XaiJu
Real Civil Engineer
Real Civil Engineer

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Efficient Satisfactory - Part 3

Straight conveyors only!

Efficient Satisfactory - Part 3

Comments

Loving the new factory so far!! Very neat and tidy compared to Spaghetti Mk1! A potential tip from someone who hasn’t actually played the game, when you go for the space elevator goal you can conveyer straight into the space elevator inputs to save having to carry them over and always check if you’ve made enough, you’d then just be able to look at the top-right corner and see at any point how you’re tracking 😊

Isaac Brunacci

You're the real MVP of this entire comment section!!!

Steven Taylor

Oh yes, very “Satisfactory”

Patrick and Rachel

Every time I watch you check your solid biofuel, it makes my booty hole pucker 🤣 you can pull from a storage and run a belt to them to to auto fuel them! Loving the videos though! Keep it up! 👍

I want to eat McDonald's but I'm poor

I don't know, Matt. Looks like you're really flirting with spaghetti towards the tail end of the episode....

Tiki Cowboy

Stupid patreon won't allow paragraph... Sorry this is ugly. Thanks to your spaghetti playthrough I now have a couple hundred hours of this game stealing my brain. Thanks to my insane binging of all things satisfactory I have a few QoL tips for you you may find useful, though I'm sure you're deep into tier 3 or 4 by now so you may have figured all this out... Middle mouse button click is a pipette. If you need to build foundations, for instance, look at a nearby one, middle mouse click, and you can go right to building. While you're building, pressing e cycles through like-options, so your foundation can cycle through 1m, 2m, 4m and back - this is true of conveyer "marks" and pipeline/junctions (if you need a junction, middle mouse a nearby pipe, then press e - voila! You're building a junction). I noticed you're using default mode to lay conveyers. While building conveyers, press r to switch to "straight" which magically snaps your build to 90⁰ angles when possible - very clean - this was added in 1.0, and while a bit whacky sometimes is often pretty good. I haven't made great use of my hotkey bar, but want to point out it exists, and is very easy to arrange - holding left alt and scrolling (with your mouse wheel) cycles through 10 hot bars you can maintain (#10 has a cute little hand gesture I smiled at when I found). To add/change items on the hot bar, open the build menu (q), hover your mouse over a buildable, - conveyer for instance - then press the number on your keyboard you want to bind. Remember - you don't need to bind each level of conveyer, just bind a mark 1, then press e to cycle through your options. Similarly constructors, assemblers, manufacturers (likely) would cycle through... But I find myself pipetting most of the time with them. Conveyers, conveyer lifts, mergers, splitters, and power lines/poles are great on the hot bar for me. For dismantling, let me point out g is a filter. When you're dismantling a bunch of conveyers you can highlight one conveyer, press g, then hold control and shake the camera like mad to select loads of conveyers/whatever without selecting other junk on accident. You can also *click* Ctrl rather than hold it to add and remove items for a mass disassembly more carefully This is super handy when you inevitably erase swathes of your factory to rebuild it. This leads me to some game tips - you're going to rebuild a lot of this. It's how the game is played. You should rush coal power, and not be overly critical of your systems until then. Imo you made a mistake here because you had an assembler making rotors, and one making reinforced plate. Instead of shunting them both into an assembler for plating immediately, you are rebuilding those lines which delays progress. B Until you get coal don't worry too much on production lines that will be around forever. Another criticism would be to double check the input/output on the machine. It's reporting the theoretical i/o, not the actual. So rods take at most 15 ingots, and produce at most 15 rods (without shards etc). IIRC, your screw lines are slightly askew because 15 rods are going into a constructor that only wants 10. So an optimized screw line would be one smelter [split] feeding 2 rod makers [merge > split], feeding 3 screw makers. Then all those machines will be perfectly balanced which means fewer power fluctuations with machines starting and stopping. 3 more quick spoiler-esque tips (not in-depth, so actual spoiler risk is low): the dimensional depot (mercer sphere research) is INCREDIBLY useful for us for by the seat of your pants players. You'll need SAM, or to wait till tier 9 - don't wait till tier 9, I highly recommend you find a SAM ore location online and beeline to it to get the depot asap (need steel to get the research finished for the depot though). The lizard doggos can be trained, you can do it now - no research or unlock necessary. I won't detail how for spoilers sake. Beware - they might bring you uranium which could make your base... hazardous. Power slugs are cool, but if you hold off on making them into shards until you do the somersloop research you can get a lot more shards (it's a balance of how many shards you really need *now* vs how many more you can get for "free" if you wait - still collect them, and do the research, but wait on grinding them to Chrystal if you can help it). This is all your fault btw. This game has me by the short and curlies. I hope this might help you avoid some of the tedious menu navigating I feel like my first trials fell into. Also, please make these episodes like 2 hours long. 20 minutes isn't close to enough time :D

daniel rowan-fuller

Is the editor getting paid by the zoom-in? It's so jarring to watch.

skroged

the biomass burners have an input now

Zero Blazer

Early power in this game is such a ball ache. :P

Labradog

good job Schmichael with the Grand Tour Meme

Scuba Steve

Other than the 2 burners on the back of the hub, all bio burners can be fed with conveyors. Also, I'm pretty sure that stand alone burners are more powerful than the ones on the hub.

Alexander Cullison

womp womp wommmmp

Patrick and Rachel

Yeah starting Satisfactory before ending Astroneer meant it had to be delayed a bit, not long now though!

Real Civil Engineer

I guess I was too excited for the next cities xD

Benji

Nope, check the schedule on the poll! It's next week!

Real Civil Engineer

Wasn't it cities today?

Benji

Cities Skylines 25????

Samuel


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