To me the most enjoyable thing to do in the game is watch the belts after I've dialed in a factory, seeing all the balanced mathematical ratios play out before me. Logistics floors take all that fun and hide it away from view. If things are too tidy, there's not enough movement to enjoy.
This. I love watching everything zoom around, going up and down and cross-crossing belts n stuff. There's a certain learning curve to getting it to look nice and wrap your head around how to build both efficient and nice looking layouts but i find it so much more interesting than cramming everything into a separate floor out of sight entirely.
While I generally agree with you, been playing with 100% logistic floors for 1.0. Got myself surprised, after plugging the main input of materials, watching the machine lights turn from yellow to green, then to full green because of perfect ratios... got damn satisfying as well. Different visuals, same pleasure :)
See, I use logistics floors cause I suck at floor planning so having the machines in the way of belts makes it hard for me. Instead, I just make glass floors so that I can see all the belts as I walk around on catwalks lol
If you guys want to try something new, I just decided to build vertically as much as possible in the desert. The idea was to have the smallest footprint on the ground. The result looks amazing. It's a 12x12 foundation over 50 floors. It produces everything that doesn't require gaz or liquid. I made it look like the Sears tower in Chicago. I am surprise not many people have tried it before.
The 10x10 challenge was pretty popular 3-4 years ago iirc. Basically what you're describing, with the goal of producing everything for the elevator (that was available at the time) by only doing the construction part of things in a 10x10 grid.
@@Nepheos Gas would be fine but I tried liquid and the output was messed up. I have a rocket fuel tower and it produces ~80% of the predicted output because of weird fluid behavior. Water pump stoping randomly even when the blender is not full. Next tower think I will pack the fluid at the bottom and unpack closer to where it is needed. Anyway, having 8-10 lvl 2 pumps probably consume the same amount of power.
5x5 was the challenge when I first started playing. Then liquids were introduced and the restrictions remained. People went much higher than the current skybox limit.
if anyone came here thinking they might discovet some advantages to not using logistics floors, then you wont really learn much because this is basically a 15 minute explanation of wanting to try something new
I like to hide a lot of things because it helps performance once you start building truly huge factory complexes, I would prefer more open, but at least for my computer the game starts to choke once the belts reach a certain level.
Just to share another strategy, I built what amounts to a few city blocks with a logistics sub-level. But the individual factories themselves don't use logistics levels; the logistics sub-level is only for moving materials between factories. And it worked out pretty nice. You can still see all the belts and stuff moving around inside each factory, but the area and streets between factories is clean.
I saw another streamer build everything on stilts and since that that's my new favorite way to build. I just use small metal beams to lift everything 12 meters off the ground and run the belts beneath. It's like a logistics floor but without the floor. Easier to set up and maintain, but also looks like a real factory and has plenty of walkable space.
Ironically, I actually started using logistics floors because of how easy it makes building massive blueprint factories! Never bothered doing it before because without blueprints, I didn't really see the extra-time investment being worth it, but boy now my factories grow insanely quick.
I have always used a combination of both. If the belt has to go a long distance, go in reverse flow, or has to dodge something; i use the logistic floors. Otherwise i keep the belts on the same floor as the factory because it is easier and i like the looks.
I did a playthrough where I couldn't use foundations for anything but roads/transportation (but not belts). If a machine could be placed on the ground it had to be. Very messy but very challenging also.
Last year I did a Ficsmas factory in exactly this way, in the Northern Forest, with the additional constraint of not removing any foliage. Had to _really_ get creative with machine placement and making it all flow with the terrain...
I think what he means is that thats his initial factory, not that he's going to necessarily evolve the factory into a completely new thing. I beat the game just with my beginning factory. It doesnt need to be too complicated
Don’t get discouraged. You don’t need mega factories like this guy is building. I finished my first playthrough with a factory that’s probably half the size of his “starter” factory. For the most part, you don’t need factories that produce hundreds or dozens of parts per minute. Just make reasonable goals. This game is supposed to be about getting into a zen-like flow more than anything else.
Normally people dismantle their original/starter factory when they get more miners or overclocking. I think Pickle just meant that they did not tore down the initial factory
I love the vibe of open conveyors. I usually do a bit of both. I'll do like a single factory to produce something, say plutonium fuel rods, and I'll bring in al the resources, send them in on a conveyor bus and then have individual buildings on the factory campus to produce major parts. Those buildings have logistics floors, but then send their product out to open conveyors to get across the campus to whatever building it needs to get to. You get the cleanliness of logistics floors, but you still get the rough/alive/almost-chaotic vibe that conveyor highways give you.
I like the aesthetics of a mixed approach. It can be "satisfying" to see neatly organized conveyers moving parts everywhere. The factory looks really busy which can be good. But feeding complex machines especially blenders or manufacturers really benefits from the logistics floor approach.
Love this factory, im keen to do more open world like this, It looks amazing!. But I do love logistics floors, even more so now that you can place glass. If you want to spice up your logistics floor, turn it transparent with glass floors, walls and a glass roof, then watch it come alive, when you look in, its like a giant clock with moving parts going all over the place.
I use logistics floors for load balancing, which is the "satisfactory term" you were looking for. Basically using splitters and mergers to send as close to equal parts down each conveyor belt.
For my 1.0 starter factory, i have decided to not use a traditional logistic floor, instead opting for a more unique style of overhead logistics. There are a few reasons behind this like explained in todays video. Thanks for watching.
For my 1.0 factory, I decided to use a logistics floor as the actual floor, and removing the floor above once the equipment was built. Thus allows me to travel underneath the factory without having to do strange navigation decisions to get around things, and I can easily move underneath everything and reconfigure it if I want to. And all of the logistics goes above it also with. No floor
Something I have liked as a medium between an all open factory and a logistics floor factory is a main bus design. All resources coming into the factory and all intermediate products run along one/few central lanes, spliting off behind walls into the logistics sections and back out again. It's quite neat to see how all the items transform as they run along the length of the factory.
I've mixed logistic floors with the overall factory. They usually come into play when I have multiple products produced on the same level (for example 4 items to make heavy modular frames) and then send the output up the next level where I organize the belts so that on the next level above these four items flow right into the manufacturers on the level above. Otherwise, it would be spaghetti belts criss-crossing trying to get the manufacturers.
This sorta looks like "My Town" in my game, I love going to a high spot and just watching the organized chaos dancing across the valleys below, art and some science mixed with sweat and imagination. In other word, beautiful.
I do tend to get stuck in the familiar patterns, then I'm so envious of the amazing creations I see others doing. Love the end message about mastering your own creativity.
really good points in this video. i am quite envious of your organization skills with belts. Also that save at the end... That would be interesting to see as well.
In my 1.0 playthrough I've taken some inspiration from Kowloon city and everything is connected with catwalk, resource vestibules and buildings building up and around the space elevator. It's very fun walking around the catwalks trying to find your way around.
I found a pretty cool sweet spot in between logistics floors and pure chaos. I setup a logistics building that rearranges all the lines from buses from all cardinal points into a massive bus that enters into a "mouth" of the main factory building. It has so many lines that I literally couldn't just use a logistics underfloor, so it has both underfloor AND a good 56 lines on top of that, arranging from chaos into a very nice bus, the bus then goes from the base floor after the mouth up into the main building. This creates a nice visual mix of chaos arraging itself to order ( to be fair, even the chaos part is deliberately made to avoid spaget as much as possible). But the real mixup comes with the fact that I made my machinery blueprints with a shell made of painted beams in each blueprint perimeter, and it also has neon thin lights on the edges. In short it makes it look like a computer part of a gamer pc. In combination with the logistics it looks really cool.
I like to build with a mix of logistics floors and above ground longer lines. Essentially I love the look of long conveyers transporting items across my base, but the load balancers and stuff tend to get pretty messy, so I shove the messy parts out of view and then have the rest showing neatly. Though to be clear sometimes the visible stuff is handled underground as well, just using glass floors so I can see the main lines below as I walk through lol. I guess the best way to look at it is: logistics floor for micro, exposed for macro.
I've been playing since just before conveyor lifts were introduced which is when I started doing logistics floors. I got the idea when I looked up at my workplace and noticed all the cables and everything hidden in the space. I told a streamer about it and within 6 months, everyone was doing it, but I hadn't seen or heard of anyone doing any kind of logistics floors until then. I don't go to the extreme using lifts to and from machines. This look is very clean, but as you said, the factory seems dead with nothing moving around. I had always wanted to see products moving around so I could tell if they were working properly. I'm sure that you will find the balance that you like between logistic floors and surface level conveyor setups. I have never seen anyone using the same setup for train stations that I have. I keep seeing people using them in the most non-useful ways using only one or two cargo cars. I'd be interested to see how you set up your trains.
The most game-changing advice that I have employed was in a video by (it's excrubulent), where he made the case for never putting your belts on the ground (in addition to no logistics floors). Pretty much just ensure that every machine's input/output is attached to a conveyor lift, and the rest almost just happens naturally with no effort. You will be able to drive a vehicle through your factories, and no more constant hopping over or sliding under belts.
Sort of did the opposite of logistic floors in a playthrough. Having belts run over the machines all the time, or rather create belt highways that run all across the map. Stuff got taken and put on with lifts and machines were one level below the belt highways. What I loved about that was how nice it looks when production is running on 100% efficiency. Every belt moving. Also it is super easy to spot problems with that. If you see a belt not filled or backing up you know that along that line something is going wrong.
I'm on my 6th save and I've tried new things every time, but I also find myself reusing more and more things that I really liked from before. My current (first 1.0) save is using a train network with signalling for the first time (rather than dedicated rails for each train), but apart from that much has stayed the same because I feel like I've found my "style" of building factories.
i think the same. on my last multiplayer playthrough we had on party that build everything into buildings, and it looks quite urban, and some people that just build open - and it looked so incredible industrial.
Lately i started designing one purpose blueprints. Like a stackable blueprint that takes in raw resources and outputs a complex part like heavy frames (i limit it to one machine making the end product at 100%) you do run into using more machines than necessary, especially when the ratios are something odd like 1.13 assemblers for ironplates, but i also limited myself to not use shards or sloops. I also try to avoid bad clipping as much as possible (meaning no belts overlapping, going through buildings or splitters/mergers clipping into the side of belts or one another. Its a fun challange. I always wanted to go more vertical in this game, i've mostly build flat and these complex blueprints i try to give as small of a footprint as possible. Like my heavy frame complex takes up 3x5 foundations in footprint and is a few stories tall, and includes the wet concrete recipe. ^^ I also try to use alternate recipes in such a way that the blueprint uses as few different raw resources as possible. (while still making sense economically. Like i would not use the iron pipe recipe at all xD). However i only design those in a creative save with the bigger blueprint chamber mod, cus it takes alot of time and try... its like 3D tetris, but you also have to run belts and pipes.
Started a new save similar to this a couple of weeks ago exactly because of how it looks. After seeing people posting their starter factories it just became apparent to me that I really like this sprawling, singular plane, almost chipset-style looking aesthetic.
I recently been trying logistic floors, and I have to be totally honest, it's a nightmare. Why? Because when you are trying to make such a clean build, you spend sooooo much more time on the aesthetics to fill in all the empty space where belts would normally be and as such progression feels like it has come to a halt. Plus, when you are constantly trying to think about how to run things cleanly, you can often end up in a situation where things just are not working out that well in the way you wanted, and it becomes frustrating. Or if you feel you may have done something wrong or something could be done better, the thought of tearing all that work down can be demotivating as you are constantly losing progress.
I like to add them if need. most of the time, I find it's good enough to run belts along the ceiling of the floor below and split/merg them at the machines
Have you created a video for how to do logistics floors. I have a hard time getting things positioned. Should I delete the floor above, add conveyor then the floor then the conveyor hole in the floor?
I only use bps for networks. This way, all of my factories end up unique. Some have logistics floors, others don't, and others are mixed (all inputs up top, outputs under or vice versa).
I never really did logistics floors (only ocassionally when i really couldnt get it out or in otherwise.) And its exactly bcs of this ^^ I love the view of such a busy factory with belts moving items back and forth, it really shows that you've build something, like a neatly and visably cable managed computer. It's just... a vibe... it brings me... *satisfaction*
I love the way you build. Lots of builds like this look like spaghetti, but this is all very clearly thought out and I can see the attention to detail and making sure its all nice 90 degree angles. Very satisfying to watch, the only thing I personally would change is that I like to use lower belt speeds for low item/minute outputs. I just don't like seeing the belts seemingly back up or be too empty when they're actually running fine.
I use logistic floors and for the first 3 floors I follow the terrain. Making a B1 B2 and B3 just like you see in actual large scale mega-buildings. I honestly just intuitively started doing this. Got tired of tripping over belts before I got the jetpack.
After much play, on some factories I use them, in others not. Depending on the location, both styles can be useful. Just do as you feel, It is a game :D
I'm in the middle of logistics floor play through. My next play through will be an exposed flat build where I can build up and down based off the terrain try to factory floors.
One of the main reasons one would want to use a logistics floor (besides preference) is to hide the large number of items on belts, which can really bog down a computer if it's not up to the task. But if your PC can handle it, then doing something like this is perfectly fine. Plenty of people go full spaghetti, and they aren't wrong either. I will say though that your factory looks pretty cool and reminds me of Factorio when viewed from above.
To me the difference between with and without logistic floors is a feeling point of view : with, the result feels electronics, without, it feels industrial. Ohhhh I was a Josh Effect ! :D
I have never really liked logistics floors. First of all it takes more time to set up. Secondly I want to see the belts! I want to know what they are doing and I want to enjoy the satisfaction of watching stuff I made flow in and out of machines!
How long did it take you to do everything? Sometimes i think i spend much time automating each object, before going to elevator space parts. I like your style of comment btw, you sound like a "normal player", i mean i can empathize with your thoughts. Keep going like that!
It comes down to if you want factories to look nice, or if you want to be just productive. Logistics floors take more time to build and can be more meticulous. But if you want those stunning factories that look clean and artistic, use logistic floors.
Logistics floors. I really like them alot, and although they add complexity with all of the vertical belting and lifting and lowering, I really really like the nice neat way it makes my "Production Floors" look. I'm gonna totally keep using them. As a former Engineer (now retired) I really like a nice neat orderly build. No spaghetti for me.. none.
Personally I dont like logistics floors, I feel like its harder to diagnose when something goes wrong. But I dont like it when things arent walkaboe either, but I havent really found a solution for it
My first big coal plant in ðat giant lake by starter area 1 uses a 2 logistics floors since I have the whole lower lake covered, one's under everyþing hiding ðe water pumps and one is ðe 1st floor of ðe coal buildings. I put ðe coal power plants on ðe second and þird floors for space along wið having a clean industrial look where one could still traverse part of ðe logistic floor to watch production happen if wanting to :33
Everyone plays the game differently and whether or not you want to use logistics floors is up to you. Personally I love them because it allows me to get around a large factory without having to hop over belts all day long. Of course, the bad thing about them is not being able to see your resources being moved around, especially when there is an issue. When issues arise, it can be a nightmare to trace your belts and usually involves removing foundations to find the problem. But in general, I’d recommend trying them and seeing if you like them and if not, don’t use them. That can be said for many things in the game. Don’t listen to everyone, form your own opinions.
What you call 'atmosphere' I call clutter. I use logistic floors most of the time except where liquids are used (ive had too many issues with liquids so I try to keep these builds on the ground level).
👍🏾👍🏾👍🏾 I work in a real factory and most our conveyor systems that feed robots are overhead and exposed 🤷🏾♂️ Logistics floors are situational for me. Some factories will get closed off, never to be entered again, so idc about those. Some areas u just run conveyors quick n dirty then cover them up.
I always integrate my factories in the landscape, but I don't use logistic floors anymore. It never came to my mind to build flat factories, because I don't like logistic floors.
To me the most enjoyable thing to do in the game is watch the belts after I've dialed in a factory, seeing all the balanced mathematical ratios play out before me. Logistics floors take all that fun and hide it away from view. If things are too tidy, there's not enough movement to enjoy.
This. I love watching everything zoom around, going up and down and cross-crossing belts n stuff. There's a certain learning curve to getting it to look nice and wrap your head around how to build both efficient and nice looking layouts but i find it so much more interesting than cramming everything into a separate floor out of sight entirely.
Exactly!!
While I generally agree with you, been playing with 100% logistic floors for 1.0.
Got myself surprised, after plugging the main input of materials, watching the machine lights turn from yellow to green, then to full green because of perfect ratios... got damn satisfying as well.
Different visuals, same pleasure :)
Fill the river with blood and bones. The melody will come after
See, I use logistics floors cause I suck at floor planning so having the machines in the way of belts makes it hard for me. Instead, I just make glass floors so that I can see all the belts as I walk around on catwalks lol
If you guys want to try something new, I just decided to build vertically as much as possible in the desert. The idea was to have the smallest footprint on the ground. The result looks amazing. It's a 12x12 foundation over 50 floors. It produces everything that doesn't require gaz or liquid. I made it look like the Sears tower in Chicago. I am surprise not many people have tried it before.
The 10x10 challenge was pretty popular 3-4 years ago iirc. Basically what you're describing, with the goal of producing everything for the elevator (that was available at the time) by only doing the construction part of things in a 10x10 grid.
i can understand not wanting to pull up liquid all the way, but why no gas?`just one pipe straight up, no pumps needed, seems fine?
@@Nepheos Gas would be fine but I tried liquid and the output was messed up. I have a rocket fuel tower and it produces ~80% of the predicted output because of weird fluid behavior. Water pump stoping randomly even when the blender is not full. Next tower think I will pack the fluid at the bottom and unpack closer to where it is needed. Anyway, having 8-10 lvl 2 pumps probably consume the same amount of power.
You haven’t seen “let’s game it out” latest satisfactory video have you? 😂😂
5x5 was the challenge when I first started playing. Then liquids were introduced and the restrictions remained. People went much higher than the current skybox limit.
if anyone came here thinking they might discovet some advantages to not using logistics floors, then you wont really learn much because this is basically a 15 minute explanation of wanting to try something new
TL:DW; "I stopped using logistics floors to remind myself why I use logistics floors, whoops."
Thanks for this, saved me some time!
I like to hide a lot of things because it helps performance once you start building truly huge factory complexes, I would prefer more open, but at least for my computer the game starts to choke once the belts reach a certain level.
Just to share another strategy, I built what amounts to a few city blocks with a logistics sub-level. But the individual factories themselves don't use logistics levels; the logistics sub-level is only for moving materials between factories. And it worked out pretty nice. You can still see all the belts and stuff moving around inside each factory, but the area and streets between factories is clean.
I saw another streamer build everything on stilts and since that that's my new favorite way to build. I just use small metal beams to lift everything 12 meters off the ground and run the belts beneath. It's like a logistics floor but without the floor. Easier to set up and maintain, but also looks like a real factory and has plenty of walkable space.
Really like how you used the frames to run belts on top of. Keeps that open feeling but still helps stay organized.
Ironically, I actually started using logistics floors because of how easy it makes building massive blueprint factories! Never bothered doing it before because without blueprints, I didn't really see the extra-time investment being worth it, but boy now my factories grow insanely quick.
I have always used a combination of both. If the belt has to go a long distance, go in reverse flow, or has to dodge something; i use the logistic floors. Otherwise i keep the belts on the same floor as the factory because it is easier and i like the looks.
I did a playthrough where I couldn't use foundations for anything but roads/transportation (but not belts). If a machine could be placed on the ground it had to be. Very messy but very challenging also.
Last year I did a Ficsmas factory in exactly this way, in the Northern Forest, with the additional constraint of not removing any foliage. Had to _really_ get creative with machine placement and making it all flow with the terrain...
"Starter factory?" No wonder I'm overwhelmed. I cannot build this.
I think what he means is that thats his initial factory, not that he's going to necessarily evolve the factory into a completely new thing. I beat the game just with my beginning factory. It doesnt need to be too complicated
Don’t get discouraged. You don’t need mega factories like this guy is building. I finished my first playthrough with a factory that’s probably half the size of his “starter” factory.
For the most part, you don’t need factories that produce hundreds or dozens of parts per minute. Just make reasonable goals. This game is supposed to be about getting into a zen-like flow more than anything else.
It's more of a 'temporary' factory than a starter factory. Don't feel overwhelmed 😅. Play to your own style, that's the best way to play the game.
Normally people dismantle their original/starter factory when they get more miners or overclocking. I think Pickle just meant that they did not tore down the initial factory
I love the vibe of open conveyors. I usually do a bit of both. I'll do like a single factory to produce something, say plutonium fuel rods, and I'll bring in al the resources, send them in on a conveyor bus and then have individual buildings on the factory campus to produce major parts. Those buildings have logistics floors, but then send their product out to open conveyors to get across the campus to whatever building it needs to get to. You get the cleanliness of logistics floors, but you still get the rough/alive/almost-chaotic vibe that conveyor highways give you.
I like the aesthetics of a mixed approach. It can be "satisfying" to see neatly organized conveyers moving parts everywhere. The factory looks really busy which can be good. But feeding complex machines especially blenders or manufacturers really benefits from the logistics floor approach.
Love this factory, im keen to do more open world like this, It looks amazing!. But I do love logistics floors, even more so now that you can place glass. If you want to spice up your logistics floor, turn it transparent with glass floors, walls and a glass roof, then watch it come alive, when you look in, its like a giant clock with moving parts going all over the place.
Logistics floor that's perfectly symmetrical, no crossed belts, no clipping... I'll pretend we agree on what "messy" looks like. 😂
I use logistics floors for load balancing, which is the "satisfactory term" you were looking for. Basically using splitters and mergers to send as close to equal parts down each conveyor belt.
For my 1.0 starter factory, i have decided to not use a traditional logistic floor, instead opting for a more unique style of overhead logistics. There are a few reasons behind this like explained in todays video. Thanks for watching.
For my 1.0 factory, I decided to use a logistics floor as the actual floor, and removing the floor above once the equipment was built.
Thus allows me to travel underneath the factory without having to do strange navigation decisions to get around things, and I can easily move underneath everything and reconfigure it if I want to.
And all of the logistics goes above it also with. No floor
long story short, he wanted a challenge. There's nothing wrong with logistics floors, he just wanted a new experience
It is nothing wrong with logistic floors, but I am happy, that I am not the only one, who don't like them.
@@alrunh.5998it creates a different style to not use them it's almost like a circuit board from above.
Something I have liked as a medium between an all open factory and a logistics floor factory is a main bus design. All resources coming into the factory and all intermediate products run along one/few central lanes, spliting off behind walls into the logistics sections and back out again. It's quite neat to see how all the items transform as they run along the length of the factory.
I've mixed logistic floors with the overall factory. They usually come into play when I have multiple products produced on the same level (for example 4 items to make heavy modular frames) and then send the output up the next level where I organize the belts so that on the next level above these four items flow right into the manufacturers on the level above. Otherwise, it would be spaghetti belts criss-crossing trying to get the manufacturers.
This sorta looks like "My Town" in my game, I love going to a high spot and just watching the organized chaos dancing across the valleys below, art and some science mixed with sweat and imagination. In other word, beautiful.
I do tend to get stuck in the familiar patterns, then I'm so envious of the amazing creations I see others doing.
Love the end message about mastering your own creativity.
I feel like it's time to sub. And wait for the "what is this factory" video. Your best recipes series is amazing btw.
haha cheers! :)
really good points in this video.
i am quite envious of your organization skills with belts.
Also that save at the end... That would be interesting to see as well.
In my 1.0 playthrough I've taken some inspiration from Kowloon city and everything is connected with catwalk, resource vestibules and buildings building up and around the space elevator. It's very fun walking around the catwalks trying to find your way around.
I found a pretty cool sweet spot in between logistics floors and pure chaos. I setup a logistics building that rearranges all the lines from buses from all cardinal points into a massive bus that enters into a "mouth" of the main factory building. It has so many lines that I literally couldn't just use a logistics underfloor, so it has both underfloor AND a good 56 lines on top of that, arranging from chaos into a very nice bus, the bus then goes from the base floor after the mouth up into the main building. This creates a nice visual mix of chaos arraging itself to order ( to be fair, even the chaos part is deliberately made to avoid spaget as much as possible). But the real mixup comes with the fact that I made my machinery blueprints with a shell made of painted beams in each blueprint perimeter, and it also has neon thin lights on the edges. In short it makes it look like a computer part of a gamer pc. In combination with the logistics it looks really cool.
It sounds like it would indeed be very fun to watch you tour your old world. Will probably be fun to have to puzzle together what you were doing.
I like to build with a mix of logistics floors and above ground longer lines.
Essentially I love the look of long conveyers transporting items across my base, but the load balancers and stuff tend to get pretty messy, so I shove the messy parts out of view and then have the rest showing neatly. Though to be clear sometimes the visible stuff is handled underground as well, just using glass floors so I can see the main lines below as I walk through lol.
I guess the best way to look at it is: logistics floor for micro, exposed for macro.
I've been playing since just before conveyor lifts were introduced which is when I started doing logistics floors. I got the idea when I looked up at my workplace and noticed all the cables and everything hidden in the space. I told a streamer about it and within 6 months, everyone was doing it, but I hadn't seen or heard of anyone doing any kind of logistics floors until then. I don't go to the extreme using lifts to and from machines. This look is very clean, but as you said, the factory seems dead with nothing moving around. I had always wanted to see products moving around so I could tell if they were working properly. I'm sure that you will find the balance that you like between logistic floors and surface level conveyor setups. I have never seen anyone using the same setup for train stations that I have. I keep seeing people using them in the most non-useful ways using only one or two cargo cars. I'd be interested to see how you set up your trains.
The most game-changing advice that I have employed was in a video by (it's excrubulent), where he made the case for never putting your belts on the ground (in addition to no logistics floors). Pretty much just ensure that every machine's input/output is attached to a conveyor lift, and the rest almost just happens naturally with no effort. You will be able to drive a vehicle through your factories, and no more constant hopping over or sliding under belts.
Sort of did the opposite of logistic floors in a playthrough. Having belts run over the machines all the time, or rather create belt highways that run all across the map. Stuff got taken and put on with lifts and machines were one level below the belt highways.
What I loved about that was how nice it looks when production is running on 100% efficiency. Every belt moving. Also it is super easy to spot problems with that. If you see a belt not filled or backing up you know that along that line something is going wrong.
I'm on my 6th save and I've tried new things every time, but I also find myself reusing more and more things that I really liked from before. My current (first 1.0) save is using a train network with signalling for the first time (rather than dedicated rails for each train), but apart from that much has stayed the same because I feel like I've found my "style" of building factories.
i think the same. on my last multiplayer playthrough we had on party that build everything into buildings, and it looks quite urban, and some people that just build open - and it looked so incredible industrial.
Lately i started designing one purpose blueprints.
Like a stackable blueprint that takes in raw resources and outputs a complex part like heavy frames (i limit it to one machine making the end product at 100%)
you do run into using more machines than necessary, especially when the ratios are something odd like 1.13 assemblers for ironplates, but i also limited myself to not use shards or sloops. I also try to avoid bad clipping as much as possible (meaning no belts overlapping, going through buildings or splitters/mergers clipping into the side of belts or one another.
Its a fun challange. I always wanted to go more vertical in this game, i've mostly build flat and these complex blueprints i try to give as small of a footprint as possible.
Like my heavy frame complex takes up 3x5 foundations in footprint and is a few stories tall, and includes the wet concrete recipe. ^^
I also try to use alternate recipes in such a way that the blueprint uses as few different raw resources as possible. (while still making sense economically. Like i would not use the iron pipe recipe at all xD).
However i only design those in a creative save with the bigger blueprint chamber mod, cus it takes alot of time and try... its like 3D tetris, but you also have to run belts and pipes.
I do a mix, i love all the belts running around but i do when its convenient put pipes or belts under the floor. Nice factory sir!
Started a new save similar to this a couple of weeks ago exactly because of how it looks. After seeing people posting their starter factories it just became apparent to me that I really like this sprawling, singular plane, almost chipset-style looking aesthetic.
I recently been trying logistic floors, and I have to be totally honest, it's a nightmare. Why? Because when you are trying to make such a clean build, you spend sooooo much more time on the aesthetics to fill in all the empty space where belts would normally be and as such progression feels like it has come to a halt.
Plus, when you are constantly trying to think about how to run things cleanly, you can often end up in a situation where things just are not working out that well in the way you wanted, and it becomes frustrating. Or if you feel you may have done something wrong or something could be done better, the thought of tearing all that work down can be demotivating as you are constantly losing progress.
try conveyor pits along with logistic floors, might make it look better and more colorful.
I like to add them if need. most of the time, I find it's good enough to run belts along the ceiling of the floor below and split/merg them at the machines
Have you created a video for how to do logistics floors. I have a hard time getting things positioned. Should I delete the floor above, add conveyor then the floor then the conveyor hole in the floor?
I have not, but if it would help, i could make a quick tutorial on one someday?
@@TheValhallanPickle Yes please
I only use bps for networks. This way, all of my factories end up unique.
Some have logistics floors, others don't, and others are mixed (all inputs up top, outputs under or vice versa).
Your world looks great man 👍
I never really did logistics floors (only ocassionally when i really couldnt get it out or in otherwise.)
And its exactly bcs of this ^^
I love the view of such a busy factory with belts moving items back and forth, it really shows that you've build something, like a neatly and visably cable managed computer.
It's just... a vibe... it brings me... *satisfaction*
I love the way you build. Lots of builds like this look like spaghetti, but this is all very clearly thought out and I can see the attention to detail and making sure its all nice 90 degree angles. Very satisfying to watch, the only thing I personally would change is that I like to use lower belt speeds for low item/minute outputs. I just don't like seeing the belts seemingly back up or be too empty when they're actually running fine.
I like doing logistic floors, but I always do them high enough and add catwalks so I am not losing on all that activity is on them
I use logistic floors and for the first 3 floors I follow the terrain.
Making a B1 B2 and B3 just like you see in actual large scale mega-buildings.
I honestly just intuitively started doing this. Got tired of tripping over belts before I got the jetpack.
After much play, on some factories I use them, in others not. Depending on the location, both styles can be useful.
Just do as you feel, It is a game :D
I'm in the middle of logistics floor play through. My next play through will be an exposed flat build where I can build up and down based off the terrain try to factory floors.
One of the main reasons one would want to use a logistics floor (besides preference) is to hide the large number of items on belts, which can really bog down a computer if it's not up to the task. But if your PC can handle it, then doing something like this is perfectly fine. Plenty of people go full spaghetti, and they aren't wrong either. I will say though that your factory looks pretty cool and reminds me of Factorio when viewed from above.
i place industrial walkways over my belts and machines, with ladders to go down for any maintances needs
To me the difference between with and without logistic floors is a feeling point of view : with, the result feels electronics, without, it feels industrial. Ohhhh I was a Josh Effect ! :D
I agree totally, exposed belts and pipes are the way to go. They can be used for decoration too, not pure function.
I have never really liked logistics floors. First of all it takes more time to set up. Secondly I want to see the belts! I want to know what they are doing and I want to enjoy the satisfaction of watching stuff I made flow in and out of machines!
I dig it. Makes the factory look more alive and organic.
Since we have the blueprintmaker i don‘t build logistic floors animore and since we have straight belts i put them all on the ceiling.
How long did it take you to do everything?
Sometimes i think i spend much time automating each object, before going to elevator space parts.
I like your style of comment btw, you sound like a "normal player", i mean i can empathize with your thoughts. Keep going like that!
Makes it look like an industrial dystopia... it's cool
It comes down to if you want factories to look nice, or if you want to be just productive. Logistics floors take more time to build and can be more meticulous. But if you want those stunning factories that look clean and artistic, use logistic floors.
That is a question of individual taste. For me factories with visible belts and pipes look better.
Logistics floors. I really like them alot, and although they add complexity with all of the vertical belting and lifting and lowering, I really really like the nice neat way it makes my "Production Floors" look. I'm gonna totally keep using them. As a former Engineer (now retired) I really like a nice neat orderly build. No spaghetti for me.. none.
Oh. C’mon. The spaghetti is still there. Only hidden under the carpet 😂.
I love the look of this factory so much. A sprawling industrial hellscape. Do you not find it hard to keep track of everything though?
Next, try a sushi belt, with mixing and separation
Personally I dont like logistics floors, I feel like its harder to diagnose when something goes wrong.
But I dont like it when things arent walkaboe either, but I havent really found a solution for it
Nice Curcuit-board-like factory.
400 hours in a save and you can’t remember anything about it!!? 😮. When I load up an old save of any game the memories come flooding back!
My first big coal plant in ðat giant lake by starter area 1 uses a 2 logistics floors since I have the whole lower lake covered, one's under everyþing hiding ðe water pumps and one is ðe 1st floor of ðe coal buildings. I put ðe coal power plants on ðe second and þird floors for space along wið having a clean industrial look where one could still traverse part of ðe logistic floor to watch production happen if wanting to :33
Never knew the name of them but I've been loving them since 1.0
I like to hide the belts and wires when possible, but i leave my pipes visible as i really enjoy pipe spaghetti
I do like seeing all the logistics activity. And I don't like how logistics floors increase the part count.
I use logistics floors for inputs and never outputs so I can monitor them. I feel like its the best of both worlds.
Everyone plays the game differently and whether or not you want to use logistics floors is up to you. Personally I love them because it allows me to get around a large factory without having to hop over belts all day long. Of course, the bad thing about them is not being able to see your resources being moved around, especially when there is an issue. When issues arise, it can be a nightmare to trace your belts and usually involves removing foundations to find the problem. But in general, I’d recommend trying them and seeing if you like them and if not, don’t use them. That can be said for many things in the game. Don’t listen to everyone, form your own opinions.
Lifeless areas need Corporate Art
yes, tour that spaghetti
I play so that wherever I build, you will see an organized cacophony of movement. This style is very nice. 👍
What you call 'atmosphere' I call clutter. I use logistic floors most of the time except where liquids are used (ive had too many issues with liquids so I try to keep these builds on the ground level).
I rather like a middle ground.
I like to bundle my belts under a catwalk or glass floor.
Or maybe that's a logistics floor for players 🤔
👍🏾👍🏾👍🏾 I work in a real factory and most our conveyor systems that feed robots are overhead and exposed 🤷🏾♂️ Logistics floors are situational for me. Some factories will get closed off, never to be entered again, so idc about those. Some areas u just run conveyors quick n dirty then cover them up.
I’m loving the game but do you know why my turbo fuel refinery’s are taking in 402 mw/h?
I use logistics basements for large scale logistics. Beside rhat i use logistics ceilings
meanwhile my base looks like a fucking factorio playthrough with some walkways placed on top so that I can actually reach the middle
I've never used them in 2000 hours I prefer o see the belts its easier to find problems and as long as you leave enough room they are easier to use.
Playing without floors or logistic floors basicaly cause this game to looks like factorio. I would love so see how this look on a map.
I always integrate my factories in the landscape, but I don't use logistic floors anymore. It never came to my mind to build flat factories, because I don't like logistic floors.
Sounds like you quit using floors entirely :P
I like seeing everything moving together. There's some beauty in chaos
New to the game 1st time I've saw logistical floors. How about doing glass floor? Best of both worlds?
The main reason why I don’t use logistic floors is because the factory looks boring und dead. Sterile.
Movement is life.
I enjoy having belts and items and seeing the entire thing move 😅
I roleplay my pioneer as having the same disability as me: a complete lack of aesthetics. If it works and is neat, doesn’t matter how ugly it is.
I look forward to the tour in 45 years.
1:00 why no pressy [B] so we can see. 🙃
Yes, tour plzs
For my case I find that logistics floors is better for my fps.
But everything is going to get wet when it rains, right? 😜
Its not so much logistic floors, it is logistic spaces that you need.
I'm flaunting my logistics. Satisfactory to me is a logistics game.
The problem with this way, i think the fps gonna be drop as hell.... too much conveyor on the view.
No, I stopped using logistic decks long ago, no problems.
Why on earth are you packaging crude oil? 😅
broken flashlight?
That's your STARTER factory!?!
It's great for logistic debugging, but bad for the framerate lol
Framerate is a good point.
Is it a unique playstyle?. Ive only done something similar in all of my playthroughs, lol.
Now I see why you use "logistic floors" when you don't use them, you try to pack in soo much stuff so tightly.
Funny how you play the game as it is meant to be played and you are having a ton of fun... it's like it is meant to be like that! lol