Satisfactory

1690 readers
30 users here now

The unofficial Lemmy community for Satisfactory, the factory-building and exploration game.

Useful Links:

Looking for Group?

@[email protected] started a dedicated server and welcomes Fediverse users, find out more by DMing them or joining this steam chat

Rules

  1. No bigotry - including racism, sexism, ableism, homophobia, transphobia, or xenophobia.
  2. Be respectful, especially when disagreeing. Everyone should feel welcome here.
  3. No NSFW content
  4. No ads/spamming

founded 2 years ago
MODERATORS
1
 
 

So, I STILL haven't come up with any real ideas for how to decorate or get around on the big stairstep buildings, so I'm putting it off some more. What worked out well for the other two, and for the miners, was just running a main beltway alongside them, instead of directly connecting them, so I decided to keep going with that idea, and redo the little bit of beltwork I'd already done on the other side of the facility.

With that line built out all the way to the other big tubeway trunk, I was able to fully connect up the first building I built, with all the Iron and Copper machinery.

And, in fact, that finishes production for all of the intermediate items, and the belting to get them over to the final factory.

Aaaaaand fully-detailed out.

Interior shots.

2
 
 

Built out a little bit of a "hub" room today, where the main power switch for the campus can sit, and where we can do some of the inter-building belt routing.

With that built out and connected up, I was able to route all the belting and power for the first building, and get it powered up.

Well, everything except the Limestone feed, which is gonna come from the opposite side of the campus than the Quartz.

Wide shot, including more Tubeway.

3
 
 

After building the platform for the first Miner, last time, I've got 7 more to do, so I figured it was definitely worth blueprinting it. Also, a few for the interconnecting beltways.

With those, I managed to get everything fully-finished for all the incoming resources for the factory.

Then I noticed this...

Yeah..... I have 0 willpower to fix this.

4
 
 

Still procrastinating on the main factory, so I spent my time today building out the tubeways that carry in nearby resources.

Also sat down an workshopped a design for detailing the miners and the resource lines NOT on the main tubeway. Definitely a bit reinvigorating by actually just focusing on something simple, and new.

5
 
 

More progress today. Got all the miners and resource delivery laid in.

I still have no idea where I'm going with this, but progress is progress.

6
 
 

Man, I am really hitting a creative wall with this factory. I am at a loss for ideas on what to do next here. I tried laying out this sorta terrain-hugging foundation to try and build on, but turns out, I hate it.

Also, I'm really getting salty about the randomness of the indestructible flora.

So, I'm scrapping this.

Screw it, I'm just gonna lean harder into the stairstep theme.

This should be all the machines for the factory, except for a Sink and some Uploaders.

7
 
 

A little more progress on the next building, today. I decided, what the hell, let's just stick with the stairstep design. See what I can make of it. I really have no idea how I'm going to turn this into a proper building, yet, but ideally, that'll be part of the fun.

Also extended out the tubeway some more, a decent way beyond where I need it, so I can fully visualize what space I have to work with.

8
 
 

Long hanging fruit for today is the final building of Frameworks, to make Heavy Modular Frames. Literally everything is already done for this, except I didn't have Manufacturers, at the time.

So, removing the temp Sink and Uploaders I had here, and framing out the building, we get a layout for where the final machines will go.

Building out and detailing the building.

And with a final long shot, we're done.

Nerd docs.

Next up, I've picked out a rough location for the next project, mainly due to proximity of resources.

For starters, I need to extend out the main tubeway to map out a new building.

This machine layout should get the job done.

Also needing to be built out is the segment of the main Tubeway that I built out a couple weeks ago, to attach the two Geothermal Generators to the grid.

9
 
 

Done. Completely. The largest and most-complicated build I've ever done. A full 2-week project. All running at 100% efficiency.

I had to run the last of the 3 Turbofuel lines over to the big Generator building.

Then I had to connect up the entirety of the Generator building itself. Same strategy, each of the 3 Turbofuel lines, is one long straight shot, that just has a small splice coming off for each machine.

So, that's about 20GW of additional power that I didn't have before. And that's only running at 100% clock speed. I'll need Mk.5 belts to upgrade it any further.

Nerd docs.

All said, this facility is actually doing QUITE a lot, and I'm really proud of the design. I get a small amount of Packaged Turbofuel for personal use, made from a little bit of the Polymer Resin byproduct, and a small siphon of Turbofuel from one of the 3 lines.

The rest of the Polymer Resin gives me a source of fully-automated Fabric.

Then we have the Compacted Coal, which is made from a Pure node each of Coal and Sulfur. The Pure node of Crude Oil only requires 88.9% of a Pure node's worth of Compacted Coal, so instead of underclocking those machines and miners, I just take the extra 11.1% and feed it into some Coal-Powered Generators. It's basically just free additional power, at that point.

On its own, this facility is good for about 15.5GW of power production, at 100% clock, and will be able to clock up to 250% when I get Mk.6 belts unlocked, for 38.9GW.

10
 
 

The only info I've seen is "in 2025". I was wondering if anyone knew of any more information.

Edit: This is the only bit I've found this far, and it looks to be a joke: https://satisfactory.wiki.gg/wiki/Future_content#Version_1.1

11
 
 

Alrighty, time to actually run out some Turbofuel.

The first line here actually gets a small splice off to package and upload to the Dimensional Depot.

Then it feeds the little mini-building of 3 Fuel Generators.

Then, the builiding of 13 Fuel Generators.

Then, the first 7 Fuel Generators in the giant generator building.

The whole line is structured as one single long run, with a small splice off for each generator. No complicated forking or balancing needed. Hopefully, this prevents any weird backflow issues from arising.

And that's a full 1/3 of the plant running at 100% efficiency.

12
 
 

Built out the Coal mines today.

Plus more inter-building and inter-floor logistics. The Crude Oil, Compacted Coal, and Waste Processing buildings should all be fully-complete now. I think.

13
 
 

After maybe an hour of setting up blueprints for the inter-building walkways that I prototyped last time, I decided to actually start today by finalizing the Geothermal Generator here, and getting it fully connected to the main grid.

Then I went ahead and placed the first set of blueprints over at the main entrance, while I was nearby, to allow access to the logistics floor.

After that, I just headed over to where Crude Oil is coming into the first building, and started going crazy with getting buildings connected.

This here is the connections between the two buildings that are processing Crude Oil into Heavy Oil Residue. In order to fit the terrain, I ended up with one building of 3 Refineries, and one building of 6. So the first building consumes some of the Crude Oil, and passes the rest on to the next building, along with the Heavy Oil Reside and Polymer Resin that it did produce.

The next building receives them.

The one line of Heavy Oil Reside from the first building, plus 2 more from the second, trunk over to the Fuel processing building.

Meanwhile, Polymer Resin moves on to the waste waste processing and packaging building.

Waste processing also needs water, which comes from Fuel processing, which is also an adjacent building. One of these 3 lines is used to process all the Polymer Resin, and the other two will pass right under the building over to Compacted Coal.

There's a pretty drastic height difference between the two buildings, so I added this little support strut for the pipes.

Slightly wider shot, from Fuel Processing.

14
 
 

Co-op today!

Got the shipping lot for Ironworks finished out..... except I'll actually need to do one more rework, next time.

We neglected to realize that the sheer volume of resources this factory produces means we can't sink all the overflow with just one AWESOME Sink. So, after finishing the lot, I expanded the corner where the Sink sits, enough to add a second one, and re-routed the overflow belts to match.

Except we ACTUALLY need 3 Sinks, not 2. So, that's what I'll have to do next time. And the corollary is that we ALSO made this mistake for Copperworks, so I'll try and get that fixed as well.

My wife made more good progress on Cateriumworks. Structurally, it's pretty much done: all the building and machines are in place. It still needs lighting, power cabling, and a shipping lot.

During the process of all of the above, we found we were running out of Reinforced Iron Plate again, despite getting that factory up and running last time. Essentially, it's just running WAY too slowly. It's only producing like 2.5/min, and THEN it's not prioritizing that 2.5/min to the Depot, and instead splitting it equally between the Depot and the Truck Station, which is currently unused.

As an immediate stopgap, I cut the belt to the Truck Station, and then we got into a conversation about why the factory is running so slowly: it's because Copperworks is running equally-slowly, (12.5% base clock speed), because I didn't think we could afford the power to run it any higher. Which is when my wife pointed out that we never upgraded the power plant to Mk.3 belting, which I thought we had.

So, I went and got that all upgraded. A nice 2.25x boost to our power capacity, so we should be able to afford increasing the clock speeds on Copperworks and Advanced Ironworks a bit.

15
 
 

Next up is connecting the factory to the primary tubeway. Got a path laid out from the factory entrance up to the closest branch of the tubeway, easily enough.

However, at this point, it got a little tricky. To connect a new branch to the tubeway properly, I need at least 24m (3 foundations) of straight segments, and there's really not a lot of room here for me to curve and join up at that straight segment to the left.

So, I just pathed out a small adjustment to the existing tubeway.

With that, the new branch is connected. I'll come back to this maybe tomorrow to run a belt of Sulfur underneath here.

Moving on, built a little hut for the Oil Extractor, and prototyped a new design for a walkable support to pipe it up to the factory.

I'm moderately happy with it, so I'll probably spend some time tomorrow making reusable blueprints for this design, to get walkways and resources connected between all the buildings much more quickly.

Also prototyped an access ramp to go between machine and logistics floors, that I'll need to put in each building. Again, I'm planning to blueprint what I can of this.

16
 
 

Starting out today, I wanted to lay out the rim of the ceiling, before laying out machinery that might get in the way, since all the 45-degree corners have to be built my hand.

I experimented for a WHILE with the blueprinter, and spacing and alignment and whatnot. Ultimately, I managed to fit 55 generators in the floor space, and I think that's about the max.

Filling in the ceiling, and that's this building pretty much done. Except for all the piping work on the logistics floor, but I'm going to save that for later, until after I have all the generators laid out. There's a very specific distribution strategy I'll need to implement for grouping up generators with refineries, so I'll need to know where all the generators are going to sit before I can finalize that.

I also ended up with a few foundations worth of empty space, that wasn't enough for an additional generator, so I turned that into a little balcony to serve as the main entrance to the campus.

So, after 55 generators in the last building, I need 16 more to finish out the campus, and it just so happens that's what I was able to fit in here.

With the concept proved, I laid down an outline for the building, to guide placement of blueprints.

Aaaaaaaaaaand, these big chonkin' corals aren't destructible. Great.

Reworking the outline and layout again, I can avoid the indestructibles, but I lose the space for 3 machines. Nothing for it, there just isn't enough space here to expand out this building any further. Gonna have to do 1 more building.

Before that, I got this one detailed and finalized.

After agonizing for a little while, I decided on this little spot up here, and built a proof of concept. There's just enough space here to avoid interfering with the coal mines in the background there, that I'll still need to build out.

To make this spot work, I'll actually need to reclaim this extra foundation of empty space at the end of the prior building. Due to the big difference in elevation between these two buildings, I'll need that extra space between them to run piping and walkways. And again, I want to leave as much space as possible between the new building, and the coal nodes, so I don't want to shift that one backwards.

More outlining, blueprinting, detailing, and finalization.

Aaaaaaaaaaaaand that should complete all the buildings needed for this factory. All that remains is to build out an Oil Extractor, a couple Coal Miners, the tubeway to carry in Sulfur from the outpost I built last week, and to run all the interconnections between the buildings. Closing in on the final stretch.

17
 
 

Back in coop today. Got another big chunk of road built out, toward Cateriumworks.

Speaking of which, my wife made some decent progress on that.

18
 
 

Second building from yesterday is finished up.

The next one's gonna be a doozie. I think I should be able to make this footprint work.

Yeah, this should definitely work. We'll see tomorrow what I can end up fitting in here.

19
 
 

Next building is done.

Also the next next building is mostly done.

20
 
 

Next building is done.

21
 
 

First truck lines are up and running!

These are very low throughput, so each of these trucks will actually idle form 4-8 hours, per cycle.

That started with my wife and I rebuilding the shipping lot underneath Ironworks, to make room for Truck Stations.

I also had to make the fueling station accessible. I decided to just move it over by the existing entryway, as a temporary setup. I'll eventually build a full and proper fueling station on the other side of the road, when Liquid Biofuel is available to us.

And while I was recording and configuring the truck routes, my wife got a start on Cateriumworks.

22
 
 

Next building is mostly done.

Now, since today was slow for pics, and since I was asked about it, and since I meant to do it at the end of Phase 2, and forgot, I took a few shots of the whole world, or at least as much of it as I could get.

This one actually captures almost everything. Everything up through Phase 2, anyway. The Coal Power Plant is hidden down below the cliff, but you can see the infrastructure around it. You can juuuuuuuuust make out the Projectworks campus in the distance, plus FICSMAS on Paradise Island. No view of Oilworks though, it's farther off to the upper-right.

Off to the east is all the new Geothermals, and the current in-progress build, in the Blue Crater.

If you REALLY want to see the whole big picture at once, https://satisfactory-calculator.com/ has you covered.

23
 
 

I started today by figuring out where the next couple of buildings will fit, but then I had some questions in my head about how I'll be connecting them together, so I decided to just go ahead and fully-detail the first building.

Moving back to those other two buildings, I got them fully built out, as well.

24
 
 

Not much to show off today. Just made a little more progress on this factory. I've decided, for now, that I'm gonna try this sheltered-but-open-air kinda design. Basically, just no walls. We'll see if it's viable for the other big segments of the factory.

Also picked out a color scheme, based on these nearby..... mushrooms? Coral? Whatever they are.

25
 
 

Spent most of the evening building out this little Geothermal and Sulfur outpost. I'll be using the Pure Sulfur node here in the next build, and I'll very likely be wanting the others in the near future.

That finishes all the prepwork I had in mind. Time to start the next build, proper. Should be the biggest one yet.

view more: next ›