I love how compact you keep making these setups! And now I want a way to set the recipes for all of them as part of placing the blueprint. Or even just have what amounts to a modded switch where you isolate the setup and set the recipe for everything inside it.
It's very simple to do that in the blueprint designer, you just need to create a new blueprint for every recipe. I do that for the smelters & foundries because there's only a few recipes for them. If you have a bunch of the same recipe you intend to place down it may be worth doing, but I generally don't.
@@excrubulent When I say as part of placing the blueprint, I mean more like a UI that pops up and lets you choose the recipe and apply it to all the buildings in the blueprint, not actually saving the recipe in the blueprint. I can and do use individual blueprints with recipes for smelters and foundries, but it's not at all practical to do that for almost anything else really.
I've really been loving this idea, and it inspired me to replay the game. I've been using the Infinite nudge mod, and the no clearance mod so that I can make machines overlap. It's so much fun coming up with new idea's for smooshing all the machines together without the animations clipping so that the entire thing looks like one GIANT machine with dozens of inputs. I feel this is the way satisfactory was meant to be played now that we have blueprints. Factorio has horizontal manifolds, Satisfactory has Vertical. Gotta use the 3D world to the fullest
You sir have pretty much changed how I play this game now. I just finished my dodeca constructor on 1 layer in a Mk 1 designer, and now I'm working on an ennea foundry on 1 layer. Getting the inputs done is proving a bit tricky though, but I think I'll get it eventually. All in all though, fantastic guides. EDIT: I underestimated how difficult this would be. I'm going to keep trying but wow there is not a lot of space to work with.
@@excrubulent It's been quite the challenge so far. I've figured out the inputs for a row of 3, once I take care of the outputs then I can try and connect everything together and get the full layer of 9 done. I don't know how I'm going to stack it though, there's such little room to work with on the sides. EDIT: SUCCESS! I was able to keep it to a 13m height. I might be able to cram everything a bit smaller, but that requires more brain power than I currently possess. I need coffee...
Love the video. Going to have to watch it again when I get home tonight. I really appreciate you showing your method. It will help me some more on my future builds. I never thought of using the beams to box in the animation zone.
After watching your tutorials I managed to do the octo-assembler and then the 16 and 24 with two and three stacks of those. This design is really great for me. Now I need to revisit my octo-constructor, because my own attempt did not make it possible to include the output of the backrow (within the blueprint). Thank you so much.
Nice work! Although I don't know how to tell you that I've got a dodeca constructor on one layer in a Mk1 designer. Well there, I just did. It's got two extra metres to handle the extra belts.
Now that dodeca worked, but I don't see the space for the floor level connections in the mark one designer grid. ua-cam.com/video/qfDeRGanbm8/v-deo.htmlsi=WZNt9bFVpXtpkWID here is my attempt
Woops, looks like adding a link gets your comment deleted. Anyway, I did my own attempt on it now and made it work but I don't see space for adding a second and third layer and balancing it within the blueprint.
What kind of maniac discriminates based on cowling length??? All cowlings; whether long, short, corrugated, extruded, regardless of material composition are beautiful.
I'd also recommend downloading the blueprints and studying them if you're confused. If I took the time to show every detail the video would be extremely long, so I abbreviate some things. Also the other videos in this series will help you get familiar with the methods I'm using.
I seem to recall ages ago someone mentioned to me that you could fit this many in the blueprint designer, and at the time I rejected it out of hand as impossible to properly supply. Now with these new techniques I've learned, it's completely different.
Yeah, I've noticed exactly the same thing! There's nothing wrong with it on its own, but I think the reason people do it is that they don't have - or don't know that they have - the tools to control curvature without locking everything down to a grid. Hopefully the next video will help fix that and free people from the grid.
@@excrubulent I think I screamed at the foundry models so much. I spent a few days just reverse engineering and modifying the assembler spaghetti for some absolutely horrendous monster. Can't wait to see your version as there has got to be a better way than what I did to accommodate for minimal clipping
@@JamzP14 Yeah, usually the models are different enough that you're better off starting from scratch. The foundries and smelters are special because they have big towers that fill the height of the model, so I always have a belt-width gap between them. Also the foundries can be offset the same way my smelter design was, so that's another thing they have in common. You need to use a lot of the extra space beside the foundry tower.
98% amazing. Another 2% of amazing would go to you if you had color-coded the input threads 1&2 and output threads to see them weaving through one another.
That would be a good addition, I'll try to remember that one of these days. Someone - not sure if it was you - mentioned this in a previous video and I agree it would make it clearer. There's so much to consider making one of these it just slipped my mind.
28:16 Most games *should* override the global setting and disable mouse acceleration for smoother camera movement within the application, especially ones that use a first-person camera,.This might be worthy of a bug report to Coffee Stain if it is not being disabled.
You can download the blueprints to study them, and I explain my approach to clipping in the compact techniques tutorial. I am leaving space for all moving parts.
Listen, the hype IS real. ❤❤❤ Think about how much time and effort went into producing this video. Then take into consideration how tight everything is and still looks amazing, well as amazing as a box can look. I understand all of the techniques you have shown us, but I tried to do this and gave up frustrated. BTW, I kinda feel you owe me a weeks worth of pulling my hair out back...if you hadn't sorta promised a stream. I hope you stream on UA-cam and save it to your live tab. That way, if I miss it, I can at least watch the footage. Plus, I avoid Twitch whenever possible, blame GenericB...
Bravo good Sir, you are revolutionizing shoving an entire factory into a closet!
That is the best description so far I've heard! 😂
I've always been obsessed with utilising the empty air space within assemblers. I'm JUST building my own version. What a timely video!
I love the borg aesthetic so much, thank you for doing another one of these.
I love how compact you keep making these setups! And now I want a way to set the recipes for all of them as part of placing the blueprint. Or even just have what amounts to a modded switch where you isolate the setup and set the recipe for everything inside it.
It's very simple to do that in the blueprint designer, you just need to create a new blueprint for every recipe. I do that for the smelters & foundries because there's only a few recipes for them. If you have a bunch of the same recipe you intend to place down it may be worth doing, but I generally don't.
@@excrubulent When I say as part of placing the blueprint, I mean more like a UI that pops up and lets you choose the recipe and apply it to all the buildings in the blueprint, not actually saving the recipe in the blueprint. I can and do use individual blueprints with recipes for smelters and foundries, but it's not at all practical to do that for almost anything else really.
@Jauntie_J Yeah, that would be nice.
I've really been loving this idea, and it inspired me to replay the game. I've been using the Infinite nudge mod, and the no clearance mod so that I can make machines overlap. It's so much fun coming up with new idea's for smooshing all the machines together without the animations clipping so that the entire thing looks like one GIANT machine with dozens of inputs. I feel this is the way satisfactory was meant to be played now that we have blueprints. Factorio has horizontal manifolds, Satisfactory has Vertical. Gotta use the 3D world to the fullest
"O god ono there go's the weekend" 🤣
imo the best way to describe satisfactory in a single sentence.
Welcome back. I hope you're feeling better. Great video.
You sir have pretty much changed how I play this game now. I just finished my dodeca constructor on 1 layer in a Mk 1 designer, and now I'm working on an ennea foundry on 1 layer. Getting the inputs done is proving a bit tricky though, but I think I'll get it eventually. All in all though, fantastic guides.
EDIT: I underestimated how difficult this would be. I'm going to keep trying but wow there is not a lot of space to work with.
Apparently ennea means 9, wow. I've done 6 myself, 9 sounds... difficult.
@@excrubulent It's been quite the challenge so far. I've figured out the inputs for a row of 3, once I take care of the outputs then I can try and connect everything together and get the full layer of 9 done. I don't know how I'm going to stack it though, there's such little room to work with on the sides.
EDIT: SUCCESS! I was able to keep it to a 13m height. I might be able to cram everything a bit smaller, but that requires more brain power than I currently possess. I need coffee...
ITS HERE, ITS HERE, ITS HERE!!!!
The fact that people are legit hyped about this is unreal to me, I'll be honest.
This was mind-blowing. Kudos for figuring all of that out, and high five for an entertaining video!
Love the video. Going to have to watch it again when I get home tonight. I really appreciate you showing your method. It will help me some more on my future builds. I never thought of using the beams to box in the animation zone.
After watching your tutorials I managed to do the octo-assembler and then the 16 and 24 with two and three stacks of those. This design is really great for me. Now I need to revisit my octo-constructor, because my own attempt did not make it possible to include the output of the backrow (within the blueprint).
Thank you so much.
Nice work! Although I don't know how to tell you that I've got a dodeca constructor on one layer in a Mk1 designer. Well there, I just did. It's got two extra metres to handle the extra belts.
@@excrubulentThat makes me wonder, all belts above the constructors maybe.
Now that dodeca worked, but I don't see the space for the floor level connections in the mark one designer grid.
ua-cam.com/video/qfDeRGanbm8/v-deo.htmlsi=WZNt9bFVpXtpkWID here is my attempt
Woops, looks like adding a link gets your comment deleted. Anyway, I did my own attempt on it now and made it work but I don't see space for adding a second and third layer and balancing it within the blueprint.
To make sure my comment is not deleted this time, here is the id for my clip: qfDeRGanbm8, it is not listet in public.
What kind of maniac discriminates based on cowling length??? All cowlings; whether long, short, corrugated, extruded, regardless of material composition are beautiful.
I really should've said that myself on reflection. It needs to be said.
another satisfactory yapp session, what a great start into my weekend
*I love this, there's so much detail, but so much information that it's so complicated to follow* 😥
Gotta get out there and experment try a few setups a few dozen times yourself and you'll get this...
I'd also recommend downloading the blueprints and studying them if you're confused. If I took the time to show every detail the video would be extremely long, so I abbreviate some things. Also the other videos in this series will help you get familiar with the methods I'm using.
Jesus Christ dude I managed to get 4x and just left it at that. I would not have guessed six was actually possible.
I seem to recall ages ago someone mentioned to me that you could fit this many in the blueprint designer, and at the time I rejected it out of hand as impossible to properly supply. Now with these new techniques I've learned, it's completely different.
i would love to know where you stream, because this is exactly the type of content i need in my life :D
Probably youtube for now, just for convenience. I'll make a post when I'm figuring that stuff out.
@@excrubulent Great, I'll be looking forward to that
I love that you subscribe to the flying rail school of railway design. So many players plaster the world with concrete rail beds that look horrible.
Yeah, I've noticed exactly the same thing! There's nothing wrong with it on its own, but I think the reason people do it is that they don't have - or don't know that they have - the tools to control curvature without locking everything down to a grid. Hopefully the next video will help fix that and free people from the grid.
wonderful work! Well done. Loved the tutorial
Damn. I was able to just get a quad going on my own using those principles. (Same with a Foundry)
Now I have this to look forward to hacking away at!
3:53 hex foundry spotted :o
@@excrubulent I think I screamed at the foundry models so much. I spent a few days just reverse engineering and modifying the assembler spaghetti for some absolutely horrendous monster. Can't wait to see your version as there has got to be a better way than what I did to accommodate for minimal clipping
@@JamzP14 Yeah, usually the models are different enough that you're better off starting from scratch. The foundries and smelters are special because they have big towers that fill the height of the model, so I always have a belt-width gap between them.
Also the foundries can be offset the same way my smelter design was, so that's another thing they have in common. You need to use a lot of the extra space beside the foundry tower.
98% amazing. Another 2% of amazing would go to you if you had color-coded the input threads 1&2 and output threads to see them weaving through one another.
That would be a good addition, I'll try to remember that one of these days. Someone - not sure if it was you - mentioned this in a previous video and I agree it would make it clearer. There's so much to consider making one of these it just slipped my mind.
Could you do a video on the launcher system?
BTW, who says @excrubulent can't count???
I mean, besides hisself...
"Wow", indeed!!!! Great ending!
The keyboard noises you hear at the start of that clip are me scrambling to hit record.
28:16 Most games *should* override the global setting and disable mouse acceleration for smoother camera movement within the application, especially ones that use a first-person camera,.This might be worthy of a bug report to Coffee Stain if it is not being disabled.
Awesome. Subscribed
how do you BP it and the connections all work. I have to redo them all after a BP placement.
That sounds like a bug of some kind, I've never encountered that issue, sorry.
I normally dont get motion sick when playing for watching Satisfatory yet this is making me queasy. Maybe installing a 3rd person camera is best.
Ta!
Noted, I'm aware it's still a lot of motion. I'm looking into maybe a mouse smoothing AHK script.
Id have to watch materials moving through this system to understand what is happening. This looks like clipping chaos
You can download the blueprints to study them, and I explain my approach to clipping in the compact techniques tutorial. I am leaving space for all moving parts.
Make a playthrough!
I was wondering why it took so long lol
Listen, the hype IS real. ❤❤❤
Think about how much time and effort went into producing this video. Then take into consideration how tight everything is and still looks amazing, well as amazing as a box can look.
I understand all of the techniques you have shown us, but I tried to do this and gave up frustrated. BTW, I kinda feel you owe me a weeks worth of pulling my hair out back...if you hadn't sorta promised a stream.
I hope you stream on UA-cam and save it to your live tab. That way, if I miss it, I can at least watch the footage. Plus, I avoid Twitch whenever possible, blame GenericB...
Yeah that's the plan for now. I don't have a schedule yet but I'm figuring it out.