When you eventually figure out that there is no manual for the exquisite UI that has been developed then you should look up a tips video as the need feels required. Learning to build with many of the QOL tools is truly QOL. These really are the most important YT videos out there because they help you discover all the hidden game elements that can only be learned through experience. #4 Don't use those online Satisfactory Tools because this is really end end end game stuff; If you use it early then you have cheated yourself out of a genuine game experience. Burn your money instead of buying this game, the tools will simply make you feel bad when your plan fails. Online Satisfactory tools is for end game and you have been warned; don't be a failure. #5 There is no right way to play this game, but if you quit then something went wrong; don't let some YT monkey tell what is right. Capire ?
Almost all the recipes in the game provide multiples of 2, 3 and 5 in all kinds of versions which will always produce great numbers when doubled. All you produce will be 1 2 3 4 5 7.5 (which when doubled will be 15 same for the 37.5 that will bring you 75). If they wanted to really make it hard, they would have used all kinds of harder to calculate numbers like 7, 11 and other bigger prime numbers which makes it super difficult to calculate. If you are looking on all the recipes in the game, you will find that only a few use 11 or 13 or 31 (Screws) which they are only a few. Part of the reason people hate on the screws is that the numbers for some recipes was bad. There is always a solution to build more machines and make numbers make sense which is to increase the numbers of machines producing the parts until the numbers make sense for you by 2, 3, 5, 7 powers of these numbers or multiplying them. You should never try optimize your factory on the number of the Screws that you build, but on outputs that make sense for you. Using the calculator gives you these crazy numbers because many times the output numbers don't make sense and by manually trying to calculate it, you will get much better results.
I was going through the same questions until I startet to overcome my biggest fear… a Mainbus-styled Base and it works. The good thing is that I can simply rely on min/max input and output to keep my Lanes on the Mainbus as efficient as possible. But after seeing this again I‘d might go for a mixed setup
I agree that it isn't that simple as general tiers. I personally find supply line distance to be a big part of my final decisions, and exponentially more so if it is to transfer a liquid.
It is always a bad idea to listen to tier lists. You have to find out for yourself what suits your style best. For me, space and the integration of my factories into the landscape are important. In return, I accept compromises in efficiency. I actually like weird ratios, because it is a kind of puzzle, and distance no longer plays a role once you have trains. But that's my personal style and not the same for everyone.
if you need 6.72 foundries and 3.8 constructor... just make it 7 and 4 and move on. you can even set one of them to 72% and 80% if your sanity requires it. but honestly, I just spawn a standard blueprint of 16 even if I just need 7. Nothing is balanced in my factories, when I need more of something I just look for the bottleneck in the production line and add some more.
"if you need 6.72 foundries and 3.8 constructor... just make it 7 and 4 and move on. you can even set one of them to 72% and 80%" This is literally what Satisfactory Tools means when telling you to build 6.72 factories. It's like you're saying "If you need air... just breathe"
I often end up with those plastic setups when I already have huge overflow of plastic/rubber with pretty established rail logistics. Plopping just one more train station is totally valid way of making everything "local"!
Balancing complex ratios (at least outside of blueprint factories) is quite simple actually: just don't, manifold it. Injected manifolds are my go-to, since it works even with consumptions outside your belt capacity and speeds up the spool-up, sometimes with partial load-balancing between multiple if it's convenient (though arguably it's more of just an extension of the injected manifold idea). Sometimes you need a multi-belt i/o manifold thingy vaguely resembling a belt compressor, but I usually can just shove one in a corner of the factory and be good, something which easily reduces to a negligible proportion with scaling laws, and these factory designs usually have a free place to put one in anyways
Yeah, I love smart splitters with overflow too. In the end of the day it is always matter of combining a lot of things in every unique situation. And often times my love for blueprint factories is not super efficient as a concept. But still it is such a fun puzzle) YT rolled out Ai comments... and it is even close to the point. Although totally make no sense as all things AI xD Here is AI comment: "Yeah, that's a very valid point, but you have to spend time making that manifold first, which is often not worth the effort." I think they fed it my comments... crap.
Biocoal is very powerful recipe. I kid you not xD You can make gas filters without connecting coal to bio waste processing factory. So it have some use...
i'd say bolted iron plate is objectively worse as it uses ~40% more screws for a given number of reinforced iron plates. it's trade off is more speed for less resource efficiency
If I recall correctly it have the same numbers as standard recipe. But it have insane output. Only reason to use Bolted plate is to have good output ratio. And since I always end up with big RIP demand I tend to overlook efficiency issue of bolted plated in favor of bigger output.
here we gooo.
RIP, MF, Rotor, Stator & Motor free pack:
www.patreon.com/posts/rip-mf-rotors-115023672?Link&
Exterior templates:
www.patreon.com/posts/blank-brutalist-115024216?Link&
You have many great videos - and you encouraged me to develop many of my own styles. I urge you to reconsider what are the true lies in Satisfactory. I encourage the 'Truths", and these "Truths" are truly compatible with this video that you have posted; I would have used different language to explain what you said, you are 'right' in every way in this video, but it rings hollow to beginning players. If a recipe 'speaks to you' while playing then it is the right one; otherwise all of these best 'alt recipe' videos are just garbage and make people feel dumb. The right recipes are the ones you can build for the next mission; everything else is end game magic - is it beautiful ? is it efficient ? can I find a way to have more fun ? more power ? more ingots ? more SINK garbage ? more 'whatever the reddit pundits are yammering about ? If I am having fun then those are the best recipes. Capire ?
You're missing the point that most players look for efficiency just for the sake of efficiency, as it's probably the most satisfying way to make factories. Just like you're making cool large buildings instead of spaghetti flying platforms, even though the latter would be an easier way to accomplish the same thing.
You ask what is the point of the game. The point is to build more trains. More trains is always the point. Choo Choo MFs 😊
Choo Choo!
Finally! For me it's always was a question "which of alt recipes to choose" (except cast screws of course :D)
Solid steel Ingot, diluted fuel, heavy oil residue, residual rubber and plastic. Can't start making any factories without them.
I would really love to see a guide video from you on using the Satisfactory Tools calculator. Every build video I see from you has such clean ratios and building counts. You definitely touched on some of the techniques you use here, but a more detailed guide I think would be helpful. I use the same calculator, but I find myself sometimes frustrated at how it insists on optimizing resource efficiency, when I often care far more about build complexity and footprint.
Part of the reason I really want semi-randomized nodes (obviously Bauxite isn't going to be pure in the starting area) and nodes in new places (meaning if you randomize them, some nodes are going to be missing) is exactly this. Recipes change depending on context and the logistics being as much of a pain as it is means this context matters so much. Like, the purity of Bauxite nodes does not matter to me. The only thing that does matter is how close they are to coal or oil (for coke). Same idea; leeched copper sucks? Well what if there's a copper node next to a sulfur node and I don't need the sulfur?
I really hope they up the replayability for people like me, who care about making factories but not architecture by doing this.
There's already a mod that randomizes the nodes.
@@SecondhandWisdom I'm talking about new locations for them, too.
Would definitely be a cool thing to have. I hope they focus on post-game / replayability now that 1.0 is out.
@@AceathonNever gonna happen in base game.
My tierlist
#1 any and every recipe that eliminates screws
#2 Anything that replaces an input with just Iron or Limestone
#3 Everything else
Iron Pipes and Iron Wire are my favorites so far in 1.0
Iron Pipes is super powerful, I feel if Steel Beams had something like this game would be just too easy. New Basic Iron Ingot recipe is very interesting, but I am still yet to find proper use for it)
I also love the combination that allows electronics up to computer without oil products. It's just not worth forcing exploration for.
i understand the hype around iron wire in theory but for me i cant stand the weird ratios, i usually just try to overproduce the wire if im using that recipe and then sink the excess lol
Garbage reply.... you have not played enough.
Yo, what a great video. I think your approach to comfortable balancing and thinking over raw efficiency actually wins in efficiency, too, all things considered. That is to say, there is a lot of value in simplicity. Also the idea of housing complete factories with input/outputs in a single blueprint is awesome. I just started playing again after a few years, and am discovering the 4x4 blueprint. I have been making modules, and will continue, but i'll also consider whole factories now. I bet you can really cram em in there, since you don't really need to move around inside once it's placed. Thanks man you got my imagination flowing!
The biggest "Truths" in Satisfactory
#1 Your personal play-style is the best way to play Satisfactory the first, second and third time.
#2 On your first playthrough DO NOT LISTEN to any influencers on YT unless they are telling you about #3.
#3 When you eventually figure out that there is no manual for the exquisite UI that has been developed then you should look up a tips video as the need feels required. Learning to build with many of the QOL tools is truly QOL. These really are the most important YT videos out there because they help you discover all the hidden game elements that can only be learned through experience.
#4 Don't use those online Satisfactory Tools because this is really end end end game stuff; If you use it early then you have cheated yourself out of a genuine game experience. Burn your money instead of buying this game, the tools will simply make you feel bad when your plan fails. Online Satisfactory tools is for end game and you have been warned; don't be a failure.
#5 There is no right way to play this game, but if you quit then something went wrong; don't let some YT monkey tell what is right. Capire ?
Almost all the recipes in the game provide multiples of 2, 3 and 5 in all kinds of versions which will always produce great numbers when doubled. All you produce will be 1 2 3 4 5 7.5 (which when doubled will be 15 same for the 37.5 that will bring you 75). If they wanted to really make it hard, they would have used all kinds of harder to calculate numbers like 7, 11 and other bigger prime numbers which makes it super difficult to calculate.
If you are looking on all the recipes in the game, you will find that only a few use 11 or 13 or 31 (Screws) which they are only a few. Part of the reason people hate on the screws is that the numbers for some recipes was bad.
There is always a solution to build more machines and make numbers make sense which is to increase the numbers of machines producing the parts until the numbers make sense for you by 2, 3, 5, 7 powers of these numbers or multiplying them. You should never try optimize your factory on the number of the Screws that you build, but on outputs that make sense for you.
Using the calculator gives you these crazy numbers because many times the output numbers don't make sense and by manually trying to calculate it, you will get much better results.
I was going through the same questions until I startet to overcome my biggest fear… a Mainbus-styled Base and it works. The good thing is that I can simply rely on min/max input and output to keep my Lanes on the Mainbus as efficient as possible.
But after seeing this again I‘d might go for a mixed setup
I use cast screws in my starter factories for reinforced iron plates all the time, makes it super easy
I agree that it isn't that simple as general tiers. I personally find supply line distance to be a big part of my final decisions, and exponentially more so if it is to transfer a liquid.
It is always a bad idea to listen to tier lists. You have to find out for yourself what suits your style best. For me, space and the integration of my factories into the landscape are important. In return, I accept compromises in efficiency. I actually like weird ratios, because it is a kind of puzzle, and distance no longer plays a role once you have trains. But that's my personal style and not the same for everyone.
I just listen to tier lists to see people be incorrect. That is the only reason to watch a tier list video
if you need 6.72 foundries and 3.8 constructor... just make it 7 and 4 and move on. you can even set one of them to 72% and 80% if your sanity requires it. but honestly, I just spawn a standard blueprint of 16 even if I just need 7.
Nothing is balanced in my factories, when I need more of something I just look for the bottleneck in the production line and add some more.
"if you need 6.72 foundries and 3.8 constructor... just make it 7 and 4 and move on. you can even set one of them to 72% and 80%"
This is literally what Satisfactory Tools means when telling you to build 6.72 factories. It's like you're saying "If you need air... just breathe"
Ya never know man. I ended up using the plastic coated plates in my nuclear facility cause it was way faster and I had extra plastic lying around.
I often end up with those plastic setups when I already have huge overflow of plastic/rubber with pretty established rail logistics. Plopping just one more train station is totally valid way of making everything "local"!
5:26 I'm going to make this dashboard in my factories.
Just had this realisation yesterday while playing😅
Actually made a huge and quite pretty pure copper setup and now I regret it😅
We all have been here. I call it RRS - Reddit Refinery Spam... xD
Cool video!! I love your channel
Balancing complex ratios (at least outside of blueprint factories) is quite simple actually: just don't, manifold it. Injected manifolds are my go-to, since it works even with consumptions outside your belt capacity and speeds up the spool-up, sometimes with partial load-balancing between multiple if it's convenient (though arguably it's more of just an extension of the injected manifold idea). Sometimes you need a multi-belt i/o manifold thingy vaguely resembling a belt compressor, but I usually can just shove one in a corner of the factory and be good, something which easily reduces to a negligible proportion with scaling laws, and these factory designs usually have a free place to put one in anyways
Yeah, I love smart splitters with overflow too. In the end of the day it is always matter of combining a lot of things in every unique situation. And often times my love for blueprint factories is not super efficient as a concept. But still it is such a fun puzzle)
YT rolled out Ai comments... and it is even close to the point. Although totally make no sense as all things AI xD Here is AI comment: "Yeah, that's a very valid point, but you have to spend time making that manifold first, which is often not worth the effort." I think they fed it my comments... crap.
This is the way!
Didn't expect to hear a TF2 music in Satisfactory video😅
there is even some Project Zomboid music here ;D
@Yakez42 I'm not familiar with Project Zomboid's OST but now I'm gonna listen to background music more carefully)
Bro your builds really inspire me
Glad to hear it! :D
Yes, but at the same time, there are recipes, that doesn't make any sense.
Or just really bad ones.
Or just Charcoal....
Biocoal is very powerful recipe. I kid you not xD You can make gas filters without connecting coal to bio waste processing factory. So it have some use...
@@Yakez42 What about charcoal then?
Biocoal is S tier. Allows you to complete the legendary swamp only run.
i'd say bolted iron plate is objectively worse as it uses ~40% more screws for a given number of reinforced iron plates. it's trade off is more speed for less resource efficiency
If I recall correctly it have the same numbers as standard recipe. But it have insane output. Only reason to use Bolted plate is to have good output ratio. And since I always end up with big RIP demand I tend to overlook efficiency issue of bolted plated in favor of bigger output.