It takes roughly 97 spheres to unlock all the upgrades but there are roughly 300 spheres in the game as of 1.0 release. So your able to build multiple storage depots for several items in the game to increase the overall upload rate for them. Because the 240 max upload rate seems to be per depot not per item so it's possible to refill your dimensional storage rather quicker. You also don’t really need depots for most of the raw materials, ingot and organic matter late game which frees up some spheres. Edit - Honestly because an upload rate of 120/min or 60/min would still work for most items. You could save more spheres to make extra depots for anything that required a faster upload rate.
Yep, I'll gladly pay 10 spheres to have 2.4k upload/min rate on my concrete. If ever I need to pave a biome, if I want I just start preemptively pulling concrete from the dimensional storage into my pockets on my way there to have a bit of a buffer (then set it to pull from dimensional storage first temporarily). But I've only done that once for a huge platform, most of the time that is not necessary. Sure is more convenient that going back and forth to a central storage.
I was gonna post something like this... I have 2 depots uploading concrete at max rate and it seems just under what I need for dropping massive slabs of concrete at a moment's notice. 3 or 4 ought to be plenty for most purposes. What's doubly fun is you can feed those depots from bins all over the world and the bins themselves don't necessarily need to replenish at the rate you're uploading since nobody builds factories 24/7 without pause. So you slowly fill the bins and then have a faster belt emptying and you'll never run out as long as your total usage doesn't exceed your total production.
On my first playthrough, i didn't even unlock the 240 upload rate. I decided that 23 mercer spheres weren't worth it over, just increasing the 3 things i need over 120/min to multiple dimensional storage units. I was mostly to lazy to search for extra spheres haha.
Everyone tells him this repeatedly in the comments section of every video, so at this point I'm pretty sure he just loves building storage hubs purely for the sake of it lol.
With the hyper tube room. There's a fun option. Signs. You have a sign for a location over a open hole. As the tube room has altitude you can just walk off into a pit and fall. The tube can easily grab you at the correct point, and the speed adds on. The return is wizardry. You have a 2nd run of tubes. So instead of back and forth on the same line. The falling tubes take you to a location. The return line, again making use of the pit, sends you down again. This time each return line goes to the same location, where you are fired into a single cannon that launches you into an angled ceiling back up in the tube room. What you'll see is falling a nice view of all the goings on through some glass into the center, then a casual ride to the the desired room. After you're done, you fall into the pit, and just as everything fades from view, fwump fwump fwump "teleported" back to the top.
Probably already mentioned, but if you rescan a harddrive while there's others in your list, it won't pull a recipe that's presently in the list or was recently rescanned. Once you choose a recipe, all unselected recipes (rescanned or not) go back into the pool, so you can increase your chance of getting a recipe you want by scanning multiple drives at once (as you did), but then first rescanning all the ones you don't like, and THEN choosing your recipes. Basically, each drive that's standing by removes 2 recipes from the pool, or 4 if it was rescanned, until a recipe's selected.
I've had several pull recipes from rescanned hard drives before, so idk about that part. But yes leaving a hard drive unchosen if both options kinda suck atm is a great idea
In regards to design, your combination of the brutalist industrial style, with the concrete and the machines and the prominent major shapes on your structures, combined with the neon light type detailing with the signs and other futuristic bits, is truly something I've not seen any other game really manage. Satisfactory affords so much creativity in building despite being an automation game. Truly wonderful.
The point of the game is not to create the most efficient factory we can. That's a lie. The objective is to automate your building materials so that you can build a really cool and "intricate" world, and factories. That's the real end game.
remember that you can put multiple dimensional depots per item to get better throughput. it works really well for concrete, if you put like 10 depots you basically can't run out
@@quakxy_dukx Storage container connected to dimensional depot means the same amount of concrete just accessible to anywhere. The only limit is the rate. So for conrete and iron plates just build 2 or 3 or 10.
I have 4 Dimensional depots in my Wet Concrete factory and I built a massive flat factory base spamming a 5x5 blueprint and I didn’t run out of concrete.
15:49 Kibs, I have an idea, try to make the ceiling look like it is extending infinitely. You can easily achieve the effect by using progressively darker colors and reducing the brightness of the signs the further up you get
I think it's rather because of edits and cuts in the video and building process. Could be a jarring experience to be jump cutting between day and night for a build that takes a long time
If you haven’t settled on a design for your hypertube cannons, I think large railgun looking structures on the roof that look like a defense system could be nice
For your next big project, especially with weird numbers, I'd like to share something that worked really well with me. When you have multiple stages of machines, such as your power plant, set up a room full of switches for each stage and turn them on one at a time. This way you give enough time to the machines to allow the system to overflow and get all the belts/pipes filled up and ready for the next machines, but since those machines aren't powered (yet) there's no spikes in consumption or bad efficiency percentages. I'll use an example: Say you're making an encased beam factory: Primary switch: A- connected to main grid B- connected to a main power pole Miners switch: A- main power pole B- all your miners Concrete production switch: A- main power pole B concrete production grid Smelters and foundries switch: A- main power pole B- all your smelters and foundries Etc. If you keep all these grids disconnected it makes powering a factory much easier and, pro tip, if you don't connect the first switch to your main grid you can look at the graphs for each switch and see how much power each stage of your factory is consuming. This can also help you calculate how much power you'd need from batteries and remove the stress of uncertainty. Thanks for all the great content so far :)
Oh Kibbs. The Cloud does not simply have 2,500 concrete. You attach storage containers to the Depots. You use multiple Depots for a resource you want a lot of. The answer is you have has much concrete as you want. It is nigh infinite from the cloud. You just like making old fashion things, and that's okay. You do you bud.
If you're placing large foundation blueprints, a refill rate of 240/min is not enough. I have mk2 floor segments that are 300 concrete each. That means I have to sit around waiting for a minute to place another one or have a bunch loading up all the time. Sometimes it's simpler to just have an accessible storage container
@@RexDeorumYT What he is saying is that you can get more than 240/min. If you have a storage container splitting its output between 2 dimensional depots, you have 240*2/min. In my world, I have two double storage containers splitting each of their two outputs 3 ways for a total of 240*12/min. Even when paving biomes, I don't usually run out.
@@Gafferman I understand how the game works, thanks, I'm disagreeing with the condescending attitude of the main comment pretending it's objectively wrong
For 99% of my playthrough I didn't need to return to a storage container. I think I ran out of concrete paving a biome and also when building 50 nuclear power plants. After which I doubled my concrete throughput and never had to go back. I saved a lot more of my time by not building a main storage and just dropping a hypertube cannon blueprint if I needed to access a container somewhere in the world.
If you do glossy - black - signs, you can achieve the mirror on pretty much any surface as well. With that you should be able to do the diagonals too :)
Tip! When you've placed a road barrier you can hold ctrl while aiming on it when placing a wall and it will replace the barrier with the wall! Way better than the pain that you had to go through at 16:21!
How am I so lucky that my first and only mod ive ever made was updated shortly before kibs started updating and appeared at the top of the mods list when he opened smm? its a uh halloween miracle
I put all my wires under a foundation using a wall socket, then run the wires to another side or bottom of a foundation in a straight line, usually 5 to 10 foundations away. Then I use a 1m foundation against a 4m, jump down, put the wall socket underneath the bottom side of the 1m in the very corner, then I jump back to the top side with the power pole on top and move the pole until the wire disappears inside the pole. Delete the 1m and replace with a 2 or 4m to bury the wire. No more above concrete wires ever again. I colour code each foundation, or use a pattern to denote where the wires are under the foundations. Probably something every one has figured out, but just in case, a way to make wires disappear. I colour code so its super easy to hook on to a wire and go in a new direction. Also works by putting a concrete pillar to hide wires inside.
Storage room plus dimensional storage is probably the way. Stack a dimensional storage on top of your storage box and have that feed into the dimensional. As others have said you can also have multiple dimensional storage boxes for high usage items like concrete.
I tried that at the beginning, but... I don't like it. It's too bulky for my design of central Depo as I use lately two level depots on circular basis. Basically sink lower container into the floor so I have access only to upper entry point, and other way with top one. Combined with way too complicated sorting system I use there is no nice way to include dimensional Depo in design. All my dim Depo are in production sites
Finally! I have been FIENDING for the next video. Please ignore my plea for more frequent uploads because ypu descide your own time and I should have no say in it. Thanks for the upload Kibbitibbitz
Hey, nice shaft bro. What you need now is a hypertube that goes up one side, so you can go up and down in it to reach all the outlets. And maybe two big rooms at the bottom to enter. Maybe round rooms to mix it up a little. Oh, and make the hypertube cannon on the tip of it.
You should for sure add some details on the bigger concrete walls. For example, some pipes purely as decoration, going from one wall hole to the other on the same wall. I think that might look nice, also because you like the industrial look!
in the power switch room - you can use the short barrier, but first place a 4m sign on the ground, place another 4m to the side, but halfway down on the first placed sign, delete first sign, place the short barrier. BAM you got a lit barrier
With the hub room, you mentioned it had to be outside because it has a ship that takes off and lands, but you didn't know where the outside of your base was going to be yet so you didn't know where to put it. Instead of guessing some random far distance away, it would be cool if you kept it close instead and better matched the other rooms locations and have the ship that takes off and lands go through some sort of chute / chimney type deal in and out of your base. Because the take off and landing flight path is always the same for the ship, you could dial it in and build something custom for it so that the chute/chimney bends and turns specifically for it. And then you just build your base around it. It would be cool to see the hub ship just pop out of its own dedicated hole in the base and up into the sky
Man that electrode circuit board came in clutch for me... I forgot to include circuit boards in my plan for my main base, and i still had leftover oil on the gold coast from my basic oil setup. I ended up using that all on circuit boards! now in the late game the silicon circuitboard recipe is a godsend!
I loved where the arched roof was going in the storage room, like an ark or temple. Maybe some catwalks one floor up. Think like the carbonite room in Empire.
What I did for my 1.0 playthrough I brought items from all over my map via drones and sorted them into underground containers which got fed back up to a wide room through conveyer lifts. Those conveyer lifts stick out through the floor of a big room and I can use all of them to freely build space elevator parts without making an entire factory dedicated to each of them!
Hyper Tube Room: you could have the hypa tubes in sets of 3, everywhere you put half foundations. Then have 3 Tubes going up the holes, maybe put some glass in front, and potentially decorate the colums (beams, more light signs or whatever tickles your fancy) power could go up to crossbeams again or be part of the column decoration or you let it go into the floor like you do now. Below the floor could be more tubes going across when out-of-house pipes need to change sides or in-house pipes need to. you could also put some belts there sending items to the storage containers
I think the hub rooms really need detailing around your signs that have your name. Think of how many times you will point to them during this season. You'll want to have something that really shows off your style (which is frickin stellar, I love the cyberpunk brutalism!) to attract folks in.
for the hyper tube room, it might be cool to have them almost hang from/go into the ceiling completely vertically like the transport tubes from futurama: that way you have to stand under them so you dont get randomly sucked up, and coming back you wont get launched because youll hit the floor. i also think that itd be cool to have the floor to floor ones spiral downwards around the powershaft, with them dropping off at different floors in different directions, so one will end up super short and the one to the ground would be the longest. plus itd look dope as hell with all the tubes coiling around it.
As for the TubeRoom™ My advice, is the room itself is mostly good, it just needs some depth using clipping beams, and maybe even some normal pipes going through it - to give that sort of "orderly chaos", sprawling design. Some pipes clipping in and out in various locations along the walls may fit the bill. Messy, but organized in a sense.
I made my storage where the floor is actually for the top port of the container. The goal is to have a conveyor lift in the bottom port that can have a dimentional storage plugged into it. Along with that I also have just a single conveyor popping out because I like seeing the 3D model as well. I used clipping to put the sign inside the hole too so that's cool
One other item - if you're going to build big power storage arrays, you will need Stators in bulk. It's real easy to blow through them. I forget if HMFs were on the list, but I'd absolutely have those as well if building a big fuel station or whatever....
One possible evolution of the hypertube room would be to eventually replace the hypertube launch entrances with portals when time and technology permit. Alternately, the portals could be staggered between the hypertube entrances.
If you want some depth, maybe do the sign angle, but inverted to where both of the signs are angled towards pointing at the storage so it gives the kind of illusion where it’s always flat to you, it works, almost identically as the angled one while also keeping it visible, I’m not sure how visible and if the inverted angle would block it so take with a grain of salt just an idea
I know I'm addicted to the game when he says something took 6 hours, he says “it takes so much time!”, and I'm sitting here thinking “that's not much time at all”. lol. I think he'd love the Infinite Nudge mod. Arbitrary nudging distances and angles. Even vertical nudging! *Tilting!*
Awesome vid mate, having mods back, makes the game a little easier. Only one's I use are daisy chain, infinite zoop, infinite nudge and small sink. I'd recommend these all day 👍
It's BEAUTIFUL KIBzzzz. I am excited to borrow some of these designs on your patreon ;) hehe Also, my centerpiece "neat looking area" in that same spot 19:21 is for my space elevator that will run up through the center of my factory!
Your Hub room reminded me of Portal 1 GLaDOS room, so i have an idea: What if you clip a power pole at the top of power augmenter and then connect wires from it to the walls. I think it will look very cool
For paving a biome, just upload concrete in MULTIPLE Depots. 6 at 240/min each, fed by some big storage boxes, where you accumulate concrete during "non paving" times, will be plenty.
I ran into the concrete limitation as well. Then I expanded my concrete production and have several uploaders running in parallel for the likes of concrete, iron plates and screws...a single uploader can handle up to 240 units per minute - but they stack. so now my concrete replenishes faster than I can possibly use it 😀
Idea for the Hypertube room Instead of seperate railings infront of the end, build one continuing railing in the middle of the walkway. to seperate both halfs and to end up in the middle of the room instead of walking around the single railings everytime
26:20 fully black backpillars and accenting the front pillars with signs to make it fit into your current style. You can make completely black and completely white concrete (foundations and pillars, not walls) by manually typing in values smaller than 0 or bigger than 1 in the colour swatch. So instead of using the slider for black and white, type -999 or 999 in the box next to the slider
if 2500 concrete won't "do it", just attach more depots to containers for higher input throughput. Jus say'n bc that's the reason you gave after the 'just because' reason. Tbh I've never needed more than one depot for anything once I got it fully upgraded, and I have like 20% of the map covered up so far. Also when it comes to hypertube exits and preventing launching yourself into the void, you can put another tube support two spaces away, attached to another set of entrance/exits 1 space apart for the typical railgun entry. That way it acts as a dual entrance and exit, bc when you exit you get stopped by the tube support, but you can still use that space as the entrance for the other direction.
Do the first build of a production line without using any shards or sloops. It will help tremendously, later. When you need to expand. Sing Cells for Ficsonium fuel rods was hard. So once the power was on, it was trivial to sloop the sing cells and overfow them to a portal hub.
Looks great, but I'd love to see you busy up the wall space above the storage room just a bit, made add some depth or a different panel type or something, that section looks a little flat for your usual builds.
If I had one piece of advice, it's this. your hub and storage area is somewhere your going to be a lot make it away from the noisier buildings and small little imperfections in hour 50 only get worst in hour 500 so take your time.
If one can dupe enough spheres to make enough remote storage depots to cover at least one stack of all objects, and multiply upload rates for 20-24-ish heavily used items, then the central mall may not be needed. But even so, they are lovely to behold, as are the logistical optimizations and controls one can implement, such as a Stin Archi style remote train control or sushi station and multi-sorter for loading mall buffers and dumping excess.
The limit to upload speed is per uploader. So you can feed uploaders with a set of splitters to dump 780 belts into the storage pocket. So you build a big pit to hold concrete and iron plates. Then have 6 or so loaders filing the concrete back in. The issue is throughput, so you add bandwidth. You don't even need a large factory for the concrete, just the storage.
It takes roughly 97 spheres to unlock all the upgrades but there are roughly 300 spheres in the game as of 1.0 release. So your able to build multiple storage depots for several items in the game to increase the overall upload rate for them. Because the 240 max upload rate seems to be per depot not per item so it's possible to refill your dimensional storage rather quicker. You also don’t really need depots for most of the raw materials, ingot and organic matter late game which frees up some spheres.
Edit - Honestly because an upload rate of 120/min or 60/min would still work for most items. You could save more spheres to make extra depots for anything that required a faster upload rate.
Yep, I'll gladly pay 10 spheres to have 2.4k upload/min rate on my concrete. If ever I need to pave a biome, if I want I just start preemptively pulling concrete from the dimensional storage into my pockets on my way there to have a bit of a buffer (then set it to pull from dimensional storage first temporarily). But I've only done that once for a huge platform, most of the time that is not necessary. Sure is more convenient that going back and forth to a central storage.
I was gonna post something like this... I have 2 depots uploading concrete at max rate and it seems just under what I need for dropping massive slabs of concrete at a moment's notice. 3 or 4 ought to be plenty for most purposes. What's doubly fun is you can feed those depots from bins all over the world and the bins themselves don't necessarily need to replenish at the rate you're uploading since nobody builds factories 24/7 without pause. So you slowly fill the bins and then have a faster belt emptying and you'll never run out as long as your total usage doesn't exceed your total production.
On my first playthrough, i didn't even unlock the 240 upload rate. I decided that 23 mercer spheres weren't worth it over, just increasing the 3 things i need over 120/min to multiple dimensional storage units. I was mostly to lazy to search for extra spheres haha.
Still making a centrale storage location, because i can.
Everyone tells him this repeatedly in the comments section of every video, so at this point I'm pretty sure he just loves building storage hubs purely for the sake of it lol.
With the hyper tube room. There's a fun option. Signs. You have a sign for a location over a open hole. As the tube room has altitude you can just walk off into a pit and fall. The tube can easily grab you at the correct point, and the speed adds on. The return is wizardry. You have a 2nd run of tubes. So instead of back and forth on the same line. The falling tubes take you to a location. The return line, again making use of the pit, sends you down again. This time each return line goes to the same location, where you are fired into a single cannon that launches you into an angled ceiling back up in the tube room.
What you'll see is falling a nice view of all the goings on through some glass into the center, then a casual ride to the the desired room. After you're done, you fall into the pit, and just as everything fades from view, fwump fwump fwump "teleported" back to the top.
That is a genius idea.
That sounds like a blast to use
Probably already mentioned, but if you rescan a harddrive while there's others in your list, it won't pull a recipe that's presently in the list or was recently rescanned. Once you choose a recipe, all unselected recipes (rescanned or not) go back into the pool, so you can increase your chance of getting a recipe you want by scanning multiple drives at once (as you did), but then first rescanning all the ones you don't like, and THEN choosing your recipes.
Basically, each drive that's standing by removes 2 recipes from the pool, or 4 if it was rescanned, until a recipe's selected.
He's used this a ton in previous episodes
@@nutmeggaming11261but not the rescanning bit
I've had several pull recipes from rescanned hard drives before, so idk about that part. But yes leaving a hard drive unchosen if both options kinda suck atm is a great idea
in general, just choose a recipe if you need it *that very moment*, or if you want to have the other option in that hard drive as well
Yup. I thought of this slightly too late 😅 Because it does help to block out 2 options vs 1.
Been working on my satisfactory worlds and your videos have really helped me with everything from factories to designs!
In regards to design, your combination of the brutalist industrial style, with the concrete and the machines and the prominent major shapes on your structures, combined with the neon light type detailing with the signs and other futuristic bits, is truly something I've not seen any other game really manage. Satisfactory affords so much creativity in building despite being an automation game. Truly wonderful.
The point of the game is not to create the most efficient factory we can. That's a lie. The objective is to automate your building materials so that you can build a really cool and "intricate" world, and factories. That's the real end game.
23:24 I love how it's just a bunch of floating platforms and then almost a bird house looking thing on top
remember that you can put multiple dimensional depots per item to get better throughput. it works really well for concrete, if you put like 10 depots you basically can't run out
Oh, then he can have not enough concrete but FASTER
@@quakxy_dukx Storage container connected to dimensional depot means the same amount of concrete just accessible to anywhere. The only limit is the rate. So for conrete and iron plates just build 2 or 3 or 10.
I have 4 Dimensional depots in my Wet Concrete factory and I built a massive flat factory base spamming a 5x5 blueprint and I didn’t run out of concrete.
Try some bigger blueprints for train networks and such. We have 5 depot's with max upload. Still doable to drain it for few seconds 😅 @@Frozenvx
15:49 Kibs, I have an idea, try to make the ceiling look like it is extending infinitely. You can easily achieve the effect by using progressively darker colors and reducing the brightness of the signs the further up you get
I get as TH-camr you like working in the clarity of Daylight all the time, but as a viewer I really do like seeing the night-time scenes sometimes.
I think it's rather because of edits and cuts in the video and building process. Could be a jarring experience to be jump cutting between day and night for a build that takes a long time
If you haven’t settled on a design for your hypertube cannons, I think large railgun looking structures on the roof that look like a defense system could be nice
For your next big project, especially with weird numbers, I'd like to share something that worked really well with me.
When you have multiple stages of machines, such as your power plant, set up a room full of switches for each stage and turn them on one at a time. This way you give enough time to the machines to allow the system to overflow and get all the belts/pipes filled up and ready for the next machines, but since those machines aren't powered (yet) there's no spikes in consumption or bad efficiency percentages.
I'll use an example:
Say you're making an encased beam factory:
Primary switch:
A- connected to main grid
B- connected to a main power pole
Miners switch:
A- main power pole
B- all your miners
Concrete production switch:
A- main power pole
B concrete production grid
Smelters and foundries switch:
A- main power pole
B- all your smelters and foundries
Etc.
If you keep all these grids disconnected it makes powering a factory much easier and, pro tip, if you don't connect the first switch to your main grid you can look at the graphs for each switch and see how much power each stage of your factory is consuming. This can also help you calculate how much power you'd need from batteries and remove the stress of uncertainty.
Thanks for all the great content so far :)
Oh Kibbs. The Cloud does not simply have 2,500 concrete.
You attach storage containers to the Depots. You use multiple Depots for a resource you want a lot of.
The answer is you have has much concrete as you want. It is nigh infinite from the cloud.
You just like making old fashion things, and that's okay. You do you bud.
If you're placing large foundation blueprints, a refill rate of 240/min is not enough. I have mk2 floor segments that are 300 concrete each. That means I have to sit around waiting for a minute to place another one or have a bunch loading up all the time. Sometimes it's simpler to just have an accessible storage container
@@RexDeorumYT What he is saying is that you can get more than 240/min. If you have a storage container splitting its output between 2 dimensional depots, you have 240*2/min. In my world, I have two double storage containers splitting each of their two outputs 3 ways for a total of 240*12/min. Even when paving biomes, I don't usually run out.
@@RexDeorumYT you literally can have 2400 a min if you want.
@@Gafferman I understand how the game works, thanks, I'm disagreeing with the condescending attitude of the main comment pretending it's objectively wrong
For 99% of my playthrough I didn't need to return to a storage container. I think I ran out of concrete paving a biome and also when building 50 nuclear power plants. After which I doubled my concrete throughput and never had to go back. I saved a lot more of my time by not building a main storage and just dropping a hypertube cannon blueprint if I needed to access a container somewhere in the world.
Hi Kibitz! Love the content! Been playing 1.0 on weekends and I am absolutely enjoying it!
If you do glossy - black - signs, you can achieve the mirror on pretty much any surface as well. With that you should be able to do the diagonals too :)
At the end of my 1.0 playthrough, I used all my remaining mercer spheres to make 48 depots for concrete only. It refills all 2500 in 13 seconds
While fun, definitely not needed unless you purely just place foundations all day long.
I love how kibitz uses the power augmenters mainly for the aesthetics and then the bonus power is a side product
I’ve literally been staring at my phone waiting for the next satisfactory video! WOOHOO 🎉
26:15 maybe let the tubes cross to the other side diagonally so it creates a tube archway to the kibitz sign
Tip! When you've placed a road barrier you can hold ctrl while aiming on it when placing a wall and it will replace the barrier with the wall! Way better than the pain that you had to go through at 16:21!
How am I so lucky that my first and only mod ive ever made was updated shortly before kibs started updating and appeared at the top of the mods list when he opened smm? its a uh halloween miracle
That design of the roof gives me some "Control" vibes. Love that game.
I put all my wires under a foundation using a wall socket, then run the wires to another side or bottom of a foundation in a straight line, usually 5 to 10 foundations away. Then I use a 1m foundation against a 4m, jump down, put the wall socket underneath the bottom side of the 1m in the very corner, then I jump back to the top side with the power pole on top and move the pole until the wire disappears inside the pole. Delete the 1m and replace with a 2 or 4m to bury the wire. No more above concrete wires ever again. I colour code each foundation, or use a pattern to denote where the wires are under the foundations. Probably something every one has figured out, but just in case, a way to make wires disappear. I colour code so its super easy to hook on to a wire and go in a new direction. Also works by putting a concrete pillar to hide wires inside.
Storage room plus dimensional storage is probably the way. Stack a dimensional storage on top of your storage box and have that feed into the dimensional.
As others have said you can also have multiple dimensional storage boxes for high usage items like concrete.
I tried that at the beginning, but... I don't like it. It's too bulky for my design of central Depo as I use lately two level depots on circular basis. Basically sink lower container into the floor so I have access only to upper entry point, and other way with top one. Combined with way too complicated sorting system I use there is no nice way to include dimensional Depo in design.
All my dim Depo are in production sites
Holy moly, the way the fancy floor builds is so satisfying
the holding ctrl to mini nudge is mission critical knowledge, thank you again mr. kibz!
@26:16, the tube shafts could be cladded and thus clean up the walls a bit
Finally! I have been FIENDING for the next video. Please ignore my plea for more frequent uploads because ypu descide your own time and I should have no say in it. Thanks for the upload Kibbitibbitz
Love your designs, Kibs. Keep up the amazing work!
KIBITZZZZ please keep posting, your video cure my depression.
Hey, nice shaft bro.
What you need now is a hypertube that goes up one side, so you can go up and down in it to reach all the outlets.
And maybe two big rooms at the bottom to enter. Maybe round rooms to mix it up a little.
Oh, and make the hypertube cannon on the tip of it.
I've been waiting for this. These videos are so so so good, unique, creative, entertaining and inspiring.
Glad you are getting over your cold!
You should for sure add some details on the bigger concrete walls. For example, some pipes purely as decoration, going from one wall hole to the other on the same wall. I think that might look nice, also because you like the industrial look!
I absolutely love the base so far it’s the way you’ve done it reminds me a lot of The oldest house from control & I think that’s awesome
I love this series! Keep this up!!!
26:21 the honeycomb windows covering the vertical tubes would look cool
in the power switch room - you can use the short barrier, but first place a 4m sign on the ground, place another 4m to the side, but halfway down on the first placed sign, delete first sign, place the short barrier. BAM you got a lit barrier
With the hub room, you mentioned it had to be outside because it has a ship that takes off and lands, but you didn't know where the outside of your base was going to be yet so you didn't know where to put it. Instead of guessing some random far distance away, it would be cool if you kept it close instead and better matched the other rooms locations and have the ship that takes off and lands go through some sort of chute / chimney type deal in and out of your base. Because the take off and landing flight path is always the same for the ship, you could dial it in and build something custom for it so that the chute/chimney bends and turns specifically for it. And then you just build your base around it. It would be cool to see the hub ship just pop out of its own dedicated hole in the base and up into the sky
If you hold CTRL when building the wall on the road barrier, it will replace and take the position of the road barrier @kibitz
Great video Kibz, would love to see some kind of montage of you coming up with those awesome designs!
Man that electrode circuit board came in clutch for me... I forgot to include circuit boards in my plan for my main base, and i still had leftover oil on the gold coast from my basic oil setup. I ended up using that all on circuit boards! now in the late game the silicon circuitboard recipe is a godsend!
I loved where the arched roof was going in the storage room, like an ark or temple. Maybe some catwalks one floor up. Think like the carbonite room in Empire.
What I did for my 1.0 playthrough I brought items from all over my map via drones and sorted them into underground containers which got fed back up to a wide room through conveyer lifts. Those conveyer lifts stick out through the floor of a big room and I can use all of them to freely build space elevator parts without making an entire factory dedicated to each of them!
Hyper Tube Room: you could have the hypa tubes in sets of 3, everywhere you put half foundations. Then have 3 Tubes going up the holes, maybe put some glass in front, and potentially decorate the colums (beams, more light signs or whatever tickles your fancy)
power could go up to crossbeams again or be part of the column decoration or you let it go into the floor like you do now. Below the floor could be more tubes going across when out-of-house pipes need to change sides or in-house pipes need to. you could also put some belts there sending items to the storage containers
This scratches sooo many itches, love your vids!
That infinity ceiling is bitchin, Kibz
I've been waiting all week for the Kibz upload😎
I think the hub rooms really need detailing around your signs that have your name. Think of how many times you will point to them during this season. You'll want to have something that really shows off your style (which is frickin stellar, I love the cyberpunk brutalism!) to attract folks in.
for the hyper tube room, it might be cool to have them almost hang from/go into the ceiling completely vertically like the transport tubes from futurama: that way you have to stand under them so you dont get randomly sucked up, and coming back you wont get launched because youll hit the floor. i also think that itd be cool to have the floor to floor ones spiral downwards around the powershaft, with them dropping off at different floors in different directions, so one will end up super short and the one to the ground would be the longest. plus itd look dope as hell with all the tubes coiling around it.
Love the satisfactory videos
The more I watch Kibitz, the more I've started to think his design preferences are the same as the Brotherhood of Nod from C&C.
Gotta love me some satisfactory, keep up the awesome work kibitz
signs for storage could be a wall conveyer belt above the storage bins then add signs to either side with the items
Your awesome builds inspire me to play the game
Hypertube Room Suggestion: circular spiral tubes in the center going up and out. You run around the circle and enter a tube.
As for the TubeRoom™
My advice, is the room itself is mostly good, it just needs some depth using clipping beams, and maybe even some normal pipes going through it - to give that sort of "orderly chaos", sprawling design. Some pipes clipping in and out in various locations along the walls may fit the bill. Messy, but organized in a sense.
I made my storage where the floor is actually for the top port of the container. The goal is to have a conveyor lift in the bottom port that can have a dimentional storage plugged into it. Along with that I also have just a single conveyor popping out because I like seeing the 3D model as well. I used clipping to put the sign inside the hole too so that's cool
One other item - if you're going to build big power storage arrays, you will need Stators in bulk. It's real easy to blow through them. I forget if HMFs were on the list, but I'd absolutely have those as well if building a big fuel station or whatever....
Staging 147 storage containers as well as their connections and making it accessible as well as sightly is quite a challenge.
One possible evolution of the hypertube room would be to eventually replace the hypertube launch entrances with portals when time and technology permit. Alternately, the portals could be staggered between the hypertube entrances.
If you want some depth, maybe do the sign angle, but inverted to where both of the signs are angled towards pointing at the storage so it gives the kind of illusion where it’s always flat to you, it works, almost identically as the angled one while also keeping it visible, I’m not sure how visible and if the inverted angle would block it so take with a grain of salt just an idea
The hyper tube enterance would look really good with the Caterium finish.
Hey Kibz, I had no idea until yesterday but conveyor merges/splitters can snap on top of conveyor lifts, completely replaced the output
I know I'm addicted to the game when he says something took 6 hours, he says “it takes so much time!”, and I'm sitting here thinking “that's not much time at all”. lol.
I think he'd love the Infinite Nudge mod. Arbitrary nudging distances and angles. Even vertical nudging! *Tilting!*
Awesome vid mate, having mods back, makes the game a little easier. Only one's I use are daisy chain, infinite zoop, infinite nudge and small sink. I'd recommend these all day 👍
Kibz, you should make the big empty void the spot for all your drones to fly in and out of
It's BEAUTIFUL KIBzzzz. I am excited to borrow some of these designs on your patreon ;) hehe
Also, my centerpiece "neat looking area" in that same spot 19:21 is for my space elevator that will run up through the center of my factory!
You could put angled signs on the ceiling so you just have to look up to see the availability of materials instead of looking left or right
Your Hub room reminded me of Portal 1 GLaDOS room, so i have an idea:
What if you clip a power pole at the top of power augmenter and then connect wires from it to the walls. I think it will look very cool
For paving a biome, just upload concrete in MULTIPLE Depots.
6 at 240/min each, fed by some big storage boxes, where you accumulate concrete during "non paving" times, will be plenty.
ive been waiuting for this
Cheeseburger like vid
Cheeseburger
Hamburger Cheeseburger Big Mac Whopper
I ran into the concrete limitation as well. Then I expanded my concrete production and have several uploaders running in parallel for the likes of concrete, iron plates and screws...a single uploader can handle up to 240 units per minute - but they stack. so now my concrete replenishes faster than I can possibly use it 😀
Idea for the Hypertube room
Instead of seperate railings infront of the end, build one continuing railing in the middle of the walkway. to seperate both halfs and to end up in the middle of the room instead of walking around the single railings everytime
maybe hide the hypertubes behind the wall and add more red lights to fit the theme btw nice video keep the good work
OMG mini-nudge is huge! Well, mini. But awesome!
26:20 fully black backpillars and accenting the front pillars with signs to make it fit into your current style. You can make completely black and completely white concrete (foundations and pillars, not walls) by manually typing in values smaller than 0 or bigger than 1 in the colour swatch. So instead of using the slider for black and white, type -999 or 999 in the box next to the slider
if 2500 concrete won't "do it", just attach more depots to containers for higher input throughput. Jus say'n bc that's the reason you gave after the 'just because' reason. Tbh I've never needed more than one depot for anything once I got it fully upgraded, and I have like 20% of the map covered up so far.
Also when it comes to hypertube exits and preventing launching yourself into the void, you can put another tube support two spaces away, attached to another set of entrance/exits 1 space apart for the typical railgun entry. That way it acts as a dual entrance and exit, bc when you exit you get stopped by the tube support, but you can still use that space as the entrance for the other direction.
Good job uploading this video
NOW MAKE ANOTHER ONE ❤❤❤❤❤
You can still put the HUB indoors.
The rocket will clip thru all things
well yeah...but that's not as cool.
Fr@@kiridashisan3992
mini nudge is LIFE CHANGING
Maybe you could add some cross-bracing to the walls using beams to give them a little more depth and detail?
I HIGHLY recommend the "Modular Load Balancers" mod. It's AMAZING
It would be good if you build a base around the space elevator like a "project assembly control room"
You can use roof glass to look down from inside a building because it's angled to 4m or 8m fyi 👍🏾👍🏾👍🏾
Kibitz's style reminds me of lord business from the Lego Movie. It has a slightly evil corporate aesthetic.
Pro tip, Build multiple dimension depots for concrete.
Do the first build of a production line without using any shards or sloops. It will help tremendously, later. When you need to expand. Sing Cells for Ficsonium fuel rods was hard. So once the power was on, it was trivial to sloop the sing cells and overfow them to a portal hub.
Wow! Awesome Fantastic videos and design! Keep up Your Great Work! Appreciate it!
Looks great, but I'd love to see you busy up the wall space above the storage room just a bit, made add some depth or a different panel type or something, that section looks a little flat for your usual builds.
The hypah tube room looks great, better than the rest.
You can put signs perpendicular to the wall like street signs for the storage room
If I had one piece of advice, it's this. your hub and storage area is somewhere your going to be a lot make it away from the noisier buildings and small little imperfections in hour 50 only get worst in hour 500 so take your time.
You should be able to double up the dimensional storage! & maybe more!
On the storage question, I've been jamming storage boxes into floors; they're walkable, visible, and easily accessed.
I love vids like this! So many ideas. My biggest problem with Satisfactory is my own lack of imagination :)
If one can dupe enough spheres to make enough remote storage depots to cover at least one stack of all objects, and multiply upload rates for 20-24-ish heavily used items, then the central mall may not be needed. But even so, they are lovely to behold, as are the logistical optimizations and controls one can implement, such as a Stin Archi style remote train control or sushi station and multi-sorter for loading mall buffers and dumping excess.
Your videos got me through appendicitis ❤
The limit to upload speed is per uploader. So you can feed uploaders with a set of splitters to dump 780 belts into the storage pocket.
So you build a big pit to hold concrete and iron plates. Then have 6 or so loaders filing the concrete back in. The issue is throughput, so you add bandwidth.
You don't even need a large factory for the concrete, just the storage.