Satisfactory
Clean way to extract items from storage containers?
As the title says, I am wondering if there is a way to take items from a storage container and put the items into production without a mess of conveyors and such. For example, I have a storage container full of screws. Currently, the overflow is directed to a sink. Now I want to make computers that requires screws. Since I am already making screws, I don't see a reason why I should add screw production to the computer production line. My only thought to send my stored screws to the computer's production line is running a conveyor from the storage container to the computer's manufacturer, but I think this looks messy, and the conveyor gets in the way when I want to grab a few stacks of screws for a small project. Do you have a suggestion, or description of your process, on how to move storage container items to production lines? Thanks in advance.
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Автор сообщения: markuswolfe
ratio with Steel Screws. It's just....nah. Those 3 extra screws just aren't worth it.
That's like your opinion man.
1. Specialized micro factories and have drones / vehicles bring the goods. You can't effectively do this with screws per say, but its something I like to do, have drones / trains on top of specialty factories.

2. Creative hiding. I usually have dedicated layer around building to hide my lines. You can really neatly hide things and leverage the specialty building pieces like the walls with conveyor inputs.

3. Every input / output and the lowest escalator with merger / separator on top, so all lines are above my head but even layer out, allowing graceful expansion as my needs change. Leverage blueprints to minimize clicking.
Отредактировано Zander; 27 окт. 2023 г. в 9:35
With over/underclocking you can make the ratios match. There's enough resource nodes in the world though that you don't need to use the most efficient recipes if you don't want to. In my current game I pick recipes that work with whatever resources I have easily available at that location and/or result in a nice factory layout. I prefer the pure ingot recipes but if I'm building inland with no easy access to water I'll use the alloy or base recipes. For wire I'm variously using the base, iron or caterium recipes depending on what has the best synergy with other materials that factory needs. I have a factory using the bolted frame recipe because the others would either have resulted in a disproportionate amount of modular frame machines or required importing an additional resource.
It's called "Logistics (def.)- the overall process of managing how resources are acquired, stored, and transported to their final destination.

it is also part of the learning process for this game, there is a slang term, Spaghetti, it's the mess of conveyor belts strung all over the place doing "logistics". Most novice pioneers will end up with this until they start asking questions and doing some research.

Planning ahead and tearing down and rebuilding an assembly line are also part of the learning process for this game, but you need experience. After a few hundred hours of building, most pioneers want their factory to look neat and organized, there are many techniques to do this, i.e. hiding the "mess" under foundations, behind walls, in tunnels/corridors, etc.

All you've got to do is look at screenshots for the game to become inspired at how beautiful a factory can be made, also read guides, or watch YouTube videos about starting tips, starter factories, or whatever you're trying to learn. If you don't find what you're looking for... then this is the place to be "spammed to death" with the vast knowledge of many skill levels of pioneers, and most likely become really confused. Happy Pioneering!
markuswolfe (Заблокирован) 27 окт. 2023 г. в 11:52 
Автор сообщения: tdb
With over/underclocking you can make the ratios match.
Yes, but there is something satisfying about finding a perfect ratio that requires no over/underclocking of any machines. A little "Aha!" moment when the pieces fit together perfectly and without any tinkering on your part.
Автор сообщения: Sully
As the title says, I am wondering if there is a way to take items from a storage container and put the items into production without a mess of conveyors and such. For example, I have a storage container full of screws. Currently, the overflow is directed to a sink. Now I want to make computers that requires screws. Since I am already making screws, I don't see a reason why I should add screw production to the computer production line. My only thought to send my stored screws to the computer's production line is running a conveyor from the storage container to the computer's manufacturer, but I think this looks messy, and the conveyor gets in the way when I want to grab a few stacks of screws for a small project. Do you have a suggestion, or description of your process, on how to move storage container items to production lines? Thanks in advance.


My current entire setup is a complete mess, and what I do, is for instance, I make a machine that makes iron rods.
I have that machine feed those iron rods into a storage unit.
If I then get a recipe that needs Screws, I'll just add a constructor to the output of the Iron Rod Storage unit, and have the constructor make screws out of the iron rods, and I have the Constructor that is making Screws, feed into a different storage unit.

Then, when the time comes and I need Reinforced Iron plates, I will feed an assembler with the outputs of the two storage units that are housing Screws, and Iron Plates, and feed those two into the assembler, and I have the assembler feed the Reinforced Iron Plates into a Storage Unit....(You see where this is going.) then when I don't need those parts (for now) anymore, I'll delete the conveyors that feed the Constructors and/or Assemblers and adapt what I have for the next part, by making another assembler/constructor and making conveyors from the various storage units so they appropriate parts feed those machines in order to make the new pieces.

My setup is basically "As needed" setup, so it's constantly shifting and morphing into other things temporarily.

Probably an inefficient way to play, but that's how I'm playing until I maybe decide on a set factory setup. (I've started working on making blueprints for the "Basics" so I can start piecing together a factory like LEGOs)

This also lets me turn off machines so the storage units can build up their inventory in case I need various parts to hand make some stuff for things like researching in the MAM, etc.
Отредактировано Spocks Toupee; 27 окт. 2023 г. в 20:37
Seeing 6 Iron nodes in a clump off in the distance. Is there any real reason why to not set up a 50K screw a minute factory and sink it all for coupons?

https://steamcommunity.com/sharedfiles/filedetails/?id=3060553310

I mean... its just bare nodes as it is its doing nothing and here at Dont Ficsit we need to keep expanding mining operations or the bottom line could lead us to molecular deconstruction by the main ship and I have only heard of a tall tale of a single pioneer ever who was supposedly removed from the planet beforehand.

If we took this HOR over there it would be a minimal effort and imagine all the coupons :-)

A short time later...

Ahhh, the screw dump is running just fine and a very small drain on available power. I will chock that one up to a great build and move along to the next.

ETA... OMG, all the coupons :-)
Отредактировано info; 27 окт. 2023 г. в 22:38
Автор сообщения: info
Seeing 6 Iron nodes in a clump off in the distance. Is there any real reason why to not set up a 50K screw a minute factory and sink it all for coupons?
Yes; producing motors instead would yield 30% more coupons for the same number of machines, or 60% more for the same input resources. It's also a more interesting logistics puzzle to set up production consisting of several different steps and more than one input per machine.

But maybe you have different reasons why you want to produce screws specifically. I guess the wide arrays of belts look nice too in their own way.
Отредактировано tdb; 28 окт. 2023 г. в 3:10
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