I audibly said "thank god" when I realized you have satisfactory tutorial content. You supercharged my DSP play, and now this! What makes me watch your stuff over others' is: 1) You truly do show the most efficient options. Your style is, "here's how to accomplish X effectively with the least amount of work," leaving it to the viewer to decide what nonessential things they want to add to your baseline method. 2) you explain the principles/mechanics behind all your approaches, allowing me to carry forward the knowledge into my own designs rather than being forced to copy you. 3) I always feel like I learn everything I need to learn, and nothing that I don't need. All these things are helpful in ALL factory games, but especially so in Satisfactory, which is frankly way more tedious than most of the others.
I've been doing something very similar to what you're doing, only I started it by hand before blueprints. I'm in the process of producing the elements as blueprints just as you have, with the added complexity of making it seamless with the road network I've got nearly 500 hours of work into. Merry Christmas from my family to yours. Robert from the Atlantic coast of Canada.
Inside a single biome, yes tructors are good (if you manage to avoid lengthy ramps) but still limited by cargo space and speed, The important factor for train superiority is the enormous amounts you can transfer fast between biomes. And i do not mean only a single item, but plenty of different items in huge quantities, that gets loaded/unloaded simultaneously, A single train engine can support 3-4 freights and each one of those can be a different item (not to mention the transfers of liquids). The preferred method of transportation of course lies to each player and play-style. My only advise (applied to all methods) is this: avoid transportation of items that have huge stacks (like concrete, wire, quickwire, etc... anything that stacks to 500). Even in max tier belts (780/minute) a singe such stack can put pressure on your belts (taking around 40 sec to unload it). Meaning the rest of the item in storage are waiting (thus... useless). If you need such items in your factory, prefer to transport the previous step (for example transport caterium ingots instead of quickwire). Your fastest belt can unload 4-8 such stacks instead of a single 500 stack
Personally, I disagree with concrete being an item to avoid via train (if you have a case where you need to import large amounts of concrete, such as a nuclear, encased industrial beam, or heavy modular frame factory), since no matter the route, you're always making less concrete than the limestone you're using to make said concrete, which in combination with the significantly higher stack size means you can transfer more of the raw resource, relatively speaking. Screws, quickwire, wire, etc, yeah no never transport those ever. Just make whatever Tier 4+ goods you need first with all of them.
Tractors are only limited by the belt speeds feeding into/out of the truck station. If your trucks are a bottleneck, you need another truck. This halves the speed or doubles the cargo depending on how you look at it. This is why it's possible to save/copy the route and add more trucks. Long routes or high speed inputs/outputs need more trucks. Those trucks don't always have to go to the same destination, of course. Your first two trucks should be moving coal (and fueled by coal) to your first coal and steel facilities, which are typically factories in different locations.
I would love to use trucks more but recording the routes is just such a pain. I wish you could place waypoints and link them up a bit like power poles and the trucks just found their path automatically from that. That way you could edit the routes sanely instead of having to re-record them all for the slightest mistake.
I do like your thinking, but on routes that are lengthy and require certain items that are needed in high quantity (screws for example), I don't mix cargos, and I will put an extra truck or two with a storage buffer after the truck stop.
Combining cargo is definitely something i'm still not sure is worth the effort. It saves on power (due to less truck stations) and less stations = less colliding trucks... but it's a lot more fiddling.
my favorite way to use trucks is for medium distances instead of using conveyors, I like to use the natural roads as much as possible and I map them out using street lights so I don't get lost while recording path, all things considered I think trains are the superior choice for long distance transfer of high demand items(having to re-record entire truck paths after making even small changes is really annoying), blueprints has made making highways etc for trucks a million times easier but it has also had the same effect for train systems
Yeah the whole recording thing is definitely annoying if you need to change something *or* got it wrong. I had to drive the same route a few too many times just because I made some silly mistake.....
What road width would you recommend? i use 2 for my explorer roads(manually driven), but would I have to go up to 3 or 4 for the truck routes(non manually driven) for one/two ways?
You technically don't need to make the roads wider for the trucks, but especially turns will be a pain if you don't. In general, widers roads are just more convenient if you have the space for them. A less realistic but very pragmatic way to approach this is to build your roads somewhat high up in the air - less conflicts with pesky mountain sides that way.
No reason in particular other than those serving as a reminder that the vehicles driving should stay AWAY from the middle to avoid colliding. You could easily put them anywhere else tho!
A few days ago I got an alert that there was a problem with the tractors that I had just setup. When I went to investigate, they had run into each other and were just sitting there. I thought that they would pass though each other like I had seen before. Was a change made?
I'm not sure when they didn't collide, but as far as I know that has been a thing for a long time! The tractors do 'phase out' if they get stuck though, so if they keep bumping into eachother for a while that might fix the issue. However, generally you want them to NOT get close to eachother (which makes intersections a potential liability. Time to build some bridges!)
How do you create the blueprints? Are they made of two 4 meters foundations justaposed? What about the arrows? Sorry if my questions seem dumb but I'm in my first playthrough and just reached tier 5.
You make the blueprints in the big box building called the Blueprint Designer. The blueprints can be made of anything that fits into that box, foundations included. The arrows are unlocked through the awesome shop decorations. One of my favoite unlocks! :)
Merry Christmas and Happy New Year 🙌 keep up with the good work, love the episode, and love the blueprints. Would you be able to put them in a file or something so we can download them?
if you want to use trucks you only do roads over water or bridges and let them flow off roads this way you save a lot of recourses time and it will be easier then train
The thing with trucks is the fuel haha, it's kinda tricky to connect all this fuel to all the stations the trains run on electricity so once the power network is set you can just build the train network everywhere without worrying about fuel, maybe an advantage is that they consume less fuel/energy then trains (by the way if you're not having a very fast belt feeding the stations you will have almost empty vehicles running around the map haha
@@TheDutchActuary oh by the way I found a great solution after thinking about it a lot, so you basically make the stations run all to your core base production, you have them all fueled there (run some coal into all of them so when they go to the other stations they will just grab the stuff but not refuel and will do that in your core base instead🤗🤗💪🏻💪🏻 Ps: I will suggest for that setup to have all the junky stuff made by constructors made on site near the resources they require, and have a station nearby to grab all that stuff and transport it to the core base where you have only assemblers and manufacturers (so you can avoid too much crowding so lower fps, and mess, and you have all the containers with basic items "near your hand" (I'm talking as an experienced factory builder after running for hundreds of miles back and forth around my messy and big base hahah trying to find where I have this and that haha!! Let me know if that helps and your thoughts
That's exactly what I did with my 'hubs' (a sample: ua-cam.com/video/trTAPs_IuMc/v-deo.html). It takes a lot of the complexity of refueling away, and is actually pretty efficient (if you like trucks!)@@vladleahu8657
@@vladleahu8657Trouble is, trucks is dumb (again, by design). They won’t top off at the base station. Means they are constantly going empty at the dry end. Only solution I have is to run an independent fuel network. For every group of depots, there’s one taking in fuel to distribute to the others…
Coal (and later on, better fuels). I tend to have my trucks drive to a central destination (e.g. a mall-type of building), and ensure that there's fuel delivered there. That way, you don't have to fuel up on every single truck station. Trucks can go a long time on a single stack of fuel, even coal.
I audibly said "thank god" when I realized you have satisfactory tutorial content. You supercharged my DSP play, and now this! What makes me watch your stuff over others' is: 1) You truly do show the most efficient options. Your style is, "here's how to accomplish X effectively with the least amount of work," leaving it to the viewer to decide what nonessential things they want to add to your baseline method. 2) you explain the principles/mechanics behind all your approaches, allowing me to carry forward the knowledge into my own designs rather than being forced to copy you. 3) I always feel like I learn everything I need to learn, and nothing that I don't need.
All these things are helpful in ALL factory games, but especially so in Satisfactory, which is frankly way more tedious than most of the others.
I've been doing something very similar to what you're doing, only I started it by hand before blueprints. I'm in the process of producing the elements as blueprints just as you have, with the added complexity of making it seamless with the road network I've got nearly 500 hours of work into.
Merry Christmas from my family to yours.
Robert from the Atlantic coast of Canada.
Hope you had an amazing x-mas! *waves from the other side of the ocean*
Inside a single biome, yes tructors are good (if you manage to avoid lengthy ramps) but still limited by cargo space and speed,
The important factor for train superiority is the enormous amounts you can transfer fast between biomes. And i do not mean only a single item, but plenty of different items in huge quantities, that gets loaded/unloaded simultaneously, A single train engine can support 3-4 freights and each one of those can be a different item (not to mention the transfers of liquids).
The preferred method of transportation of course lies to each player and play-style. My only advise (applied to all methods) is this: avoid transportation of items that have huge stacks (like concrete, wire, quickwire, etc... anything that stacks to 500). Even in max tier belts (780/minute) a singe such stack can put pressure on your belts (taking around 40 sec to unload it). Meaning the rest of the item in storage are waiting (thus... useless).
If you need such items in your factory, prefer to transport the previous step (for example transport caterium ingots instead of quickwire). Your fastest belt can unload 4-8 such stacks instead of a single 500 stack
Personally, I disagree with concrete being an item to avoid via train (if you have a case where you need to import large amounts of concrete, such as a nuclear, encased industrial beam, or heavy modular frame factory), since no matter the route, you're always making less concrete than the limestone you're using to make said concrete, which in combination with the significantly higher stack size means you can transfer more of the raw resource, relatively speaking.
Screws, quickwire, wire, etc, yeah no never transport those ever. Just make whatever Tier 4+ goods you need first with all of them.
Trains have a momentary lapse in transfer rate. Bringing 780/ minute down to 720/ minute.
Tractors are only limited by the belt speeds feeding into/out of the truck station. If your trucks are a bottleneck, you need another truck. This halves the speed or doubles the cargo depending on how you look at it. This is why it's possible to save/copy the route and add more trucks. Long routes or high speed inputs/outputs need more trucks. Those trucks don't always have to go to the same destination, of course. Your first two trucks should be moving coal (and fueled by coal) to your first coal and steel facilities, which are typically factories in different locations.
I would love to use trucks more but recording the routes is just such a pain. I wish you could place waypoints and link them up a bit like power poles and the trucks just found their path automatically from that. That way you could edit the routes sanely instead of having to re-record them all for the slightest mistake.
Yea I totally agree on the recording the routes.... I'm not a huge fan of that myself.
Coffee stain should add barges (boats) to transport things over/by water.
Oh man, that would be sooooo cool. Now you mention it, why don't more games have boats?!?!?
(I guess they would have limited use, but still... boats!)
I do like your thinking, but on routes that are lengthy and require certain items that are needed in high quantity (screws for example), I don't mix cargos, and I will put an extra truck or two with a storage buffer after the truck stop.
Combining cargo is definitely something i'm still not sure is worth the effort. It saves on power (due to less truck stations) and less stations = less colliding trucks... but it's a lot more fiddling.
my favorite way to use trucks is for medium distances instead of using conveyors, I like to use the natural roads as much as possible and I map them out using street lights so I don't get lost while recording path, all things considered I think trains are the superior choice for long distance transfer of high demand items(having to re-record entire truck paths after making even small changes is really annoying), blueprints has made making highways etc for trucks a million times easier but it has also had the same effect for train systems
Yeah the whole recording thing is definitely annoying if you need to change something *or* got it wrong. I had to drive the same route a few too many times just because I made some silly mistake.....
What road width would you recommend? i use 2 for my explorer roads(manually driven), but would I have to go up to 3 or 4 for the truck routes(non manually driven) for one/two ways?
You technically don't need to make the roads wider for the trucks, but especially turns will be a pain if you don't. In general, widers roads are just more convenient if you have the space for them.
A less realistic but very pragmatic way to approach this is to build your roads somewhat high up in the air - less conflicts with pesky mountain sides that way.
Enjoyed your road system tutorial, but have a question. Why do you place electrified power poles in the middle of the roadway?
No reason in particular other than those serving as a reminder that the vehicles driving should stay AWAY from the middle to avoid colliding. You could easily put them anywhere else tho!
@@TheDutchActuary Heh, I thought I had missed an update that you could keep vehicles running on batteries charged ;)
A few days ago I got an alert that there was a problem with the tractors that I had just setup. When I went to investigate, they had run into each other and were just sitting there. I thought that they would pass though each other like I had seen before. Was a change made?
I'm not sure when they didn't collide, but as far as I know that has been a thing for a long time!
The tractors do 'phase out' if they get stuck though, so if they keep bumping into eachother for a while that might fix the issue.
However, generally you want them to NOT get close to eachother (which makes intersections a potential liability. Time to build some bridges!)
How do you create the blueprints? Are they made of two 4 meters foundations justaposed? What about the arrows? Sorry if my questions seem dumb but I'm in my first playthrough and just reached tier 5.
You make the blueprints in the big box building called the Blueprint Designer. The blueprints can be made of anything that fits into that box, foundations included.
The arrows are unlocked through the awesome shop decorations. One of my favoite unlocks! :)
how many factory carts would be hilarious.
Merry Christmas and Happy New Year 🙌 keep up with the good work, love the episode, and love the blueprints. Would you be able to put them in a file or something so we can download them?
Nice! Thx.
if you want to use trucks you only do roads over water or bridges and let them flow off roads this way you save a lot of recourses time and it will be easier then train
Great tip!
The thing with trucks is the fuel haha, it's kinda tricky to connect all this fuel to all the stations the trains run on electricity so once the power network is set you can just build the train network everywhere without worrying about fuel, maybe an advantage is that they consume less fuel/energy then trains (by the way if you're not having a very fast belt feeding the stations you will have almost empty vehicles running around the map haha
Fuel being so annoying is very much intentional I think. It's to make you progress to trains just to make your own life easier :P
@@TheDutchActuary oh by the way I found a great solution after thinking about it a lot, so you basically make the stations run all to your core base production, you have them all fueled there (run some coal into all of them so when they go to the other stations they will just grab the stuff but not refuel and will do that in your core base instead🤗🤗💪🏻💪🏻
Ps: I will suggest for that setup to have all the junky stuff made by constructors made on site near the resources they require, and have a station nearby to grab all that stuff and transport it to the core base where you have only assemblers and manufacturers (so you can avoid too much crowding so lower fps, and mess, and you have all the containers with basic items "near your hand" (I'm talking as an experienced factory builder after running for hundreds of miles back and forth around my messy and big base hahah trying to find where I have this and that haha!!
Let me know if that helps and your thoughts
That's exactly what I did with my 'hubs' (a sample: ua-cam.com/video/trTAPs_IuMc/v-deo.html). It takes a lot of the complexity of refueling away, and is actually pretty efficient (if you like trucks!)@@vladleahu8657
@@vladleahu8657Trouble is, trucks is dumb (again, by design). They won’t top off at the base station. Means they are constantly going empty at the dry end.
Only solution I have is to run an independent fuel network. For every group of depots, there’s one taking in fuel to distribute to the others…
Just an update: delete has blueprint mode that deletes entire blueprint builds.
What was the gift falling from the sky? Is that the Xmas thing satisfactory does?
Yep!
Trucks need a fuel source, trains dont. Snd trains can load more
Why coal is one of the great things to send by truck. You get fuel free at both ends…
I was expecting some more detail on how it works...
And here I was thinking I was probably overexplaining it already! Ask away if anything was unclear!
How do you keep all these trucks fueled?
Coal (and later on, better fuels). I tend to have my trucks drive to a central destination (e.g. a mall-type of building), and ensure that there's fuel delivered there. That way, you don't have to fuel up on every single truck station. Trucks can go a long time on a single stack of fuel, even coal.
Haha yeah this thing suks about trucks
i've never seen rain in the game what the hell?
You haven't? :O Perhaps you turned off that effect by accident? Or maybe it's because I'm Dutch and the rain adjust to our actual weather.....