Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
It also matters what "starting out" means. Tier 3? Tier 5? Making everything? Making only a particular part? No alternate recipes? Alternate recipes favouring energy-savings, smaller footprint, or less resource usage? Underclocked? Overclocked?
Use a site like https://www.satisfactorytools.com/production to get the basic flow and building counts nailed down, then design and lay it out to your own heart's content.
I have a few screenshots of a "starter factory" that's part of a walkthrough fast-tracking to Coal, if you're interested in a very quick down and dirty setup for Phase 1:
https://steamcommunity.com/sharedfiles/filedetails/?id=2686103223
Else, just browse the "screenshots" for Satisfactory to get some idea of what others are doing. and how they're doing it.
A couple of tips for you .... dont make your production lines too close together or you will end up doing a lot of destroying and rebuilding .....
EXAMPLE ..... copper ore makes copper ingots which in turn makes wire , unless you have space for 2 mines you need to make room for the wire production to split into 2 conveyors so that you can carry on making wire and also split off to make cable.
Dont make the same mistake as me .... i used a trainer for the first 20 hours to make things easy for me ..... a big mistake .... after i destroyed things for rebuilds the chests had so much stuff inside them i cant empty them , trainers defeat the object of this game .... you learn how things work by the mistakes you make.
IF ANY NEW PLAYERS READ THIS POSTING DONT USE A TRAINER YOU WILL EVENTUALLY REGRET IT.
https://www.satisfactorytools.com/production
personly I like to make 5x5 foundation towers for constructors, 3x3 for smelters and long streets for assemblers or bigger
You can also enter ten times the amount of items you need to calculate how much machines you would need for 10% clock speed and spent 10 times the material to reduce the power use a lot permanently.
What works well in a new game is buffering with containers and keep an eye on the items backup up in a production line and throw them over by hand in another container fed production line for the same item
As an example of this, here is my RIP/Rotor/Modular Frame factory:
Ground Floor Smelters:
https://steamcommunity.com/sharedfiles/filedetails/?id=2757300786
Second Floor Constructors:
https://steamcommunity.com/sharedfiles/filedetails/?id=2757300808
Third Floor Assemblers belting out RIPs and Rotors:
https://steamcommunity.com/sharedfiles/filedetails/?id=2757300824
Fourth Floor Assemblers belting out Modular Frames:
https://steamcommunity.com/sharedfiles/filedetails/?id=2757300844
Outputs are connected to storages, with overflow being sunk:
https://steamcommunity.com/sharedfiles/filedetails/?id=2757306904
This setup works for me because it's clean, easy to move around in, easy to build, and, most importantly, it doesn't fluctuate your power usage. The use of underclocks also reduces the overall power usage. From 240 iron ore/m, it outputs 8.4 RIPs(Stitched), 8 Rotors, and 4 Modular Frames.
What I mean is rather than just build, take a step back calculate how much of a resource you'll need, figure out how many constructors etc it'll take to produce and then build.
Second most important tip, ignore space "limits", you might feel like you need to build small or dense but you really don't. Build up and out as much as you want and ignore trying to cram everything in as tight as you can. The more spaced out you make things the neater you can make it look with nice right-angled belts and smooth symmetrical floorplans.
Figuring out how much of something you'll need to be making to plan things out is hard until you know all the recipes but as long as you at least have a plan your factory should be relatively easy to expand later when you realise you need another 20 of X or 200 of Y.
On the outer side of this conveyor belt ring I'm placing my constructors/assemblers on different floors..., they take their resources from the belts and feed back to them. These productions floors are 4 walls high, that's enough for most applications, refineries to not fit there. On the inner side I have some shortcuts so the items don't have to go the full round. Between my production floors I also keep a 2-wall-high space empty for special transportation, those are mostly items for which the production rate is rather low and which I don't want to put on the main bus (takes some time now to set up a new line). Currently I'm using belts in this layer, but maybe I'm switching to vehicles at some point. Not sure, if 2 walls are high enough for all vehicles. The space elevator items and liquids (packaged or in pipes) are mostly transported in this layer.
I don't transport ores or ingots on the bus, the quantities of those items are just too high.
This whole concept proofed quite good in cases where recipes changed e.g. when a new update changes existing recipes or if you just find a new harddrive and want to switch to another production line. You just change a few belts from/to the bus and are ready to go on.
But I must admit, for some productions I'm always facing shortcomings in supply, maybe it takes too long for the items to go around or the needed amounts are too high. Perhaps I should split the whole bus into smaller subsystems and only send overflow items to the next subsystem e.g. wires/quickwires are somehow problematic.
https://steamcommunity.com/sharedfiles/filedetails/?id=2759436653