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Don't beat yourself up, and don't spend too much time mulling it over.
Different recipes are going to require different ratios, plus when you're making screws or plates or whatever for five different mid-products as part of a grand production of turbomotors, ratios kind of go out the window.
I think there are two main schools of thought on this.
One is to use something like satisfactorytools.com to punch in a late game end product you want to make and then build everything up in preparation for that point.
The other is to just make a factory producing a ♥♥♥♥ ton of plates, another making a ♥♥♥♥ ton of frames, a ♥♥♥♥ ton of motors, etc etc. Then, just tap whichever factory you need and adjust accordingly. When the overflow runs dry, expand that factory and keep rolling.
EDIT: "Excess" isn't waste if you Sink the overflow. Having excess is good, because it allows you to expand and get new production lines running more quickly.
Ive had the game two weeks as of now and Im testing a mega-factory idea - i have one row of 4 contructors/assemblerw/whatnot which feeds into a container. When i need more of that product, i simply expand upwards and create another row of 4, being effectively tileable ad infinitum. With a compact tetris mindset you can create a real doosey of a factory. If your not so autistically gifted you dont need to pack tightly - using platforms you essentially have unlimited space. My ingots are smelted at the mine itself in a similar manor.
I know you didnt ask for factory layouts and what not but its simply easier to not really think about ratios too much - specifically later when multiple products need the same item those ratios are meaningless, as Maehlice said.
To curtail tedium in building factories (and the fact that blueprinting is criminally missing from the game), you can use power shards to increase output - if you have a sizable stock of slugs, smack 'dem mofos dead on your workbench and you have magical speed-increasers. Also see if you can prioritize the MAM station, there are some nice things that can be unlocked there, like sorters and such (why its not in the game form the getgo instead of hidden behind obtuse research trees is beyond me but ... böp)
Generally, it's up to you what you want to do and how much volume of production you're satisfied with. The optimal ratio for your factory is going to depend on your personal choices.
Then you'll unlock alternative recipe's through Hard Drives that could completely change where your shortage is, but it's worth the trouble because the recipe is more efficient.
You always need a lot more Screws than you think early on. Then you need more Rods. Then you have to tap more Iron just to create Steel. Then Copper usage starts to ramp up in a big way.
Then you'll eventually unlock the Pure recipe's that increase how far your basic Ingots go, but will need a total redesign to provide water. That'll probably overload what your belts are capable of, so another redesign.
Things change too much to attempt to get everything just perfect, imo.
If only you could be so lucky. I'm 4 HDDs in and have yet to see that recipie as an option.
Somewhere not quite in the way of new factories, but close by.
Go check and select all recipes on the placed machines.
Then go from the target item back to the basic components.
Pretty easy to check back for exact numbers and also helpful in how to connect the factory modules in a smart way.
I'm building 1 factory building for each individual process.
please outline the process of 'Save Scum for key recipes'... i believe i understand, but just to be sure... and the first 'key recipe' would be Cast Screw, is that correct?
TIA :)
0. Wait for the current hard drive to finish.
1. Make a save
2. Put Hard Drive into the MAM
3. Wait 10 mins
4. See what options you get
5. If none of them are the one(s) you want Load the save made in Step 1 and return to Step 2.
thanks much for this process :) if anyone has any additions or clarifications, please post them. as a new player, i'm taking notes here
your opinion is noted, and let's be clear: it's YOUR opinion alone.
let's also be clear on this: RNG is already controlling your enjoyment of the game if RNG delineates what valuable crafting recipes you get from the HD.
controlling the outcome of a random event through normal game processes is a tool, a process that gives the player MORE control and MORE options and MORE flexibility, not less.
finally what's 'dumb as hell' is open to question in this conversation.
Wow... defensive much?
Save scumming to get exactly the outcome you want is a slippery slope in gaming and renders some games utterly unplayable if you get into the habit of it. Alternative recipe's are far from necessary in this game.