Satisfactory

Satisfactory

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directorguy7 Oct 13, 2024 @ 12:15pm
What parts need an entire factory and what parts dont?
Not sure how to ask, but getting to the point where not only do I need to automate stuff, but need to automate at a large scale.

So I guess question is what products require an entire manifold versus just a compact setup. For example, I have a pure iron node feeding 270/min (maxing out mk3 belts) to 3 smelters. The Ore to smelters obviously would be a good idea do a manifold/organized easily expandable setup. Should I do the same level of setup for rods? Or screws, etc? Or are they more just used only in iron factories?

Hard to tell if the space elevator parts should have a lot of time dedicated to them or not. If they are used for one or two space elevator runs, and not used to make other "core" parts, then a quick and dirty setup for them may be better.

Or should every single part be automated and mass produced? Whats kind of a general high level factory grouping I should use? I have a big factory with coal, iron, and copper all close by, basically a metal works factory. It will eventually have to send some of its stuff to I assume more exotic materials factories with a train, etc.
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Showing 16-19 of 19 comments
Ray Garraty Oct 16, 2024 @ 3:24am 
I would've made a standalone aluminum factory in the Red forest. All you need is there: water, bauxite and coal. Also if you bring some copper from nearby Eastern Dune Forest it's possible to produce alclad sheets and radiators
ShelLuser Oct 16, 2024 @ 3:49am 
Originally posted by directorguy7:
So I guess question is what products require an entire manifold versus just a compact setup.
That's a question only you can answer.

Not to mention that you don't really need manifolds either, if you crunch the numbers and set up a proper load balancing then you'll easily get the same results and in a much quicker timespan. Of course the downside to that is that such specific builds take up specific amounts of space and are - generally speaking - more trickier to expand upon.

... then again it's usually nothing which a well designed blueprint can't fix.

Originally posted by directorguy7:
For example, I have a pure iron node feeding 270/min (maxing out mk3 belts) to 3 smelters. The Ore to smelters obviously would be a good idea do a manifold/organized easily expandable setup.
But even manifolds have their limits. And of course the other option: over and/or underclocking: fineturning the circuits to squeeze even more out of them.

Originally posted by directorguy7:
Should I do the same level of setup for rods? Or screws, etc? Or are they more just used only in iron factories?
That's something only you can answer, there is no "right" or "wrong" answer here.

Some people swear by megafactories, something I consider boring. I'd rather crunch some numbers and tune some machines to squeeze whatever I can out of them.

Of course my playstyle is also different because one of the reasons I don't mind if things take a little more time is because I'm also spending plenty of time exploring or base building "elsewhere". So while I'm building my aluminum plant my main base continues to produce computers and AI limiters and other gizmos. Not at blazing speeds, but when I'm done with my aluminum I can rest assure that I'll have plenty of materials to satisfy another tier (or most of it).

Which is more than fine with me, because I still have a caterium & quartz processing plant on my todo.

But of course I can easily imagine that other players prefer more bulk and thus more materials to work with but within a shorter timespan...

Your milage may vary, as the saying goes.

Seriously... even though I have automated almost everything I still keep crafting benches around, because sometimes it can be quicker or easier to do some small things manually.

Your game, your rules.
Ray Garraty Oct 16, 2024 @ 3:55am 
Originally posted by directorguy7:
screws
I would avoid setting up a standalone screws production altogether.
If you like to use them, just unlock cast screws recipe and craft screws in place for specific goals only in necessary quantity (load balancer style)
Last edited by Ray Garraty; Oct 16, 2024 @ 3:57am
Twin Oct 16, 2024 @ 5:55am 
So I think what you are sort of asking is are there any highly "reused" parts. If "Rods" are used in 80% of recipes or something like that?

Or the question "what parts to make onsite vs in a remote factory"

In my experience the answer is No, not really. Iron parts (rods, plates etc) for example is something in many games like this you would expect to needed for "everything".

Though I have found this to be less that I would expect.

Iron products for example... Iron rods are actually used mostly for building (tools, signs, railings) etc. While used in a number of items, typically do not need to "export" rods much to product other items.

That said... this game does a really good job at making "tough" decisions or I should say multiple "viable" solutions that will work just fine!

So my advice would be do not over think it terribly, as others have said... as you progress things will change. As you learn, things will change. This game is so complex that you will end up redoing or wanting to redo things.

Also you will see a lot of people talk about huge scale etc... There is WAAAAAY more than enough resources to do what most people want. You look at some of those milestones and think I can only product 1 per minute... this will take forever and start planning to product 10!!! But you forget it takes time to build the next factory, train line etc... Fast or high production isn't always needed. Smaller factories slow and steady often works just fine.
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Date Posted: Oct 13, 2024 @ 12:15pm
Posts: 19