
Picked this up last night. Quite enjoyed the hour or so i played, looking forward to getting back into it this weekend when there is time
Played it last night for an hour then got into a MP game with Jmnitup. We had some firewall issues but once the game started it ran pretty well. The game does let you start individual bases if you want as you both start with the basic hub ingredients. We found out that only one can craft at a time, so you need to build a second workbench.
I played a bunch last night and today at lunch, so I got to do some stuff I didnt do in the free weekend. I built a building that takes iron ore as input and outputs the most advanced (early game) iron products, Reinforced plates, Iron Frames, and Rotors. It is SLOW though, so some serious optimization on my part is needed. Assemblers are so big that trying to fit 3 on a 6x6 factory's second story (including belt spaghetti to get items from Floor 1 to Floor 2) was a bit of a mess. There are conveyor lifts in Tier 4 I think, which would help a lot.
I also explored a bunch and found some neat things I won't spoil. There are apparently alternate recipes for things that you can unlock, like a version of Reinforced Plates that takes copper wire instead of screws. That could make for some much faster production, since that's a serious bottleneck to the higher end Iron things.
I found coal over 1km from my base once I unlocked coal power generation. I ran out and plopped down a little outpost, just a miner and as many coal generators as that one miner could support (which is 6! since it was on a Pure (rich?) vein) So I ran power back to the base and got to phase out biomass based power generation in one fel swoop.... then I learned you need coal + iron to make steel, so my distant outpost with no reasonable path back and forth is now less helpful.
I'll probably look for a more accessible coal spot and only do steel production there.
My Coal source was roughly 1km also. I bring it back on a conveyor belt into a storage bin at my main base, which fills up faster than the coal is used so I have stock piles of it now. I have the coal fed into 4 coal power generators as well as two other machines for steel. Its becoming a tangled mess of conveyor belts now.
polypusher wrote:I played a bunch last night and today at lunch, so I got to do some stuff I didnt do in the free weekend. I built a building that takes iron ore as input and outputs the most advanced (early game) iron products, Reinforced plates, Iron Frames, and Rotors. It is SLOW though, so some serious optimization on my part is needed. Assemblers are so big that trying to fit 3 on a 6x6 factory's second story (including belt spaghetti to get items from Floor 1 to Floor 2) was a bit of a mess. There are conveyor lifts in Tier 4 I think, which would help a lot.
I also explored a bunch and found some neat things I won't spoil. There are apparently alternate recipes for things that you can unlock, like a version of Reinforced Plates that takes copper wire instead of screws. That could make for some much faster production, since that's a serious bottleneck to the higher end Iron things.
I found coal over 1km from my base once I unlocked coal power generation. I ran out and plopped down a little outpost, just a miner and as many coal generators as that one miner could support (which is 6! since it was on a Pure (rich?) vein) So I ran power back to the base and got to phase out biomass based power generation in one fel swoop.... then I learned you need coal + iron to make steel, so my distant outpost with no reasonable path back and forth is now less helpful.
I'll probably look for a more accessible coal spot and only do steel production there.
My Coal source was roughly 1km also. I bring it back on a conveyor belt into a storage bin at my main base, which fills up faster than the coal is used so I have stock piles of it now. I have the coal fed into 4 coal power generators as well as two other machines for steel. Its becoming a tangled mess of conveyor belts now.
Embrace the sweet sweet spaghetti.
I played for about an hour last night before i had social commitments. Got up to stage 4 of the HUB. I still have to hand feed in ore, but i have a nice automatic setup of smelters feeding constructors stamping out iron plated and rods.
Yep, definitely a 'Factorio light' in that regard, but... in a 3D engine, from First Person perspective, I think that was always going to be the case.
I just reached the hub stage that allows miners - but I've skipped a few bits in order to rush them so the whole raw resource chain is automated. Even without the overall complexity of Factorio and (currently) there is no pressure, or threat, as you say, it's still been a fun time so far.
My endeavors so far.
The two conveyors stacked on the right go to my Coal farm which is 1.1km from my base. That took a bit of time to build.
There are some interesting differences compared to Factorio. The most obvious change is the lack of inserters, anything with an input has a port for the conveyor belts to feed into directly. The second major change is that mineral deposits offer an unlimited supply and don't run dry. This means that your main limiting factor is throughput and belt speed.
Satisfactory belts start with a speed of 60 items a minute and top out at 900. Higher belt tiers look strange in 3d as items whizz past you at blurring speeds.
The throughput speeds are actually low compared to Factorio where belts have a speed of 15, 30, 45 items a second, or 900, 1800 and 2700 per minute of throughput. Of course Factorio belts are much larger because they have two item lanes and can fit about 5 items per "tile".
A mk2 miner on a pure iron deposit will extract 480 ore per minute. Smelters can smelt 30 or 45 metal per minute depending on tier. What makes things a little awkward is that splitters work in multiples of 3 and there isn't an easy distribution scheme you can use here. If you split into 3s 480 becomes 160 which becomes 53 which becomes 18, none of these numbers perfectly match up with a mk 2 smelter. If you split into pairs with one wasted output on each splitter the 480 becomes 240, then 120, then 60 then 30 which matches a mk1 smelter. However this results in you needing 16 smelters, which is horribly inefficient in terms of space and power usage, not to mention the belt spaghetti needed to tie all of this together. A mix of 2 and 3 splits would produce a more favourable result but increases the complexity needed.
Even if the ratios don't match exactly you could adjust things around using overclocking modules. Overclocking can increase production up to 2.5x. However in the case of this miner a multiplier above 1.875 would be pointless because even the highest tier of conveyor belt can't unload the mine any faster than that. If you overclocked some mk2 smelters to 2.22x they would each consume 100 each and you could then split the output twice to evenly feed 9 smelters for full throughput and belt compression. However overclocking requires rare and finite resources and you probably wouldn't want to "waste" 10 of them just to maximize iron production out of a single deposit when you could just tap more of them.
I'm sure someone will figure out the optimal way of doing things, or these stats will change before release. But it's still fun to speculate.
The steep ramp isn't 45 degrees. It has 4m of height with 8m of depth, which gives it a slope of 1/2, or about 27 degrees.
I've found the automated vehicles to be impossibly fiddly. They can work, but it's really easy for them to get hung up on things. You have to be really careful when you record the route, with an eye toward reducing the vehicle's speed in tight maneuvers, especially around the truck stops. Once you have a route set up, the throughput of items the vehicle can move is very high.
One thing I've noticed is that the game doesn't seem to bother fully modeling the physics for vehicles when they're far away from the player. This means that vehicle routes seem to become much more reliable while the vehicle is away from your factory and out of sight. As far as I can tell, the game is just teleporting the vehicle from node to node in the path. Once it gets back home, however, and the real physics kick in, a truck can become a big dumb bouncing idiot, and it seems to just love whiffing that last turn into the truck depot, and smashing right into it.
In the future, if I mess with that stuff again, I'll be much more generous when I space out that final turn.
Belts are much more reliable. I spent some time measuring out just how expensive it is to cover long distances with belts. Roughly speaking, one unit of whichever resource is used to make the belt will cover two meters, and you'll need to make a pillar every 48 meters. Also, a single power cable can reach 100 meters. So, keep those numbers in mind the next time you need to drive a belt from a resource node that's 1km away: You'll need at least 500 of whichever sort of plate you're using, plus the stuff for at least 10 power lines and about 21 pillars.
Conveyor stacker ladders are pretty great, but going down ladders is a death trap in this game. I've gotten a lot of mileage out of using walkways for changing elevation, with a pattern of three ramps, followed by two turns for a landing, and so on in a helix.
I've noticed there's some weirdness with collision detection when it comes to placing splitters and mergers. They're fairly awkwardly large when you place them first, but it's also possible to drop them in-place on top of existing straight stretches of belts, and the game seems to completely ignore collision detection when they're placed in this way. This makes it possible to lay down splitters when belts are immediately stacked on top of one another, which makes it quite a bit simpler to organize belts when feeding them into the buildings that have multiple inputs.
Whooooooly crap. I just lost my entire weekend to this game. Really pushes my buttons.
Re: vehicles. I've had really good luck with them not malfunctioning. One gripe is that I wish you cloud have an "unloading" truck stop that would also refuel if needed. They allow you to fill the fuel holding tanks independently of the warehouse area, so it seems like this should be allowed.
On a whim, I bought this Saturday morning, and played it for a good portion of Saturday. I'm up to Tier 4 I think? Space elevator is constructed, and I've sent the first set of goods that it needed. My automated processing chain so far is pretty limited; just an iron miner -> (iron plate or iron rod) chain, which I switch occasionally based on what I'm more in need of. It feels like manual processing is in need of a nerf, to encourage more automated processing.
I spent a fair bit of time on this over the weekend. I've got some automation going with coal and around 12 coal generators, I did all the building out by the coal vein since it was 600m away from my base and then ran the power in on a line.
I had NO idea you could hit E on a power line to see the overall power capacity and consumption. I was hitting each unit and doing the math in my head. Saw a youtuber do it when I was trying to figure out how they stacked factories(they just built additional floors with foundations).
At this point I'm automating plates, rods, wire, cable, concrete, screws, reinforced plates, rotors, modular frames, and was just getting started on steel. Went to a second coal vein(that had iron nearby) and got the miners and belts set up into a side-by-side storage but need to do all the automation to get them crafted and then sent to base via smol truck.
I really love this and for some reason it's easier for me to keep track of than in factorio.
Played the hell out of this since picking it up last week, and last night I got through all of the tech trees available (mostly, I haven't bothered with the rebar gun or the jetpack yet), however, I haven't found and researched everything in the world yet, or built a mechanism to make high tier items like the computer.
I was lucky early on to find a place near iron, copper, limestone, and coal but when I eventually got to oil, it was probably 2k+ away... but by then I had so many iron plates and concrete that I just ran a three tiered conveyor belt shuttling coal out for power, and the oil back... kinda unseemly, but it works.
Some things I learned along the way really makes me want to go back and start over, try to build something neater. I'm not very good at building up, only out. Also, I only just last night figured out that you can connect multiple generators together for a larger overall power grid... I literally assumed you could only connect enough machines to one generator as the capacity of that generator...
Looking at the roadmap, there seems to be a lot of great items coming.
The hint I'll share, in case other people didn't realize this, as I didn't is: you can add a splitter or converger directly to an existing conveyor belt. You don't have to build the splitter or converger on the ground/platform then run conveyor belts too it. And if you add to an existing belt, it'll even point the correct way!
This game hooked me all weekend. I spent something like 4 hours designing building a powering a factory to get one assembler building motors at full efficiency. ended up being 3 assembers, 9 constructors, and nightmare stacks of conveyors running on stackable poles and along the walls of the room. I really wish spitters and mergers were a: a little bit smaller, and B: stackable.
If you try a 2nd floor of a factory, give the 2nd floor a few extra height steps above smelters, like leave some head room for the smoke. I built a 2nd floor directly above some smelters and the smoke from them is pretty much all I can see (The effect clips through the foundation). Its really annoying.
Have you come up with any clever designs for lifting stuff up to the second floor of a factory? I built by motor line on a seconf floor it it is just a tangled mess lifting stuff up there.
Wow... I didn't think of doing something like that...
I'm def stealing that smelter design, maybe with fewer smelters.
I had good luck with what was essentially 4 paired sets constructors facing a wall about 1 to 1.5 foundations back, merging the outputs and then using perpendicular wall conveyors climbing the wall, rising one wall section each time a new pair fed in so i eventually had 4 runs that circled the room then reversed the process to feed them one by one into assemblers.
At one point i had two copper smelters feeding 3 wire constructors and used a 'balancer' between them: each output fed into a splitter, and 3 mergers connected to the assemblers with 2 splitter outputs feeding each merger. That way the input across the three constructors was the same. I suspect there is some efficiency loss, but there was enough buffer between the smelter output and constructor input that the constructors never lagged.
What I learned is you can't really do linear splitting and get very good throughput.
Assuming you have enough input in comparison to your consumption, this can work excellently. You just need to let the inputs fill their buffers first.
When the ore hits the first splitter, it will send one-third to each of the first two smelters, and the remaining one-third to the entire rest of the array. However, each smelter is only actually consuming 30 ore/minute, and its internal buffer is limited to one stack of ore. Once that buffer is full, its input belt will begin to back up, and the splitter will begin to only send the 30 ore/minute that the smelter is actually consuming. The rest will overflow into the next pair of smelters, and this pattern will continue until every smelter is as busy as you might expect based on the total rate of ore being sent into this array of smelters.
Have you come up with any clever designs for lifting stuff up to the second floor of a factory? I built by motor line on a seconf floor it it is just a tangled mess lifting stuff up there.
I did a lot of playing around with double helixes, which seems like the most space-efficient way of having belts change elevation. My most successful design looks like this:
That's two sets of stackers, slightly offset from one another, with belts spiraling up in a double-helix. The whole arrangement very nearly fits in the footprint of a single foundation block, with the full curve of the belts just barely extending beyond.
Longer switchbacks like that are more efficient. You waste a few belts making each turnaround, so the more elevation you can attain with each ramp, the fewer resources you spend making the structure as a whole. In addition, you could (if necessary) wind several belts around those same two sets of stackers.
The much tighter coils shown in my screenshot are useful when you're in the midst of a factory, and want to change stories when there is a premium on floor space. When you're out in the wilderness like that, you have no such restriction, and so that sort of design may be preferable.
This is the sweet design candy i came here for. thanks!
Yeah, I'm literally doodling some new plans while at work based on what y'all are showing me here.
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