There's this famous saying of "when given the chance, players will optimize the fun out of the game" and while optimization is often the fun of the factory game genre, there's a lot of ways in which you can still do optimize the fun out of it. Planning ahead can in fact be part of that. Running into problems can teach you new things but if you look for optimal solutions through guides or in some cases through blueprints, you can end up having someone else play the game for you in a way, optimizing the fun out of the game just so you end up with an optimal factory in your game.
@@TotalXclipse I watch your guides but I don't just copy your builds. I just look for the tips and tricks and ideas and build my own way. Thanks by the way.
I get exactly what you mean. As a Factorio player, I hate using rate calculators, blueprints and other help as whenever I use them, it's just wayyyyy tooo booorriiiing and slow and just ugh... I would remember some ratios and would calculate some other simple things using my browser calculator, but not go excessive about it because the math gives you an instant solution and rate calculators give and even instant-er solution so when it just works, it's not fun. This is why I loved making a 52-core nuclear reactor blueprint - it does not "just work" when you have all the math, it's very important that you place everything in a way that works and there's many ways to do it. You can also add extra features for efficiency that the calculators don't account for, like steam buffer storage so the reactor can go without running while the steam is present. Trains are also interesting when you get into traffic problems, but unfortunately the game is often too grindy for me to ever reach that point in a real factory that I made myself. I've done sandbox experiments and looked at people's maps, but overall i can't find myself grinding that much.
Ye my partner doesn't like me building my massive modular factories for satisfactory because making a new item just takes adding a couple machines and done
That's what I always say. At first you don't know what you're gonna need to further progress the game. What I do is I build an spaghetti mess, and for the next time I use the first factory and make the design a little bit more compact and efficient. It might still be a mess but it's easier to understand and like 2% more efficient so that's a win.😅
For those interested in Dyson Sphere program: You actually have the option to make resource nodes infinite when you create a new save. You can even turn them down to minimal amounts which makes progression later on interesting. Through super late game research you can make finite resource nodes effectively infinite.
As a DSP player who mostly plays factory games in a more creative mode way, I always set them to infinite. Even if I use one of Nilaus's save game files I'll set it to creative mode so I can replace any empty or low veins with infinite ones haha!
As somebody who likes their factories to look nice, I refuse to play DSP on principal. The devs screwed up right from the beginning when they neglected to use a hexagonal grid.
@@Squant You can still make your factories look nice. You just have to use the area of a planet wisely. Use the middle of a planet to put the bulk of your refining/production lines that are being fed by ILS's and PLS's. Use the poles to place your ray receivers, power exchangers or rail guns. There's definitely nothing stopping you from having perfect looking planets, you just have to be mindful.
Give Josh/Lets Game It Out some credit, the man has the strength, courage, and sheer willpower to do what we are all too cowardly to do. Embrace the Spaghetti, Become the Spaghetti.
One pro-tip re burn out I saw on Reddit not too long ago: Set time limits on your playtime, so you end your session while you're still wanting more. This will lead you to be excited to return to the game later. Of course... easy to say, I know. I fail to do so myself. But it makes sense.
If time limits aren't for you, you could try it as cliff-hangers? Rather than log off in the denouement (maybe after completing a project?), log off in the excitement of the thing you want to enjoy next.
Trivial, but still requires work. If you only want to focus on building the factory, then it's still a chore to have to go and get new veins now and again, unless you're someone who knows how to make 'grey goo' kinda factories. 😅
One thing I like is to make notes how I am making my factory/logistic network while playing. Sometimes I find something that I could have done and insert what I should do into my notes so I will remember the next time I play it. Other times it helps me notice when a game patch has changed something, requiring me to rethink everything that will affect later. Over time my own notes grow and improve making the inevitable event of me restarting from the beginning go that much more smoother and faster.
@@nikelsad It’s an Excel file. It has a simple walkthrough, snapshots, layouts (which is doable on a spreadsheet), notes on how to do things like underclocking calculations (with me occasionally throwing up formulas for that and others). I can’t really share a piece, it’s incomplete, and gets edits each time I play.
Re. avoiding burnout - I tend to have two different games on the go at a time. One will be a factory builder/strategy game - I cycle between Satisfactory, Dyson Sphere Program, and Stardew Valley - and the other will be something more RPG or shooter-y, like Fallout or Fallen Order. When I finish a task in the builder and realise "oh, great, now I've got to...", I log out and play half an hour of reset juice, then come back to building with new energy.
@@thefrub all hobbies can have burnout, if you're spending too much time on one thing you eventually become mentally exhausted and need a break, especially if it involves a lot of problem solving or creativity.
After reading the title and looking at the thumbnail my very first thought was "What a cocky idiot. Thinks he is the only person in the universe who knows how to play". After watching the video I have to admit that you made some valid points. The most important of all: Play at YOUR pace. If you "just" want a working and maybe nicelooking factory don't care about endless calculations how to optimize your factory. There is no boss that fires you at the end of the month for wasting materials or producing to slow. You are the boss. If your factory puts out what YOU want it to put out everything is fine. And there might be the wish to get to endgame as fast as possible. Cutting it down to "handy portions" will help to keep up fun and motivation. Planned to finish the power supply and are done with it? Save the game, go out for a beer or two and come back another day to start the next step. Don't make it weekends with 40 hours playtime that feel like unpayed work. I can confirm your last point: You may be impressed by some gigafactorys you've seen. But if you haven't mastered your construction skill don't even think about rebuilding it. You WILL end up watching hours of videos to learn how to (e.g.) build circles with rectangles, another few hours with sometimes frustrating tries and often end in deleting the outcome of the day. Sometimes you will get to the point of deleting complete maps because what you did isn't even near to what you aimed at. Been at all those points myself in several games. And what I learned: Best way to keep up fun is to avoid frustration.
This is something I have to catch myself with often. I try to balance and optimize everything, but once it gets frustrating I have to just start putting buildings down. It's okay if my miner is backed up.
I've been on this planet for 41 years, and believe it or not, you're the first person to be able to accurately describe burnout to me. I now understand how it feels, and can watch out for it :)
The main error people do is "not building proper factories". The only good way is to make dedicated factories. One task, one building (one factory which take iron ore in input and turn it to iron ingot in output). Then you'll never have any issue with space, planning, fail safe, spaghetti etc... And it make debugging way more easy. It make the begin of the game a bit more complicated but when your base setup is done, you just upgrade basic factory when demand increase. For most people "modular" mean "small", where it should mean "atomic"
One building making all your ingots sounds like a lot of work. Belting all your ore to one location and then belting ingots out all over. I smelt ore right where I take it out of the ground. Tend to integrate general ironworks into a factory that goes on to make the motors/modular motors/turbo motors/ because those initial iron parts are almost all spent in motors eventually, why transport them? Computer/supercomputer factory that is also the copper and caterium works. Aluminum parts/batteries share one plant. Plastic/rubber/turbofuel obviously. Modular frame/heavy frame in the same factory. Crystal oscillators and radios share a factory. A little integration really cuts down on transport across the landscape. Also makes for nice chonky factories. It's all in what you are trying to achieve I guess.
I don't think I agree completely, but I can definitely respect that kind of view. It depends a bit for me which factory game it is and what the expectations are for that playthrough.
that way of playing (mentioned @2:24 ) where you have factorys away from nodes and solid logistics .. thats exactly how I play satisfactory as well, it's way more efficient. 1000h in the game and its working amazingly well .. 4 seperate train loops, covering every part of the map, with every wagon carrying one resource, infiinitely refilled from nodes all over the place. Works amazingly well. So arguably, thats the optimal strategy. It also negates stage 2 you mentioned because you dont need to plan as much because its a flexible approach. It also helps with stage #3 because factories can be anywhere. (RE avoiding burnout, I just play alongside a game thats the exact opposite - racing games. So if you burnout with the building stuff, just go whizz about for a bit. Cured!)
I love the content but the title is incredibly off putting. Playing a factory game "wrong" is just a different way to enjoy it. I get the title gets clicks...but you should want more than clicks from your content.
"I Played Every Factory Game" - why not make a video and give brief overviews of all those games? At the very least sharing that list would be something I'm sure many would appreciate in this community :)
You made me realize I plan in Satisfactory like Factorio, build a factory where ever there's space, plan to expand it, never build one factory just to feed another (there all meant to feed any other factory that they may need too) and the though of running out of possible mining output just doesn't occur. And trains solve any logistic problem harder/longer than the next row of machines.
oddly enough my favourite ever factory "game" is the create mod on minecraft, I love how it gives you the minimal components to create interesting methods to produce resources
Solid points. The type of resources might be so important to me as to inform which games I will or won't play. I like infinite, fixed size resources such as SF. However, I might enjoy a mod that allows variable node location (seed based generated nodes on fixed map terrain), or variable outputs, or perhaps diminishing over time from 100% to 50% or so. Or variable size nodes that can hold 1-10 resource miner/extractors.
I'm guilty of 1, 2, 4 and 5. And if this is Factory Gamers' Anonymous, then I confess I am an addict since 2016. It all started with Factorio. 4000 hours of Factorio, though I have not played for over a year now, since there are so many more to try.
For me part of the fun is making the same mistakes over again, and cursing past me. "I just need something quick and dirty to triple my copper sheet output real quick, I'll come fix it later" and then forget about it, coming back after a while and it's more horrifying than running face first into an Alpha Stinger. But yeah, the point is definitely to have fun, and it's worth noting that planning ahead can be its own level of satisfaction, scrambling to fix a major mess-up can be someone's jam too.
4:07 Total: "Don't just wing it.. Plan it." In case you forgot Total, there is a reason the !plan command says "The man without a plan, Mr TotalXclipse. (He only has a vague idea)". 😉
Is there any way we can get the full list of games mentioned in this video? I'd love to discover new factory styled games that I've never heard of before and I feel others might as well.
I dont usually mix up ressources.. but depending on the game you should always make sure to have a failsave for power! We nearly lost a 1500 SPM factorio playthrough because we didnt check power consumption while expanding, and then the demand neared and eventually equalled the production capacity, a brownout started to creep in, which can also affect the very things needed to produce electricity in the first place (in this case the pumps providing our nuclear power setup with water). Everything just collapsed. Which isnt such a bad thing.. if you have a way to turn it back on again and expand it. If you dont, that's it. Make sure you have a plan for "if X goes wrong, how do i recover from that situation". In games where you have infinite time there is less demand for such things. Worst case you can just build early game technology to solve whatever issue you have with your shutdown factory. If you *can lose* however, you dont have that luxury. You tend to get into the mindset of "huh, this factory is so big, it's invincible".. disregarding the fact that it all requires power.
There is no wrong way to play a game. Just enjoy yourself. It's a freaking game, if you like spaghetti, go for it. If you like tedious and precise tinkering, go for it. Whatever floats your boat, I won't judge you 🙂
The mother of all Factory Games is "Transport Tycoon" from 1995. In its newest instance OpenTTD - which is free - there is a patch called JokerTTD which literally turns Transport Tycoon in a massive Factorio Clone - just without the endgame and a bit more focus on the transport than factories - if you have ever seen the insane transport optimizations of Transport Tycoon you will just laugh about even the biggest Factorio network. Resources in OpenTTD can be set "infinite" or "changing" since the original game form 30 years ago, the later means it randomly increases and lowers production and can even vanish. How popular is OpenTTD nowadays? Lets say the biggest channels have around 100.000 views per video. That is not "small".
Dyson Sphere Program has an option for Infinite nodes as well, though even if you go with finite, once you have enough levels in vein utilisation they become effectively infinite.
It is either Oddsparks (app/1817800/Oddsparks_An_Automation_Adventure/) or The Crust (app/1465470/The_Crust). That time is sort of between two. The way I found them is grabbed a screenshot of the video at the time I wanted to identify the game and then pasted it into Google Lens and it gave some options on what it could be.
Rimworld teaches you to do this the hard way. You learn very quickly that you better have a back up plan for just about everything. In rimworld when things go bad it can spiral out of control very quickly. Often times so quickly that even if you notice it right from the start its already to late if you dont have some kind of fail safe already in place. Not a lot of second chances in rimworld short of a full blown restart.
"you're playing them wrong" Proceeds to give examples of how he had to deal with his mistakes A big part of playing these games is to learn them ourselves. Having someone else come in and declare you're doing something "wrong" is pretty silly, and by directly showing what you think people should do, you're killing the chance for them to have fun figuring it out. I know it's common practice for youtubers to make videos on literally everything, but this kind of video made in this way isn't really helping people as much as its playing the game for them
One thing you need to get comfortable, especially in a new game, is redoing stuff as you didn't know befor how it would unfold. It's part of the adventure of a factory builder that you will "fail" at some point. Once you are comfortable with failing i highly recommend exploring the way Josh is playing those games. It's really fun to just play around with what the dev's have given you. And getting an expert on how to break things gives you a sense what will work and what doesn't.
The biggest lesson I learned about failsafes was during Satisfactory update 5, where I was working on the Phase 4 project parts, and my entire factory lost power. Turned out to be because my turbofuel power array had simply stopped working. Because it stopped generating fuel. Because the refineries had stopped making heavy oil residue. Because they were backed up on polymer resin. Because the fabric output line it was made into, which I WAS smart enough to feed the overflow of into an Awesome Sink, backed up. _Because I'd forgotten to power the sink._ So I had to rescusitate my entire power system, slowly, and invent and install a procedure to do so again if needed in future, because of FABRIC of all things.
You _never_ have to tear down your factory in factorio - you use trains to keep adding resources (or bots if you want to kill the game/your computer). This is actually the intended way to do things - you either 1) build a bunch of smaller specialized factories using trains to transport products to other places for further processing, ending in a "mall" (a place for storing repeatedly used items like your assemblers, miners, belts, tracks, power poles, etc), or 2) you build one factory that makes everything, and you transport the base materials (ore, oil, water) to specialized loading areas and everything just goes from there. 2 is how I prefer to do it, as it's quicker to get started, especially early on, but I can see 1 being good for a later game set up as it's potentially easier to scale the end products.
The grow in Satisfactory is accumulative, while in factorio is more like a fungus growth pattern over-time because of the limited resources, some factories are so old that the player needs to expand not only the extraction but the production footprint, that's basically every growing mega-base ever.
Excellent video! I always play most of my games on GeForce Now as an ultimate member because it's like having a $6,000+ gaming computer you can use on any device no matter how old it is and it also has pretty much all of the factory games supported. Why pay thousands for a gaming PC that will be obsolete in a few years when you can pay only $99 every 6 months that will update itself? GFN is a technological marvel if you ask me!
Another point I often see is not knowing how and when to use storage. Building big buffer storage usually only delays seeing a problem and causes it to grow to a point where recovery is very hard and frustrating. Usually in factory games it is not about how much stuff you can store somewhere but throughput of your production line. It makes no sense to store thousands of iron ores when you can only process a few of them per minute. The only real reasons to store something is a) so you can get materials as the player (for example to get mats to build more machines) or b) buffer enough resources to make mass transport options like trains effective or c) store very complex or time consuming materials for later use, but only if you already have a dedicated use in mind.
d) store excess uranium waste because you cocked up your waste processing facility somewhere and now everything is backing up and your power is about to go out and bring the whole show to a grinding halt. Been there more than once!
One you may not have played, is called Atrio- The Dark Wild. It is by far the most unique, unusual, & engaging storyline for a factory game I've ever seen. It doesn't appear to be one at first glance, relying instead on dark & mysterious circumstances to push the somewhat macabre storyline forward. The feel of the game is like if The Matrix + Factorio, & Eternal Darkness + a Haunted Carnival got assimilated; it was a lot of fun, but has it's challenging moments dealing with the creatures that reside there. One thing is guaranteed- the "you" who starts playing it, won't be the same one who finishes it.
Another consideration for playstyle is time. For example if you play on a dedicated server you can use time to build resources as opposed to building more factories to produce resources. To further this example, take space elevator parts, which are tough to build but only needed for progression not for building. Instead of making 200 per minute, you could just make one per minute and let the game run all night.
What i like about satisfa tory. Is the way i play it. I do high, on demand production. As well as using large battery banks. So i do not need 1,000,000,000 nuke plants. Keep it simple. Power getting low. Stop injecting things to be produced. Wait a few minutes, gonto bathroom, etc. Come back to more power. Then mass produce stuff you want/need. I enjoy not trying to figure out do i need 3.8 beams over here, and 4.3 over there,etc.
I really hope, that satisfactory get covered conveyer belts in the vanilla game for smoother gameplay in lategame. Maybe Plastic/Rubber & cost for normal ones. And yes, i know there is a mod, but if the game updates all belts are gone or you had to wait till the mod updates.
Make a tier list of every factory game you ever played... Pointers = easy to learn hard to master level, interface smoothness, user friendly QoL, graphics requirement/performance, unique traits, etc...
Satisfactory was my first factory game. I put 230 hours in it, which is quite a lot for me. I learned absolutely nothing for the first 50 hours, learned a tiny bit for the next 50, learned next to nothing for the next 100, and just brute forced my way to the final objective (didn't finish it) with an absolute mess of spaghetti ( ??? iron + ??? coal = ??? steel...sometimes). It was so visually displeasing to me that I vowed every time I restarted to plan stuff out, and I would, for the first 15 or so hours, and then my greed/time crunch would drive me to brute force it, just with a little more finesse in the beginning. Anyway, I didn't load up Satisfactory from mid 2022 or so, and in the meantime I played about 300 hours of DSP, 60 hours of Shapez2, and a few others a little bit less. I came back to Satisfactory on 1.0 release and am actually considering (not always perfectly) ratios now. I'm building near nodes and bringing stuff home. And my hub isn't a complete mess for once. I'm using logistics. I know that everything will explode once I get to endgame and just forget drones, I can't even begin to figure them out. But playing DSP in particular helped me understand logistics and blueprinting so much better (blue prints weren't in the game when I played). My first satisfactory playthroughs are just an absolute graveyard of unuseful factories that lay idle until they get that 12 resources per half/hour my logistics provide them. That's not happening now! Everything is humming along--it's so...satisfying. Such great games, even though they are so against my skill set (I'm good at card games and auto-battlers, and ok at FPS--I'm awful at anything artistic, programming, or logistical).
The most important tip: Remember that they're games and you can do whatever you want. It is a product designed to bring you joy, you get to define how they do that
Having played Satisfactory it's designed to build, progress and use old setups to progress new ones. You don't have to expand beyond the biome. But you do have to expand since you'll need new resources, mainly because of power production.
Tbh, this video title doesn't make me want to watch the rest of your content. I only discovered this channel because I wanted to know how to build curved roads in Satisfactory. I will continue to play my game the wRonG way.
Regarding the first point: I've learned over the years that my one and only mistake in playing automation games is even wasting the time to download a game with finite resources. They're cool and all but man they do NOT vibe with how I like to play xD It's not even that I will never touch those games, but I will check whether there's either an option for infinite resources (even if it's a research option, that's fine), or a mod that will allow me to do so. I did get info factory games through Minecraft modding all those years back, after all :)
In Satisfactory i just ascend to greater hights so that my feet never again touch the rough soil below. Wherever i venture, i forge my own path through the skies. Unsupported structures, held only by arcane magic span the ample land. Enveloping it, enshrouding it in never ending darkness. To then seep the soils of every ever useful resource.
The only true way to build a factory is spaghetti and sushi. Intermingled with trains and bots. When people who join you directly cry out "NOPE" and leave you alone in short oder, you know you've done a good job.
0:47 in dsp you will probably never fully run out because of the vein utilisation research which increases the amount you get per node. running out is only an issue at the start, if you don't research this or if you get too much of a research from a single node.
though personally I find building factories near the nodes in satisfactory to be a bad idea. 1. The amount of ore you can get from a single node changes drastically (literally 60 to a practically unusable 1200) so if you set up a factory to handle 60 ore per minute too close to the node, your going to have to rebuild everything anyway. 2. With changing demand you will often be rethinking where you want resources going. 3. The alternate recipes can drastically change the the resource efficiency of different factories at multiple different stages or even allow completely different resources to be used for different recipes. another big consideration when dealing with finite vs infinite resources is how much of the resources do you want to use early game. You could just process all the resources straight away and typically be forced to search further afield later on, or wait until more technologies are unlocked that allow you to use your resources more efficiently.
I think i would prefer if resource nodes put out more at first, but slow down to a minimum as it becomes depleted. it should be to the point that it is compelling to deconstruct facilities around a fully depleted node if a new one is available, but not so minimal that it can't get you unstuck if it's your only source of that resource.
Yeah I used to be a planner, I found Satisfactory less stressful when I just built everything with room to expand and just built it out in modular sections and if I started running out of one kind of stuff, I'd add more capacity. The changing recipes with exploring the map was the only thing that really screwed me up. Other than not leaving enough space to expand logistics for just how many goddamn screws mid game requires
@@greebjI watched someone start playing, and they said something like "This should keep me in plenty of screws forever!" when they had one constructor going. I just had to laugh.
Foundry doesn't slow down no matter how big you build. I love that. My Satisfactory build is so massive that my computer can't handle it. The cloud option would work I guess but not willing to pay monthly just for Satisfactory. Why is it so difficult to make a factory game that doesn't bog down your computer?
I'm kinda of a hater of Satisfactory myself, it's fine if you enjoy it. About the 4th one, I think this is a chronical problem of Satisfactory, it's weird but I think it's caused by how the game loops works in it. I was able to build mega factories both in DSP and Factorio without feeling burnout ever. Even on saves that lasted 500h. Although there's the "New Project Fear", where you might found yourself unmotivated to start a new complex production line, and just walk around doing minor improvements. If you only ever played Satisfactory, give it a go to other ones, unfortunately for me, it wasn't my taste.
I have just completed my hardware upgrade to be ready for Satisfactory 1.0 . I have ridiculous plans for 1.0 and I don't want to be hampered by my gear.
In satisfactory, put a miner on every single resource node on the entire map and pipe them all onto a SINGLE t5 conveyor using 8 thousand miles of conveyor and pipe them all to your sky factory floor and then pick and choose as needed to build all your parts using smart splitters. Horribly inefficient, and takes forever to set up. Perfection! Efficient factories? Never!
Well, I was going to suggest Drill Down, but it doesn't seem available anymore. It's a mobile factory game with resource management elements. Mobile, yes. Not as deep as Shapez or as pretty as Satisfactory. However, it's a good little factory to work on for a few minutes here and there, when you find yourself waiting for pizza at pick up or something.
I think 6:20 is just as much the game's fault. Factory games are, at their core, a very complicated puzzle game, and a good rule of thumb for any puzzle game is that the shorter the time between you realizing what you need to do, and putting that solution down, the better. If you're spending half your time just doing boring, grindy conveyor-placing micro, something is horribly, terribly wrong, and that game NEEDS to give you more tools for that. Placing an array of 20 of something should not take almost 20 times as long to do. That's why Factorio has such elegant and streamlined building tools, and why I think Satisfactory is actually kind of butts as factory games go. Factorio, DSP, shapez, etc, you have super powerful blueprint tools and such. Satisfactory? At best, you're still joining all the conveyors up after placing blueprints you had to walk of and prepare beforehand. The tiny player character and relative lack of mobility until later on really doesn't help it, either. That game, compared to others, feels outright grindy.
A dedicated server will not help to gain fps on your local game (it will only manage connection data, all assets are still loaded on the local machine). A VPS with a decent graphic card and cpu maybe.
1. I would like to add a philosophy from real life software engineering. It is called "You aint gonna need it" or YAGNI. Dont build things that you dont need right now but might need later. Sure, leave some space for expansion, but never over produce or over build. 2. It also ties in to the principle of Agile software development, sure a train might be able to carry more stuff, but right now a truck is enough and we can upgrade when we need it. 3. Murphy's law, anything that can go wrong will go wrong. Have a backup low tech energy generator which you need to boot up your primary generator. 4. Premature optimization is the root of all evil. Goes back into the YAGNI principle. If you dont need that much produce right now. Dont invest time in optimizing.
I couldn't agree more that getting performance issues when your factory spreads too big is such a bummer... P.S. I hope you have time to check Learning Factory someday :)
#2... If you dont have a conglomeration that looks like spaghetti. Are you even playing right? lol.. JK great points.. But my brain, even when I try to plan ahead, I always screw up and have a mess.. But have a great time too..
4:15 does hdd vs ssd matter? for some reason when i downloaded satisfactory i didnt put it on my ssd and im now questioning if that was a big mistake, also if i uninstall and reinstall to a diffrent drive will the save files move over or no?
honestly, the biggest problem i have with satisfacotry are simply the infinite resource nodes. like getting to make em infinite lateron propaply is a better approach but havin em infinite right off the bat is kinda eh, kinda sucks the fun outta the game for me as theres no actual need to explore and find more stuff if youve already got everything you need in your lil corner of the world
What is your advise on the 7800x3D processor? Does it work for Satisfactory or is cpu core frequency more important than the increased cache of the 7800?
That's already on the overkill territory, it's one of the best CPUs currently available. Considering Intels are buggy rn and Ryzen 9000 isn't out it's still the best.
I tried satisfactory and my experience was: lets build a organised and pretty factory. 2 hours a building later: a chaitic mess with no expandability and producing 0.75 of what i need a minute. These games are just not for me, wich is really sad because i absolutely love factories.
You say you played so many factory games, but then only show maybe 4, 5? I was expecting to see a sampling from everything you played as a taste of the ones I'm missing out on.
Unfortunately the editor felt that they couldn't squeeze in all of the different game clips that I took. But the videos not about the games, more the common issues between them.
There's this famous saying of "when given the chance, players will optimize the fun out of the game" and while optimization is often the fun of the factory game genre, there's a lot of ways in which you can still do optimize the fun out of it. Planning ahead can in fact be part of that. Running into problems can teach you new things but if you look for optimal solutions through guides or in some cases through blueprints, you can end up having someone else play the game for you in a way, optimizing the fun out of the game just so you end up with an optimal factory in your game.
Absolutely! Which is why I always encourage players to play the game, prior to checking out my guides
@@TotalXclipse I watch your guides but I don't just copy your builds. I just look for the tips and tricks and ideas and build my own way. Thanks by the way.
That saying feels so true. The people I see complain the most about nothing to do in the game, or other things in general, are the meta slaves.
I get exactly what you mean. As a Factorio player, I hate using rate calculators, blueprints and other help as whenever I use them, it's just wayyyyy tooo booorriiiing and slow and just ugh... I would remember some ratios and would calculate some other simple things using my browser calculator, but not go excessive about it because the math gives you an instant solution and rate calculators give and even instant-er solution so when it just works, it's not fun. This is why I loved making a 52-core nuclear reactor blueprint - it does not "just work" when you have all the math, it's very important that you place everything in a way that works and there's many ways to do it. You can also add extra features for efficiency that the calculators don't account for, like steam buffer storage so the reactor can go without running while the steam is present.
Trains are also interesting when you get into traffic problems, but unfortunately the game is often too grindy for me to ever reach that point in a real factory that I made myself. I've done sandbox experiments and looked at people's maps, but overall i can't find myself grinding that much.
Ye my partner doesn't like me building my massive modular factories for satisfactory because making a new item just takes adding a couple machines and done
Don't plan, don't make most efficient factory, play a game, make a mess and have fun. That is what factorio teached me.
Nuh uh, i have to have the nost efficent factory to be happy [trust]
That's what I always say.
At first you don't know what you're gonna need to further progress the game. What I do is I build an spaghetti mess, and for the next time I use the first factory and make the design a little bit more compact and efficient.
It might still be a mess but it's easier to understand and like 2% more efficient so that's a win.😅
but the 90° angles... the colored resource tracks...
....and suffer masssive bottlenecks and resource defficiency? no way
@@elijahmanaghaya6038 If you have the ability to do basic math, that can be fixed before placing anything... Just understand the ratios.
I've read "I played every factory game"
and my brain autocompleted it "so you don't have to"
Playing factory games is so tedious, if only there were some way to automate it...
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Better title maybe?
you not being alone
love that splattercat reference ;D
Edit: and i think, the others didnt :)
For those interested in Dyson Sphere program: You actually have the option to make resource nodes infinite when you create a new save. You can even turn them down to minimal amounts which makes progression later on interesting. Through super late game research you can make finite resource nodes effectively infinite.
As a DSP player who mostly plays factory games in a more creative mode way, I always set them to infinite. Even if I use one of Nilaus's save game files I'll set it to creative mode so I can replace any empty or low veins with infinite ones haha!
As somebody who likes their factories to look nice, I refuse to play DSP on principal. The devs screwed up right from the beginning when they neglected to use a hexagonal grid.
@@Squant I agree with this. The hexagonal grid is a big help with making factories look their best.
same with factorio
@@Squant You can still make your factories look nice. You just have to use the area of a planet wisely. Use the middle of a planet to put the bulk of your refining/production lines that are being fed by ILS's and PLS's. Use the poles to place your ray receivers, power exchangers or rail guns. There's definitely nothing stopping you from having perfect looking planets, you just have to be mindful.
Just f-ck around and have fun. I treat them as sandboxes to make a mess.
Or plan as much as you want. Up to you
Give Josh/Lets Game It Out some credit, the man has the strength, courage, and sheer willpower to do what we are all too cowardly to do. Embrace the Spaghetti, Become the Spaghetti.
One pro-tip re burn out I saw on Reddit not too long ago:
Set time limits on your playtime, so you end your session while you're still wanting more. This will lead you to be excited to return to the game later.
Of course... easy to say, I know. I fail to do so myself. But it makes sense.
If time limits aren't for you, you could try it as cliff-hangers?
Rather than log off in the denouement (maybe after completing a project?), log off in the excitement of the thing you want to enjoy next.
In Factorio, by the time you run out, bringing in new resources is trivial.
yeah ! same with dyson sphere program, wish other games had that level of quality of life.
Trivial, but still requires work. If you only want to focus on building the factory, then it's still a chore to have to go and get new veins now and again, unless you're someone who knows how to make 'grey goo' kinda factories. 😅
Building trains is part of the game.
Is trivial endgame, but midgame is a pain to setup veins when there are neighbors around
Trivial, but still lame.
One thing I like is to make notes how I am making my factory/logistic network while playing. Sometimes I find something that I could have done and insert what I should do into my notes so I will remember the next time I play it. Other times it helps me notice when a game patch has changed something, requiring me to rethink everything that will affect later. Over time my own notes grow and improve making the inevitable event of me restarting from the beginning go that much more smoother and faster.
Can you share a piece of your notes as an example? ;)
@@nikelsad It’s an Excel file. It has a simple walkthrough, snapshots, layouts (which is doable on a spreadsheet), notes on how to do things like underclocking calculations (with me occasionally throwing up formulas for that and others). I can’t really share a piece, it’s incomplete, and gets edits each time I play.
Re. avoiding burnout - I tend to have two different games on the go at a time. One will be a factory builder/strategy game - I cycle between Satisfactory, Dyson Sphere Program, and Stardew Valley - and the other will be something more RPG or shooter-y, like Fallout or Fallen Order. When I finish a task in the builder and realise "oh, great, now I've got to...", I log out and play half an hour of reset juice, then come back to building with new energy.
You need a game to take a break from your game? Brother get a job
@@thefrub all hobbies can have burnout, if you're spending too much time on one thing you eventually become mentally exhausted and need a break, especially if it involves a lot of problem solving or creativity.
After reading the title and looking at the thumbnail my very first thought was "What a cocky idiot. Thinks he is the only person in the universe who knows how to play".
After watching the video I have to admit that you made some valid points. The most important of all: Play at YOUR pace. If you "just" want a working and maybe nicelooking factory don't care about endless calculations how to optimize your factory. There is no boss that fires you at the end of the month for wasting materials or producing to slow. You are the boss. If your factory puts out what YOU want it to put out everything is fine. And there might be the wish to get to endgame as fast as possible. Cutting it down to "handy portions" will help to keep up fun and motivation. Planned to finish the power supply and are done with it? Save the game, go out for a beer or two and come back another day to start the next step. Don't make it weekends with 40 hours playtime that feel like unpayed work.
I can confirm your last point: You may be impressed by some gigafactorys you've seen. But if you haven't mastered your construction skill don't even think about rebuilding it. You WILL end up watching hours of videos to learn how to (e.g.) build circles with rectangles, another few hours with sometimes frustrating tries and often end in deleting the outcome of the day. Sometimes you will get to the point of deleting complete maps because what you did isn't even near to what you aimed at.
Been at all those points myself in several games. And what I learned: Best way to keep up fun is to avoid frustration.
This is something I have to catch myself with often. I try to balance and optimize everything, but once it gets frustrating I have to just start putting buildings down. It's okay if my miner is backed up.
I've been on this planet for 41 years, and believe it or not, you're the first person to be able to accurately describe burnout to me. I now understand how it feels, and can watch out for it :)
The main error people do is "not building proper factories". The only good way is to make dedicated factories. One task, one building (one factory which take iron ore in input and turn it to iron ingot in output). Then you'll never have any issue with space, planning, fail safe, spaghetti etc... And it make debugging way more easy. It make the begin of the game a bit more complicated but when your base setup is done, you just upgrade basic factory when demand increase. For most people "modular" mean "small", where it should mean "atomic"
"For most people "modular" mean "small", where it should mean "atomic"" is a really good way to put it!
One building making all your ingots sounds like a lot of work. Belting all your ore to one location and then belting ingots out all over. I smelt ore right where I take it out of the ground. Tend to integrate general ironworks into a factory that goes on to make the motors/modular motors/turbo motors/ because those initial iron parts are almost all spent in motors eventually, why transport them? Computer/supercomputer factory that is also the copper and caterium works. Aluminum parts/batteries share one plant. Plastic/rubber/turbofuel obviously. Modular frame/heavy frame in the same factory. Crystal oscillators and radios share a factory. A little integration really cuts down on transport across the landscape. Also makes for nice chonky factories. It's all in what you are trying to achieve I guess.
IMHO planning is optimizing the fun out of the game. It’s just a job at that point. The course corrections and full on disasters are part of the fun.
I don't think I agree completely, but I can definitely respect that kind of view. It depends a bit for me which factory game it is and what the expectations are for that playthrough.
@@Phraxas52 Of course. Different people are going to like different things. That's why I said IMHO. My opinion is not objective fact :p
that way of playing (mentioned @2:24 ) where you have factorys away from nodes and solid logistics .. thats exactly how I play satisfactory as well, it's way more efficient. 1000h in the game and its working amazingly well .. 4 seperate train loops, covering every part of the map, with every wagon carrying one resource, infiinitely refilled from nodes all over the place. Works amazingly well. So arguably, thats the optimal strategy. It also negates stage 2 you mentioned because you dont need to plan as much because its a flexible approach. It also helps with stage #3 because factories can be anywhere.
(RE avoiding burnout, I just play alongside a game thats the exact opposite - racing games. So if you burnout with the building stuff, just go whizz about for a bit. Cured!)
I love the content but the title is incredibly off putting. Playing a factory game "wrong" is just a different way to enjoy it. I get the title gets clicks...but you should want more than clicks from your content.
yeah I agree with that, it just comes off as arrogance
Clicks pay the bills! Don't get mad at creators just doing what the algorithm rewards
I'm not mad.... but I will provide my opinion as I please and I disagree with the title choice. Being a slave to an algorithm isn't honorable.
I agree with this. As a matter of fact that's why it took me 6 days before I finally decided to watch it because of the wording.
You are failing to realize that there are many that do not think for themselves and this video is tailored for that type of person.
"I Played Every Factory Game" - why not make a video and give brief overviews of all those games? At the very least sharing that list would be something I'm sure many would appreciate in this community :)
It's one of the upcoming videos 😉
Automation games are their own career. It has its own burnout loop.
What have we done.
The factory must grow.
You made me realize I plan in Satisfactory like Factorio, build a factory where ever there's space, plan to expand it, never build one factory just to feed another (there all meant to feed any other factory that they may need too) and the though of running out of possible mining output just doesn't occur. And trains solve any logistic problem harder/longer than the next row of machines.
oddly enough my favourite ever factory "game" is the create mod on minecraft, I love how it gives you the minimal components to create interesting methods to produce resources
HA! *Create* interesting methods to produce resources
Solid points. The type of resources might be so important to me as to inform which games I will or won't play. I like infinite, fixed size resources such as SF. However, I might enjoy a mod that allows variable node location (seed based generated nodes on fixed map terrain), or variable outputs, or perhaps diminishing over time from 100% to 50% or so. Or variable size nodes that can hold 1-10 resource miner/extractors.
You havent played dyson sphere until you made your game a slide show by having your 10 layer blue giant sphere visible
I'm guilty of 1, 2, 4 and 5. And if this is Factory Gamers' Anonymous, then I confess I am an addict since 2016. It all started with Factorio. 4000 hours of Factorio, though I have not played for over a year now, since there are so many more to try.
They tried to warn us about Factorio... but we didn't listen... WE DIDN'T LISTEN!
For me part of the fun is making the same mistakes over again, and cursing past me. "I just need something quick and dirty to triple my copper sheet output real quick, I'll come fix it later" and then forget about it, coming back after a while and it's more horrifying than running face first into an Alpha Stinger.
But yeah, the point is definitely to have fun, and it's worth noting that planning ahead can be its own level of satisfaction, scrambling to fix a major mess-up can be someone's jam too.
4:07 Total: "Don't just wing it.. Plan it."
In case you forgot Total, there is a reason the !plan command says "The man without a plan, Mr TotalXclipse. (He only has a vague idea)". 😉
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Is there any way we can get the full list of games mentioned in this video? I'd love to discover new factory styled games that I've never heard of before and I feel others might as well.
Mistake 6: Not building safe crossovers for your train tracks in factorio.
I dont usually mix up ressources.. but depending on the game you should always make sure to have a failsave for power! We nearly lost a 1500 SPM factorio playthrough because we didnt check power consumption while expanding, and then the demand neared and eventually equalled the production capacity, a brownout started to creep in, which can also affect the very things needed to produce electricity in the first place (in this case the pumps providing our nuclear power setup with water). Everything just collapsed. Which isnt such a bad thing.. if you have a way to turn it back on again and expand it. If you dont, that's it. Make sure you have a plan for "if X goes wrong, how do i recover from that situation". In games where you have infinite time there is less demand for such things. Worst case you can just build early game technology to solve whatever issue you have with your shutdown factory. If you *can lose* however, you dont have that luxury. You tend to get into the mindset of "huh, this factory is so big, it's invincible".. disregarding the fact that it all requires power.
There is no wrong way to play a game. Just enjoy yourself. It's a freaking game, if you like spaghetti, go for it. If you like tedious and precise tinkering, go for it. Whatever floats your boat, I won't judge you 🙂
The Factory must grow.
The mother of all Factory Games is "Transport Tycoon" from 1995. In its newest instance OpenTTD - which is free - there is a patch called JokerTTD which literally turns Transport Tycoon in a massive Factorio Clone - just without the endgame and a bit more focus on the transport than factories - if you have ever seen the insane transport optimizations of Transport Tycoon you will just laugh about even the biggest Factorio network.
Resources in OpenTTD can be set "infinite" or "changing" since the original game form 30 years ago, the later means it randomly increases and lowers production and can even vanish.
How popular is OpenTTD nowadays? Lets say the biggest channels have around 100.000 views per video. That is not "small".
Dyson Sphere Program has an option for Infinite nodes as well, though even if you go with finite, once you have enough levels in vein utilisation they become effectively infinite.
0:22 LGIO mentioned
Does anyone know what the game at 0:38 is?
It is either Oddsparks (app/1817800/Oddsparks_An_Automation_Adventure/) or The Crust (app/1465470/The_Crust). That time is sort of between two.
The way I found them is grabbed a screenshot of the video at the time I wanted to identify the game and then pasted it into Google Lens and it gave some options on what it could be.
Building fail-safes is something every rimworld player does instinctually, we don't even realize we're doing it
Rimworld teaches you to do this the hard way. You learn very quickly that you better have a back up plan for just about everything. In rimworld when things go bad it can spiral out of control very quickly. Often times so quickly that even if you notice it right from the start its already to late if you dont have some kind of fail safe already in place. Not a lot of second chances in rimworld short of a full blown restart.
"you're playing them wrong" Proceeds to give examples of how he had to deal with his mistakes
A big part of playing these games is to learn them ourselves. Having someone else come in and declare you're doing something "wrong" is pretty silly, and by directly showing what you think people should do, you're killing the chance for them to have fun figuring it out. I know it's common practice for youtubers to make videos on literally everything, but this kind of video made in this way isn't really helping people as much as its playing the game for them
One thing you need to get comfortable, especially in a new game, is redoing stuff as you didn't know befor how it would unfold. It's part of the adventure of a factory builder that you will "fail" at some point.
Once you are comfortable with failing i highly recommend exploring the way Josh is playing those games. It's really fun to just play around with what the dev's have given you. And getting an expert on how to break things gives you a sense what will work and what doesn't.
The biggest lesson I learned about failsafes was during Satisfactory update 5, where I was working on the Phase 4 project parts, and my entire factory lost power.
Turned out to be because my turbofuel power array had simply stopped working. Because it stopped generating fuel. Because the refineries had stopped making heavy oil residue. Because they were backed up on polymer resin. Because the fabric output line it was made into, which I WAS smart enough to feed the overflow of into an Awesome Sink, backed up. _Because I'd forgotten to power the sink._ So I had to rescusitate my entire power system, slowly, and invent and install a procedure to do so again if needed in future, because of FABRIC of all things.
You _never_ have to tear down your factory in factorio - you use trains to keep adding resources (or bots if you want to kill the game/your computer). This is actually the intended way to do things - you either 1) build a bunch of smaller specialized factories using trains to transport products to other places for further processing, ending in a "mall" (a place for storing repeatedly used items like your assemblers, miners, belts, tracks, power poles, etc), or 2) you build one factory that makes everything, and you transport the base materials (ore, oil, water) to specialized loading areas and everything just goes from there. 2 is how I prefer to do it, as it's quicker to get started, especially early on, but I can see 1 being good for a later game set up as it's potentially easier to scale the end products.
The grow in Satisfactory is accumulative, while in factorio is more like a fungus growth pattern over-time because of the limited resources, some factories are so old that the player needs to expand not only the extraction but the production footprint, that's basically every growing mega-base ever.
When one of the tips is “get a better computer”, that really takes away from the applicability for most people.
That's why we follow up with options like cloud gaming... Some people want to play and can't
Excellent video! I always play most of my games on GeForce Now as an ultimate member because it's like having a $6,000+ gaming computer you can use on any device no matter how old it is and it also has pretty much all of the factory games supported.
Why pay thousands for a gaming PC that will be obsolete in a few years when you can pay only $99 every 6 months that will update itself? GFN is a technological marvel if you ask me!
Well worth it imo!
I just started Foundry so still learning that one, but I really liked Shapez as well. I'm anxiously awaiting the sequel to it right now.
Shapez 2 looks amazing. I think the dev said August is the official release. I still play the Demo. You can snag it on torrents sites.
Thank you for this man, i remembered exactly why i play Satisfactory! Good Job!
Another point I often see is not knowing how and when to use storage.
Building big buffer storage usually only delays seeing a problem and causes it to grow to a point where recovery is very hard and frustrating.
Usually in factory games it is not about how much stuff you can store somewhere but throughput of your production line. It makes no sense to store thousands of iron ores when you can only process a few of them per minute.
The only real reasons to store something is a) so you can get materials as the player (for example to get mats to build more machines) or b) buffer enough resources to make mass transport options like trains effective or c) store very complex or time consuming materials for later use, but only if you already have a dedicated use in mind.
d) store excess uranium waste because you cocked up your waste processing facility somewhere and now everything is backing up and your power is about to go out and bring the whole show to a grinding halt. Been there more than once!
One you may not have played, is called Atrio- The Dark Wild. It is by far the most unique, unusual, & engaging storyline for a factory game I've ever seen. It doesn't appear to be one at first glance, relying instead on dark & mysterious circumstances to push the somewhat macabre storyline forward. The feel of the game is like if The Matrix + Factorio, & Eternal Darkness + a Haunted Carnival got assimilated; it was a lot of fun, but has it's challenging moments dealing with the creatures that reside there. One thing is guaranteed- the "you" who starts playing it, won't be the same one who finishes it.
The running the factory while building is something I do so keeping track of what belt has what item is easier :)
I love Satisfactory so much! Beautiful indie game from a great company.
bought it recently, i dont like tech trees but i like the game enough to willingly endure it. it's too satisfying of a game lol
Another consideration for playstyle is time. For example if you play on a dedicated server you can use time to build resources as opposed to building more factories to produce resources. To further this example, take space elevator parts, which are tough to build but only needed for progression not for building. Instead of making 200 per minute, you could just make one per minute and let the game run all night.
What i like about satisfa tory. Is the way i play it. I do high, on demand production. As well as using large battery banks. So i do not need 1,000,000,000 nuke plants. Keep it simple. Power getting low. Stop injecting things to be produced. Wait a few minutes, gonto bathroom, etc. Come back to more power. Then mass produce stuff you want/need. I enjoy not trying to figure out do i need 3.8 beams over here, and 4.3 over there,etc.
I really hope, that satisfactory get covered conveyer belts in the vanilla game for smoother gameplay in lategame.
Maybe Plastic/Rubber & cost for normal ones.
And yes, i know there is a mod, but if the game updates all belts are gone or you had to wait till the mod updates.
Make a tier list of every factory game you ever played... Pointers = easy to learn hard to master level, interface smoothness, user friendly QoL, graphics requirement/performance, unique traits, etc...
Satisfactory was my first factory game. I put 230 hours in it, which is quite a lot for me. I learned absolutely nothing for the first 50 hours, learned a tiny bit for the next 50, learned next to nothing for the next 100, and just brute forced my way to the final objective (didn't finish it) with an absolute mess of spaghetti ( ??? iron + ??? coal = ??? steel...sometimes). It was so visually displeasing to me that I vowed every time I restarted to plan stuff out, and I would, for the first 15 or so hours, and then my greed/time crunch would drive me to brute force it, just with a little more finesse in the beginning. Anyway, I didn't load up Satisfactory from mid 2022 or so, and in the meantime I played about 300 hours of DSP, 60 hours of Shapez2, and a few others a little bit less.
I came back to Satisfactory on 1.0 release and am actually considering (not always perfectly) ratios now. I'm building near nodes and bringing stuff home. And my hub isn't a complete mess for once. I'm using logistics. I know that everything will explode once I get to endgame and just forget drones, I can't even begin to figure them out. But playing DSP in particular helped me understand logistics and blueprinting so much better (blue prints weren't in the game when I played). My first satisfactory playthroughs are just an absolute graveyard of unuseful factories that lay idle until they get that 12 resources per half/hour my logistics provide them. That's not happening now! Everything is humming along--it's so...satisfying.
Such great games, even though they are so against my skill set (I'm good at card games and auto-battlers, and ok at FPS--I'm awful at anything artistic, programming, or logistical).
Nah, I'm not playing them wrong. I've earned the right to say I know what I'm doing after completing Factorio's Sea Block challenge.
What are the games shown at 7:30 and 7:37 ?
It's Oddsparks: An Automation Adventure :)
The most important tip: Remember that they're games and you can do whatever you want. It is a product designed to bring you joy, you get to define how they do that
Having played Satisfactory it's designed to build, progress and use old setups to progress new ones. You don't have to expand beyond the biome. But you do have to expand since you'll need new resources, mainly because of power production.
Tbh, this video title doesn't make me want to watch the rest of your content. I only discovered this channel because I wanted to know how to build curved roads in Satisfactory. I will continue to play my game the wRonG way.
8:42 ah, I remember the NUMEROUS power and silicon failures that happen in a PVE match for Mindustry. Nobody can seem to handle building failsafes
Many games struggle with an overabundance of certain resources. They need good resource dumbs that aren't required but provide very useful stuff.
need game titles from 0:11 :P
Regarding the first point: I've learned over the years that my one and only mistake in playing automation games is even wasting the time to download a game with finite resources. They're cool and all but man they do NOT vibe with how I like to play xD
It's not even that I will never touch those games, but I will check whether there's either an option for infinite resources (even if it's a research option, that's fine), or a mod that will allow me to do so. I did get info factory games through Minecraft modding all those years back, after all :)
If I actually need someone to tell me to plan ahead, then I’m not playing the game wrong, I’m playing the wrong game
In Satisfactory i just ascend to greater hights so that my feet never again touch the rough soil below. Wherever i venture, i forge my own path through the skies. Unsupported structures, held only by arcane magic span the ample land. Enveloping it, enshrouding it in never ending darkness. To then seep the soils of every ever useful resource.
The only true way to build a factory is spaghetti and sushi.
Intermingled with trains and bots.
When people who join you directly cry out "NOPE" and leave you alone in short oder,
you know you've done a good job.
Plan ahead?
This video was a real reacher.
0:47 in dsp you will probably never fully run out because of the vein utilisation research which increases the amount you get per node. running out is only an issue at the start, if you don't research this or if you get too much of a research from a single node.
though personally I find building factories near the nodes in satisfactory to be a bad idea.
1. The amount of ore you can get from a single node changes drastically (literally 60 to a practically unusable 1200) so if you set up a factory to handle 60 ore per minute too close to the node, your going to have to rebuild everything anyway.
2. With changing demand you will often be rethinking where you want resources going.
3. The alternate recipes can drastically change the the resource efficiency of different factories at multiple different stages or even allow completely different resources to be used for different recipes.
another big consideration when dealing with finite vs infinite resources is how much of the resources do you want to use early game. You could just process all the resources straight away and typically be forced to search further afield later on, or wait until more technologies are unlocked that allow you to use your resources more efficiently.
I think i would prefer if resource nodes put out more at first, but slow down to a minimum as it becomes depleted. it should be to the point that it is compelling to deconstruct facilities around a fully depleted node if a new one is available, but not so minimal that it can't get you unstuck if it's your only source of that resource.
What is the game at 3:38?
Edit: I found it, it's called Satisfactory Layout Tool or SaLT for short.
I usually quit Satisfactory when I start planning tasks in hours.
Yeah I used to be a planner, I found Satisfactory less stressful when I just built everything with room to expand and just built it out in modular sections and if I started running out of one kind of stuff, I'd add more capacity. The changing recipes with exploring the map was the only thing that really screwed me up. Other than not leaving enough space to expand logistics for just how many goddamn screws mid game requires
@@greebjI watched someone start playing, and they said something like "This should keep me in plenty of screws forever!" when they had one constructor going. I just had to laugh.
I can't play a game wrong, if I have fun with it and it dosn't destroy anybody elses game, I'm doing it right.
Foundry doesn't slow down no matter how big you build. I love that. My Satisfactory build is so massive that my computer can't handle it. The cloud option would work I guess but not willing to pay monthly just for Satisfactory. Why is it so difficult to make a factory game that doesn't bog down your computer?
A list of games featured in this video would help :)
No, I'm playing them the exact way I want to.. lol
I'm kinda of a hater of Satisfactory myself, it's fine if you enjoy it.
About the 4th one, I think this is a chronical problem of Satisfactory, it's weird but I think it's caused by how the game loops works in it.
I was able to build mega factories both in DSP and Factorio without feeling burnout ever. Even on saves that lasted 500h.
Although there's the "New Project Fear", where you might found yourself unmotivated to start a new complex production line, and just walk around doing minor improvements.
If you only ever played Satisfactory, give it a go to other ones, unfortunately for me, it wasn't my taste.
I have it on good authority that you can run an endgame Factorio save on a mid-grade laptop from 2013.
I have just completed my hardware upgrade to be ready for Satisfactory 1.0 . I have ridiculous plans for 1.0 and I don't want to be hampered by my gear.
I've always loved the CONCEPT of factory games, but never played one that I feel it satisfies what I'd expect of it..
planning ahead or getting stuffy about details is exactly how to take the fun away
In satisfactory, put a miner on every single resource node on the entire map and pipe them all onto a SINGLE t5 conveyor using 8 thousand miles of conveyor and pipe them all to your sky factory floor and then pick and choose as needed to build all your parts using smart splitters. Horribly inefficient, and takes forever to set up. Perfection! Efficient factories? Never!
Well, I was going to suggest Drill Down, but it doesn't seem available anymore. It's a mobile factory game with resource management elements. Mobile, yes. Not as deep as Shapez or as pretty as Satisfactory. However, it's a good little factory to work on for a few minutes here and there, when you find yourself waiting for pizza at pick up or something.
Hey thanks, some good tips here
During my big builds in satisfactory or thinking on a problem I like to take the explorer out for a Big Game hunting trip in the red forest.
there is only one thing people are doing really wrong... they stop playing too soon! Factory MUST grow!
Let's game it out: 😰
Do we consider Space Engineers a factory game? I'm kinda torn. Feels like it could be, but unsure, since there is no end goal in the game.
I think 6:20 is just as much the game's fault. Factory games are, at their core, a very complicated puzzle game, and a good rule of thumb for any puzzle game is that the shorter the time between you realizing what you need to do, and putting that solution down, the better. If you're spending half your time just doing boring, grindy conveyor-placing micro, something is horribly, terribly wrong, and that game NEEDS to give you more tools for that. Placing an array of 20 of something should not take almost 20 times as long to do.
That's why Factorio has such elegant and streamlined building tools, and why I think Satisfactory is actually kind of butts as factory games go. Factorio, DSP, shapez, etc, you have super powerful blueprint tools and such. Satisfactory? At best, you're still joining all the conveyors up after placing blueprints you had to walk of and prepare beforehand.
The tiny player character and relative lack of mobility until later on really doesn't help it, either. That game, compared to others, feels outright grindy.
A dedicated server will not help to gain fps on your local game (it will only manage connection data, all assets are still loaded on the local machine). A VPS with a decent graphic card and cpu maybe.
1. I would like to add a philosophy from real life software engineering. It is called "You aint gonna need it" or YAGNI. Dont build things that you dont need right now but might need later. Sure, leave some space for expansion, but never over produce or over build.
2. It also ties in to the principle of Agile software development, sure a train might be able to carry more stuff, but right now a truck is enough and we can upgrade when we need it.
3. Murphy's law, anything that can go wrong will go wrong. Have a backup low tech energy generator which you need to boot up your primary generator.
4. Premature optimization is the root of all evil. Goes back into the YAGNI principle. If you dont need that much produce right now. Dont invest time in optimizing.
I couldn't agree more that getting performance issues when your factory spreads too big is such a bummer... P.S. I hope you have time to check Learning Factory someday :)
6:11 for Satisfactory, use Walls
It makes a whole difference for the game if it doesn't need to render stuff because it is behind walls 😅
what is that game with what looks like a mage with a staff building ? i do wish these youtubers name the games involved in their video.
#2... If you dont have a conglomeration that looks like spaghetti. Are you even playing right? lol.. JK great points.. But my brain, even when I try to plan ahead, I always screw up and have a mess.. But have a great time too..
4:15 does hdd vs ssd matter? for some reason when i downloaded satisfactory i didnt put it on my ssd and im now questioning if that was a big mistake, also if i uninstall and reinstall to a diffrent drive will the save files move over or no?
honestly, the biggest problem i have with satisfacotry are simply the infinite resource nodes. like getting to make em infinite lateron propaply is a better approach but havin em infinite right off the bat is kinda eh, kinda sucks the fun outta the game for me as theres no actual need to explore and find more stuff if youve already got everything you need in your lil corner of the world
What is your advise on the 7800x3D processor? Does it work for Satisfactory or is cpu core frequency more important than the increased cache of the 7800?
That's already on the overkill territory, it's one of the best CPUs currently available. Considering Intels are buggy rn and Ryzen 9000 isn't out it's still the best.
I tried satisfactory and my experience was: lets build a organised and pretty factory.
2 hours a building later: a chaitic mess with no expandability and producing 0.75 of what i need a minute.
These games are just not for me, wich is really sad because i absolutely love factories.
You say you played so many factory games, but then only show maybe 4, 5? I was expecting to see a sampling from everything you played as a taste of the ones I'm missing out on.
Unfortunately the editor felt that they couldn't squeeze in all of the different game clips that I took. But the videos not about the games, more the common issues between them.
What game is shown on the top left corner at 11 seconds?