Satisfactory

Satisfactory

how to do a proper layout for the factory starting out?
i cant find any percice layouts
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19/9 megjegyzés mutatása
Depends on how you define "proper". You're going to get umpteen different answers, because there's really no objectively right answer. There are a lot of different ways to accomplish the same thing equally as well.

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.
Legutóbb szerkesztette: Maehlice; 2022. febr. 17., 16:39
There are no blueprints like in Factorio, if that's what you're trying to ask about.
Build, rebuild better, repeat....
Hi chriss i now have over 200 hours on this and never used a game like this so it has been a very steep learning curve for me.

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.
Legutóbb szerkesztette: MJS WARLORD; 2022. febr. 19., 0:38
use this for the required amount of machines:
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
I prefer the always build up method via dedicated suppliers, with machines being underclocked to the supply chokepoint and the whole factory scaled to the available resources. This creates a standard layout for my factories that I can easily duplicate. So, if I am building a standard reinforced plates factory, the chokepoint is iron plates, and everything is adjusted to that output. The third floor is RIP assemblers underclocked to 66%, the second floor is inward facing constructor pairs of 100% iron plates and 80% cast screws feeding directly up to their dedicated RIP assembler, and the first floor is outward facing pairs of smelters feeding 100% to the dedicated iron plates constructor and 33% to the cast screws constructor. Smelters are fed via manifold and saturated as needed prior to initializing the factory. Factory outputs are funneled down a shaft at one corner of the facility, and there is enough space around the outside of the factory interior for catwalks and staircases.

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.
Legutóbb szerkesztette: Aven; 2022. febr. 18., 14:27
Probably the most important single tip that helped me make things look better. Do the math.
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.
I'm currently using some kind of bus system: In the middle of my factory, there are several belts stacked above each other, every one transporting one type of item in one direction. Those belts make a turn at some point and reconnect at the beginning, so I get a loop. Right before reconnecting I send overflow items to the storage and items I cannot store anymore are sent to the sink.

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
Legutóbb szerkesztette: Nooberix; 2022. febr. 20., 4:13
And always keep some extra space free. I still regret that I did not leave some conveyor belts when building up. Would have been much easier and nicer if I just could go from one side to the other one at some points without going all up or down first.
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19/9 megjegyzés mutatása
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Közzétéve: 2022. febr. 17., 15:33
Hozzászólások: 9