Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
600 oil will give you 100 plastic or 150 rubber just from residual.
Fuel produces polymer, which can make plastic and rubber.
Plastic and rubber make heavy oil residue, which can make fuel.
Also I'd say start with the plastic and rubber since you can't even unlock fuel generators without em.
Make plastic and rubber, then turn the purple goo into fuel... And get more hard drives.
Diluted Packaged fuel doubles your fuel output by adding water, and Polymer Resin and Heavy Oil Residue are how you make the production process worthwhile, regardless of your choice of output product(s). Pretty much everything petrol-based wants water at some point in the process (at least for the alternative recipes), so make sure to plan for that.
The main problem people face with their first oil setup is that it is the first time the game gives you by-products (heavy oil residue, polymer resin) which you need to do something with or else the system will back up and stop working.
That is definitely the plan. Problem is they keep giving me things I don't need, like my 3rd alternate recipe for Reinforced Plate. Or the recipes for combining Iron and Copper Ores to make more Ingots of either. At least I've gotten a couple of Pure recipes -- add Water to get more Ingots out that Ore in. Ironically, the first drive I cracked had the Iron Ingots to Screws recipe in it. Not looking that gift horse in the mouth.
That's, in part, why I intend to build this complex on the water north of the continent, where all the shallow water Oil seeps are. All the water I could ever need, just a few Water Extractors away.
...I hadn't even considered that. I guess I'll make a rudimentary setup on just one of the Impure nodes over the South ridge to get started, and worry about industrializing the whole thing on the coast after unlocking a few more things.
starter Oil production
https://satisfactory.fandom.com/wiki/Tutorial:How_to_play#Industrial_Manufacturing
temporary Fuel Power
https://satisfactory.fandom.com/wiki/Tutorial:How_to_play#Fuel_Power
The recipes you can unlock are based on your tech level; as you unlock new products, the pool of possible alternates grows and therefore your chances to get any specific recipe shrinks.
There are a few more hard drives on the map than there are alternative recipes, so there's no fear of "running out" of them... but it's not a bad idea to find and unlock as many as you can, as fast as you can, so the pool of possible recipes stays small enough you've got a decent chance to unlock something immediately useful.
There's also no way to "waste" a hard drive. If you manage to reduce the pool of possibilities below three, then you are simply presented with fewer choices when you unlock a new drive. If your pool of possible unlocks is zero, then the MAM will give the drive back when it's finished working on it, with nothing lost other than research time in the MAM.
that being said, the entire problem of oil, fuel, rubber and plastics is the most complicated thing in the game as your factory expands. the key to being successful in this area is attaining new recipes related to fuels, rubber and plastic. it will change your game and give you really lovely options
"Diluted Fuel" is my favorite single recipe unlock. There are more sophisticated power setups, but this is ONE unlock that gives you practically unlimited power from fuel. I get all the power I need from the basic Plastic or Rubber recipe Heavy Oil Residue byproduct ... if I have "Diluted Fuel".
Don't miss the difference in Heavy Oil Residue from Plastic, at 10, versus Rubber, at 20. I was not observant my first playthrough and threw off my fuel balance every time I switched Plastic or Rubber production.
For fuel outputs that's making sure that the generators plugged in will use the fuel at the rate it's produced.
For solid outputs that's making sure that somewhere there's a smart splitter sending overflow to an awesome sink.
Surplus Residue isn't as big a problem. Sure once the purple gunk backs all the way up it throttles Plastic and Rubber production, but having a bunch of fuel stored up is a much easier problem than its grid-crashing opposite.
Speaking of grid-crashing, does anyone have a rule-of-thumb about power storage? I like to build half max or better, but I'm curious how the rest of you do it.
My resolution for Coal was to have 1 of the 4 banks power all the related buildings, and the other 3 power the grid. So all the Water Extractors and Miners are powered by the first bank of 8 Coal Generators in my current setup, and the other 3 (will be 7 with Mk3 Miners) power my grid. So it doesn't matter what happens to the main grid, the Miner/Water Extractor isolated grid should never be interrupted ever, so it's only a matter of flipping the breaker on the main grid should it ever shut down.
Unsure how the numbers will work with Fuel to Power generation, but given the math from how much crude is available on the Spire Coast... Using all of it for Heavy Oil Residue via the alt recipe will produce about 2,600 of the stuff, which can then be diluted into Fuel to double it's quantity...
The same principle should apply, just a matter of figuring out how many are needed to sustain local operations. Same should also be true of nuclear, though I expect the miners won't be close to the related processing and power structures.