Satisfactory

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Satisfactory is coming to console November 4! Wishlist now on Playstation and Xbox. Or don't. That felt a bit demanding.

4
 
 

Item 1 on today's agenda is some exploration and murder. We've got a lot of new recipes to unlock now.

Initially, I was still not quite decided on where to place the next factory, even though I've got a plan for it worked out. Just from looking at the offline map, I'm having trouble picking out a nice "organic" spot to run a path up into the Red Jungle, to get Bauxite. I kinda would rather not just make a giant vertical shaft to climb up a cliff, I'd like my pathing to largely follow the natural roads and paths of the world. So, I figured I'd just go exploring around the areas and see with actual eyes what the terrain looks like, and what the natural paths are.

Decent haul from the exploration, and once I got feet on the ground, the choice of where to place the factory became kinda obvious.

This is the southern edge of the Eastern Dune Forest, just north of the Blue Crater, and this area has kicked the absolute SHIT out of me, in the past. The difficulty curve just from climbing this one dirt slope is NUTS. This was the first place I encountered a Radioactive Hog, as long time ago, back in like Phase 2, and after he murdered me about 6 times, I decided to just sneak past him, to explore some more, only to find out this whole place is LITTERED with top-tier hostiles. More Radioactive Hogs, big groups of Mountain Hogs, big groups of Alpha Spitters...

I am VERY much going to enjoy making this area my bitch. There's plenty of Bauxite in here, plus all the other resources I'll need, and as you can seen in the screenshot, it's right on the doorstep of my existing infrastructure.

Roaming around the area, I realized I never actually put the cosmetic finish on these two Coal Miners, that feed Weaponworks.

So, I took care of that real quick.

After that, we're headed into this foresty area to setup some more Coal Miners.

I managed to get them laid in, and all the belting run back to the start of the new segment.

5
 
 

So, today's audit reveals we're under-producting Steel, on account of under-producing Iron Ore.

Easy fix, I just never clocked the Miners at all.

Also, we seem to be under-producing Automated Wiring, at the other factory.

Traced that, ultimately, to a Steel Pipe Constructor that I either never re-clocked, when I did the Mk.4 upgrade, or that I typo'd.

Finally, I found that the Circuit Board Assemblers were getting starved for Quickwire, on account of this mis-configured Priority Merger here. It's a little hard to see in the screenshot, but the Assembler on the right is actually feeding a Merger underneath this one. This one is supposed to just be pulling Quickwire into the sushi loop, and the priority was set to the wrong side, so just not enough Quickwire was getting pulled in.

Built out a nice little nook here for the Water Extractors, that I REALLY like. Plus the rest of the wall.

Aaand the opposite wall.

Aaaand hanging catwalks all throughout the interior.

Aaaand we're done! This factory is finished!

Nerd docs.

A quick trip to the Space Elevator, and I have officially progressed the farthest I've ever been in this game. Phase 4 is ALL NEW CONTENT!

6
 
 

Lighting up.

Then I decided I wanted to change the coloring of the pillar grid, since having it colored instead of just metal is what I did for the Automated Wiring factory.

Tried to avoid being TOO boring with the roof. Not a huge success, but...

... I think it ended up pretty good with the ribs in place.

7
 
 

More auditing! The factory's been online long enough, I should have produced SOME Adaptive Control Units by now, but I haven't. Apparently, we're not actually making any Modular Frames.

Looks like Limestone isn't working? Both Steel Pipe and Concrete are dependent on Limestone. Although, so is Encased Industrial Beam...

Okay, so just half of Limestone wasn't running.

Also, found a spot where I forgot to connect a Conveyor Lift, to pass the overflow from the Encased Heavy Frame sushi belt, into the main AWESOME Sink line.

While that primes up, we can look at the Caterium Computers loop, which is definitely not working properly. Can't really tell from the screenshot, but this is where the leftovers on the sushi belt loop back and get re-injected to the front of the belt (if there's room). But somehow, we're not getting enough Quickwire.

Even though we're producing plenty.

I eventually realized I have a critical design flaw both here, in the Circuit Boards logistics, and in the Quickwire logisitcs.

Some background: there are basically 2 ways to handle load balancing and efficiency in Satisfactory (at least, in my mind): upstream throttling, or downstream backpressure.

Technically, there's a third: belt dividing with splitters and mergers, into specific ratios, but I almost never use that, cause once you get beyond Iron Plates, Iron Rods, and Wire, the ratios are infeasible to make perfect.

Upstream throttling is just down-clocking your production machines to exactly-match how much input your consumer machines require. Actually, for me, it most often means running the upstream machines at the highest speed I can, and clocking the downstream machines to match, but ultimately, the idea is that the upstream can't produce more than the downstream can consume, so everything runs at 100% efficiency.

Downstream backpressure is how I most-often balance a set of production machines that are feeding more than one set of consumer machines (E.G. Iron Ingot feeding both Iron Plate and Iron Rod). And really, it just involves the same thing as throttling: setting all the machine clocks so that the producers are making exactly as much as the consumers, and then just splitting the line. Splitters always divide resources in a 1:2 or 1:3 ratio, and since that's basically NEVER the desired split, you'll always end up supply too much resource to one of the downstream consumers, and not enough to the others. However, as long as you're only using basic splitters, it doesn't really matter. Because the clocks all match, eventually the belts for the consumers that are receiving too much will back up, and the excess will naturally flow over to the other consumers, until it all balances out. I.E. the consumers that are receiving too much of a resource will apply "backpressure" to force the exact split of resources you want.

So, the problem with the Circuit Board and Quickwire logistics I found is that I am splitting each of them to feed 2 separate production lines. However, each of those production lines is a sushi belt loop, which by my design DOES NOT PROPAGATE BACKPRESSURE. I specifically include a Smart Splitter with Overflow to an AWESOME Sink in each sushi loop, to make sure they don't jam, but that, by definition, is absorbing any backpressure. It's impossible for me to split the lines of Circuit Boards and Quickwire in the precise ratios I need. If there was only ONE consumer that did not provide backpressure, I could mitigate that by splitting with a Smart Splitter that prioritizes the one that does, but in this case, BOTH consumers are sushi loops, for both of these resources.

So, since I can't use backpressure to precisely divide up the Circuit Boards and Quickwire, I have to use throttling, I.E. instead of having one production line of Quickwire feeding 2 production lines that consume it, each consumer needs its own, independent production line that is throttled to its needs. Same for Circuit Boards.

You can see here some of the re-belting I had to do to run separate lines of Quickwire and Circuit Boards, where they were unified before.

Ultimately, we are rewarded with production!

8
 
 

With the Adaptive Control Unit factory online, it's time for another upgrade, for the Automated Wiring factory that feeds it.

Fairly straightforward layout going on, there's just a lot of parallelism, due to the MASSIVE high volume of Wire flowing around.

Just one pure node each of Iron and Copper Ore, coming in.

Also swapping in the new wall holes again, as long as I'm here.

Before and after shots of the main output line

Buffer storage and uploader removed and replaced with a new output line.

Routed over to the new factory, and a temporary injector installed, to work through the backlog.

9
 
 

Alright, power line time. Again, using the strategy of running a grid of metal pillars along the underside of the ceiling.

Wires all connected.

A main power switch slapped down where the main entrance will be, and we're ready to power on and do some auditing!

Bunch of machines I just missed power lines for.

Also completely forgot to run lines for the emergency overflows on the 4 different sushi loops. Plus the actual AWESOME Sink and Dimensional Uploader.

So first big obvious problem is that one of the Limestone input lines is empty, while all the other inputs are arriving, no problem.

Not a power or missing-connection issue.

It IS however another instance of the Conveyor Lift phantom connection bug.

Fixed.

Next, I realized I have a pretty monumental design flaw here, on this little mini-sushi belt. See, I was trying to avoid making a weird crossover for the Rubber and Plastic loopbacks here, and they're so low-volume, I figured it'd be simpler to just merge and then split them.

Unfortunately, I neglected to consider that the OTHER side of these two lines (the ones not on this loopback) both feed into separate sushi loops for the Computers and Circuit Boards, That means that the lines feeding those 2 sushi loops will experience no backpressure, which in turn means that I either need to build a precision-ratio splitter to split the Rubber and Plastic lines BEFORE merging them onto this short sushi, or provide backpressure from the other side of each of these splits. But since those two sides merge together, their backpressure will merge, and ruin the whole thing. I.E. I can't balance the rubber and plastic splits here by just letting it back up, because it might back up such that the whole belt deadlocks.

I ultimately had to do the split, after all.

Also found a missing belt.

10
 
 

Hello everyone,

Here’s a video of a world created in Satisfactory. It is the culmination of more than 2000 hours of work in partnership with @Undefined_ID@lemmy.world I hope you enjoy the music and the footage.

In it you’ll see our map, which is fitted with 10 factories reachable through a cluster of 12 double‑teleportation satellites and linked by roughly 75 km of high‑speed hyper‑tubes.

Energy – Our boosted facilities produce about 400,000 MW h, while the average consumption is around 220,000 MW h. That power is distributed to roughly 1,700 machines via an electrical grid of about 125 km.

Logistics – The factories are connected by a 85 km railway network that circulates 14 trains and a total of 72 wagons, servicing 25 stations. Some factories also have an approximately 7 km road network that moves 24 vehicles and serves 42 stations. Finally, most of them are equipped with 15 drones.

Architecture – Well, we went all out, each time trying to find a theme that matches the type of components produced and the overall environment of the map.

Mods used:

Structural Solutions [D4rk, deantendo] Infinite Zoop [SirDigby] Linear Motion [D4rk, deantendo, BlogmasterAvery] Infinite Nudge [SirDigby] Decoration [Andre Aquila] SkyUI [D4rk, deantendo] Fiscit‑Cam [Panakotta00]

Enjoy watching, and feel free to crank up the volume! My teammate and I are happy to answer any questions or receive feedback.

11
 
 

So, I kinda need to know where the resource lines are coming in, in order to continue building, so time to get those routed in.

Scaffolding removed.

And with the belting all finished, I can go ahead and fully finish building the framing.

I can also finalize the entrance to the last factory.

So, I'm kinda working backwards from the Refinery products, to try and get to a highly-optimal packing of machines.

The farthest 2 Refineries in the line are making Rubber, so next to that, I've got 3 Manufacturers, making Computers.

The next 3 Refineries are making Plastic, so the next line is 8 Assemblers for Circuit Boards.

You might also notice, I'm using sushi belts again. I REALLY am happy with how well that worked in the last factory, so I'm gonna try going a little crazy with them this time. Same basic principle, each sushi line loops back on itself, with Priority Mergers making sure to prioritize pulling NEW resources into the loop, and Smart Splitters ejecting overflow from the loop, which will get sent to an AWESOME Sink. This ensures that the loop will never starve for a particular resource, and should eventually self-balance to the point that there's no overflow.

Since both Computers and Circuit Boards require Quickwire, I laid out those Constructors, over near the two lines that'll use them, and then Foundries for Tempered Caterium Ingot, over near the Petroleum Coke Refineries. Also, a couple Foundries for Coke Steel Ingot, which will use up the rest of the Petroleum Coke.

Last 2 Foundries will use up the remaining Iron Ore with a little bit of Limestone, to make Basic Iron Ingot.

I kiiiiinda got ahead of myself and didn't take progress pics for the rest. Suffice it to say there's a LOT of interesting belt routing going on here, so I'm really excited to see if I got it all right. It's gonna REALLY suck if I didn't.

12
 
 

New Factory Time!

Same basic premise as the last one, for how I'm gonna handle Refineries, I think, but this time there's FAR fewer of them that I need.

I think I'm also going to go back to the concept for the first 3 Project Part factories: just one flat floor, with the rib design covering everything, so I've laid out these refineries to avoid colliding with where the ribs will eventually be.

Also basically copying the design of the Water Extractors from the last one.

Crude Oil first.

Logistics work for Heavy Oil Residue and Water.

I also wanted to try something different for Diluted Packaged Fuel this time, just cause I've done the same setup like 5 separate times now. It's not even that different, I'm just putting both the packaging and unpackaging on the same side.

Remaining Rubber and Plastic crossover production.

Realized I forgot to finish laying in Water pipes.

13
 
 

Final shot first, for the thumbnail, cause I do believe this factory is complete.

So, finishing out the back wall, I ran into more clipping than I anticipated. The support pad at the top even ended up clipping through the wall, on the outside.

Fortunately, the clipping kinda works in my favor. Just deleting the vertical beam gives the illusion that it's mounted to the wall, instead, so that was an easy fix.

And that's the back wall complete. Basically the same as the front wall, but flatter.

I tried to be as un-boring as I could manage, for the roof, and I'm rather pleased with the outcome. Even though it's still uhh.... formulaic? I dunno, "heavily-organized" is just kinda my style, I guess.

Interior coloring.

Also a skirt and footings.

Nerd docs.

14
 
 

Final machine in the line, that's 100% efficiency reached!

More cosmetics.

15
 
 

So, the factory's had some more time to prime up to 100% efficiency, but uhh.... it's still not there. Time for another round of auditing.

First thing I found was that these two Mk.2 belts carrying Rotors and Stators are being supported by Mk.1 lifts, on the under-side of these floor holes.

A little while of that running, but we were still under-producing Rotors.

Turns out that's because I got the sub-floor for Rotors and Stators backwards. You may recall that to fit on only Mk.4 belts, I needed 3 separate production lines of Wire. Two of those are supposed to feed two halves of Stator production, while the third, slightly-higher-volume one is balanced to feet Rotors. As you can see here, though, I've got two lines of Wire feeding Rotors.

This was a bit of a conundrum, because the third line of Wire is not here in the middle of the floor, with the other two, but waaaaay off on the right-hand edge. Not really feasible to re-route it. Ultimately, it ended up being simplest to just swap all the recipes and clock speeds in the machines, without actually rebuilding anything. The Rotors and Stators both run on Mk.2 belts, and go to the same machines making Motors, so I just had to spend a little time cleaning the belts out after making the swap.

Unfortunately, with those changes, we were STILL under-producing (Stators now, IIRC). That traced to an under-production of Iron Ore, seen here.

The Iron Ore for this factory is produced by 4 separate Impure nodes, one of which was only running at about 50% efficiency.

That there was why.

I THINK that's all the defects now, so time for some more cosmetics, while the system re-equalizes.

I was lamenting the fact that there are no build pieces in the game that can match the curve of a foundation, to serve as a railing, together with the fact that curved foundations are kiiiiinda the only option for accenting these Water Extractors, when I realized..... we actually DO have things that can curve now.

It's a little weird, functionally, to serve as a safety railing, but it doesn't look half bad.

Also built up a main entrance and power switch. First time actually getting to use a Priority Power Switch. I'll need to go back and retrofit all the existing factories, in the near future.

And a good start on the exterior facade.

16
 
 

First Modular Engines are coming in!

So, we're pretty much exclusively in cosmetic territory, now.

Lights and catwalks, first.

Down on the ground floor, I realized that standing catwalk supports made more sense than hanging ones, since the ceiling is VERY tall, I'm pretty sure it's not gonna be flat, and this floor doesn't have the metal pillar grid for power running across the ceiling.

At which point, I asked myself "Why the hell wasn't I using Beam Supports for the hanging beams this whole time?"

I also worked out in my head what I wanna do for the mini-floor here, so I went ahead and added a new elevator stop, and extended the floor out.

17
 
 

Okay. Power's run. Belting is run. Resources are all setup. Clock speeds are all set. Let's power this shit up, and find the defects!

Obvious ones first, I forgot pumps on the water.

Next up, Copper's coming in, but not Iron. I traced it down to a missed pair of wires here.

Also, I hadn't clocked in the Iron Miners yet.

Sweet, Iron Ore has made it to the factory. As you might notice, though, it's on the wrong belt.

Simple enough to just fix, here at the factory.

Now, we get into more fun territory. You might notice the Iron Ore here is fully saturated on the belt, but none of it is making it onto the lift. This is a lovely little bug that apparently got introduced in 1.1, which presents when snapping lifts to support poles (instead of belts or ports), in "Reverse" mode. The only workaround I've been able to find is to place belts down first, at both ends, THEN snap a lift between them. This is definitely not the last time I'll be seeing this.

The backlog of Smart Plating is cleared out, now, so I can tear that down.

Next, one of the two Diluted Packaged Fuel loops is idling, cause the Fuel's fully backed-up.

Thaaaaaaaat would be why. That there is supposed to be Rubber, feeding 3 Refineries to make Recycled Plastic, with the Fuel from that loop. This one's a little problematic, since the Rubber's being made on the complete opposite end of the building, and since I kinda blocked the route for this belt with the sushi belt connection that I thought was so clever.

Ultimately, not TOO difficult to work around.

Sushi belt in action, now that those Refineries are running.

Other sushi belt in action, up top. Definitly not as many Motors as there should be, though.

Deadend line of Wire that never got connected.

Fixed.

Another bugged Conveyor Lift that needs to be re-built.

Fixed.

A chunk of Steel Pipe production that just.... never got finished.

Fixed.

That was all the defects I could find, for now. Tomorrow, I'll work on some cosmetics while the factory has a chance to prime itself and reveal any more issues.

18
 
 

Last thing we need before minimum-viable functionality is power.

I want to do the same thing here as I did with the other Project Assembly factories: this overhead pillar support beam setup. For that, I ended up needing to redo several of the ceiling belt setups. Like this one.

And this one.

That's all the framework in place.

And all the power.

19
 
 

So, today's task, before I can start using Smart Plating at the new factory, is to upgrade the current one to match clock speeds. The current factory is downclocked by a factor of 12.5%, so that everything could fit on a Mk.1 belt, while the new factory is tuned for Mk.4 belts, I.E. a factor of 100%.

Since the Smart Plating factory is so old, I didn't have nerd docs for it, as I hadn't discovered Satisfactory Modeler yet, so I had to spend some time reverse-engineering the factory to make the above layout plan. That lets me easily see all the belts that need to be upgraded. Thankfully, I didn't make any mistakes, and it is possible to get this factory up to 100% by just upgrading belts, in place, and raising clock speeds.

'

So, with the plan mapped out, I'll start the upgrade from the two Miners, and work forwards.

Of course, since it's all just upgrading belts in-place, there's very little to actually show off. I DID grab before and after shots of the main output belt.

Also, a nice wide-shot of the whole facility, cause why not?

Moving back to the new factory, I can finish running the final belt line, with another little dip to weave it around the belts I'll need to run for the next factory, even though I don't QUITE know where they're gonna go.

And I can drop all the excess Smart Plating I had from the old factory and inject it into the new factory directly. Finally, a real use-case for a Priority Merger, even if it is just temporary.

20
 
 

Time to fill in this last empty Conveyor Wall Hole. Oh, you thought we were done with resource collection? After 6 whole days worth of it before? And the one where I said there was only "one more"? Nah, there's one more MORE.

And it's Smart Plating, from a couple factories over.

First thing we can do is get rid of the buffer and uploader. The ONLY use for Smart Plating anymore is for making Modular Engines.

Next, I need to figure out how to route a belt from this new ceiling hole out of the building, and over to the new factory.

I think the best bet is just roundabout here, near the two input lines for the building.

While I was here, I went ahead and swapped out the weird nudged overlapping wall slots I'd made for the new proper Wall Holes. As much as I liked the old trick, this is better.

This, I think, is the best spot for a new wall hole.

And after that, I realized it would be much simpler, now that the Storage Container and Uploader are out of the way, to just swap the input and output to the top floor.

Belt's now in place, and weaved through the big mega-junction. From here's it's pretty much a straight shot to the new factory. I'll deal with that later.

21
 
 

Last floor to do is Manufacturers for the final product. And, you know what? Screw it, we're doing another sushi belt!

Again, a Mk.4 belt is the upper limit, and that's more than enough to handle the 3 inputs we need, 2 of which are low-volume. Two mergers to get the three products onto the belt, and a Smart Splitter to handle any overflow, in an emergency, like before. ALSO, since this is the end-of-the-line, I turned the whole thing into a loop. So, any resources that don't make it into one of the machines, just loop back and try again, unless there's an actual backup.

I actually was going to use 2 Priority Mergers here, at one point, such that they would prioritize using resources already on the loop, before adding more on, but I realized that would be counter-productive. It would mean that the loop NEVER stops flowing, so the emergency overflow splitter would never trigger, in the event that the loop gets flooded with too much of one type of resource.

Maybe someday I'll have a legit use-case for a Priority Merger again. I'm had one in the playthrough I was doing with my wife, before they existed.

Some belting to connect everything up, an elevator to move between floors, an an AWESOME Sink to handle overflows. Also, I just realized, from the screenshot, that I need to split off a portion of the main product for uploading, before sending it to the Sink.

Only 2 more things to do before we can power on for a minimum-viable factory.

22
 
 

Alright, time to move on to the upper floors. Which means tearing down all of these earlier work, since I've already had to dismantle several portions of it, after adjusting the positioning of the Diluted Packaged Fuel loops, cutting into the foundations I had laid out on the first pass.

The layout I ended up with is roughly the same as it was before, but this time with actual belting, and shifted around a little to match the final foundation locations. I went ahead and marked out this screenshot with the logistics, cause it was pretty tricky to get right, and I'm SUPER happy with it. This here is 3 banks of Wire, consuming 2 lines of Copper Ingot from the 2 Refinery banks below. It's such a perfect fit for 38 Constructors, with the 2 little extra ones on the wings up top, that I have a hard time believing I didn't plan it that way from the start.

Similar deal on the opposite side of the building, with 2 banks of Constructors making Steel Pipe from 2 lines of Steel Ingot, which I was able to fit in right next to the Constructors.

With those in place, I went ahead and routed in the Copper Ingot, Iron Ore, and Petroleum Coke for all those machines.

So, it was tight before to fit in 2 floors worth of Assemblers for making Motors from this stuff, and with even LESS space now, that concept definitely had to get reworked. I ended up putting just the 8 Assemblers for Motors on the same floor as all the Constructors, and built a second mini-floor for two giant banks of Assemblers, for Rotors and Stators. Gotta love the symmetry of using the Steel Rotor recipe that takes identical ingredients as Stators, and produces them at the exact same rate.

Again, I'm happy with the logistics work here, with 3 lines of Wire and 2 lines of Steel Pipe to route evenly among the machines. You can kiiiind of see it in the first screenshot here, but it's unfortunately quite dark. I dunno, maybe I should have used one of the filters? The other logistics to feed the Motor Assemblers is much easier to see in the second one.

I realized after building all this that I prooooooobably am gonna need to raise the mini-floor up by like 2-4 meters, because I eventually want to put catwalks all around these machines, to match other Project Assembly factories I've done. But I'm gonna leave it for now. When the time comes, I'll probably just save-edit that part.

Also went ahead and blueprinted-out the resource trunk, as I no longer have anything that needs to change about it, up to the point of factory entrance.

23
 
 

Industopia is coming along nicely. I redesigned the plate to use fewer materials and about half of the individual parts for performance reasons. It uses steel now which was dumb, a lot of this session was waiting for my very inadequate surface steel factory to give me enough beams to keep building. That was the first (and so far only) thing I made sure I was producing up top asap.

I've got the iron, concrete and coal storage up, plus steel ingot & beam production. Next time I can play I just need to set up the steel pipe & encased pipe factory, then I can dismantle one of my few factories on the surface. After that the ironworks is probably next, then copper. By that point the surface will only have a power plant and a bunch of mines/smelteries (no point bringing ore up here to smelt, if something doesn't have other uses I'll just process it down below).

I've got 2 trucks and a tractor zipping around, I could watch them all day. Can't wait to get some more vehicles moving, I'll probably chuck in a time lapse when it looks a bit busier.

I definitely need to set up the fuel production sooner rather than later though, everything is currently sharing a single petrol station and it will most certainly become a problem. The first time I played the game I had dozens of trains but only a handful of road vehicles throughout the map, I'm hoping my road system is good enough, but I really don't know much about these vehicles or how they work. The fun, as they say, is in finding out.

Here's the plan:

I think that's everything except radioactive stuff. If I don't burn out by the end of the game (assuming I make it that far) I might expand into nuclear power. Dunno. I'll likely replace the portal hub with a drone base to have project parts flown in for delivery.

Now that I have a roadmap I don't really need the pillars for signage, but they're still nice for motivational messages I guess.

Oh and the first project of this session was to build a hypertube so I don't need to die of old age waiting for the lifts. If anyone was wondering how long that'd last there you go.

24
 
 

Next step, I think, is gonna be to setup water.

As it happens, I only need 4 Water Extractors in total, so I can divide them up into 2 per side.

However, this is the point where I hit a design snag. I realized that the way I had all the Refinery banks laid out was going to result in quite a lot of splitting and crossover of the water pipes. After like half-an-hour of brainstorming, I decided on a solution that involves reorganizing most of the Refineries, and more importantly, rebuilding the 2 Diluted Packaged Fuel loops, so that they're on opposite sides of the building. This is actually something I kiiiiiinda wanted to do yesterday, but I didn't have a compelling-enough reason to do it. Now I have several reasons.

Specifically, the advantage I was thinking of yesterday is that if the smaller bank of just 2 Refineries is on the same side of the building as the resource trunk, and then I don't center it, I get a nice open space where I can bring resources into the building.

And I can go ahead and plop down the Water Extractors on that side, as well.

Logistics work.

At this point, I've got interconnectivity between machines mostly done, so it's time to bring in resources.

One caveat: with the way all these lines ended up, one of them (Iron Ore) is on the wrong side. I need to figure how to weave it between the lines that need to move on to the next factory, so I can pull it off here.

Orrrrrrrr.... I can go re-weave it way back at the source.

Kinda tough to see, but the two belts that were crossing over each other before now don't, eliminating the issue.

Presumably, I'll put a wall here, eventually. We'll see.

Lots more logistics work.

Now, this here I can't help but smile about. I've got two banks of Refineries producing Plastic, one from Fuel, and one from Polymer Resin, which then need to combine to feed into making Recycled Rubber, which is the product I actually NEED. Unfortunately, the two Plastic banks are not adjacent, and this was the last bit of logistics I laid in, so I was having trouble finding a nice path to route a belt, between other stuff that's already there.

Until I realized that the only thing between the two Plastic Banks is the big long line of Polymer Resin.... whose belt isn't saturated. It's a Mk.3 belt carrying 135.31/m, which is coincidentally the identical saturation of the Plastic belt I'm trying to route. And the max belt I can use is Mk.4.

That's right, I have a legitimate use-case for a sushi belt. Only the second time ever, for me.

So long as neither Plastic nor Polymer Resin backs up to this here Smart Splitter, this should work flawlessly. I think. I've never done something QUITE like this before, so I also added the overflow line there, on the side. The AWESOME Sink for the whole building is probably gonna end up right nearby, so I can connect that up later.

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So, to get started with logistics, I spent a while coming up with yet another setup for a Diluted Packaged Fuel loop.

It ended up quite compact, so I'm pretty happy with it.

All the machines rest on a 2m elevated set of foundations, but with 2m troughs left in, for the package loops. You can barely see them at all, normally, unlike my previous iterations of this kind of loop, but you can see it just barely here, underneath the main belts going in and out of the Refineries.

Same thing on the other side, but half-size.

Then I setup a bunch of the Refinery banks that take both pipe and belt inputs, with this little number.

Also connected up this bank of pipelines that'll be for Crude Oil.

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