Satisfactory

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

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founded 2 years ago
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The last thing to finish out this whole project is the resource trunks coming into the two satellite factories. Crude Oil, on this one in particular.

Definitely an opportunity for blueprints.

And one more, carrying Copper Ore.

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Didn't quite get this one finished. Should be doable tomorrow.

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Finishing out this building with walls. Had to move a few pipelines and power outlets that were in the way, but I forgot to get shots of those.

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Oil Processing facility is next. Same treatment, starting with painting...

...and lighting.

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Moving on, we have the copper processing facility, that feeds Circuitworks.

Painting, walls, windows, lighting... it's all just cosmetics at this point, just matching what we did at the main facility.

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As the title suggests, I’m looking for a good source for blueprints, etc. It’s helpful to see how others tackle problems and some blueprint guidance would be appreciated.

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Yeah, it's been 3 months, but I can explain: Blue Prince came out. And then Nightreign.

But I spent the last week-and-a-half of June migrating the screenshots in the first 154 posts off of lemm.ee, before the shutdown, and that re-ignited my itch for Satisfactory.

The last building I was working on, back in April was the main facility for Circuitworks (Computers and High-Speed Connectors), and I actually finished it back then. I've had these screenshots sitting around since then.

So, picking up from there, I finished out all the tubeway around the area that I hadn't yet finalized by replacing the scaffolding with support pillars.

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submitted 6 days ago* (last edited 6 days ago) by dagaloni@lemmy.ml to c/satisfactory@lemmy.world
 
 

For the first time I created turbo fuel towers instead of one big row of fuel generators. I have two of these towers consuming a little less than 600 m3 turbo fuel combined to have some overhead.

It produces a little under 20.000 MW. I have another one about half this size. That’s why I named this one Northern Fuel Setup Alpha. The main provider of energy for my power grid.

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This is part of my ACU factory. Slopes can give the illusion that I know what I'm doing.

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I'm back after a pretty long break! You might remember my oil rig from a few months ago.

The factory turns 1800 iron ore, 750 limestone and 1000m3 of water into 20 heavy modular frames every minute.

The long building is 50 iron refineries, and the tower is most of the rest.

anyways, here are some more photos of the outside:

The refinery building is pretty funky as you can see:

There is also a battery storage unit, an antenna and some concrete refinieries:

Here are some photos of the inside of the main building:

I am especially proud of the load balancers in the back that turn the various amounts of iron on each conveyor into 6 full ones and one partway full one.

While the materials are acquired on-site, this site is still connected to the rail network I showed in the last post.

Anyways, I learned quite a bit from this project, especially that I should plan interior decor ahead of time, instead of winging it.

Here is the map of my world, the pictured factory is at the top:

Tell me what you think!

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I like trains (lemmy.dbzer0.com)
submitted 3 weeks ago* (last edited 3 weeks ago) by Dettweiler42@lemmy.dbzer0.com to c/satisfactory@lemmy.world
 
 

I have yet to actually beat the game, but this playthrough I decided on going with a central logistics hub and modular factories. All goods flow into and out of the hub. Blueprints for rail bridges have been essential, but modularizing the factories has really helped cut down on the complexity. Most primary manufacturing is done on site at the point of resources, and further manufacturing is being done near the hub. If I can take advantage of a resource while making higher tier goods, I will. I also have made sure to integrate a hypertube network into the rail bridges, which has really helped with getting around. I'll sometimes add "booster" sections in the runs to speed things up.

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I've adored what I've played of Satisfactory, but I've held off on delving too deeply into Coffee Stain's extraordinary automation extravaganza. See, I know that it's going to obliterate my social life for at least a month, because that's what factory sims do. Hence, it only seems fair that I bring my partner on that glorious adventure of social self-destruction. Yet our only other PC in the house is a Steam Deck, and up until now handheld Satisfactory has been a suboptimal experience due to its mouse-heavy control scheme.

As of Satisfactory's recent 1.1 update, however, this has now changed. The update adds an array of new features to the game's sprawling tangle of conveyor belts, including an overhauled photo mode and a buildable personnel elevator. But the most exciting addition for me is proper controller support, which also applies to Valve's handheld PC.

I took the update for a brief spin on my Steam Deck, and the difference is immediately apparent. Menus are now easily navigable with the analogue stick, no longer requiring you to faff around with the trackpad. Moreover, placing construction units like assemblers and drawing out conveyor belts seems far more intuitive than it was.

I should note that Satisfactory still doesn't feel like a game designed with Steam Deck in mind. Mainly, you still need to squint a bit to read the menu and HUD text, likely why Satisfactory isn't Deck verified yet. But "playable" is a much more accurate description now, and I can see myself having a good time building my dream industrial complex while slouched on my sofa or curled up in bed.

Satisfactory 1.1 update

(Image credit: Coffee Stain)

This is far from the only change the update makes, though. As mentioned, Coffee Stain has wiped the lens of its photo mode, adding numerous extra filters, effects, poses and so forth, as well as a "dolly mode" that lets players create "small transitions and videos or anything your creativity allows" as Coffee Stain explains in a recent Steam post.

Elsewhere, debris from crash sites can be dismantled for extra resources, while trains now need a buffer placed at the end of the line to stop them from flying off the tracks. There's a litany of new features for resource transportation, such as "priority mergers" which let you prioritise which active inputs should feed out onto the belt first, as well as a throughput monitor that tracks the number of resources rolling along a belt per-minute. Oh, and pipelines now have specific "straight" and "curved" build modes, helping you organise your pipework.

Finally, there's that personnel elevator you can construct for speedy vertical transportation. This apparently enables players to create as many floor stops as they desire, customising the name of each floor as they go. I look forward to the community testing this to its limits, and attempting to build a personnel elevator to rival Satisfactory's space elevator.

Alongside these key additions, the update brings several visual updates, quality-of-life improvements, and bugfixes. "It’s no exaggeration to say this update includes more than a year's worth of work," Coffee Stain writes. Some of this work is in preparation for the game's console launch, which is due later this year. But you can enjoy the 1.1 update on PC (and Steam Deck) right now.


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Im cirrently on Tier 2, I have not built the Space elevator yet, but I have really big problems with the assemblers

So, I currently have 2 iron Plants: 1 with a 120/min drill, going into 3 smelters, 2 of them producing iron Plates and 1 being split into iron rods and the iron cast screws

And now I built a second plant from right besides it with 180/min, going into 6 30/min smelters, however even the mk2 conveyor bottlenecks the smelters

However even this way I still only produce enough screws for the rotors, so I still need another 60/min for the reinforced plates

So since I dont have a third iron node by the next 300m my only options are basically to either turn the whole plant into a plate and rod plant each and get a third one from somewhere to get the screws, or I can just redirect the screws from the other plant and let the rotors lag behind

If anyone had other ideas, I would appreciate it

Also, as a bonus: How in Ficsits godforgiven name can I scale these assemblers? Like, If I need 2 Iron entire Pure grade iron plants to build even 1 assembler for each, and the mk2 smelters and stuff only unlock once I got to Tier 3 or 4 already, how can I realistically even finish the Space Elevator project?

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Are you going to stop and wait or keep on going anyway?

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It's not that I don't like power poles. I just don't like them inside. Wall attachments are also fine, but then everything would need to be near a wall.

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Not sure if I'm happy or worried about this

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Even though I played for many hours after the 1.0 release last year... huh?

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The Smeltatron (feddit.org)
submitted 2 months ago* (last edited 2 months ago) by Scaatis@feddit.org to c/satisfactory@lemmy.world
 
 

My iron smelter array. Total capacity is 9600 iron ingots/minute, using the basic recipe. I actually only have Mk.4 belts, so I can only use the bottom four (of ten) floors... But I like building oversized. The idea was to centralize the production of basic resources (ingots and concrete). Then, the actual factories making stuff could be located more or less anywhere, regardless of local resources. Centralizing the smelting would reduce the many-to-many distribution problem of resources to a many-to-one (resources to smelter) and a one-to-many (smelter-to-factory). But actually integrating the train station was a pain in the ass and not really fun compared to the factory. I have lots of ideas for how I want factories to look and nowhere can I fit three or more train stations. Maybe this is more a Factorio style and Satisfactory is really more about building the factory close to the resources. So I may not actually end up using this lol. That said, everything is blueprinted now, so I may end up using a smaller version of this design in a different factory. The back, with observation tower for scale.

Shoutouts to the 1.1 vertical nudging feature, which should have been in the game from the start and the new curve mode for conveyors, which look great with the gentle curvature of the main structure.

Dubious shoutout to the feature/bug that vertical splitters now allow you to build X.5m long vertical conveyors, which is a power that I should have used more sparingly.

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The music is so good! Wish I had splashed out on it sooner!

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I don't always like the idea of single big buildings, several buildings feels more industrial to me. I tried to make it fairly walkable.

I also realised that after finishing it, that I also need to send the output to a train to take to a future plant for Modular Engines, but I didn't leave any space for the train.

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