Thank you to Prosperous Universe for sponsoring this video, check out the game here: prosperousuniverse.com/?WhatDarrenPlays& The blueprints, save file and some of the production docs are uploaded now. Working on adding a few more and updating the save over the course of the next couple days. As mentioned, some cosmetics and things will be done on Stream this Tuesday!
Technically you do not need sink on line what come from in-house miner, because you could simply turn it off. It is more a thing for Truck delivery goods.
If you end having additional space. You can always put some office facility there. Actual factories usually have space where administration can work and workers can chill. Larger factories have even own shops.
This build went from “it’s not gonna be overly complex” to “you’re gonna want a fundamental understanding of quantum mechanics if you want the trucks to work perfectly”
I'm 200 hours into my first playthrough of satisfactory, and while I'm no where near comfortable making these big pre-planned superstructures, it's the little things, how to snap to the world grid, using middle mouse to copy an item instead of digging back through the menu, using verticality, and so on. I haven't quite internalized blueprints yet, but I just wanted to thank you for this series and what it's unlocked in me in terms of possibility and organization. I'd been building my stuff directly onto the ground using the contours of cliffs, so i'm kind of in a big "Re-Alignment" phase now before I go back to Exploring, Exterminating, Exploiting, and Expanding.
The reason why the fluid buffer does not get filled before your refineries are full is because how you use pumps. Let me explain: Pumps only work to their full potential if the pressure in the pipe is high enough. That automatically happens as soon as the pipe is completely full. Your fluid level (in the buffer) only has to be above the pump for that to happen. So it only fills up slightly. The pump prevents more fluid to collect in the buffer because the excess amount will be pumped away. So only if the entire network is full, more fluid will collect in the buffer. If you would use a pump before the buffer but not directly after the buffer, the fluid level in the buffer would be equivalent to the fluid level in the pipe afterwards. But also note that fluids can run backwards if no pumps (or valves) are in place to prevent that. I hope that my simplified explanation helps someone. If not, even more simplified: Pumps and Valves kinda "reset" the pipe stats. So the height of how far the pump pumps the water does not affect the fluid buffer.
32:03 The satisfactory wiki gives the burn rate for coal in trucks:) It's 4 seconds per coal, so 15 per minute. You should be able to just multiply that by the number of trucks, without timing every route.
Love the 2 hour feature length satisfactory episodes. the amount of depth and detail in this factory is both inspiring and slightly disturbing haha. Super looking forward to oil on this series, Ive gotten there on my own recent playthrough and Im excited to see how you tackle it on this series!
I love the 2+ hours format for SF. It's very difficult to fit an adequate amount of content in 1h or so in this game. Especially since you're building big and already close to the oil. I'm voting for longer episodes even if they won't be so frequent.
Hi Darren, thank you for sharing your amazing building projects with us! I'm been watching the video's from the start of episode 8. Now I think I have a more simple and elegant solution for the output logistics of the quickwire assemblers. I also divide the outputs of each row (in blocks 2 & 3) in 8/4/1. However further on, it's different. I turn the conveyor lift (Mk.2) of the last assembler 90° towards the short edge of the floor, so it ends 2m above, but shifted, to the upper belt, carrying the 360/minute. Now I attach the splitter (30/30/30) immediately to this lift. On the lower (720) belt I attach a merger and connect the splitter at both sides to this merger, thus feeding 2*30 to the lower belt. The construction of splitter, merger, two conveyor lifts and two pieces of belt (all Mk. 1) form a ring around and at right angles to the convayor belt of 360. Now I have at every row three belts: a lower belt carrying 780, a middle belt carrying 360 and an upper belt carrying 30. Thus it's very easy to connect the two (seperated) upper belts of the middle block to the top belts, carrying the quickwire to the AI-limiter assemblers, merging the 30 into the 450. The top belts of the third block I can easily merge into inner the top belt of the north conveyor street (2 x 3 belts), so I have 5 times 780 and one 720, at the top outside, but this can easily be altered if you want the 720 at the inside.
I'm loving this U8 series so much, Darren! I don't often get a chance to watch your videos on my phone, so I wanted to take this opportunity to let you know. Keep up the great work, and a special thanks for the 2-hour holiday special!
At 1:59:02, instead of the merger work around, you can just replace the splitter there by a merger. Because it's the last one on the belt, it's not splitting anything anymore.
At 2:00:14, couldn't that end splitter (on the row of 5 for the inputs), just be changed to a merger pointing to the input? You aren't splitting the last one, so you don't need an extra merger into the line before it. Also, you could change to overflow to go straight instead of left, and it would run directly into aforementioned merger. In any case, you do amazing work, we all really appreciate it! (P.S., at 1:47:00, did you consider putting the signs on the output conveyor lifts, if you can? They look like a part of the machine)
It doesnt seem to matter if you try to do big scale individual components or lots of single purpose factories, theres always a moment when it gets overwhelming. It's always satisfying to see finished products come out when you turn it on though.
Just a thought on fuel use calculations. If you put one coal into a truck and timed how long it lasted, you can then just multiply up the amount of coal to find the trip length
I think the reason the fluid buffer fills up after the refineries upstairs is because you have a pump in line with the buffer. It doesn't have a chance to fill because the pump is effectively "sucking" the water out of it to send it upstairs. Without the pump(or with one that is placed higher than the buffer), the buffer would fill first(probably, I haven't tested this and don't actually know anything about fluid dynamics, this is just my intuition/guess)
Absolutely love the effort and time put into these videos. I've made it to Oil a few times and just became intimidated by railways, roads, oil, and so on. This series has been seriously helping me and showing me so many new ways to go about playing the game. Keep up the amazing work and I am excited to see this series go on!
2:00:16 - The merger which is feeding a single splitter with a single output... why not just replace the splitter with a merger, then merge the belts from both sides into it?
I noticed that driving the vehicles really slow around technical sections creates more waypoints. They'll still drive as fast as possible through section, but with more accuracy Also, I have an unimportant nitpick about locking foundations to world grid. ALL foundations lock the center plane to the grid. 1m foundations are 0.5m up as you mentioned. But, 2m foundations are 1m up and 4m are 2m up. That explains the 1m difference between them, but also why 1m are the wonky ones. Half of 1 is a fraction, while half of 2 and half of 4 are whole numbers.
I had a terrible time using trucks in a small Aluminium & Quartz factory I just made - I ended up switching to tractors as the distances were small enough that I didn't need the additional inventory size. A tractor can turn around in a 2 foundation wide area but trucks seems to require 6+ blocks to make about turns. I think your approach of spacing everything out massively is a good one but it's a shame to me that it's required to get trucks working somewhat nicely. In terms of your logistics problems I feel like most of the complexity comes from your approach to load balancing the inputs to each block and then manifolding within them. I would have been tempted to approach it by balancing each belt prior and then having a main bus that splits off and manifolds the entire thing, then all of your lifts/splitters for each type of input in each block could be at the same level and it wouldn't look as confusing as there would be more uniformity.
Love the 2hr + episode , Keep it up :) Loving the build so far, can't wait to see the final bit when its all built haha . Loving the work that you put into these episodes and blueprints , you should be really proud of yourself for what you do to the Satisfactory community :)
If you go to the copper extraction truck stations where you pick up the copper, I believe interacting with the truck station gives the vehicle station data, in the top left, which tells you the fuel per minute. I'm not sure how accurate this is, but just figured I'd let you know about it.
This series has been amazing so far...it's so cool to see your long range planning and your thought processes for such a large build! You have hit the sweet spot between detailed explanations and knowing when to edit/skip ahead.
I just beat the game the other day, my first playthrough was a huge mess and I didn't build anything at a large enough scale really, but your playthrough helped me figure things out enough to squeak over the finish line. Looking forward to a 2nd playthrough at some point where I take on some mega projects. Thanks for the videos! I want to love trucks but they are so glitchy and finicky to use. Hopefully the bugs get ironed out.
Did you ever ride the sky creature? Build up into it's path and step off on to it's back as it passes. It will clip through your build so it's easy to do.
Watching this at the quickwire section, the 2400 quickwirre for the AI Limiters being devided into 2 lines of 720, and 2 lines of 480, and how that would be a pain to split back out into something even to feed into the constructors evenly, and the thought that came to my mind was to use the dual inputs and output nature of industrial storage to even them out... feeding 2 storages each with a line of 720 and 480, then using both outputs to get 2 lines of 600. It may not look all that need to get the 2 big boxes in line with everything, but each of those 600 could go to one splitter each to feed each AI limiter contructor the 200 quickwire/min needed, which is a lot cleaner then trying to do the same sort of manipulation using spliter/merger addition/subtraction or smart splitters for overflow.
I like to think about Satisfactory players as 2 sides of one same coin. There's the controlled player. This factory is their bread and butter. You know what goes where, what the issue is when it arises, the ins and outs of the place you built, and you have order. And then there's players like Josh. Just absolute chaos, beautiful conveyor spaghetti, nuclear meltdown tornadoes and drone Armageddon. I like to think everyone has a little bit of both in them, and it comes out depending on patience, taste and just sheer level of shenanigans you're willing to go through.
I’ve noticed that even though I locked both my home factory and a separate steel factory to the world grid, when I tried to connect them to eachother they would be off by one half width of a foundation in one direction
The upstairs fills befor the lower tank because there's pumps pumping the fluid up.. So it has to fill up there for pipes to stop moving the fluid, and then the pipes back up ;)
I actually think they implemented pressure in some way. The buffer is much wider than the pipe, right? if you fill up a barrel halfway and connect a 2" pipe to the bottom of it, pointed upwards, it will push water well above the barrel. It's probably not too real-life accurate in the game tho. This reminds me, I was thinking about making a water tower in this game, with a bunch of tanks on the top and then distributing water down below. In theory it would only need pumps on the incoming side and then nowhere else in the network. I wonder if it works. I hope it does lol
Your videos are fantastic with all the skills you have been teaching us throughout this playthrough this monster of a factory feels alot more doable event to a first time player like myself im looking forward to building this when i catch up in my game
Something that I have started trying to think about while doing logistics is siphoning a set amount off of a fast belt with slower belts/lifts. For instance, if you have a belt of >240, I put a splitter down with a mk2 lift that gets merged onto another fast belt. So as long as my first belt has at least 240 goods/min, I know that my mk2 belt will pull exactly 120 goods off of it... even if my first belt goes all the way to 780. Then if I repeat this with 4 belts, I could siphon off exactly 480. This method could maybe help reduce logistic complexity in the future for you. Love the playthroughs btw. This "season" brought me back to the game and now I have been going through your last playthrough as well!
Even if you had less than 240 Items and still wanted 120, you could just put a smart splitter instead of a normal splitter and make the 120 the main output and the rest the overflow. Same could be used for your 4 Belt for 480 idea. Either 4 * 120 Belts and merged or just a Smart splitter with the 480 as main and the 300 as overflow.
I love what you do and would love to wander through your save. I been working on an oil rig and fuel powerplant a huge factory like this is next on my list. P.s. When splitting a 90 line in 30 and 60 use a spliter merger to devide. 90 into splitter. 30 on each out. Merger next to it taking 2 times 30 and voila. 30/60 split. No need for double conveyors
I've added bay numbers to my current refinery build inspired by yours, because the numbering is just my kind of dorky-cool. People are not giving you enough credit for how deceptively hard to align flush those are on machines like that, because those are not the snapping positions the game wants! Granted my own little aesthetic impulses mean I'm used to putting things in odd positions (I love my 1/2 meter height differences...) so simple to deal with, but just wanted to say I see the effort :)
Why apologies for a long project? I watch your videos especialy because of the way you approach the game with future proof builds. I hope your views goes the same way. Great content, thanks!
Nice build. Picked a lot about wiring, thank you! I'm to lasy to build a massive roads, even afraid of going trains :) BTW, you do not need valve behind pump, as pump itself prevent liquid from going back.
Wow, what a chonker of an episode! I'm really really enjoying it but I can also understand if it gets a bit much - my head is almost woozy just listening to the numbers, can't even imagine figuring it all out from scratch. Hopefully all the hard work really pays off down the line though! Can't wait for the next one.
@29:00 if you start from a stop when recording, you can just delete the excess nodes laid down while accelerating to speed the route back up again. The AI does a "minimum time between nodes" to calculate speed.
I am currently in my first ever playthrough and still learning the game. I never used trucks but seeing this i was wondering: if observing them is the problem, what if you fully enclose them in order to make them "invisible" to the player even if he stands right next to them? Like for example let them drive through concrete tunnels and fully enclosed truck stations instead of open areas? That way the graphics wouldn't render even in close proximity? Would that change their behavior and fix the pathfinding?
Observing isn't quite true, it's based on proximity. If you're near them, ie. within observable range then they use the games physics. You can actually look at trucks from really far away and see them floating along the waypoints.
@@WhatDarrenPlays ah damn! there i was thinking i got the ultimate solution to everyones truck problems :D Currently i'd rather drag some coneyor noodles over half the map than rely on trucks, but it was worth a try. thanks for your reply! this videoseries helped me a lot so far!
Would be great to get a video showing the results of the work on stream. I don't have time for watching live streams, but am invested in seeing this thing fully finished!
I'm in the process of doing a 100 caterium computer /min factory and man your planning skills put me to shame. I can't for the life of me make a clean belts logistic system. The trains and machine layouts are clean but belts always end up a mess. Man what would I give to have a multiplayer session with someone skilled with that to help.
2:00:19 that last splitter can be merger. all you need is 1 output but 2 inputs which a merger has 3 inputs and 1 output. the way you did it is over complicated and a waste of materials.
I'm here to say the same thing, like 5-6 months after the fact now that I'm catching up on the U8 series. 😅. I noticed after placing down the *caterium splitters (I was watching the quickwire section when writing this comment lol) going into the awesome rising cases that all of the belts in the video were replaced with Mark 3's except for the initial 2 which you were using to explain the process of how you worked out the logistics. As you say, IYKYK, it was gnawing at the back of my brain, so I'm glad to hear you caught it and upgraded them, Darren!
Might be easier to combine then split again instead of triple split and combine bits and pieces? From each row of 13, split 8/4/1 like you do, creating a 720, a 360, and a low volume "everything else" which is either 90 or the remaining 30 from the previous build. Combine the four 360 belts into two more 720 belts giving you your final 60 and merge your 4 low volume belts together giving you 3 * 90 + 30 or 300. No complex split/merge across the back, just a 7th line across, which keeps it cleaner. Once you make the turn, you could add some logic parallel to the long run and space it out to make it look good: 1) split the 300 into 6 * 50, merge those into the 6 720s to give you 6 770s, each the same and almost full, but no one belt full. 2) split the 300 into 5 * 60 (which is harder) and merge those into the 5 you want full. 3) run the 300 through a series of 6 smart splitters overflowing into each other and prioritizing pushing onto the 720s in whatever order you want to create full 780 lines. Once everything settles down, that should give you the 5 * 780 and 1 * 720 you have. I haven't tested this, but it feels like it should work. Additionally, wrt the sign fetish and "if you know you know"...I know. Me: Do you know how many stairs there are up to your 2nd floor? Someone Normal: Not really. Why would I? Me: How could you NOT know? *sigh*
Hey I noticed a little side effect of the nudge feature. Some items normally give an error message when trying to connect to something that they are not supposed to (looking at you, wallpower outlet). But when you presd H to hold and nudge, the game just goes "oh yeah no, ofcourse you can place it there, no problem at all!". Its a tiny thkng, but perhaps you can find a use for it. And ALL foundations use their center. Its just that the 1m divides into 0.5 where as the 4m and 2m foundations divide into 2m and 1m respecrively so you can always use a 1 or 2 meter foundation to bridge those gaps
I haven't yet gotten this far into the game. How much further is it until he gets the highest tier belt or even just the next level? Is this factory a bit premature since even the next belt level will remove half the work on logistics and splitting? Not to mention, the power draw of the full factory can't even be achieved with the current power generation. I'm very new to the game. Is this necessary at this level? And will you need this level of resource generation to "complete" the space elevator?" I absolutely love this series, the quality of video is insanely good, my question is for self improvement, not critique.
It'll take quite a while to unlock Mk.5 belts, so we're not close. I am really close to the next belt speed though. However, this factory is built with Mk.5 in mind, all the belt splitting is for Mk.5 belts, there will be no "do-over" of logistics when the belts are upgraded. It's all in place for Mk.5 belts, that's the point of building something for the future and upgrading it, rather than having to redesign it. Basically none of this is "necessary" at this level, its a completely over-indulgent build, but one that will handle all copper needs pretty much forever. The idea was that if we invest a lot of time now into future proofing and building a big copper factory, then I'll never have to redesign it or build another copper factory potentially ever again. That's why it has such a high power demand, its for a stage in the game I'm not quite close to yet. So it is a big ask for people, probably too big, but this stuff will definitely be used in the future. Copper gets used in the 10's of thousands in the game per minute for the final space elevator stage, so while this factory will accomdate almost everything up to that point, it might not even be big enough if we want to speed up the final stage even more. The final stage of the space elevator requires something called copper powder to make "nuclear pasta" in a particle accelerator. You need 200 to fire the accelerator once, which makes 1 nuclear pasta every 2 minutes. You need 1000 of them. To make 1 copper powder, you need 6 copper ingots. So let's say you wanted to make 10 nuclear pasta per minute, meaning the final stage would take you 100 minutes to create all the nuclear pasta needed. You would need 2000 copper powder per minute, which means you'd need 12000 copper ingots per minute. And that's what this factory can potentially make, but we'll actually use a lot of those ingots for other things, so it's more likely I'll aim for something like 4 nuclear pasta per minute or something. Hope this helps!
@@WhatDarrenPlays amazing, thank you. I may just use your save and build the smaller factories with you at this point as I learn to play, haha. Keep up the good work, but don’t burn out! Loving the series.
Probably already answered by now but the fluid buffer doesnt fill first because its all passing through at the same level the input is at, so it only starts to fill when the output isnt being used. If the output was at the top of the tank it would fill first.
Darren I think that you would make great Captain of Industry videos, its a factory game, and I have over 400 hrs in that game, and like it as much as Satisfactory which I have 3,900 hrs in. And want to say I am learning stuff from you, so great job.
That’ll be determined in the future! A portion of it (1200 per min) will go into making ai limiters though. 1200 quickwire is needed for 60 ai limiters per minute.
hey not sure if you noticed but for the extractors you are using a mk 1 pipes which has a capacity of 300 while you have the extractors generating 600 water, just wondering if you didn't notice or if you are planning on upgrading to mk 2 pipes when you unlock them. not sure if I missed something also I love the way you have your power cables set up
@ 33min you parked your explorer in a no parking zone. This infraction has been noted and reported to FICSIT inc. 😮. Seriously loving this series I just found, but man my brain hurts trying to keep up with the scale of your builds.
Thank you to Prosperous Universe for sponsoring this video, check out the game here: prosperousuniverse.com/?WhatDarrenPlays&
The blueprints, save file and some of the production docs are uploaded now. Working on adding a few more and updating the save over the course of the next couple days.
As mentioned, some cosmetics and things will be done on Stream this Tuesday!
Technically you do not need sink on line what come from in-house miner, because you could simply turn it off.
It is more a thing for Truck delivery goods.
If you end having additional space. You can always put some office facility there. Actual factories usually have space where administration can work and workers can chill. Larger factories have even own shops.
Is there a replay of the stream finishing the build?
This build went from “it’s not gonna be overly complex” to “you’re gonna want a fundamental understanding of quantum mechanics if you want the trucks to work perfectly”
😅
It wasn't string theory that explains all the issues I have
I'm 200 hours into my first playthrough of satisfactory, and while I'm no where near comfortable making these big pre-planned superstructures, it's the little things, how to snap to the world grid, using middle mouse to copy an item instead of digging back through the menu, using verticality, and so on. I haven't quite internalized blueprints yet, but I just wanted to thank you for this series and what it's unlocked in me in terms of possibility and organization.
I'd been building my stuff directly onto the ground using the contours of cliffs, so i'm kind of in a big "Re-Alignment" phase now before I go back to Exploring, Exterminating, Exploiting, and Expanding.
The reason why the fluid buffer does not get filled before your refineries are full is because how you use pumps. Let me explain:
Pumps only work to their full potential if the pressure in the pipe is high enough. That automatically happens as soon as the pipe is completely full. Your fluid level (in the buffer) only has to be above the pump for that to happen. So it only fills up slightly. The pump prevents more fluid to collect in the buffer because the excess amount will be pumped away. So only if the entire network is full, more fluid will collect in the buffer.
If you would use a pump before the buffer but not directly after the buffer, the fluid level in the buffer would be equivalent to the fluid level in the pipe afterwards. But also note that fluids can run backwards if no pumps (or valves) are in place to prevent that.
I hope that my simplified explanation helps someone. If not, even more simplified: Pumps and Valves kinda "reset" the pipe stats. So the height of how far the pump pumps the water does not affect the fluid buffer.
32:03 The satisfactory wiki gives the burn rate for coal in trucks:) It's 4 seconds per coal, so 15 per minute. You should be able to just multiply that by the number of trucks, without timing every route.
Love the 2 hour feature length satisfactory episodes. the amount of depth and detail in this factory is both inspiring and slightly disturbing haha. Super looking forward to oil on this series, Ive gotten there on my own recent playthrough and Im excited to see how you tackle it on this series!
I love the 2+ hours format for SF. It's very difficult to fit an adequate amount of content in 1h or so in this game. Especially since you're building big and already close to the oil. I'm voting for longer episodes even if they won't be so frequent.
Hi Darren, thank you for sharing your amazing building projects with us! I'm been watching the video's from the start of episode 8. Now I think I have a more simple and elegant solution for the output logistics of the quickwire assemblers. I also divide the outputs of each row (in blocks 2 & 3) in 8/4/1. However further on, it's different. I turn the conveyor lift (Mk.2) of the last assembler 90° towards the short edge of the floor, so it ends 2m above, but shifted, to the upper belt, carrying the 360/minute. Now I attach the splitter (30/30/30) immediately to this lift. On the lower (720) belt I attach a merger and connect the splitter at both sides to this merger, thus feeding 2*30 to the lower belt. The construction of splitter, merger, two conveyor lifts and two pieces of belt (all Mk. 1) form a ring around and at right angles to the convayor belt of 360.
Now I have at every row three belts: a lower belt carrying 780, a middle belt carrying 360 and an upper belt carrying 30. Thus it's very easy to connect the two (seperated) upper belts of the middle block to the top belts, carrying the quickwire to the AI-limiter assemblers, merging the 30 into the 450. The top belts of the third block I can easily merge into inner the top belt of the north conveyor street (2 x 3 belts), so I have 5 times 780 and one 720, at the top outside, but this can easily be altered if you want the 720 at the inside.
Outside, I meant
I'm loving this U8 series so much, Darren! I don't often get a chance to watch your videos on my phone, so I wanted to take this opportunity to let you know. Keep up the great work, and a special thanks for the 2-hour holiday special!
I love how the first thing Darren talks about when the video starts is quantum mechanics.
At 1:59:02, instead of the merger work around, you can just replace the splitter there by a merger. Because it's the last one on the belt, it's not splitting anything anymore.
At 2:00:14, couldn't that end splitter (on the row of 5 for the inputs), just be changed to a merger pointing to the input? You aren't splitting the last one, so you don't need an extra merger into the line before it. Also, you could change to overflow to go straight instead of left, and it would run directly into aforementioned merger. In any case, you do amazing work, we all really appreciate it! (P.S., at 1:47:00, did you consider putting the signs on the output conveyor lifts, if you can? They look like a part of the machine)
Came here to suggest the same thing about the merger. Tossing a like and a reply in here to make this comment stand out.
It doesnt seem to matter if you try to do big scale individual components or lots of single purpose factories, theres always a moment when it gets overwhelming. It's always satisfying to see finished products come out when you turn it on though.
You know the logistics are gonna be trouble when Darren stares into the nature like a Shaolin Monk before revealing them. Loving the long content too!
Just a thought on fuel use calculations. If you put one coal into a truck and timed how long it lasted, you can then just multiply up the amount of coal to find the trip length
I think the reason the fluid buffer fills up after the refineries upstairs is because you have a pump in line with the buffer. It doesn't have a chance to fill because the pump is effectively "sucking" the water out of it to send it upstairs. Without the pump(or with one that is placed higher than the buffer), the buffer would fill first(probably, I haven't tested this and don't actually know anything about fluid dynamics, this is just my intuition/guess)
It always makes my day when you drop a new video man. Thanks for all your effort
Absolutely love the effort and time put into these videos. I've made it to Oil a few times and just became intimidated by railways, roads, oil, and so on. This series has been seriously helping me and showing me so many new ways to go about playing the game. Keep up the amazing work and I am excited to see this series go on!
2:00:16 - The merger which is feeding a single splitter with a single output... why not just replace the splitter with a merger, then merge the belts from both sides into it?
I noticed that driving the vehicles really slow around technical sections creates more waypoints. They'll still drive as fast as possible through section, but with more accuracy
Also, I have an unimportant nitpick about locking foundations to world grid. ALL foundations lock the center plane to the grid. 1m foundations are 0.5m up as you mentioned. But, 2m foundations are 1m up and 4m are 2m up. That explains the 1m difference between them, but also why 1m are the wonky ones. Half of 1 is a fraction, while half of 2 and half of 4 are whole numbers.
I had a terrible time using trucks in a small Aluminium & Quartz factory I just made - I ended up switching to tractors as the distances were small enough that I didn't need the additional inventory size. A tractor can turn around in a 2 foundation wide area but trucks seems to require 6+ blocks to make about turns. I think your approach of spacing everything out massively is a good one but it's a shame to me that it's required to get trucks working somewhat nicely.
In terms of your logistics problems I feel like most of the complexity comes from your approach to load balancing the inputs to each block and then manifolding within them. I would have been tempted to approach it by balancing each belt prior and then having a main bus that splits off and manifolds the entire thing, then all of your lifts/splitters for each type of input in each block could be at the same level and it wouldn't look as confusing as there would be more uniformity.
Love the 2hr + episode , Keep it up :) Loving the build so far, can't wait to see the final bit when its all built haha . Loving the work that you put into these episodes and blueprints , you should be really proud of yourself for what you do to the Satisfactory community :)
i'll be honest i watch in parts.
@@theshosher i watched half yesterday and the other half today :)
Amazing to see the factory working so far. Love listerning to the excitement and relief in your voice ha ha. Excellent work
If you go to the copper extraction truck stations where you pick up the copper, I believe interacting with the truck station gives the vehicle station data, in the top left, which tells you the fuel per minute.
I'm not sure how accurate this is, but just figured I'd let you know about it.
Oh wow, I'll take a look at that!
This series has been amazing so far...it's so cool to see your long range planning and your thought processes for such a large build! You have hit the sweet spot between detailed explanations and knowing when to edit/skip ahead.
I just beat the game the other day, my first playthrough was a huge mess and I didn't build anything at a large enough scale really, but your playthrough helped me figure things out enough to squeak over the finish line. Looking forward to a 2nd playthrough at some point where I take on some mega projects. Thanks for the videos!
I want to love trucks but they are so glitchy and finicky to use. Hopefully the bugs get ironed out.
I never even considered building a legitimate road network until I watched this series and the difference it makes with truck routes is astronomical.
Did you ever ride the sky creature? Build up into it's path and step off on to it's back as it passes. It will clip through your build so it's easy to do.
Watching this at the quickwire section, the 2400 quickwirre for the AI Limiters being devided into 2 lines of 720, and 2 lines of 480, and how that would be a pain to split back out into something even to feed into the constructors evenly, and the thought that came to my mind was to use the dual inputs and output nature of industrial storage to even them out... feeding 2 storages each with a line of 720 and 480, then using both outputs to get 2 lines of 600. It may not look all that need to get the 2 big boxes in line with everything, but each of those 600 could go to one splitter each to feed each AI limiter contructor the 200 quickwire/min needed, which is a lot cleaner then trying to do the same sort of manipulation using spliter/merger addition/subtraction or smart splitters for overflow.
32:48 parks in a no-parking zone! You absolute outlaw!
Thank you so much for this series in total. I'm waiting each time for the next release. It is so satisfying and relaxing to follow you along.
Missed the satisfactory vids so much. So glad to have it back with a long vids. Thank you @Whatdarrenplays for the great content.
Forgot to say "Comment for the engagement "
More Satisfactory content! :D Thanks Darren!
I like to think about Satisfactory players as 2 sides of one same coin.
There's the controlled player. This factory is their bread and butter. You know what goes where, what the issue is when it arises, the ins and outs of the place you built, and you have order.
And then there's players like Josh. Just absolute chaos, beautiful conveyor spaghetti, nuclear meltdown tornadoes and drone Armageddon.
I like to think everyone has a little bit of both in them, and it comes out depending on patience, taste and just sheer level of shenanigans you're willing to go through.
0:19 track name plz. its game soundtrack?
I’ve noticed that even though I locked both my home factory and a separate steel factory to the world grid, when I tried to connect them to eachother they would be off by one half width of a foundation in one direction
The upstairs fills befor the lower tank because there's pumps pumping the fluid up.. So it has to fill up there for pipes to stop moving the fluid, and then the pipes back up ;)
Nope, does it without pumps. Theres no pressure in the game, pumps just set a new height for the pipe.
@@WhatDarrenPlays hmm.. thats a strange system lol :D
I actually think they implemented pressure in some way.
The buffer is much wider than the pipe, right? if you fill up a barrel halfway and connect a 2" pipe to the bottom of it, pointed upwards, it will push water well above the barrel. It's probably not too real-life accurate in the game tho.
This reminds me, I was thinking about making a water tower in this game, with a bunch of tanks on the top and then distributing water down below. In theory it would only need pumps on the incoming side and then nowhere else in the network. I wonder if it works. I hope it does lol
Your videos are fantastic with all the skills you have been teaching us throughout this playthrough this monster of a factory feels alot more doable event to a first time player like myself im looking forward to building this when i catch up in my game
Something that I have started trying to think about while doing logistics is siphoning a set amount off of a fast belt with slower belts/lifts. For instance, if you have a belt of >240, I put a splitter down with a mk2 lift that gets merged onto another fast belt. So as long as my first belt has at least 240 goods/min, I know that my mk2 belt will pull exactly 120 goods off of it... even if my first belt goes all the way to 780. Then if I repeat this with 4 belts, I could siphon off exactly 480. This method could maybe help reduce logistic complexity in the future for you. Love the playthroughs btw. This "season" brought me back to the game and now I have been going through your last playthrough as well!
Even if you had less than 240 Items and still wanted 120, you could just put a smart splitter instead of a normal splitter and make the 120 the main output and the rest the overflow.
Same could be used for your 4 Belt for 480 idea. Either 4 * 120 Belts and merged or just a Smart splitter with the 480 as main and the 300 as overflow.
The truck station in the beginning was freaking hilarious..😂
I think a good name for the copper and caterium factory would be the COPCAT Factory just a little suggestion
I love what you do and would love to wander through your save. I been working on an oil rig and fuel powerplant a huge factory like this is next on my list.
P.s.
When splitting a 90 line in 30 and 60 use a spliter merger to devide. 90 into splitter. 30 on each out. Merger next to it taking 2 times 30 and voila. 30/60 split. No need for double conveyors
Great job. Love the organization. Can't wait to see how far you take this save.
I've added bay numbers to my current refinery build inspired by yours, because the numbering is just my kind of dorky-cool. People are not giving you enough credit for how deceptively hard to align flush those are on machines like that, because those are not the snapping positions the game wants!
Granted my own little aesthetic impulses mean I'm used to putting things in odd positions (I love my 1/2 meter height differences...) so simple to deal with, but just wanted to say I see the effort :)
Thank you! I can always improve, love seeing others’ ideas
Why apologies for a long project? I watch your videos especialy because of the way you approach the game with future proof builds. I hope your views goes the same way. Great content, thanks!
Nice build. Picked a lot about wiring, thank you! I'm to lasy to build a massive roads, even afraid of going trains :)
BTW, you do not need valve behind pump, as pump itself prevent liquid from going back.
I'm really loving the music you ocasionally put into the video, it gives the video a really nice vibe.
Wow, what a chonker of an episode! I'm really really enjoying it but I can also understand if it gets a bit much - my head is almost woozy just listening to the numbers, can't even imagine figuring it all out from scratch. Hopefully all the hard work really pays off down the line though! Can't wait for the next one.
@29:00 if you start from a stop when recording, you can just delete the excess nodes laid down while accelerating to speed the route back up again. The AI does a "minimum time between nodes" to calculate speed.
Awesome video, nicely cut and edited! Great job Darren!
ive been waiting this for a long time, thank you Darren for the hard work!
I am currently in my first ever playthrough and still learning the game. I never used trucks but seeing this i was wondering: if observing them is the problem, what if you fully enclose them in order to make them "invisible" to the player even if he stands right next to them? Like for example let them drive through concrete tunnels and fully enclosed truck stations instead of open areas? That way the graphics wouldn't render even in close proximity? Would that change their behavior and fix the pathfinding?
Observing isn't quite true, it's based on proximity. If you're near them, ie. within observable range then they use the games physics. You can actually look at trucks from really far away and see them floating along the waypoints.
@@WhatDarrenPlays ah damn! there i was thinking i got the ultimate solution to everyones truck problems :D Currently i'd rather drag some coneyor noodles over half the map than rely on trucks, but it was worth a try. thanks for your reply! this videoseries helped me a lot so far!
Your power of logistics astounds me every episode. Keep up the great work, i look forward to every new video!
2 hours of you chatting so fun!!!!!
@55:34. would the water be in a constant state of motion until all the machines where full
Pretty much, though given enough time it slows almost to a standstill
I'm very much enjoying this series! Thank you for your tremendous effort!
Im way too happy about this.
Would be great to get a video showing the results of the work on stream. I don't have time for watching live streams, but am invested in seeing this thing fully finished!
It’ll probably be in the beginning of the next video on Tuesday!
I'm in the process of doing a 100 caterium computer /min factory and man your planning skills put me to shame. I can't for the life of me make a clean belts logistic system. The trains and machine layouts are clean but belts always end up a mess. Man what would I give to have a multiplayer session with someone skilled with that to help.
How did u get the floor holes to work in a blueprint withoout mwking a floor in it as well?
I made the floor, placed the floorhole, then removed the floor and saved the blueprint
2:00:19 that last splitter can be merger. all you need is 1 output but 2 inputs which a merger has 3 inputs and 1 output. the way you did it is over complicated and a waste of materials.
Did you check all your belts to make sure they're on? Mark 3's because I think you keep connecting mark ones on your logistic lines on the quick wires
Yeah I've been doing a once-over on everything since giving out the save. Should be all good but will need a bit more testing, the place is huge!
I'm here to say the same thing, like 5-6 months after the fact now that I'm catching up on the U8 series. 😅.
I noticed after placing down the *caterium splitters (I was watching the quickwire section when writing this comment lol) going into the awesome rising cases that all of the belts in the video were replaced with Mark 3's except for the initial 2 which you were using to explain the process of how you worked out the logistics. As you say, IYKYK, it was gnawing at the back of my brain, so I'm glad to hear you caught it and upgraded them, Darren!
Commenting for ingagement🎉
Might be easier to combine then split again instead of triple split and combine bits and pieces? From each row of 13, split 8/4/1 like you do, creating a 720, a 360, and a low volume "everything else" which is either 90 or the remaining 30 from the previous build. Combine the four 360 belts into two more 720 belts giving you your final 60 and merge your 4 low volume belts together giving you 3 * 90 + 30 or 300. No complex split/merge across the back, just a 7th line across, which keeps it cleaner.
Once you make the turn, you could add some logic parallel to the long run and space it out to make it look good:
1) split the 300 into 6 * 50, merge those into the 6 720s to give you 6 770s, each the same and almost full, but no one belt full.
2) split the 300 into 5 * 60 (which is harder) and merge those into the 5 you want full.
3) run the 300 through a series of 6 smart splitters overflowing into each other and prioritizing pushing onto the 720s in whatever order you want to create full 780 lines. Once everything settles down, that should give you the 5 * 780 and 1 * 720 you have. I haven't tested this, but it feels like it should work.
Additionally, wrt the sign fetish and "if you know you know"...I know.
Me: Do you know how many stairs there are up to your 2nd floor?
Someone Normal: Not really. Why would I?
Me: How could you NOT know?
*sigh*
Well done!
You always make an impact!
Just so you know the wiki has a burn rate for every fuel in all the different vehicles.
Hey I noticed a little side effect of the nudge feature. Some items normally give an error message when trying to connect to something that they are not supposed to (looking at you, wallpower outlet). But when you presd H to hold and nudge, the game just goes "oh yeah no, ofcourse you can place it there, no problem at all!".
Its a tiny thkng, but perhaps you can find a use for it.
And ALL foundations use their center. Its just that the 1m divides into 0.5 where as the 4m and 2m foundations divide into 2m and 1m respecrively so you can always use a 1 or 2 meter foundation to bridge those gaps
I haven't yet gotten this far into the game. How much further is it until he gets the highest tier belt or even just the next level? Is this factory a bit premature since even the next belt level will remove half the work on logistics and splitting? Not to mention, the power draw of the full factory can't even be achieved with the current power generation. I'm very new to the game. Is this necessary at this level? And will you need this level of resource generation to "complete" the space elevator?" I absolutely love this series, the quality of video is insanely good, my question is for self improvement, not critique.
It'll take quite a while to unlock Mk.5 belts, so we're not close. I am really close to the next belt speed though. However, this factory is built with Mk.5 in mind, all the belt splitting is for Mk.5 belts, there will be no "do-over" of logistics when the belts are upgraded. It's all in place for Mk.5 belts, that's the point of building something for the future and upgrading it, rather than having to redesign it.
Basically none of this is "necessary" at this level, its a completely over-indulgent build, but one that will handle all copper needs pretty much forever. The idea was that if we invest a lot of time now into future proofing and building a big copper factory, then I'll never have to redesign it or build another copper factory potentially ever again. That's why it has such a high power demand, its for a stage in the game I'm not quite close to yet.
So it is a big ask for people, probably too big, but this stuff will definitely be used in the future. Copper gets used in the 10's of thousands in the game per minute for the final space elevator stage, so while this factory will accomdate almost everything up to that point, it might not even be big enough if we want to speed up the final stage even more.
The final stage of the space elevator requires something called copper powder to make "nuclear pasta" in a particle accelerator.
You need 200 to fire the accelerator once, which makes 1 nuclear pasta every 2 minutes. You need 1000 of them. To make 1 copper powder, you need 6 copper ingots.
So let's say you wanted to make 10 nuclear pasta per minute, meaning the final stage would take you 100 minutes to create all the nuclear pasta needed.
You would need 2000 copper powder per minute, which means you'd need 12000 copper ingots per minute. And that's what this factory can potentially make, but we'll actually use a lot of those ingots for other things, so it's more likely I'll aim for something like 4 nuclear pasta per minute or something. Hope this helps!
@@WhatDarrenPlays amazing, thank you. I may just use your save and build the smaller factories with you at this point as I learn to play, haha. Keep up the good work, but don’t burn out! Loving the series.
My marrige may end before I finish this build... but thank you though....... :) By far the best Satisfactory "Let´s play" out there!
Just wanted to switch off the phone and go to sleep. Well my dreams have to wait now.
i enjoyed the long episode a lot
Probably already answered by now but the fluid buffer doesnt fill first because its all passing through at the same level the input is at, so it only starts to fill when the output isnt being used. If the output was at the top of the tank it would fill first.
Darren I think that you would make great Captain of Industry videos, its a factory game, and I have over 400 hrs in that game, and like it as much as Satisfactory which I have 3,900 hrs in. And want to say I am learning stuff from you, so great job.
my brain goes "he's on the wrong side of the road" then I remember... xD
I don't recall where it was at in the video...but why not send the 20 overflow into a merger with the output going to a lift into the machine?
So glad to see it come to completion
Quick question, when you do unlock mark 5 belts will you have to change every belt manually?
Yeah, its quite fast to do, but yeah, tedious to say the least.
Thanks for video and all the info you share with us.
Played your save file Darren. It is absolutely a beast! Well done man!!
incredible video, still cant get over how much time and effort you put into these videos. look forward to the next 😀
gotta love the outro having truck just trucking lmao
The buffers fill later, even so being down, cause the pumps also work like valves.
Well done mate . Great job
What's all this quick wire for?
That’ll be determined in the future! A portion of it (1200 per min) will go into making ai limiters though. 1200 quickwire is needed for 60 ai limiters per minute.
After this considering just jumping on your save lol
thank you for the upload I love this game
hey not sure if you noticed but for the extractors you are using a mk 1 pipes which has a capacity of 300 while you have the extractors generating 600 water, just wondering if you didn't notice or if you are planning on upgrading to mk 2 pipes when you unlock them.
not sure if I missed something
also I love the way you have your power cables set up
What do you use to make your floorplan/blueprints?
@ 33min you parked your explorer in a no parking zone. This infraction has been noted and reported to FICSIT inc. 😮. Seriously loving this series I just found, but man my brain hurts trying to keep up with the scale of your builds.
Guys is there no way of automating Color cartridges?
Nope, you have to gather flowers. All vegetation gathering is manual unfortunately
been loving the series, but mostly how you say "wut-er"
Hey Darrin how you are nudging vertically?? Never been able to and didn’t think you could. Is it a mod or something?
I’ve heard him mention there is a mod for it but it’s not possible in vanilla for some reason
I love this series
Insane scale build! Love it
Where do you get your suble background music. I swear I keep hearing bits of music from like Rome Total War or other games I've played.
Did you think about using a load balancer for the caterium ingot belts? i think TotalXclipse has a good explanation video...
An Absolute best of factory!!!!!!!
Colossal!
Love the long builds dude but ill still watch the short ones too...