Satisfactory

Satisfactory

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Strategy talk: smelt at extract point, isolated factory or in one single factory for all?
As title says, what's the best factory for the smelters before trucks and train?
- having the smelter at mining point
- having the smelters in one/multiple factory dedicated to smelting
- or having everything brought to one/multiple factory where everything is done
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Showing 16-30 of 54 comments
apdsmith Nov 10, 2023 @ 5:28am 
Originally posted by tdb:
Originally posted by apdsmith:
For most of it, it doesn't really make a difference. If you're talking iron ore or copper ore, the complexity is roughly the same whether you refine it at the miner or back at the factory.
Don't forget alt recipes. Iron increases by nearly 2x in volume (both items and stacks) with the pure ingot recipe. For copper the increase is 2.5x.

In general, I'm not, however, given the context of this question, I am disregarding them.
Doc✪Hollywood Nov 10, 2023 @ 6:16am 
Originally posted by apdsmith:
You might therefore decide to process all at the miner, just for the sake of consistency.
That is what I do. I try to not do everything at one mega-factory. It would give me headache to keep track of everything there. I have no clue how Josh from Lets Game It Out does it. He must have quite the focus.
Last edited by Doc✪Hollywood; Nov 10, 2023 @ 6:16am
tdb Nov 10, 2023 @ 7:04am 
Originally posted by Gordon✪Gekko:
Which resources do you process on site as far as you can?
That's kind of an ill-defined question because every raw resource is used in more than one product. Like, what would it even mean to process iron "as far as possible"? Even the ore itself can be used for three different kinds of ingots (iron, copper and steel).

In case you actually wanted to know what items I transport, here's my train layouts:

Phase 1: Iron plate (P), Iron rod (P), Reinforced iron plate, Rotor, Modular frame, Wire (P), Cable (P), Copper sheet (P), Concrete (P), Quartz Crystal, Silica (P)
Phase 2: Steel ingot x2 (A), Steel beam, Steel pipe (P), Encased industrial beam (P), Coal (P, A), Heavy modular frame, Stator, Motor, Compacted coal (A)
Phase 3: Caterium ingot (A), Plastic, Rubber, Circuit board, Computer, High-speed connector, Supercomputer, Packaged turbofuel (P), Smokeless powder (P, A), Fabric (P, A)
Phase 4: Aluminum ingot (A), Aluminum casing (P), Alclad aluminum sheet (P), Radio control unit (P), Battery (A), Electromagnetic control rod, Fused modular frame, Turbo motor, Cooling system, Pressure conversion cube (A)

Items marked with P are for player use only and not used by other factories. Those marked with A are for automated production only and not stored at my base. Those marked with both are used for producing consumables at my base but not made available in storage containers.
Fartex Nov 10, 2023 @ 7:42am 
not related to your question i think, but i have stopped spreading out over the whole map. meaning i will pull resources from nodes that are close, but i will not build another factory with a 64x64 footprint ( i know this is big, its just an example).
the sky is the limit if you know what i mean.
info Nov 10, 2023 @ 8:04am 
Originally posted by Fartex:
not related to your question i think, but i have stopped spreading out over the whole map. meaning i will pull resources from nodes that are close, but i will not build another factory with a 64x64 footprint ( i know this is big, its just an example).
the sky is the limit if you know what i mean.

Curious, is this 64x64 meters or foundations? Guessing you mean foundations as in m thats only 8x8 foundations. While a factory could be built in that especially considering your noting the sky is the limit it would be a challenge.

If you meant foundations then that is about 1/2km square which indeed is big and of course you would not likely build many that size though having a couple/few large factories around the map to draw in more 'local' resources is a valid means of growing the game while keeping mega factory performance issues at bay.
Typically how people start out is by building the largest spaggt monster possible in the spawn area. I typically call those lads the "Ficsit Ranks"

Then within a few days, the next game will introduce the player trying to have a single base but much more refined with outposts dotted around the local area, only using long distant outposts connected via trains or drones, at this stage they mastered the art of making several large wearhouses and how to keep things a bit more clean. I refer to this stage as the "Ficsit Researchers"

After that comes the stage where people will experiment with what they want to do, for some thats making several bases across the entire map, refining ores at their nodes, shipping them off to larger facilities and from there they'll go to other places. Some will simply continue to ship to their hub but the hub will now becomes a refined gargantuan facility that is laid out in a matter that allows the builder/player to know where everything is and to regulate systems. I refer to this stage as "The Ficsit Experts"

Finally we come to those that will know the game really well but are now doing more with AI and vehicles, at this stage players will begin to see how many vehicles, trains and drones they can get into operational use without an issue occuring, play with train signals more and use the basic ideas of airborn highways. These players know what to do with their bases are are now mastering the hardest thing (to me at least) in the game which is not just Ai, but many AI's doing tons of work across the whole map, no longer just trains and drones, but trucks and tractors and sometimes explorers to (I saw one lad use explorers as light but fast transports). I call these lads "Ficsit Enterprise Staff"

There is one stage above which is typically the stage where you have a good idea how to master the game and will start building things to make your bases and factories to look nicer or just to experiment, normally here you'll start to build large grand facilities or buildings that serve next to no use, or start adding decortive parts to existing factories to sprouce them up, thats normal, we do it all the time! At this point I just call those people the "Ficsit Engineers."

Not everyone will go at this pace, some will jump over certain stages, but effectively there is no right or wrong awnser to your question as simply we players all work on different ideas of how to make a large facility that needs resources.

Like myself, I have a huge main hub that is multi story in the jungle and has 3 interconnected airborne highways for trucks, one to the oilfield in the lakes, another that goes to the iron fields near the cliffs down the path and one that links to the aluminum field just above the oil field. Those areas have bases sure, like the oil field has a huge refinery system built there that then ships the refined products to the HQ, the iron complex ships steel products to the HQ and as you can imagine the aluminum field ships aluminum to the HQ

There are also 2 empty air bridges around the area, one that goes to the desert peaks north of my base and one to the titan forests that I made just for the sake of decor, I am the example of one who builds a unified giant base and not several across the map, and it honestly works really really well.

I don't expect others however to build like me, ifs just how I like to play!
SpaceWombat Nov 10, 2023 @ 10:40pm 
It boils down to how you want to distribute your infrastructure to suit the needs of your end-goal.

There's not really a right/wrong way to do things in Satisfactory as long as you aren't bottle-necking production... or hindering yourself from getting things done in a timely manner.
Last edited by SpaceWombat; Nov 10, 2023 @ 10:40pm
Mozzy Nov 11, 2023 @ 3:42pm 
OP's question was pretty specific, before trucks. So, in that scenario, I would do all smelting into ingots at each ore site, and process ingot into the item that node will supply. e.g. iron ore into screws.

But since I know how fast trucks will be unlocked, my real answer is even before having that tech, setup my operation for centralized production for each main area. All copper and ore smelted on location, far easier than running it by belt somewhere else.

Bring all the ingots for that general area of operations to production site. It won't be main base, just one of many mining camps. Produce the copper wires, screws, etc.

I think it's hard to answer What If before XXX questions, when after couple playthroughs, the player already knows what mid and long term strategy they will use. So early game is really the same, not wasting time with more than temporary methods, and setup knowing will have better trucks, first belt upgrade, etc very soon.

From the answers, the debate is really more along lines of which style is preferred. Massive central base, split up specialty production centers. etc. To that, having only played in two biomes as main starter areas, can only say for current time, prefer the middle approach. One main super factory, where Space Elevator is. But handful of fairly big production centers, for various mid tier and higher products.
Doc✪Hollywood Nov 11, 2023 @ 4:05pm 
Originally posted by Mozzy:
All copper and ore smelted on location, far easier than running it by belt somewhere else.
agreed

Originally posted by Mozzy:
Bring all the ingots for that general area of operations to production site. It won't be main base, just one of many mining camps. Produce the copper wires, screws, etc.
Why?
Since you already make the ingots on site, why don't you produce also the iron/copper plates, rods, screws, wire, sheets and cables also on site? As long no other materials are needed also RIPs and MF can be produced on site and transported THEN, along with the other materials, to the factories who produce COMPOUNDS.
tdb Nov 11, 2023 @ 4:07pm 
Right, I completely missed the "before trucks" part. In the beginning of a playthrough I find a location with iron, copper and limestone in close proximity to each other and build a factory next to each one, producing the items requiring the respective material. All of the base recipes only require one raw material, and I know these factories will be replaced eventually anyway, so I don't worry too much about logistics.
Mozzy Nov 11, 2023 @ 4:26pm 
Originally posted by Gordon✪Gekko:
Originally posted by Mozzy:
All copper and ore smelted on location, far easier than running it by belt somewhere else.
agreed

Originally posted by Mozzy:
Bring all the ingots for that general area of operations to production site. It won't be main base, just one of many mining camps. Produce the copper wires, screws, etc.
Why?
Since you already make the ingots on site, why don't you produce also the iron/copper plates, rods, screws, wire, sheets and cables also on site? As long no other materials are needed also RIPs and MF can be produced on site and transported THEN, along with the other materials, to the factories who produce COMPOUNDS.

Because my preference would be short answer. Better one is, making things like plates on the actual ore processing site means belts != limiting speed. Even with multiple plate makers setup, they will produce so slow, the speed of belts taking those finished items are irrelevant.

So what I like to do is process the ore into ingots on the spot, makes sense to me. No point belting or trucking raw materials. For some things like copper wire, yes, I make those on the ore spot too. But generally, can setup 8+ smelter operation that mass produces ingots, then belt that towards one central production area.

In most spots on the map, for grass and grass and rocky desert (only starter biomes done so far), there are clusters of multiple iron, copper, and limestone. Until needing wet soaks, no point ever shipping anything but finished concrete, so of course, that one is never processed or shipped anywhere but as concrete to various bases. All done on ore spot.

However, for good part of game, early to well past mid phase, steel will be one of my main big factory areas, outside of super base. Since I know, far ahead of time, that my steel production center will keep ramping up, far in excess of the one ore deposit it is built on, my preference is to belt, truck, or transport in lot more iron ingots.

So my preference is setup all iron ore in that sector of the map as ore + smelt + ingot production, then either belt or truck it to central supply hub. From there, part of it is made into plates to feed other parts, while ingots that match current maximum production of steel center also shipped out.

Really no right or wrong answer, just prefer to do it this way as easier for my brain to calculate logistics. If you imagine like a starfish, center is my production center. On the arms feeding it are iron, copper, steel plant, eventual industrial beam plant, modular frame, etc. Each arm of the starfish has two way streams of logistics. Raw or partly processed stuff coming in, goes up the other arms to provide mats for more advanced things, like modular frames, then comes back to main supply depot on that same center of starfish.

Eventually, that center ships out that stuff to my main super base, doing space elevator and big assembly lines for supercomputers, things like that. This entire approach may change once I actually finish going beyond tier 8. I keep restarting, having fun sort of building up to that point, but haven't automated production lines needed to 'Win' the game. The final big space elevator launch.

At moment, doing couple starts on each biome to get better at it. Waiting for U8 to start the two other biomes have not done begin to Tier8 games in. Perhaps other way to answer is I heavily favor belts, not much into trucks, trains, or drones. So I end up making couple starfish designs around the map, depending what is limiting item, like coal, or when discovering oil. It's just easier for my head to keep up with all the ratios of ingots needed for whatever end product when I do the plates plus more advanced stuff elsewhere.
Doc✪Hollywood Nov 11, 2023 @ 4:26pm 
Originally posted by tdb:
Right, I completely missed the "before trucks" part.
That's maybe why I did not understand your two very in-depth answers. I just asked myself "Why is he not building on site?"

Now Mr. Mozzy is producing ingots on site - but then also transports the ingots for unknown reason(s) away.

I do not care if later trucks and trains come or not. For the sake of simplicity I try to produce all one-material parts on site - in other words if something requires only iron/ only copper/ only caterium/ only lime I produce it right there ...

Originally posted by tdb:
All of the base recipes only require one raw material, and I know these factories will be replaced eventually anyway, so I don't worry too much about logistics.
... and I try to design it in a way that I do NOT have to tear it down with better belts (!)
Ryzilynt Nov 11, 2023 @ 4:32pm 
Originally posted by Gordon✪Gekko:
... and I try to design it in a way that I do NOT have to tear it down with better belts (!)

Belts can be upgraded in place.
Doc✪Hollywood Nov 11, 2023 @ 5:17pm 
Originally posted by Ryzilynt:
Belts can be upgraded in place.
Excactly! And what is even more important: You can plan and build with enough space for more smelters, constructors, assemblers, etc. in futre since these machines do NOT scale.
tdb Nov 12, 2023 @ 12:14am 
Originally posted by Gordon✪Gekko:
... and I try to design it in a way that I do NOT have to tear it down with better belts (!)
The big thing isn't better belts. It's trains. Specifically, train stations and integrating them into the factory. They're huge. In my current game it wasn't until heavy modular plates that I finally nailed down the design I wanted to use for my factories.

Another thing is that to achieve the desired aesthetic I need steel. With careful enough design I could leave holes where the steel parts would go, but see above. Perhaps in my next game I'll manage to build the right way from the start. We'll see once 1.0 is released.

Originally posted by Gordon✪Gekko:
Excactly! And what is even more important: You can plan and build with enough space for more smelters, constructors, assemblers, etc. in futre since these machines do NOT scale.
It's surprisingly difficult to plan a truly expandable factory, at least if you want the final design to look uniform (i.e. no "oops there's a cliff in the way, let's build the rest over here") and without building giant sky platforms.
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Date Posted: Nov 9, 2023 @ 6:43pm
Posts: 54