Wow, Dekoba! The most useful Tip in this video for me was, that catwalks snap to tower platforms! I have 526 hrs into Satisfactory - I didn't know this! 1.0 will be my first walk-through with a completely consistent design philosophy - so this will become SOOOO handy!
Amazing how he builds such enormous things that are so well designed and super good looking at the same time, and what we take away from that is some 'noob' tip like the catwalk thing xD
I've clocked 100 hours in the game so far, and I'm in DESPERATE need for upgrades to power (currently making just north of 7k mw, max consumption is just above power production). This video couldn't have been on my recommended at a better time! Thank you so much for the thorough walk through, I will definitely be taking this video and running with it!
Just built a 144,000 MW rocket fuel factory. Extremely satisfying in the gold coast. The 2700 crude you can get there makes for such perfect ratios. Plus 1800 rubber per minute as byproduct aint bad!
It feels wierdly good to have designed my own fuel plants before looking at guides and see that I did a really good job of making them efficient. I made my first fuel plant process 600m³ of oil p/m into as much fuel as possible, process the resin into plastic and rubber, and process some of the plastic into packes for a small amount of excess fuel. I added on a turbo fuel secrion later on too. I also just unlocked the blenders and diluted fuel, so I'm going to have some fun with those
Id like to see how you do a rocket fuel plant. Also, I'd consider adding things like shards and sloops into your computations. As an example, adding sloops to a few blenders to make a large, large amount of fuel. Rocket fuel maxes at around 12m3/min for 625Mw. Fun times. The ionized one was less.. but not by enough to justify it at the time.
7.5 Heavy oil résidu (reffinery) into 6 blender for dilluted fuel (add 5 water extractor) Then into another 6 blenders for nitro rocket fuel, add 550m³ of nitrogene, 600 sulphur, 300 coal, You got 900 rocket fuel ( and 150 compacted coal and 150 polymer resin) You can turn the rocket fuel into 86.3 fuel power generator at 250% FOR A TOTAL OF 53750MW I could fit all into 1 blueprint than i Paste 2 time (600 fuel on 2nd floor and 300 fuel on bottom one) needed the mk3 for my build tho
Is it just me, or does the second layout rely on a packaged fuel bottleneck? 240 oil /min in, through 4 refiners outputting 160 fuel/min, into 7 generators consuming 20/min per (140min) which leaves 20/min left over for the packager that uses 40/min at full speed. I don't mind bottlenecks, but I prefer it to not be linked to my power generation and a risk that one of my gens turns off if I suddenly have an increase in fuel usage. Limiting the packager to 20/min would work, but isn't mentioned, and I just wonder if it may accidentally catch someone up later. Great video btw, despite what may seem like a critique, trust me, it's not.
9:12 I wasn't obvious to me at first what the point of this was, but packaging diluted fuel and then immediately unpacking it yields more fuel. "Just add some water to it" basically. :-D
Yeah, but have we done the math to see if the extra fuel makes up for the extra power and resources used to process it like that PLUS some to make it worth it?
@@fictitiousnightmares Looking at it a bit, yeah, looks like it's a LOT better. To make 90 fuel/min with a plain fuel refinery takes 135 crude/min. Packaging it this way only takes 33.75 crude/min, so basically 4x output. Obviously needs the alt recipe, a lot more space, and a lot of water, but much better on oil. Can't put links here, but in "Satisfactory Tools", a share link for the packaged version would be "q16JMIn9CpBB90sp7bBX", vs the regular would be "Xlm9Pb2MPCYKo5mbtLkh".
@@999erh Thanks. Was more worried about how much energy is used to process it all and if the extra made up for that energy use plus more to make it worth it. In other words add up all the energy used to process this and then take only the extra fuel produced from the normal recipe and throw it in generators and see if that energy produced is more than the amount used. It 'sounds' like it does, but I haven't done the math myself and was wondering if someone else had. I don't know where on satisfactory calculator to enter those share links you provided. I've looked and don't see any place to put them to show me what you are talking about.
@@fictitiousnightmares Heh, my comments get deleted even if I try to describe the url. :D But it's "satisfactorytools", which is different from "satisfactory-calculator". Click the "share tab" button and it'll copy a link to the clipboard. Replace the id in that link and it'll add a tab to the editor. It just shows which machines are used and the percentages on a small scale of what this video shows, though.
(500 hours in) “Wait… snapping a merger directly to lift actually works?! Why didn’t they make it look like something that actually works?! What the hell?!”
Following your first design in this video, I tried hooking up a pure oil node fully overclocked (pump), using MK2 pipes. I was extracting 600 oil, something the pipes should be able to handle. I build 10 refineries (600 / 60 = 10), and 20 fuel burners. For some reason, the oil extractor wasnt able to keep up with the 10 refineries. Is fully overclocking a node just not stable or something? (no, there were no mk1 pipes, everything was on completely level ground, and the layout was identical, just expanded to have more refineries and generators). The oil pump would have periods where it didnt seem to be pumping out oil to the refineries, and the pipes between the pump and the refineries would often not be full.
Diluted packaged fuel is a tier 5 recipe but requires packaging. Diluted fuel, not packaged, requires the tier 7 blender. Both provide the same power, but one is available earlier.
Is there any reason not to overclock fuel generators? The power increase is directly linear to the fuel consumption. You only need 24 power shards to have 8 generators doing the same work as the 20. Slugs are everywhere, and with the quadruple power shards from somersloops, it's not many of them at all...
the amount of shards can scale up fast in bigger set ups when there are a lot of machines to overclock, but if you have the shards to spare, sure, it's fine. tho you can only double the amount of shards you get, there is only 1 production step for you to amplify with somersloops, you need 2 steps to quadruple output, like turning remains into dna capsules by turning them into protein first for example.
I have 6 fuel generators running and the two on the end run good for like 2mins then they just go empty...Im losing my mind over this...I just don't understand how liquids work in this game. Im producing enough and still going empty
liquids are tricky. try turning them all off and letting everything pre-fill. It may also help to underclock a generator to 95% to ensure you are overproducing by a little bit.
@@Dekoba Im running 8 generators now and I underclocked a few of them and added a pump and its working good now. Not sure if the pump is needed but it wasn't working before. Either the under clocking or the pump fixed it. Thanks for the help would of never though of under clocking.
Yeah, I hate how that's the default way that they connect. They should connect to the end of the shroud. Or maybe you should be able to nudge them so that they connect at the distance you prefer.
@@OniNaito They actually will connect at the end of the shroud if you put them there, and put in the elevator second. It's just the default snap point connection if you place the spliiter/merger second is... like that.
@@lorospact Right, absolutely. That's why I always place my splitters first at the desired distance and add the elevator afterward. I'm just saying I don't like the default snap point when you connect a splitter to an existing elevator. I shall continue to do it manually :P
@@BabyJeusbetter than turbo fuel (much better) : rocket fuel (then ionized fuel but for much later) 7.5 Heavy oil résidu (reffinery) into 6 blender for dilluted fuel (add 5 water extractor) Then into another 6 blenders for nitro rocket fuel, add 550m³ of nitrogene, 600 sulphur, 300 coal, You got 900 rocket fuel ( and 150 compacted coal and 150 polymer resin) You can turn the rocket fuel into 86.3 fuel power generator at 250% FOR A TOTAL OF 53750MW I could fit all into 1 blueprint than i Paste 2 time (600 fuel on 2nd floor and 300 fuel on bottom one) needed the mk3 for my build tho
did he miss speak on that last power plant. Shouldn’t it be 20 not 22?
Yes I did.
@@Dekoba it’s all good 😊
Had no idea there were snapping points for walkways on various buildings. And I love using walkways! Thanks!
Had no idea you could place an extractor on top of foundations!
@@jacobg9566 i had no idea you could use conveyor belts
Wow, Dekoba! The most useful Tip in this video for me was, that catwalks snap to tower platforms! I have 526 hrs into Satisfactory - I didn't know this! 1.0 will be my first walk-through with a completely consistent design philosophy - so this will become SOOOO handy!
Amazing how he builds such enormous things that are so well designed and super good looking at the same time, and what we take away from that is some 'noob' tip like the catwalk thing xD
I've clocked 100 hours in the game so far, and I'm in DESPERATE need for upgrades to power (currently making just north of 7k mw, max consumption is just above power production). This video couldn't have been on my recommended at a better time! Thank you so much for the thorough walk through, I will definitely be taking this video and running with it!
Just built a 144,000 MW rocket fuel factory. Extremely satisfying in the gold coast. The 2700 crude you can get there makes for such perfect ratios. Plus 1800 rubber per minute as byproduct aint bad!
As a new player your guides really help! Thank you!
It feels wierdly good to have designed my own fuel plants before looking at guides and see that I did a really good job of making them efficient. I made my first fuel plant process 600m³ of oil p/m into as much fuel as possible, process the resin into plastic and rubber, and process some of the plastic into packes for a small amount of excess fuel. I added on a turbo fuel secrion later on too. I also just unlocked the blenders and diluted fuel, so I'm going to have some fun with those
I’m perfect timing as always! Just started build oil plants.
Make sure Wildlife is safe.
-no ficsit Pioneer ever
But still a good and helpful video just unlocked oil yesterday, so thanks. 😊
Good ol' Dekoba, handing out clean, simple, and efficient factory guides. Cheers!
I am just about to unlock phase 3, thanks for all of these videos - keep up the great work
Love this! Can't wait for an optimal turbo fuel or rocket fuel guide!
Coming soon!
Great video. Very informative, and concise. Good use of examples from starter build to more advanced.
it's amazing thanks for the video! can't wait for the Turbo fuel or Rocket fuel plan!
Would love a detailed tutorial on a big power plant :)
Id like to see how you do a rocket fuel plant. Also, I'd consider adding things like shards and sloops into your computations. As an example, adding sloops to a few blenders to make a large, large amount of fuel. Rocket fuel maxes at around 12m3/min for 625Mw. Fun times. The ionized one was less.. but not by enough to justify it at the time.
7.5 Heavy oil résidu (reffinery)
into 6 blender for dilluted fuel (add 5 water extractor)
Then into another 6 blenders for nitro rocket fuel, add 550m³ of nitrogene, 600 sulphur, 300 coal,
You got 900 rocket fuel ( and 150 compacted coal and 150 polymer resin)
You can turn the rocket fuel into 86.3 fuel power generator at 250%
FOR A TOTAL OF 53750MW
I could fit all into 1 blueprint than i Paste 2 time (600 fuel on 2nd floor and 300 fuel on bottom one) needed the mk3 for my build tho
And I just learned about the catwalks. Nice.
Is it just me, or does the second layout rely on a packaged fuel bottleneck? 240 oil /min in, through 4 refiners outputting 160 fuel/min, into 7 generators consuming 20/min per (140min) which leaves 20/min left over for the packager that uses 40/min at full speed. I don't mind bottlenecks, but I prefer it to not be linked to my power generation and a risk that one of my gens turns off if I suddenly have an increase in fuel usage. Limiting the packager to 20/min would work, but isn't mentioned, and I just wonder if it may accidentally catch someone up later. Great video btw, despite what may seem like a critique, trust me, it's not.
next let's play when???. This is super useful. Thanks!
Aiming for tomorrow!
@@Dekoba
I don't understand what that emojii means
@@Dekoba i only sad that i need to wait so long for the next video
@@Steini225 Just released lol.
perfect timing. Just unlocked oil plants
GOAT
lets goooooo
9:12 I wasn't obvious to me at first what the point of this was, but packaging diluted fuel and then immediately unpacking it yields more fuel. "Just add some water to it" basically. :-D
Yeah, but have we done the math to see if the extra fuel makes up for the extra power and resources used to process it like that PLUS some to make it worth it?
@@fictitiousnightmares Looking at it a bit, yeah, looks like it's a LOT better. To make 90 fuel/min with a plain fuel refinery takes 135 crude/min. Packaging it this way only takes 33.75 crude/min, so basically 4x output. Obviously needs the alt recipe, a lot more space, and a lot of water, but much better on oil. Can't put links here, but in "Satisfactory Tools", a share link for the packaged version would be "q16JMIn9CpBB90sp7bBX", vs the regular would be "Xlm9Pb2MPCYKo5mbtLkh".
@@999erh Thanks. Was more worried about how much energy is used to process it all and if the extra made up for that energy use plus more to make it worth it. In other words add up all the energy used to process this and then take only the extra fuel produced from the normal recipe and throw it in generators and see if that energy produced is more than the amount used. It 'sounds' like it does, but I haven't done the math myself and was wondering if someone else had. I don't know where on satisfactory calculator to enter those share links you provided. I've looked and don't see any place to put them to show me what you are talking about.
@@fictitiousnightmares Heh, my comments get deleted even if I try to describe the url. :D But it's "satisfactorytools", which is different from "satisfactory-calculator". Click the "share tab" button and it'll copy a link to the clipboard. Replace the id in that link and it'll add a tab to the editor. It just shows which machines are used and the percentages on a small scale of what this video shows, though.
@@999erh Ahh, that worked. Thank you.
my savior
1.3k hours in over the span of a couple of years, and i just learned that machines have snapping points for catwalks ._.
(500 hours in) “Wait… snapping a merger directly to lift actually works?! Why didn’t they make it look like something that actually works?! What the hell?!”
Doesn’t look right make brain sad, alter design to make look right anyway, brain give dopamine 🧠🐒
This
Following your first design in this video, I tried hooking up a pure oil node fully overclocked (pump), using MK2 pipes. I was extracting 600 oil, something the pipes should be able to handle. I build 10 refineries (600 / 60 = 10), and 20 fuel burners. For some reason, the oil extractor wasnt able to keep up with the 10 refineries. Is fully overclocking a node just not stable or something? (no, there were no mk1 pipes, everything was on completely level ground, and the layout was identical, just expanded to have more refineries and generators). The oil pump would have periods where it didnt seem to be pumping out oil to the refineries, and the pipes between the pump and the refineries would often not be full.
yes!!
2:08 how the heck did you get the lifts to connect like that? It keeps snapping in a completely different way when I try to align them
pls, make a turbofuel video !!!
Can you explain why you use packaged water rather than just pumping in the water directly? Isn't that an unnecessary extra step?
Diluted packaged fuel is a tier 5 recipe but requires packaging. Diluted fuel, not packaged, requires the tier 7 blender. Both provide the same power, but one is available earlier.
@@Dekoba ahhhhh, right, thanks for the reply. Nice, great video btw.
How the heck did you manage to place water extractor on the sand and make it work??? 🤔 (6:26)
I placed it in early access and they changed the landscape later. Still works though lol
Is there any reason not to overclock fuel generators? The power increase is directly linear to the fuel consumption. You only need 24 power shards to have 8 generators doing the same work as the 20. Slugs are everywhere, and with the quadruple power shards from somersloops, it's not many of them at all...
Uses a lot of shards. But if you have them, use them. Is easy power.
Probably power plants and miners are the best use of overclocking.
the amount of shards can scale up fast in bigger set ups when there are a lot of machines to overclock, but if you have the shards to spare, sure, it's fine. tho you can only double the amount of shards you get, there is only 1 production step for you to amplify with somersloops, you need 2 steps to quadruple output, like turning remains into dna capsules by turning them into protein first for example.
Do you use a mod to enable you to interact with buildings from further away. It seems you can press 'e' from much further away than I can
anyone know the co-ords of where he built that first plant?
Island biome, far left of the map, south of Rocky Desert/Red Jungle
free the doggos
I have 6 fuel generators running and the two on the end run good for like 2mins then they just go empty...Im losing my mind over this...I just don't understand how liquids work in this game. Im producing enough and still going empty
liquids are tricky. try turning them all off and letting everything pre-fill. It may also help to underclock a generator to 95% to ensure you are overproducing by a little bit.
@@Dekoba Im running 8 generators now and I underclocked a few of them and added a pump and its working good now. Not sure if the pump is needed but it wasn't working before. Either the under clocking or the pump fixed it. Thanks for the help would of never though of under clocking.
The pump is a good safeguard, especially if there is a questionable amount of lift.
@@Fasyle I’m still pretty new to the game. When liquids get involved and it doesn’t work it just confuses the hell outta me.
clipping the mergers into the elevators like that should be illegal...
Yeah, I hate how that's the default way that they connect. They should connect to the end of the shroud. Or maybe you should be able to nudge them so that they connect at the distance you prefer.
@@OniNaito They actually will connect at the end of the shroud if you put them there, and put in the elevator second. It's just the default snap point connection if you place the spliiter/merger second is... like that.
@@lorospact Right, absolutely. That's why I always place my splitters first at the desired distance and add the elevator afterward. I'm just saying I don't like the default snap point when you connect a splitter to an existing elevator. I shall continue to do it manually :P
NEW PLAYER HERE , WHEN YOU SAY EXCESS PRODUCT IS BEING SUNK , WHAT DOES THAT MEAN .
it goes into an awesome sink, which destroys it and rewards points for unlockables.
@@Dekoba SO THE PLAYER USES THE EXTRA PRODUCTS TO UNLOCK ITEMS , SWEET THANK YOU
Isnt it 20 gens. For 5k not 22.
Just built this for my playthrough of 1.0. Ready for dakobas turbo blend fuel guide.
@@BabyJeusbetter than turbo fuel (much better) : rocket fuel (then ionized fuel but for much later)
7.5 Heavy oil résidu (reffinery)
into 6 blender for dilluted fuel (add 5 water extractor)
Then into another 6 blenders for nitro rocket fuel, add 550m³ of nitrogene, 600 sulphur, 300 coal,
You got 900 rocket fuel ( and 150 compacted coal and 150 polymer resin)
You can turn the rocket fuel into 86.3 fuel power generator at 250%
FOR A TOTAL OF 53750MW
I could fit all into 1 blueprint than i Paste 2 time (600 fuel on 2nd floor and 300 fuel on bottom one) needed the mk3 for my build tho