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Once you need more than one constrcutor making biofuel, the gathering becomes too much of a job (imo) which is at a demand of 450 MW.
You got more flexability but once you want a decent amount of complex iron items coal becomes more attractive. You can lean back some more but don't fall asleep ;)
450 MW is more than enough for establishing basic early game production. Its important not to over-dimension the basic production in the beginning. With the chainsaw I collected wood, leaves and mycelia only one time for about 20 minutes until the containers for them in the fuel production line were full. That lasted me long enough until having everything to build 3000 MW coal power plant. In fact i ended up with only 350 MW demand before comfortable switch to coal power.
While I have unlocked the ability for coal generators, I have not yet found a suitable location for their placement nor am I sure that that is the most important project for me to undertake next. Since on my explorations of the Dune Desert I have found numerous caves blocked by boulders, I am currently leaning towards steel production so that I can manufacture more explosives to eliminate these obstacles and explore what caves and recesses lie beyond.
I think for a brand new player, having a belt feed on the Burner makes sense; they're likely to be on biofuel for a while and unlikely to skip milestones to bee-line Coal.
But for everyone else, staying on Biomass feels unnecessarily forced.
I get great use out of Bio-Burners right up to early late game.
The best thing about Satisfactory is, there are so many different ways to get your job done.
None of them the right or wrong way to do things. Ask if it's working for now and what you want to do when it isn't.
A good example of how I use them in my Mid-Game is, when exploring, to put a miner on a node, feeding into a large container. Plonk down a Bio-Burner and underclock it to match the miners power requirement. Carry on exploring.
Pop back and collect When I need the materials and top up the Bio-Fuel, Eventually incorporating said node into the automation when I'm ready to.
With all that said;
Once I have built my coal power setup, things really get moving.
Sure, but this is now no issue anymore, this was happening mostly because you had to load fuel manually and one a couple of burners ran out of fuel you were getting blackouts often. This is now no problem, with the belt sockets for burners 90% of fuel management is now automated. You must not run to burners every 20 minutes now. You simply collect tons of leaves and wood, drop it in containers and you can go exploring the whole day.
However I can see holding off if you don't know the good spots to build a coal power plant.
Also you need the pump to generator ratio when going for max generators but it's still fine to run one pump and two generators, or two pumps and four (or five?) generators.
I usually start with four coal generators which means I could delete 10 biomass burners (if I ever had that many)
On that note I continue to use burners for remote power, e.g. popping miners down while exploring. Which is why I keep the materials to build them and biofuel in my tractor inventory. Which means I can just explore and not need to go back because I never have to fill anything even if it's just a single container now.
I didn't rush to Coal Power.
I wanted to make a proper auto-fed Biomass Burner setup.
So I did a bit of automation for leaves and wood.
Leaves & Wood => Biomass => Solid Biofuel = fed into 12 Biomass burners - that stayed so stable for like forever - just topping off the wood and leaves every now and then, but nothing frantic - like before the automated Biomass burners.
But, I'm not going to be a saint here; I DO like not having to worry about 'feeding the biomass burners' ofc. ;-)
Stun rebar is pretty effective because it allows you to attach a bomb to your enemy. Imagine a stinger jumping at jou and then you detonate the puls nobelisk making it jump backwards :)
I currently have 4 biomass generators including the two from the HUB. And with that I operate 4 smelters for iron, 2 copper smelters, 2 constructors each for iron plates and iron rods, 1 for cast iron screws, 1 for copper sheet, 1 for copper wire, 1 that makes cables from copper wire and 2 that alternately make biomass from leaves and wood and then produce solid biofuel. Oh and 2 constructor for concrete. This means that with 4 biomass generators I currently operate 13 constructors and 6 smelters. And at the end all the products go on a conveyor belt into a storage container so that I still have supplies if the power goes out, because the belt continues to run without electricity.
Problem: I'm still in the launch area, collecting building supplies for my actual factory that I still want to build, and I haven't even built the space elevator yet because I need to expand my logistics first.
Which isn't possible because the game crashes every 30 minutes due to an "access violation".
What I'm actually saying is: If you don't want to constantly convert alien proteins into solid biofuel later on, you'll eventually have to switch to coal for larger factories. And I hope you already have the compressed charcoal recipe or whatever it was called again. Because 100 coals disappear after less than 5 minutes.
Which was indeed a good idea before 1.0 as having to baby-sit the burners was really such of a pain. But I have an impression that this became actually a habbit. I hear it often in the forums. Im just saying relax, burners must not be baby sitted anymore, and they are actually better for early game and even quite a bit into mid game. No reason anymore to skip on bio fuel as soon as somehow possible. Bio fuel power has its advantages over coal in early game even if you have coal already unlocked, you must not jump on it and craft rotors and reinforced plates at craft bench just to get rid of bio burners right now.
Well, that's right. Now you have this option. If possible, just make sure you have a large inventory for leaf and wood storage so that you can react in case of an emergency when you return from your exploration tour. After all, that's the second most fun part of the game: searching and finding!
I was already swimming in them because they are required for the space elevator to unlock the coal power anyway.