Nice, thanks. To add a few tips to things: * Adding a container into the output of the solid fuel constructor creates a really useful buffer so you don't have to collect leaves and wood quite so regularly. * If you're forgetful or lazy :), the biomass power setup can be further improved by adding a single supply container that you can just dump all the leaves and wood into. This container should then feed to a smart splitter which in turn feeds into two more buffer containers, one for leaves and one for wood which then feed into the appropriate constructor. * When adjusting the production rate the target number can be entered, not just the percentage. This makes it much easier to, for example, reduce a water extractor down to 90/m without having to bother to do the maths. * When adding the central conveyor line to feed the coal into the coal power plants, rather than add a tiny section of conveyor just remove and replace the conveyor lift and the lift should connect directly to the splitter with no conveyor required. This saves a lot of pain when it comes to forgotten tiny conveyors which are often not upgradeable because they can't be targeted. * Always run supply (manifold) pipes higher than the machines inputs that they supply. This removes all issues with pipe back flow and other tedious fluid mechanic elements in the game and in the case of the fuel oil power plant in this video removes the need for the pumps on the horizontal fuel supply pipes; It should never be necessary to use pumps for horizontal flow of fluids, only to gain height.
@@nickryan3417 thanks for those very useful tips! Especially about the pipes. I always struggle with fluid mechanics and end up resolving things by adding a bunch of useless pumps!
besides wood and leaves, also animal remains can be used to produce solid biomass. convert them to protein and make a lot of biomass from it. while exploring, you will get lots of animal remains anyway (between 1 and 7 per kill, depending on the enemy), and in contrast to wood and leaves that source is "renewable". as soon as refineries become available (and not yet needing to handle any oil), this system even can be expanded to make liquid biofuel. i calculated that a single animal remain will give you 111 MWh when the setup gets a few somersloops. ps/btw : in version 1.0, the jetpack is available very early, and can be powered with solid biofuel. using liquid biofuel for the jetpack is very easy and useful pretty early in the game !
@@Anson_AKB Good point about the animal remains and I have that setup in my base as well. I animal remains (hatcher, hog, spitter or stinger) can be turned into 1 alien protein. 1 alien protein can be turned into 100 biomass. 8 biomass can be turned into 4 solid biofuel. 6 solid biofuel (and 3 water) can be turned into 4 liquid biofuel each of which are worth 750 MJ of energy. This works out at 33 1/3 biofuel for each animal remains therefore 25,000 MJ of energy from each animal remains. Although because I like doing things to excess, what I really have done is to drop somersloops into every factory in the chain. This makes a *lot* more biofuel for every animal remains as the process becomes: 1 animal remains makes 2 alien proteins, which are turned into 400 biomass, which are turned into 400 solid biofuel, which are turned into 133 1/3 biofuel, or 100,000 MJ of energy for each animal remains. It uses a chunk of somersloops but these are easy enough to find and it's a fun way of generating a serious excess of biofuel for a relatively trivial amount of effort. Not really useful past early game but a great energy source early on. Biofuel is burnt at 20/minute in a fuel generator therefore each animal remains provides 6 2/3 minutes of fuel and it doesn't take too long to get quite a lot of animal remains.
@ Anytime. I got really frustrated with pipe until I learned the simple trick of ensuring that the supply manifolds are higher than the machines they supply. After that I had no issues whatsoever, particularly when combined with a pump to push the head lift to the height of the manifold when this is required. Once the highest head lift point for a pipe network is higher than the manifold everything flows incredibly well, and this can be taken advantage of by using fluid sources that are high up, for example lakes on the plateaus, or just abusing game mechanics a bit by having a vertical pipe with a pump that has a headlift to reach past the topmost part of the pipe.
power augmenter : in addition to that 10% bonus, a single one will also produce an additional 500 MW power of its own (or 550MW after including that bonus). Having 2 or 3 might considerably increase power production because of the bonuses, and carrying one in the backpack (or cloud) can be useful while exploring, eg to power wrecks with up to 550MW for getting harddisks or for temporary/auxiliary basic item production far away from home (if you haven't setup the cloud yet to give a permanent supply of them).
For the coal generators, any time you stack 3 splitters or mergers to match the height of a lift, you can delete and redraw the lift after you've placed the splitter or merger. It'll automatically snap to both the input and output, no adding a belt needed
although i have lots of hours in the game, i still often get the distances incorrect to make belts snap directly and then have to move splitters and/or machines. but something that many people don't know and don't notice is the very short and high beep that the game makes when any connection will be able to snap.
Just want to add a quick tip. While in theory you don't need battery back up, the reality is, at some point you will accidentally overload your grid and trip the breaker. When the power goes out, everything feeding your generators also stops working. If you don't have a battery back up, it can be a nightmare to get things back online. At a bare minimum, everything that is required to keep your generators fed should be on a separate grid. It doesn't have to be a fancy set up, even just having a single wire you can break to separate from the rest of the factory is enough.
i always do some such thing for my first coal power setup : a coal generator produces 75 MW, and the miners and water extractors require almost exactly 75 MW. thus i have them and one coal generator on a separate grid that is never influenced by a shudown of the factory. to (re)start that system, just have enough power production again, and the coal and water for a row will still automatically be produced.
Awesome stuff! The conveyor inputs for biomass burners was such a great addition to 1.0. I find the jump from coal to fuel to be the tricky since a basic fuel plant is really all you need to start off but I tend to skip right into a turbo fuel plant which overcomplicates things really easily. I also make lots of mistakes with fluids too.
I personally find the basic fuel plant simpler to set up than the coal generators. Their only challenge is oil is very far away if its your first time getting to tier 3
@@DataEngineerPlays Since you don't have to transport the oil and instead can make fuel and generate power near the oil sources, only a long powerline is needed to make that power available to the factory. you still may have to find "far away oil fields", but no long pipes are needed (which many beginners do). speaking of long pipes : pumps are only needed to fight the headlift when a pipe goes higher than the headlift allows. up to that headlift limit, no pumps are needed at all for normal almost horizontal pipes, no matter how long they are, and they at most can help with sloshing effects when the pipes are built in "unfortunate angles, loops, etc" (see also other comments about feeding machines from above if possible, to avoid such effects). how high is headlift: usually it is 10m above the output of any machines, 20m above a MK1 pump, and 50m above a MK2 pump; then another pump is needed for the next 20/50m.
This video is amazing, thank you so much! I'm not new but your style is great, all the relevant info with concise explanations that make sense. Thanks so much, one of the best info videos I've seen for satisfactory (better than most of the "big" youtubers) and i really hope you make some more about other topics too! Have my sub, newbs need to be able to find this resource - wish i had this ~2000 hours ago 😂
yes, geothermal generators fluctuate in power production. but at that time you already have power storages that can be charged with 100MW each and discharged at any rate that is currently needed. thus you can combine such a "gives 100-300 MW" thermal generators (as shown in the video) with three power storages to accept the max production of 300 MW of that generator, and it will discharge again when needed. there will be fluctuations shown in the graph, but you'll get all of the average 200 MW of that shown generator, with no need for tapping into any other resources, any water, or whatever is needed for other power generation types. it will practically be a free power source after the initial investment of building the generator and a few power storages. ps: i read that there are around 35 such geysirs, generating averages of 100, 200 and 300 MW each, probably an average of a total of around 35x200=7000MW ... almost for free
The Biomass Burners attached to the HUB burn at a slower rate (translates to less refilling) but provide less power (not useful in the long run) than the standalone Biomass Burners. 1:11 is wrong. 20 MW each. I hope this makes sense to new players.
Nice, thanks. To add a few tips to things:
* Adding a container into the output of the solid fuel constructor creates a really useful buffer so you don't have to collect leaves and wood quite so regularly.
* If you're forgetful or lazy :), the biomass power setup can be further improved by adding a single supply container that you can just dump all the leaves and wood into. This container should then feed to a smart splitter which in turn feeds into two more buffer containers, one for leaves and one for wood which then feed into the appropriate constructor.
* When adjusting the production rate the target number can be entered, not just the percentage. This makes it much easier to, for example, reduce a water extractor down to 90/m without having to bother to do the maths.
* When adding the central conveyor line to feed the coal into the coal power plants, rather than add a tiny section of conveyor just remove and replace the conveyor lift and the lift should connect directly to the splitter with no conveyor required. This saves a lot of pain when it comes to forgotten tiny conveyors which are often not upgradeable because they can't be targeted.
* Always run supply (manifold) pipes higher than the machines inputs that they supply. This removes all issues with pipe back flow and other tedious fluid mechanic elements in the game and in the case of the fuel oil power plant in this video removes the need for the pumps on the horizontal fuel supply pipes; It should never be necessary to use pumps for horizontal flow of fluids, only to gain height.
@@nickryan3417 thanks for those very useful tips! Especially about the pipes. I always struggle with fluid mechanics and end up resolving things by adding a bunch of useless pumps!
besides wood and leaves, also animal remains can be used to produce solid biomass. convert them to protein and make a lot of biomass from it.
while exploring, you will get lots of animal remains anyway (between 1 and 7 per kill, depending on the enemy), and in contrast to wood and leaves that source is "renewable".
as soon as refineries become available (and not yet needing to handle any oil), this system even can be expanded to make liquid biofuel.
i calculated that a single animal remain will give you 111 MWh when the setup gets a few somersloops.
ps/btw : in version 1.0, the jetpack is available very early, and can be powered with solid biofuel. using liquid biofuel for the jetpack is very easy and useful pretty early in the game !
@@Anson_AKB Good point about the animal remains and I have that setup in my base as well. I animal remains (hatcher, hog, spitter or stinger) can be turned into 1 alien protein. 1 alien protein can be turned into 100 biomass. 8 biomass can be turned into 4 solid biofuel. 6 solid biofuel (and 3 water) can be turned into 4 liquid biofuel each of which are worth 750 MJ of energy. This works out at 33 1/3 biofuel for each animal remains therefore 25,000 MJ of energy from each animal remains.
Although because I like doing things to excess, what I really have done is to drop somersloops into every factory in the chain. This makes a *lot* more biofuel for every animal remains as the process becomes: 1 animal remains makes 2 alien proteins, which are turned into 400 biomass, which are turned into 400 solid biofuel, which are turned into 133 1/3 biofuel, or 100,000 MJ of energy for each animal remains. It uses a chunk of somersloops but these are easy enough to find and it's a fun way of generating a serious excess of biofuel for a relatively trivial amount of effort. Not really useful past early game but a great energy source early on. Biofuel is burnt at 20/minute in a fuel generator therefore each animal remains provides 6 2/3 minutes of fuel and it doesn't take too long to get quite a lot of animal remains.
@ Anytime. I got really frustrated with pipe until I learned the simple trick of ensuring that the supply manifolds are higher than the machines they supply. After that I had no issues whatsoever, particularly when combined with a pump to push the head lift to the height of the manifold when this is required. Once the highest head lift point for a pipe network is higher than the manifold everything flows incredibly well, and this can be taken advantage of by using fluid sources that are high up, for example lakes on the plateaus, or just abusing game mechanics a bit by having a vertical pipe with a pump that has a headlift to reach past the topmost part of the pipe.
power augmenter : in addition to that 10% bonus, a single one will also produce an additional 500 MW power of its own (or 550MW after including that bonus).
Having 2 or 3 might considerably increase power production because of the bonuses, and carrying one in the backpack (or cloud) can be useful while exploring, eg to power wrecks with up to 550MW for getting harddisks or for temporary/auxiliary basic item production far away from home (if you haven't setup the cloud yet to give a permanent supply of them).
Perfect pace and in-depth explanation! Thanks a lot :)
For the coal generators, any time you stack 3 splitters or mergers to match the height of a lift, you can delete and redraw the lift after you've placed the splitter or merger. It'll automatically snap to both the input and output, no adding a belt needed
although i have lots of hours in the game, i still often get the distances incorrect to make belts snap directly and then have to move splitters and/or machines.
but something that many people don't know and don't notice is the very short and high beep that the game makes when any connection will be able to snap.
Just want to add a quick tip. While in theory you don't need battery back up, the reality is, at some point you will accidentally overload your grid and trip the breaker.
When the power goes out, everything feeding your generators also stops working. If you don't have a battery back up, it can be a nightmare to get things back online.
At a bare minimum, everything that is required to keep your generators fed should be on a separate grid. It doesn't have to be a fancy set up, even just having a single wire you can break to separate from the rest of the factory is enough.
i always do some such thing for my first coal power setup :
a coal generator produces 75 MW, and the miners and water extractors require almost exactly 75 MW.
thus i have them and one coal generator on a separate grid that is never influenced by a shudown of the factory.
to (re)start that system, just have enough power production again, and the coal and water for a row will still automatically be produced.
Excellent video with full explanations for progression 🙂
Awesome stuff! The conveyor inputs for biomass burners was such a great addition to 1.0. I find the jump from coal to fuel to be the tricky since a basic fuel plant is really all you need to start off but I tend to skip right into a turbo fuel plant which overcomplicates things really easily. I also make lots of mistakes with fluids too.
I personally find the basic fuel plant simpler to set up than the coal generators. Their only challenge is oil is very far away if its your first time getting to tier 3
@@DataEngineerPlays Since you don't have to transport the oil and instead can make fuel and generate power near the oil sources, only a long powerline is needed to make that power available to the factory. you still may have to find "far away oil fields", but no long pipes are needed (which many beginners do).
speaking of long pipes : pumps are only needed to fight the headlift when a pipe goes higher than the headlift allows. up to that headlift limit, no pumps are needed at all for normal almost horizontal pipes, no matter how long they are, and they at most can help with sloshing effects when the pipes are built in "unfortunate angles, loops, etc" (see also other comments about feeding machines from above if possible, to avoid such effects).
how high is headlift: usually it is 10m above the output of any machines, 20m above a MK1 pump, and 50m above a MK2 pump; then another pump is needed for the next 20/50m.
This video is amazing, thank you so much! I'm not new but your style is great, all the relevant info with concise explanations that make sense.
Thanks so much, one of the best info videos I've seen for satisfactory (better than most of the "big" youtubers) and i really hope you make some more about other topics too! Have my sub, newbs need to be able to find this resource - wish i had this ~2000 hours ago 😂
Thanks! Yeah there's a few more topics to cover
yes, geothermal generators fluctuate in power production. but at that time you already have power storages that can be charged with 100MW each and discharged at any rate that is currently needed. thus you can combine such a "gives 100-300 MW" thermal generators (as shown in the video) with three power storages to accept the max production of 300 MW of that generator, and it will discharge again when needed. there will be fluctuations shown in the graph, but you'll get all of the average 200 MW of that shown generator, with no need for tapping into any other resources, any water, or whatever is needed for other power generation types. it will practically be a free power source after the initial investment of building the generator and a few power storages.
ps: i read that there are around 35 such geysirs, generating averages of 100, 200 and 300 MW each, probably an average of a total of around 35x200=7000MW ... almost for free
The Biomass Burners attached to the HUB burn at a slower rate (translates to less refilling) but provide less power (not useful in the long run) than the standalone Biomass Burners. 1:11 is wrong. 20 MW each. I hope this makes sense to new players.