Satisfactory News

Satisfactory News

Satisfactory News is all about the factory-building and exploration game Satisfactory. We report on updates and news around the game, as well as create guides about how to play the game. Come join the community!

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  • @freedomhq4075
    @freedomhq407552 секунд бұрын

    How are loopback belts possible? If I throw in 300 units/min, but only process 250units/min, shouldn't my system be backing up 50units/min?

  • @crazzzed_lunatic4203
    @crazzzed_lunatic4203Күн бұрын

    spaghetti factory describes my base perfectly

  • @user-td2ny7mn1x
    @user-td2ny7mn1xКүн бұрын

    Good news. The way he handled the epig exclusivity controversy was absolutely disgusting. His community management skills are zero, good call for him to go solodev

  • @galla153xd
    @galla153xdКүн бұрын

    my favorite playstyle is a hybrid between mega/modular. I like building 4-ish different "mega" factories, one for each biome (e.g. for each starting location) and connecting them with a train network. For example i'll have a fuel powerplant/production/storage "mega" base in one biome but then iron/steel/copper/caterium/etc in another and usually the desert is reserved for the "main" base where i setup my hub. The desert factory may not be the biggest one, but thats usually where i setup the hub and space elevator, where my doggos live and where my mall/storage is. This is very nice because theres always trains driving around, making it feel busy. The factory is also split up based on material so if, for example, there is a power problem, well... go to the power factory and the problem usually is there and easy to spot since there are no other materials mixed in, but its also in one place so i dont have to go looking around which modular factory/powerplant is causing problems. Usually it looks like this: Grass fields: Basic material factory (e.g. ingots, (heavy) modular frames, computers, circuits, etc) Dune desert: Main base (e.g. mall/storage room, doggo enclosure, pioneer home + hub, passenger stations, gas mask filter prod., bio mass/fuel prod., etc) Blue crater: petrochemical (plastics, rubber, (small) backup powerplant for coldstarts + storage, liquid biofuel, etc) Rocky desert: Monolithic powerplant (fuel production, power generation, waste disposal, switchboard, power+fuel storage, etc) Sometimes there are remains of the "starter base" like an extra coal powerplant in in the western dune forest, but i usually leave that there since with this hybrid approach i have enough space in other biomes (also my last coal powerplant was a 10GW one so i didnt wanna destroy it as it was designed for reliability and to this day still runs a big chunk of my essential factory buildings as its on a separate power circuit) This hybrid approach brings a lot of logistical challenges and thats what i like. I think i'm not the only one doing this, but i havent really seen anyone else do it (i dont watch a lot of satisfactory content either tho so...)

  • @ianthompson31
    @ianthompson312 күн бұрын

    my personal preferecne is modular factories. I know everyone thinks megafactories look way crazier, but to me its just too easy to get all your stuff in one place then do it from there. I like good looking, well connected, expandable modular factories that aren't too far off the ground.

  • @galla153xd
    @galla153xd3 күн бұрын

    a game like this HAS to have a community and style like satisfactory does. I think coffee stain is the perfect studio to be developing this game. Everything from how they manage the community to how they, not only look at community feedback, but how we can actually see progress towards them implementing requests and fixing issues to the goofy/funny animations in the game. Coffee stain has been transparent in what they'll add and what they wont, all while still keeping new features a surprise. The best 2 examples that i can think of to illustrate this: - LetsGameItOut made an abomination of a save file which ruined performance and coffee stain contacted him to ask if they could have his save for testing and improving. - Andrew...? (srry for got his name) makes INSANELY big and awesome factories in game that push the limits of the game, multiple times they've referred to his saves and builds as a benchmark and an example of what this game should be capable of. This type of community/dev integration is what we need for this type of game. Everyone at coffee stain seems to know the community and its inside jokes (e.g. how snutt killed a lizard doggo, heck even the name "lizard doggo" itself is a prime example). All this to say that this game feels different, not like any cashgrab or some game idea ordered by higherups. This game feels like something everyone working on, actually believes in (and plays themselves). I hope they have a good 1.0 and future releases.

  • @LordBelakor
    @LordBelakor4 күн бұрын

    the best is both, a mega modular factory

  • @swoopify2044
    @swoopify20445 күн бұрын

    even with 417 hours, i'd only heard of a few of these beforehand lol, thanks

  • @DEADELV1S
    @DEADELV1S7 күн бұрын

    Build modular factories but mega storage warehouses then use logistics after, that's how our own infastructure works, just think Amazon 😉

  • @flooritonmyballs
    @flooritonmyballs8 күн бұрын

    HES LITERALLY ME FR

  • @munin81
    @munin819 күн бұрын

    For the overflow, if you don't need the additional overflow, could you just sink it? Like, if you had 120 output, but only needed 115, instead of looping back the extra 5, it'd just get sunk.

  • @SatisfactoryNews
    @SatisfactoryNews8 күн бұрын

    Definitely could do that! Nothing wrong either leaving extra in the system to smooth out any irregularities but if the belts being backed up would cause an issue, you should definitely sink the extra.

  • @cosmix_toast
    @cosmix_toast9 күн бұрын

    i delt with the aluminum by letting the water mostly cycle through the system but adding a extractor to top off the lost water

  • @theonefrancis696
    @theonefrancis6969 күн бұрын

    Modular is the way for me. Helps me keep my sanity lol

  • @Fawstah
    @Fawstah10 күн бұрын

    If you can wait to start your production, you can create a manifold, connect all your machines to 1 unpowered line, then when it backs up, power them all. This way you aren't pulling from the resources required to back up the belts, and the machines won't be able to store material indefinitely

  • @WuddupDok
    @WuddupDok13 күн бұрын

    Great video!

  • @garlic6405
    @garlic640513 күн бұрын

    lmao i have 12 hours on this game and i didnt know it had a map

  • @Fawstah
    @Fawstah13 күн бұрын

    In my first playthrough currently, I'm mostly doing tier 3 and up in a central location, but I def am doing it poorly lol

  • @SatisfactoryNews
    @SatisfactoryNews13 күн бұрын

    There are no wrong ways to play! As long as you're learning.

  • @ThatBlenderGuy1
    @ThatBlenderGuy113 күн бұрын

    The way I play is kind of interesting because I usually have about 3 or 4 mega factories that are a little bit apart. One is for basic production so everything before you unlock steel. One is for steel production stuff. The other two are for everything else Then I use trains, tractors, and drones to transport everything to a main storage area.

  • @TheGreatSeraphim
    @TheGreatSeraphim14 күн бұрын

    What I want are direct hookups to more things like splitters/mergers/storage to machines in the same way that elevator belts do. Yes I get that splitters and mergers are technically infinite speed and people could just chain link them that way but it is quite simple to just add tiered versions as well.

  • @Sean-yt1jn
    @Sean-yt1jn14 күн бұрын

    This could be solved so easily if the devs just added a throughput limit setting on splitter output lanes

  • @user-qv1ex6lt2j
    @user-qv1ex6lt2j14 күн бұрын

    wait...i say to make a giant loop belt act like a "inductor" and every spliter on the belt would out put at the same time

  • @Sotanaht01
    @Sotanaht0114 күн бұрын

    3:50 No. You do not, under any circumstance, even when nuclear waste is involved, NEED your input belts to be balanced. Even with nuclear waste, a manifold will eventually fill out and, provided you have enough production downstream, all the waste WILL get handled properly. At worst, your nuclear waste processing area will always be filled (but not clogged) with waste, making it more dangerous to be around. However it's always going to be a significant hazard so that's really not much of an argument. Honestly, there is no good reason to use a fully load balanced factory, ever. Yes, it will start up faster, however that comes at the cost of taking much longer to build which will usually make the total time (from concept until max throughput) longer. Couple that with the increased resource cost, increased space cost, and generally looking like total crap, I simply cannot recommend that style of play to anyone (without mods). It can be helpful when dealing with more resources than a single belt can handle to balance the load before routing it to separate (manifold-based) factories, but that's not really what this video is covering anyway.

  • @SatisfactoryNews
    @SatisfactoryNews14 күн бұрын

    Well, I suppose this is the kind of pedantic comment I deserve for throwing out a random line like that.. You're right, nuclear waste does not require a load balancer. The sentence was supposed to be a catch-all for letting viewers know that sometimes belts must be balanced in order to prevent them from backing up, and that can be especially important with waste - not for the danger of waste building up, but to make sure that your nuclear reactors don't get backed up with waste and stop working. I know this is not at all what I said, but the belt balancer on-screen during that sentence is actually the ONLY balancer in my world, which splits out nuclear fuel rods evenly. I had it set up to make exactly as many fuel rods as my nuclear plants needed, and I had it on a manifold system. Needless to say, the last couple reactors never had enough fuel rods but the first reactor had plently. In this case, I had 5 reactors, for whatever reason, so I needed to create a 1-to-5 balancer. Otherwise my power would have gone down. But yes, I hope the message of the video was that load balancers are niche and manifolds will suffice in 99.99% of cases.

  • @gamerdweebentertainment1616
    @gamerdweebentertainment161615 күн бұрын

    Great... I'm ahead of progress then UGH and last belt is on last 2 elevator upgrade, and I just spend hours on mini factories setup, luckily not too detailed, but still. edit: figured it out, will do extra steps, but need shift the 1/5 later part.of the chain, phew

  • @thatexoguy6721
    @thatexoguy672115 күн бұрын

    Is there a name for when you do a manifold, but you calculate the input and output? For example if you use an MK1 miner that produces 60 iron ore, you connect it to two smelters that both consume 30 ore per minute via a manifold. Adding more smelters at the end of the manifold makes no sense unless you either overclock or upgrade the miner, and this set-up to me feels like a middle ground between manifolds and load balancing.

  • @SatisfactoryNews
    @SatisfactoryNews15 күн бұрын

    I think most of the time, a manifold is calculated. Most of the math in this game works out nicely, so usually you use exact math to make your factories efficient. But the situation you describe is why the flexibility of manifolds is a big strength. If you have an iron setup with a Mk2 miner, you can build X number of smelters. But when you later unlock the Mk3 miner and want to upgrade it, you can easily add more smelters to the manifold to make use of the additional ore being mined. I think really a manifold that's totally random and lacking calculations would need it's own name, because that is definitely less common.

  • @thatexoguy6721
    @thatexoguy672115 күн бұрын

    @@SatisfactoryNews Okay, thank you for the answer. I'm still new to the game, trying to figure things out, and sometimes I don't even know what I don't know in order to look up guides. I've been trying to learn load balancing for the last couple of days, but I'll switch to manifolds.

  • @geviindovah780
    @geviindovah78015 күн бұрын

    satysfactory news - "Avoid backups" Me - mathing my whole factory to have backups on each stage with mutiple storage points between each stage. all designed to fully backed up.

  • @SatisfactoryNews
    @SatisfactoryNews15 күн бұрын

    In a majority of cases, that is the ideal way to play. But for some situations and some setups, a backup somewhere can cause the whole system to shut down. You just have to make sure you have failsafes if you're in that situation.

  • @noahtekulve2684
    @noahtekulve268415 күн бұрын

    My D&D Brain imagined balancing as if you're trying to roll a five-sided dice, but you only have a D6. you just roll your D6, and if the result is a 6, you reroll. That will always result in an even spread of 1 through 5.

  • @SatisfactoryNews
    @SatisfactoryNews15 күн бұрын

    Lol I actually really like that, as a fellow D&D player

  • @gamerdweebentertainment1616
    @gamerdweebentertainment161616 күн бұрын

    Load Balancing is pointless, I think, but my brain be like. "NO, do the complicated way!!!" I'm a test that 5 way, when I can, don't understand it, but here I go :) 20 items split to 5, should give that cursed 4 for encased beams

  • @Ashtarte3D
    @Ashtarte3D16 күн бұрын

    Personally I prefer modular setups because it's more fun to have devoted factories that build up to t4 mats and then train or drone them into a central hub that also works as my drone airport.

  • @ChizuruMinamoto
    @ChizuruMinamoto17 күн бұрын

    My main issue with Satisfactory is that, I do the centralised factory with smaller factory outposts around... But the trains are unlocked so late that it bothers me to have to then build that infrastructure when I didn't plan ahead for it. It makes just making huge belts taking stuff in and out much faster because the cars are honestly slow, and if there is ANY inbalance in your system if you used your car to transport items both ways, you'll end up clogging one of the side with garbage, requiring a manual fix. After that happened one too many times, I just stopped using cars outright and just made huge belts which went faster than the cars anyway.

  • @user-dw2tm4tx5r
    @user-dw2tm4tx5r18 күн бұрын

    My man talks like logistiks are fun, great video

  • @Azrael178
    @Azrael17819 күн бұрын

    Personally the biggest usage of blueprints i utilize are simple racio belt splitters. I have entire page of: 1/3 equal, 1/9 equal, 1/4 equal etc. seems like a small thing but saves so much time. But that might just be a side effect of my "no foundations megabase" challenge im doing atm. Im not going to lie jetpack +blade runner movement is really fun in a spaghetti mountain

  • @delawarepilot
    @delawarepilot19 күн бұрын

    I have a train loop in one direction that has goes around the entire map. Every resource has a one car train station. Complex products have their own vertical factories near the track somewhere. One station at the space elevator. Not the most efficient but fun.

  • @sevenredundent7256
    @sevenredundent725620 күн бұрын

    Ah, load balancing, some of my favorite servers . . . oh wait, we're talking about the game. Good stuff.

  • @TC-cq7oc
    @TC-cq7oc20 күн бұрын

    I have a few tips for modular factories (as a modular factory enthusiast): 0. Get very comfortable with rails. Always lay two rails so that you can have trains moving opposite directions. Also, have mental templates (unfortunately, blueprints are too small) for junctions and stations with multiple platforms. Each outpost is probably going to have at least 6 separate train platforms, for all of the different trains which visit it. 1. Build your rails high in the air, so you don't have to deal with terrain. 2. Use trains like private limos, not public transit. Each player on the server should have a private train, which they can hop into and set to autopilot to wherever they want to go. There should be at least one dedicated platform at each facility for player access trains. The cargo wagons on these private trains can be used as an extended inventory of sorts. Don't rely on riding the cargo trains around. 3. Trains can be extended in any direction. If you've finished making something and aren't sure where it's going yet, send it to a train and send it somewhere later. If you need a resource and haven't set up production for it yet, build a platform that takes it in, and fill it later.

  • @dylanwatts9344
    @dylanwatts934421 күн бұрын

    This video is misleading as no one with a shred of sanity every does one or the other. Especially considering since the maps are designer, you'll often find materials needed together for some advance items pretty close together. I would never make steel in a mega base, considering their are nodes close together that can fuel steel production elsewhere, and this would prevent over drawing the busses. At the same time though, trying to ship iron plates to multiple locations will cause traffic issues as your transportation network would bog down. So the real answer, neither/both. Use both as needed to mitigate the negatives of both.

  • @Stukov961
    @Stukov96121 күн бұрын

    One additional way to remove the manifold warm up is to just manually put a full stack in each machine. Load balancers are for perverts imho.

  • @SatisfactoryNews
    @SatisfactoryNews21 күн бұрын

    That's an... interesting description.

  • @Stukov961
    @Stukov96121 күн бұрын

    Note that the loopback method can cause issues if you're not careful of belt speed. For example, you want to feed 5 machines 12 things/min, for a total of 60. 60 in gets split into 6, 10 goes into each machine, and the 6th line loops back to eventually send the remaining 2 into each machine. But, and here is where things can go wrong for you, now you have 60+10 on the belt between the merger and the first splitter. If you did the whole system with Mk1 belts, because your total input was only 60, right, now you've got a bottleneck that's going to clog up, and the machines are only going to get 10 each.

  • @SatisfactoryNews
    @SatisfactoryNews21 күн бұрын

    Yep, I made a whole follow up video about this oversight! (Looks like you found it though)

  • @BenAnkenmann
    @BenAnkenmann22 күн бұрын

    Just stumbled across this, great video! I've been watching some others that are incredible but start with "improving the look on this build only took me 3 hours..." I'm way more interested in making things efficient, these simple ideas are exactly what I need!

  • @jacquesdubuc8204
    @jacquesdubuc820422 күн бұрын

    I propose Galvanized Square Steel and Eco Friendly Wood Veneer screwed with screws borrowed from your aunt for expansion projects.

  • @xwarockx3959
    @xwarockx395923 күн бұрын

    I hate manifolds. I hate it. I made a small, but elaborate design that equally splits the ores for my smelteries, until I found out, I could just slap the belts in the manifold style. It just doesn't look that goooooooooood compared to clean load balancing! But it's more efficient!!! AAAAAAHHHHH!!!

  • @XS_01
    @XS_0123 күн бұрын

    I use load balancing and underclocking for inputs to all machines, it makes me feel wasteful to let all machines load up And use manifold only when produce has to be only stored and not sent to another machine

  • @futfutfut
    @futfutfut25 күн бұрын

    The only tip i can think of off the top of my hat is to not transport raw materials if it can be avoided. Usually, the number of items gets lower as you progress up the tech tree, so i tend to at least build smelters near iron or copper nodes and only transport ingots over longer belts. Fewer belts needed = less work that way.

  • @WaLLy_
    @WaLLy_26 күн бұрын

    I am mostly for processing raw materials on-site and bringing things together at a central location. It reduces the amount of things you have in once place, you can play with logistics whilst having the most important parts close.

  • @jonorgames6596
    @jonorgames659627 күн бұрын

    tip: when in doubt, handcraft.

  • @miers2002
    @miers200228 күн бұрын

    Or just do it the Let's Game it Out way 😂

  • @earlgrey2130
    @earlgrey213029 күн бұрын

    Modular! Because if you make a planning mistake with a megafactory.. you are fuuuuuuugged.. no way you'll rebuild that thing.

  • @kvacm
    @kvacm29 күн бұрын

    Keys which are truly hot :3

  • @ryanscottnix
    @ryanscottnix29 күн бұрын

    Lazy and uncreative gamer reporting for duty, SIr! Thank you for this awesome guide!

  • @sorfutar
    @sorfutarАй бұрын

    nice tips! 1650hrs in and I had no idea about the Marker Beacon of Light thing :))

  • @_siliconfox_
    @_siliconfox_Ай бұрын

    one thing id love to see in satisfactory is to force drones to take custom paths so u could have high ways of drones in the sky