@Total While the nuke gives a big bang, I find the cluster is actually better for spiders as they are almost never alone, and if you've triggered one, you're only a few steps away from triggering more. The 1-2 punch of the main charge and the submunitions is great at taking the one you _can_ see AND the four you cannot.
Same, I tried trucks but they suck af. And I'M happy with trains and drones. Especially since the signaling is implemented. I 'm still having my fun with trains. My new save just got to Tier 7,8 right now and it is time to finish up all the HUB tasks. Then I can start of with my actual factory and designs and planning. And you can be sure I'll have a massive amount of trains, I love them! (especially since 3 way switches are working right now!)
Nop sorry i'll never stop using trucks. One of the joys of the game is seeing a truck majestically fly though the air miles away from where it should be.
I had to purposefully build roads with foundation and ramps for this issue to ease off. It's not resolved or anything because if it goes up a 4 m ramp the probability of them going nuclear is pretty high..
@@bananafoneable Trucks will struggle with consecutive 4m ramps - even when driven manually, the slope is too much, try 2m ramps - they should be fine though I ahve not done alot of truck automation - just a couple that are separated and have relative flat surfaces
Something I discovered in building is that the flickering is due to the lighting settings in the game. Setting light quality to medium sorted it out for me.
"I can't stand spiders" I can totally relate to that and I even use the arachnophobia mode. Now I can't stand meowing kittens anymore because I now how they really look like and I am creeped out whenever I hear a "meow" even in real life :D
Yeah, the "True Arachnophobia" mod is a must-have for me, removing every single spider in the game. The tradeoff is that many areas now feel empty and unchallenging. I really wish Coffeestain had prioritized reworking/reducing them this update.
@@MexicanLizard00 - Unfortunately, those things have only made my mild arachnophobia even worse. Exposure therapy works best when it assures you that something isn't as dangerous as your mind thinks it is. So presenting spiders as "hissing and skittering hyper-aggressive unpredictable jumping lethal menaces"... isn't the most healthy activity for someone who already has a phobia of them.
As you move to a distributed factory arrangement for this next play-thru (Let's Play) I suggest you challenge yourself...I did the following in my latest one. 1) Use trains for most every delivery; I started using drones very late game 2) Have a factory(s) for single item(s). For example, make a copper ingots factory, then transport the ingots to copper wire, copper sheets, quick wire (alt) factories via train. 3) Build at least one factory in each zone or biome; I used Satisfactory Calculator to see the names and dividing lines of the various zones. This forces you to build more factories across the map. Basically, don't make a product in the same factory that you created the resource. There will be exceptions due to the pure anguish of some of the build chains, but it does add a level of challenge. Just a thought.
It will be wayyyy easier to plan out factories with the new map system too. You can use radar tower to see exactly where nodes are, and more easily keep track of distance
The "3) Build at least one factory in each zone or biome; I used Satisfactory Calculator to see the names and dividing lines of the various zones." point seems the most needed inspirational rule for me personally :) Thanks Lennie, helps a lot ;)
The "no common areas" is something I want to do. I realized I had picked large open areas and been building sprawling uninspired factories. I am now trying to sort of cramp myself to be more vertical or separate 4 processes into 2 adjacent structures.
I’ve been battling with the idea of starting over with update 6. I’ve learned so much in the last few months. Think I can do much better with a fresh start.
I totally get the getting burnt out, Its why as i build i try to implement everything together right now its roads that connect all my builds and make it more city skylines feel, i like the idea the world is lived in rather than (heres a building it makes stuff) i add lobbys, control rooms with information boards, try to make it a different concept of playing. So if i ever release my save people can visit my builds and get an idea of their purpose :)
Doing exactly the same, actually in any building/resource management game like eg. Minecraft, 7 days to die, Empyrion, Satisfactory etc. I like to make factories, houses common area's etc, so you kinda get a felling people are "around", a wholesome felling if you like 😃
@@GameJunkiedk-db3lv nice, yeah on 7 days to die i made a skyscraper that had bed rooms, pool, kitchen, lounge, it served no purpose 🤣 but was fun to make.
"roads that connect all my builds and make it more city skylines feel" I had been walking along the street when I thought of all those IRL organisations and sole proprietorships... They do some service or they buy one products, make them into another and sell to smb else. And trucks go back and forth shipping all those goods from one company to another. So I had come to your thought by myself too :) The problem for me would be enormous amount of work needed for that :)
The plan I have for my new save is to only make tier 1 factories at each resource node or group of resource nodes. this way they can be expanded upon as I progress. basically I am assuming i will eventually be pulling the maximum amount of ore out of each nod by the time I reach tier 3 miners (780/min for pure, 600/min for normal and 300/min for impure) and as a result i will make sure to allocate space around each tier 1 factory for this. in this way I can guarantee the only time I use overclocking will be strictly for resource harvesting and possibly energy production for when i have left over slugs. the basic rule is only smelters and constructors will be allowed in these factories. there will still be the issue of recipe changes such as copper wire to iron wire but that becomes much easier to deal with in a purely modular approach with each factory producing exactly one type of product. I noticed i spent a lot of time in my current save dismantling and rebuilding as I progressed which is a severe waste of time and in every case could have been avoided had i followed this approach.
Good stuff man! Don't forget to post the stream VODs for those of us that can't catch you live. 10 seconds later "I just set up a new channel for VODs" xD Maybe put a link to it in the description though.
The "no common areas" thing is kinda funny for me. I started playing just a few days ago and I didn't know how much space I'd need so my main base is in the middle of the forest and right now I'm trying to turn my base into a more vertically focussed thing to prepare for monorail stuff, because there is simply not enough space on the ground. It's pretty fun but also kinda difficult.
I can see that, Started playing 2 weeks ago, and to be honest I just went straight to building my stuff on the void, just with some floor and leave the "natural" more on the outside. Even tho, some builds like my first coal mine energy is packed on a area full of stuff xD
where ever an assembler output is less than its input, you place it near the input production. where ever an assembler input is less than its output (like screws). you produce it at the output assembly line (long screw-conveyor belts are just dumb) where ever both is equal, things get trickier, coming down to calculating a "minimal surface/distance" and with different options for speed and buffering, you quickly end up solving non-analytic ball parks. The above 3 will quickly have you solve rough aestimates with many smaller train stations. in theoory, this is where automated vehicles shine, BUT the vehicle physics are just too unreliable and they surely do become a simulation+rendering-performance bottleneck.
Can't wait to see new stuff, and in nonstandard locations! My most recent factory - a Caterium and Supercomputer plant - hangs off the cliff north of the Blue Crater, and I couldn't be happier with the view.
I think I got inspired by Stin Archis build. I want to dedicate each biome to one made up company and give them some recognisable designs and color schemes. And do a lot more flavor building in general. Eventually I also want to build something that resembles an actual city, but that's probably for a later game update. I hope we get robots or something at some point so I can populate that city or have it be like in the movie "I am Legend".
I mean, it's pretty hard to not be inspired by Stin Archi 😅 Amazing builds yet functionnals and here I stand, not even being able to build a single working megafactory Will definitely go modular next time
I'm feeling somewhat hyped for the new series, which is terrible because I promised myself I wouldn't get sucked in until after stable. Thank you/you monster
On a group server I build a full fuel generator plant in the crater, with a filter production on the side - Overflow resin went straight into the sink. It produces more then half our power (we are mid game and start our own projects)
The "smart splitter input filter" idea is such an easily-overlooked idea and I'm glad you mentioned it. I'm torn between starting fresh with yet another save for U6 or trying to retrofit the changes into my current U5 save, since I made a point of avoiding the Spire Coast as it is so it's not like I'm losing anything there anyway. But with the research and recipe and other changes... mmmmayyybe it's time to do it all again again?
I just started a new save a few weeks ago. Just got to aluminum refinement. Kicking myself because I know I’m gonna start over. Oh well, haven’t started at the eastern coast yet.
Yeah, the smart splitter thing would have saved me so much time in the past. I’ve had to delete so many conveyor lifts to get a few incorrect inputs out of constructors.
@@Dozav7 Yeah, I think he’s talking about using it just as a failsafe. There are definitely uses for mixed belts (i.e. “sushi belting”), but that’s more for storage, not production. I’ve messed up a lot with accidentally sending a train to the wrong station or setting a constructor to produce the wrong item and not noticing for a bit. If your manifold is full, it came take a while for those items to actually stop your production machines, so it’s like a time bomb.
I've been so burnt out of Satisfactory, I think my main problem is that I'm constantly making my factory projects too big. To build one factory will take me about 10 hours or more. I'm using Modular factory setup with everything going back to a central storage system all connected by trains. Just to setup the railways takes me so long to get done. I wish vehicles actually functioned properly because they are so much more easier and more efficient to setup than trains.
I'm not gonna lie, the moment you said "Update 6 is on experimental", my day was made and my opinion was set that this was the biggest news you could possibly have given. Time for me to update asap and start a new save myself!
I'm on my first play through in Update 6 (technically I started on U5 by accident and deleted that). So I have now "next time" plan yet. I am building a big honkin' coal power plant (96 generators to start, room for at least 192 more, possibly 288 or 384 more, will use all sulfur I can spare for compacted coal, possibly retool a portion of later factory for coal), learning complex splitter/merger/balancers as well as when manifolds make sense (i.e. small factories), as well as plumbing. Really can't make any more factories until I finish my power plant. At least 1/3 of it. I'll be putting each block of 96 in independent segments of 24, so I can more easily isolate, jump start the first block with a nearby biimass generator plant. I'll have a control room with interconnects and switches for each block, and the grid. I'll maybe have a separate utility grid for remote miners.
Shoutout to your playlist. Everything I try and pick just doesn't match the energy when it's time to turn plan into creation. "3022", "Pensive", "It's You", "I don't know", "Roots", "Slow the World", "Water Will Flow". Crushing it. If it's not super chill, assemblers, or meowing - I don't wanna hear it. GLHF
I tried what you mentioned the " no impulsive building" but trust me iff you try to plan out large factories and plan for them you will be doing more mathematics and calculations than playing the game, so i stopped this lets plan: then i sit there for 2 hours doing f*cking mathematical calculus i got sick of it truly.
I hope coffee stain add a planning mode. Perhaps through an in game tablet. The biggest problem vehicles is the mass is too light and the suspension is way too soft. They can be used but it involves building roads. I'd like to see more beginner and intermediate guides relating to efficient builds. I'm more of a function over form player.
Yea i'd like to see some more power in the tractors and trucks, the reason I like using them is that I dont want to build infrastructure to bring it tons of conveyors or railroads. If the tractors and trucks had more power they wouldn't get stuck going up gentle hills i usually find them at
I find in general, there isn't enough throughput for Trucks and Trains. Even with the fastest belts, you can't load and unload them fast enough and the lack of a filter directly on the building means you always need a complex series of smart splitters outside the back end. I like the idea of trucks, but most of its storage gets wasted, which means you're just using a lot more fuel for nothing.
True that and it bugs me that if the trucks are driving on foundations they always got braked down on the edges. You can see it if you drive them manual. The first truck doesn't even reach 60kmh while driving in on a flat lawn it reaches almost 70 ...
Hey Total, I'm pretty sure if your travel laptop can't handle it, there might be a streaming option on steam (remote play) which allows you to remotely play on the PC through your laptop. Still experimental, but I recommend you try it out! (And let me know because I plan on traveling as well lol)
As I haven't seen 5% of your builds, I am wondering what you're doing to your vehicles. I had trucks running perfectly on the planets terrain for some 3 years now., some crossing half the map. Only thing i ever had to do to achieve this, is to keep the different directions separated from each other
This is a good idea. Problem with lets play series with games like this is if they don't watch from the jump it offers almost nothing to new viewers. Hype to see the new series.
That's true to a certain extent, but I do find some people watch through the whole series when we're half the way through. The first episode is already out, don't miss it, the second one will be out today! ;)
I can definitely understand the loss of inspiration. I just went over 1500 hours on my only save, and although I greatly enjoy playing the game, it's hard to not get burnt out. I'm sure I'll go back eventually, but for now it's been over a week since I played. Sorry for the rant, wish you best of luck with the new let's play. Really glad your posting a VOD.
@@KarelPKerezman After my first big binge of satisfactory this has been the approach i've taken. I come back to see what the new update brings and mess around a bit. You better believe I'm going full tilt when the game goes into 1.0!
I think the best practice when it comes to builds is to keep the main part of it with all the functional stuff in it and potentially a need for modularity nice but simple. Then when you wanna show off with some weird shapes and fun interactions you can always flare it up in the accents and detailing on the build afterwards. Though odd shapes on the functional part of the build is just going to make any addition or changes you make feel like the biggest task on the planet because you know you either can't get it to work without the weird stuff or you're gonna have to do it quick and dirty and come back to it later which you probably never will let's be honest :p
About the power lines. I use wall outlets and put them in the floor. Place them at the edges of a piece of Floor, connect what you need, close the floor. Don't worry even if you recycle the attached floor element, you do not loose any power line which run through it.
Doing it in a similar way, from the machines power outlet, I connect it right below the power connector of the machine, and then put all my connectors and powerlines under the floor, so when I build a factory floor, I do the double space like with the walls. Can be a bit fitterly, but look clean.
I plan on starting a new save when update 6 goes to early access. I hope to do minimal plant clearing on this save as I have heard that the game keeps track of all cleared plants and thus makes the save files larger and contributes to loss of FPS.i do not know if this is true or not, just what I have heard. So I am going more elevated and rushing coal power on this next save.
I've been trying to go modular but can't seem to decide if it's better to bring in only raw resources (ores/ingots, i.e. assemble parts from scratch) or lower tier items. The former might be easier to plan/reason about, but unless it's building parts for the Space Elevator or tier unlocking then I'm not really sure what to do with the output once it's done. Feels like the latter approach needs more effort in logistics and might have scale issues sometimes.
@@zeroblue76 A guide explaining someone's building style chose to build high-volume parts from scratch (i.e. iron plates, screws, etc.), but low-volume parts would be imported from another dedicated factory that builds specifically that part (reinforced iron plates, modular frames, etc.). That could be an option?
I just picked this game up with the steam summer sale. I must say I'm having a blast. I just played for 4 hours straight, I can't even tell you the last time I played a video game that long In a single session. I'm still learning the basics, but I can already tell I'm gonna have mega hours in this game.
I only did one *mostly* playthrough on update 6 which was my first, and now it is my 2nd one with full update 6 release. I tried a more compact style at first but swapped to a modular type of factory part way through and now plan to continue that trend
Firstly, maybe you can implement an API connection or FTP to a dedicated server to save whenever you want manually Thx for the FPS helping modular approach of buildings Building in the less common areas like blue crater lake, swamp and of course spire coast sounds very good I started a fresh new save when update 5 hit the experimental version up to now and it's great hearing that you restart too. :P
Built my whole oil based production in blue crater lake...it was a pain in the ass. Always seemed like i was working at night there with the spiders creeping. XD
@@caesaraugustus8281 Okay, then try red forest or swamp… XD jk I cant stand it either when i‘m walking in my base and hearing those creeping noises of the spiders. I wouldnt build on ground height there :P For example in the red forest, location 0,0 on the map is a place where base building could be attractive but I would do it there in the air with supports. Height 350 or higher :P
Im starting a new factory as well and doing a sky platform, it will be several rings of trains rotating the map far above the land, and all smelter factories will be on the ground sending up processed goods to the train stations that will then send each item it corresponding areas on the sky platform. Maybe you can do something similar for the more advanced products.. Just an idea. Love your gameplay and designs, i always get a little creative spark from watching your videos.
I built my last factory in the abyss and did not touch any land besides extractors and the conveyors... I hate the fauna as well so all I had on land was highways (literally highoff ground) that I Used to drop bombs on critters. You also do not need pumps this way as you put buffer tanks and they do the pressurizing as you are going downward.
Looking forward to this play through. I'm very new to the game and channel. It is hard to imagine Total using leaves to power his machines starting out. I'm very much interested in the modular factories and see how things are planned out to come together.
I found modular factories easier to start with on my first save. Connect them with hypertubes (the mod that adds tiers to those is cool). Half the fun is the few days leading up to a build where I weigh the costs and benefits of this site or that, doing the math, figuring out how far I’m willing to bus materials, etc.
Some really interesting resolutions to take forward into your next game, I'm particularly excited to see which new areas of the map you choose to build in :) Good luck on your travels!
Funny, I decided to START using vehicles in Update 6. I never really even started using them in Update 5 because I'd heard such bad things about them. But you also get them earlier than trains and I find larger train networks hard/annoying to set up, especially for medium length distances. I'll try to build roads and use trucks for short to medium distances, rather than extremely long conveyors or trains.
I've decided to go with a more modular factory approach for U6 instead on one central location. I'm 50 hours into my new save and loving the design choice so much!
Cavity walls are good for power. Very elegant. I had a build where I made it 1 walkway wide and there were access doors into the hallway spread around, and from there could go to the belt logistics layers below the factory floor.
Looking forward to the new playthrough, I'm also kinda new to your channel and to the game and didn't watch your previous series because it was so far already. Also also what are your PC specs now?
Maybe I misunderstood what you mean by manual save, but the Admin of the server can open up the Server Manager > Manage Saves and then create a manual save.
Can't wait to see what you call come up with!! Question though: i keep having trouble with MK2 pipes not staying full and constantly oscillating. Does anyone know a solution for this?
Reload the save, if it doesn't work you need to delete the pipes and rebuild them. Pipes and fluids are buggy as hell, still. So it might not be your fault. And secondary advice: Always feed your buildings from a higher placed pipe downwards. It helps to avoid trouble.
I always have trouble with smart splitters. They either let items through that should have been split or split off the wrong item. Is there a guide on how to do it with failsafes so my machines don't get clogged with the wrong item?
Good for you, making plans and creating clean, efficient, and aesthetically pleasing designs! Meanwhile my autism brain (quite literal, not a joke) and I are currently in the process of starting an Italian restaurant with conveyer belts and killing my framerate for the sixth world in a row.
Is the smart splitter deal parly because of the misshapen in your last storage? I got a chuff out of that because that is how I run my splitters now, because a smiling mistake that I did not find for many hours. Lol.
I'm planning to not pave the world and organically stretch conveyer belts into an initial hub until I get to tier 5/6 then stretchy tracks across the world with pillar supports
I get that people dislike vehicles because they’re not foolproof, but they’re a key part of my builds. I just don’t like the look of long stretches of conveyors running through the wilderness, so anything that needs to move that doesn’t have good access to my train line gets put on a vehicle. Plus it is hilarious to be zipping along a hypertube and see a tractor struggling to get over the dunes in the desert.
just started a new save and am on tier 2 of the elevator but i am making dedicated roads that will be spanning the entirety of the map along with a rail line that will be floating above the road(s)
Would you be willing to edit in timelapses into the new let’s play rather then just cutting to the finished product? Could be more helpful for newer viewers such as myself to understand the building process. Love your content
I've noticed that the trucks bug out but they after a few seconds they just teleport back to the route and keep going. I prolly will stop using them once I get trains
I have only recently discovered your website for the builds, suggestions, and video clips showing how to build organized mega factories to find this video saying that you suggest not to use them now. Oh the irony!
I have had nothing but issues getting trains to work on a dedicated server. Got the stations to show up properly on the map but can’t get the train to stop saying stops are inaccessible even though I can manually drive to them. Really took me out of the game after two days of effort for nothing.
im a little confused by update 6 when it says experimental, does that mean that there is a different way to access update 6 or can i update my regular steam version of satisfactory?
Can I have your U5 saves or at least the blueprint/layout of your circular storage hub? I want to build one but I'd like to know how big it is, so that I can check if it can fit into my desired location.
My next save will not include vehicles either. They've been more pain than they're worth. I'll also be spending more time on aesthetics now I understand the rough needs of a factory.
Can you clarify what you mean by you can't add manual saves on a dedicated server? I'm able to manually save, load, delete and create new sessions all from the in game server manager. Edit - Running a dedicated server hosted on GPortal.
Maan, I am on my second build but I am still in the process of unlocking tier 5/6 so I still feel like a long way to go. Also I am hoping to finally finish the factory (or rather world?) I have been planning since my first save. An advice from Kibz that we should not do large projects at once because you don't get any reward during the extremely long process keeps repeating in my head but I have planned so much already :D God damn do I want to see it actually built. Yeah so definitely no new world for me :D
New Channel for Vods :
ua-cam.com/channels/CjunyH2-1lmof0UHQ63bbA.html
@Total
While the nuke gives a big bang, I find the cluster is actually better for spiders as they are almost never alone, and if you've triggered one, you're only a few steps away from triggering more. The 1-2 punch of the main charge and the submunitions is great at taking the one you _can_ see AND the four you cannot.
Same, I tried trucks but they suck af.
And I'M happy with trains and drones. Especially since the signaling is implemented. I 'm still having my fun with trains. My new save just got to Tier 7,8 right now and it is time to finish up all the HUB tasks. Then I can start of with my actual factory and designs and planning. And you can be sure I'll have a massive amount of trains, I love them! (especially since 3 way switches are working right now!)
Nop sorry i'll never stop using trucks. One of the joys of the game is seeing a truck majestically fly though the air miles away from where it should be.
love those trucks
“Crusin’ down main street, you’re relaxed and feeling good”
I just like see a well-tuned network of trucks drive around my city. It is satisfactory.
I had to purposefully build roads with foundation and ramps for this issue to ease off.
It's not resolved or anything because if it goes up a 4 m ramp the probability of them going nuclear is pretty high..
@@bananafoneable Trucks will struggle with consecutive 4m ramps - even when driven manually, the slope is too much, try 2m ramps - they should be fine though I ahve not done alot of truck automation - just a couple that are separated and have relative flat surfaces
Something I discovered in building is that the flickering is due to the lighting settings in the game. Setting light quality to medium sorted it out for me.
meow
"I can't stand spiders" I can totally relate to that and I even use the arachnophobia mode. Now I can't stand meowing kittens anymore because I now how they really look like and I am creeped out whenever I hear a "meow" even in real life :D
Yeah, the "True Arachnophobia" mod is a must-have for me, removing every single spider in the game.
The tradeoff is that many areas now feel empty and unchallenging. I really wish Coffeestain had prioritized reworking/reducing them this update.
I don't use that mode becouse Im traing to fight my fear but good for you just renamber Nuke them
@@MexicanLizard00 - Unfortunately, those things have only made my mild arachnophobia even worse.
Exposure therapy works best when it assures you that something isn't as dangerous as your mind thinks it is. So presenting spiders as "hissing and skittering hyper-aggressive unpredictable jumping lethal menaces"... isn't the most healthy activity for someone who already has a phobia of them.
But to be real i keep 1km from the ground the are preaty sceary
@@MexicanLizard00 lol i try to stay completely off the ground too.
As you move to a distributed factory arrangement for this next play-thru (Let's Play) I suggest you challenge yourself...I did the following in my latest one.
1) Use trains for most every delivery; I started using drones very late game
2) Have a factory(s) for single item(s). For example, make a copper ingots factory, then transport the ingots to copper wire, copper sheets, quick wire (alt) factories via train.
3) Build at least one factory in each zone or biome; I used Satisfactory Calculator to see the names and dividing lines of the various zones.
This forces you to build more factories across the map.
Basically, don't make a product in the same factory that you created the resource. There will be exceptions due to the pure anguish of some of the build chains, but it does add a level of challenge.
Just a thought.
It will be wayyyy easier to plan out factories with the new map system too. You can use radar tower to see exactly where nodes are, and more easily keep track of distance
Screws get a pass though
@@phforNZ screws get alt-yeeted out of my production chain
This is literally what i decided to do when starting over this update.
The "3) Build at least one factory in each zone or biome; I used Satisfactory Calculator to see the names and dividing lines of the various zones."
point seems the most needed inspirational rule for me personally :) Thanks Lennie, helps a lot ;)
The "no common areas" is something I want to do. I realized I had picked large open areas and been building sprawling uninspired factories. I am now trying to sort of cramp myself to be more vertical or separate 4 processes into 2 adjacent structures.
I’ve been battling with the idea of starting over with update 6. I’ve learned so much in the last few months. Think I can do much better with a fresh start.
My first run through it took me 200 hours to get to aluminum. Granted, I REALLY took my time, but my latest game it took me 40 hours. Progress...
I totally get the getting burnt out,
Its why as i build i try to implement everything together right now its roads that connect all my builds and make it more city skylines feel, i like the idea the world is lived in rather than (heres a building it makes stuff) i add lobbys, control rooms with information boards, try to make it a different concept of playing.
So if i ever release my save people can visit my builds and get an idea of their purpose :)
Doing exactly the same, actually in any building/resource management game like eg. Minecraft, 7 days to die, Empyrion, Satisfactory etc. I like to make factories, houses common area's etc, so you kinda get a felling people are "around", a wholesome felling if you like 😃
@@GameJunkiedk-db3lv nice, yeah on 7 days to die i made a skyscraper that had bed rooms, pool, kitchen, lounge, it served no purpose 🤣 but was fun to make.
"roads that connect all my builds and make it more city skylines feel"
I had been walking along the street when I thought of all those IRL organisations and sole proprietorships... They do some service or they buy one products, make them into another and sell to smb else. And trucks go back and forth shipping all those goods from one company to another. So I had come to your thought by myself too :)
The problem for me would be enormous amount of work needed for that :)
@@nikelsad yeah it is time consuming but if you do what you love it takes no time at all 🤣 or something like that 🤷♂️
I saw in the settings an arachnophobia option and the fact that it exists scares me. I'm not keen on learning why.
The little ones are not that bad. The big ones on the other hand...
The plan I have for my new save is to only make tier 1 factories at each resource node or group of resource nodes. this way they can be expanded upon as I progress. basically I am assuming i will eventually be pulling the maximum amount of ore out of each nod by the time I reach tier 3 miners (780/min for pure, 600/min for normal and 300/min for impure) and as a result i will make sure to allocate space around each tier 1 factory for this. in this way I can guarantee the only time I use overclocking will be strictly for resource harvesting and possibly energy production for when i have left over slugs. the basic rule is only smelters and constructors will be allowed in these factories. there will still be the issue of recipe changes such as copper wire to iron wire but that becomes much easier to deal with in a purely modular approach with each factory producing exactly one type of product.
I noticed i spent a lot of time in my current save dismantling and rebuilding as I progressed which is a severe waste of time and in every case could have been avoided had i followed this approach.
totally agree with your opinion.
Good stuff man! Don't forget to post the stream VODs for those of us that can't catch you live.
10 seconds later "I just set up a new channel for VODs" xD
Maybe put a link to it in the description though.
The "no common areas" thing is kinda funny for me. I started playing just a few days ago and I didn't know how much space I'd need so my main base is in the middle of the forest and right now I'm trying to turn my base into a more vertically focussed thing to prepare for monorail stuff, because there is simply not enough space on the ground. It's pretty fun but also kinda difficult.
I can see that, Started playing 2 weeks ago, and to be honest I just went straight to building my stuff on the void, just with some floor and leave the "natural" more on the outside. Even tho, some builds like my first coal mine energy is packed on a area full of stuff xD
where ever an assembler output is less than its input, you place it near the input production.
where ever an assembler input is less than its output (like screws). you produce it at the output assembly line (long screw-conveyor belts are just dumb)
where ever both is equal, things get trickier, coming down to calculating a "minimal surface/distance" and with different options for speed and buffering, you quickly end up solving non-analytic ball parks.
The above 3 will quickly have you solve rough aestimates with many smaller train stations.
in theoory, this is where automated vehicles shine, BUT the vehicle physics are just too unreliable and they surely do become a simulation+rendering-performance bottleneck.
Thanks for the tip on looking at ourtput/input ratios to decide where to put a producer!
Can't wait to see new stuff, and in nonstandard locations! My most recent factory - a Caterium and Supercomputer plant - hangs off the cliff north of the Blue Crater, and I couldn't be happier with the view.
Glad you’re doing another let’s play mate. I might spin the game back up and play along with you 👍
I think I got inspired by Stin Archis build. I want to dedicate each biome to one made up company and give them some recognisable designs and color schemes. And do a lot more flavor building in general.
Eventually I also want to build something that resembles an actual city, but that's probably for a later game update. I hope we get robots or something at some point so I can populate that city or have it be like in the movie "I am Legend".
I mean, it's pretty hard to not be inspired by Stin Archi 😅
Amazing builds yet functionnals and here I stand, not even being able to build a single working megafactory
Will definitely go modular next time
Im built a city and its worth it trust me
I'm feeling somewhat hyped for the new series, which is terrible because I promised myself I wouldn't get sucked in until after stable.
Thank you/you monster
That's how a split mind develops :)
On a group server I build a full fuel generator plant in the crater, with a filter production on the side - Overflow resin went straight into the sink.
It produces more then half our power (we are mid game and start our own projects)
The "smart splitter input filter" idea is such an easily-overlooked idea and I'm glad you mentioned it. I'm torn between starting fresh with yet another save for U6 or trying to retrofit the changes into my current U5 save, since I made a point of avoiding the Spire Coast as it is so it's not like I'm losing anything there anyway. But with the research and recipe and other changes... mmmmayyybe it's time to do it all again again?
I just started a new save a few weeks ago. Just got to aluminum refinement. Kicking myself because I know I’m gonna start over. Oh well, haven’t started at the eastern coast yet.
Yeah, the smart splitter thing would have saved me so much time in the past. I’ve had to delete so many conveyor lifts to get a few incorrect inputs out of constructors.
@@NastierNate - oh thanks. I was wondering if he was mixing items on purpose. I suppose it’s easy to screw up on complex factories.
@@Dozav7 Yeah, I think he’s talking about using it just as a failsafe. There are definitely uses for mixed belts (i.e. “sushi belting”), but that’s more for storage, not production. I’ve messed up a lot with accidentally sending a train to the wrong station or setting a constructor to produce the wrong item and not noticing for a bit. If your manifold is full, it came take a while for those items to actually stop your production machines, so it’s like a time bomb.
I've been so burnt out of Satisfactory, I think my main problem is that I'm constantly making my factory projects too big. To build one factory will take me about 10 hours or more. I'm using Modular factory setup with everything going back to a central storage system all connected by trains. Just to setup the railways takes me so long to get done. I wish vehicles actually functioned properly because they are so much more easier and more efficient to setup than trains.
Builded a 4 lane highway for my cars, cargo trucks or my personal transportation.
I'm not gonna lie, the moment you said "Update 6 is on experimental", my day was made and my opinion was set that this was the biggest news you could possibly have given. Time for me to update asap and start a new save myself!
These plans are outstanding! Thanks for putting so much thought into the new play through!
I'm on my first play through in Update 6 (technically I started on U5 by accident and deleted that). So I have now "next time" plan yet. I am building a big honkin' coal power plant (96 generators to start, room for at least 192 more, possibly 288 or 384 more, will use all sulfur I can spare for compacted coal, possibly retool a portion of later factory for coal), learning complex splitter/merger/balancers as well as when manifolds make sense (i.e. small factories), as well as plumbing. Really can't make any more factories until I finish my power plant. At least 1/3 of it. I'll be putting each block of 96 in independent segments of 24, so I can more easily isolate, jump start the first block with a nearby biimass generator plant. I'll have a control room with interconnects and switches for each block, and the grid. I'll maybe have a separate utility grid for remote miners.
Man!!! Lofi is my fav for getting the day rolling in the office, had no idea you made such awesome music! Thanks!
Shoutout to your playlist. Everything I try and pick just doesn't match the energy when it's time to turn plan into creation. "3022", "Pensive", "It's You", "I don't know", "Roots", "Slow the World", "Water Will Flow". Crushing it. If it's not super chill, assemblers, or meowing - I don't wanna hear it. GLHF
Really looking forward to the new play through. You have been a great inspiration to me. Thank You.
I tried what you mentioned the " no impulsive building" but trust me iff you try to plan out large factories and plan for them you will be doing more mathematics and calculations than playing the game, so i stopped this lets plan: then i sit there for 2 hours doing f*cking mathematical calculus i got sick of it truly.
I hope coffee stain add a planning mode. Perhaps through an in game tablet. The biggest problem vehicles is the mass is too light and the suspension is way too soft. They can be used but it involves building roads.
I'd like to see more beginner and intermediate guides relating to efficient builds. I'm more of a function over form player.
Yea i'd like to see some more power in the tractors and trucks, the reason I like using them is that I dont want to build infrastructure to bring it tons of conveyors or railroads. If the tractors and trucks had more power they wouldn't get stuck going up gentle hills i usually find them at
I find in general, there isn't enough throughput for Trucks and Trains. Even with the fastest belts, you can't load and unload them fast enough and the lack of a filter directly on the building means you always need a complex series of smart splitters outside the back end. I like the idea of trucks, but most of its storage gets wasted, which means you're just using a lot more fuel for nothing.
True that and it bugs me that if the trucks are driving on foundations they always got braked down on the edges. You can see it if you drive them manual. The first truck doesn't even reach 60kmh while driving in on a flat lawn it reaches almost 70 ...
Hey Total, I'm pretty sure if your travel laptop can't handle it, there might be a streaming option on steam (remote play) which allows you to remotely play on the PC through your laptop. Still experimental, but I recommend you try it out! (And let me know because I plan on traveling as well lol)
GeForce Now has a smooth-working streaming option, though I'm still working on how to re-assign my steam beta on it.
As I haven't seen 5% of your builds, I am wondering what you're doing to your vehicles.
I had trucks running perfectly on the planets terrain for some 3 years now., some crossing half the map.
Only thing i ever had to do to achieve this, is to keep the different directions separated from each other
Try having the trucks running on foundations, i have a small map but also have problems with it
This is a good idea. Problem with lets play series with games like this is if they don't watch from the jump it offers almost nothing to new viewers. Hype to see the new series.
That's true to a certain extent, but I do find some people watch through the whole series when we're half the way through.
The first episode is already out, don't miss it, the second one will be out today! ;)
I can definitely understand the loss of inspiration. I just went over 1500 hours on my only save, and although I greatly enjoy playing the game, it's hard to not get burnt out. I'm sure I'll go back eventually, but for now it's been over a week since I played. Sorry for the rant, wish you best of luck with the new let's play. Really glad your posting a VOD.
I definitely find myself taking serious breaks, up to a few months, to recharge and prepare to enjoy whatever the next Update brings.
@@KarelPKerezman After my first big binge of satisfactory this has been the approach i've taken. I come back to see what the new update brings and mess around a bit. You better believe I'm going full tilt when the game goes into 1.0!
I think the best practice when it comes to builds is to keep the main part of it with all the functional stuff in it and potentially a need for modularity nice but simple. Then when you wanna show off with some weird shapes and fun interactions you can always flare it up in the accents and detailing on the build afterwards. Though odd shapes on the functional part of the build is just going to make any addition or changes you make feel like the biggest task on the planet because you know you either can't get it to work without the weird stuff or you're gonna have to do it quick and dirty and come back to it later which you probably never will let's be honest :p
About the power lines. I use wall outlets and put them in the floor. Place them at the edges of a piece of Floor, connect what you need, close the floor. Don't worry even if you recycle the attached floor element, you do not loose any power line which run through it.
Doing it in a similar way, from the machines power outlet, I connect it right below the power connector of the machine, and then put all my connectors and powerlines under the floor, so when I build a factory floor, I do the double space like with the walls. Can be a bit fitterly, but look clean.
Very excited for this new series. Can't wait to follow along.
Looking forward to watching your let's play! I'm relatively new to satisfactory
Looking forward to your new lets play! I love your weird shapes but you do whatever feels good and fun! I am sure no matter what - it will be awesome!
All your stuff is SO crazy neat, it's incredible...
I plan on starting a new save when update 6 goes to early access. I hope to do minimal plant clearing on this save as I have heard that the game keeps track of all cleared plants and thus makes the save files larger and contributes to loss of FPS.i do not know if this is true or not, just what I have heard.
So I am going more elevated and rushing coal power on this next save.
I have thought about this like having all the smelting in one spot, however you cannot limit how many ingots to load on and off
You can limit ingots/ores that you drop off to x stacks if you use trains - perhaps I'll do a guide on it as it's a little complicated though
I've been trying to go modular but can't seem to decide if it's better to bring in only raw resources (ores/ingots, i.e. assemble parts from scratch) or lower tier items. The former might be easier to plan/reason about, but unless it's building parts for the Space Elevator or tier unlocking then I'm not really sure what to do with the output once it's done. Feels like the latter approach needs more effort in logistics and might have scale issues sometimes.
@@TotalXclipse That would be great!
@@zeroblue76 A guide explaining someone's building style chose to build high-volume parts from scratch (i.e. iron plates, screws, etc.), but low-volume parts would be imported from another dedicated factory that builds specifically that part (reinforced iron plates, modular frames, etc.). That could be an option?
As a newish fan I am excited to take part in the new lets play!
I just picked this game up with the steam summer sale. I must say I'm having a blast. I just played for 4 hours straight, I can't even tell you the last time I played a video game that long In a single session. I'm still learning the basics, but I can already tell I'm gonna have mega hours in this game.
Started with friends on our server. Had a difficult job. Tried to keep every biomass generator full.
Thank you for mentioning your spotify playlist. Been listening to it at work. Good stuff.
Glad you're enjoying it!
I only did one *mostly* playthrough on update 6 which was my first, and now it is my 2nd one with full update 6 release. I tried a more compact style at first but swapped to a modular type of factory part way through and now plan to continue that trend
This will be very entertaining to watch. Good luck!
Firstly, maybe you can implement an API connection or FTP to a dedicated server to save whenever you want manually
Thx for the FPS helping modular approach of buildings
Building in the less common areas like blue crater lake, swamp and of course spire coast sounds very good
I started a fresh new save when update 5 hit the experimental version up to now and it's great hearing that you restart too.
:P
Built my whole oil based production in blue crater lake...it was a pain in the ass. Always seemed like i was working at night there with the spiders creeping. XD
@@caesaraugustus8281 Okay, then try red forest or swamp… XD jk
I cant stand it either when i‘m walking in my base and hearing those creeping noises of the spiders. I wouldnt build on ground height there :P
For example in the red forest, location 0,0 on the map is a place where base building could be attractive but I would do it there in the air with supports. Height 350 or higher :P
so soft clearance is so amazing, so much more possibilities
looking forward to your next adventure :)
It will be interesting to see what you do in your next series. I'll be looking forward to watching them.
Im starting a new factory as well and doing a sky platform, it will be several rings of trains rotating the map far above the land, and all smelter factories will be on the ground sending up processed goods to the train stations that will then send each item it corresponding areas on the sky platform. Maybe you can do something similar for the more advanced products.. Just an idea. Love your gameplay and designs, i always get a little creative spark from watching your videos.
I built my last factory in the abyss and did not touch any land besides extractors and the conveyors... I hate the fauna as well so all I had on land was highways (literally highoff ground) that I Used to drop bombs on critters. You also do not need pumps this way as you put buffer tanks and they do the pressurizing as you are going downward.
I look forward to your new let's play!
When I see your youtube vids about Satisfactory I am always like "Damn what the hell" :D
Looking forward to this play through. I'm very new to the game and channel. It is hard to imagine Total using leaves to power his machines starting out. I'm very much interested in the modular factories and see how things are planned out to come together.
I found modular factories easier to start with on my first save. Connect them with hypertubes (the mod that adds tiers to those is cool). Half the fun is the few days leading up to a build where I weigh the costs and benefits of this site or that, doing the math, figuring out how far I’m willing to bus materials, etc.
5:15 is something Kibitz could really benefit from, especially in his nuclear setup.
You actually can do manual saves by going into Server Manager -> -> Manage Saves -> Create Save
Enter a save name, and hit save!
Some really interesting resolutions to take forward into your next game, I'm particularly excited to see which new areas of the map you choose to build in :)
Good luck on your travels!
Funny, I decided to START using vehicles in Update 6. I never really even started using them in Update 5 because I'd heard such bad things about them. But you also get them earlier than trains and I find larger train networks hard/annoying to set up, especially for medium length distances. I'll try to build roads and use trucks for short to medium distances, rather than extremely long conveyors or trains.
I've decided to go with a more modular factory approach for U6 instead on one central location. I'm 50 hours into my new save and loving the design choice so much!
Cavity walls are good for power. Very elegant. I had a build where I made it 1 walkway wide and there were access doors into the hallway spread around, and from there could go to the belt logistics layers below the factory floor.
Looking forward to the new playthrough, I'm also kinda new to your channel and to the game and didn't watch your previous series because it was so far already. Also also what are your PC specs now?
Maybe I misunderstood what you mean by manual save, but the Admin of the server can open up the Server Manager > Manage Saves and then create a manual save.
I'm going to try to go more modular too. I think it's much easier to keep things straight and avoid mistakes.
Im excited for the new playthrough!
Great tips for anyone starting from scratch!
@TotalXclipse im just curious which music software you use to make those songs you have on spotify? thank you
Can't wait to see what you call come up with!!
Question though: i keep having trouble with MK2 pipes not staying full and constantly oscillating. Does anyone know a solution for this?
Reload the save, if it doesn't work you need to delete the pipes and rebuild them.
Pipes and fluids are buggy as hell, still. So it might not be your fault.
And secondary advice: Always feed your buildings from a higher placed pipe downwards. It helps to avoid trouble.
When does the update come to the non expiremental version?
The steam post said after the summer, so probably 3 months give or take.
I always have trouble with smart splitters. They either let items through that should have been split or split off the wrong item. Is there a guide on how to do it with failsafes so my machines don't get clogged with the wrong item?
Good for you, making plans and creating clean, efficient, and aesthetically pleasing designs!
Meanwhile my autism brain (quite literal, not a joke) and I are currently in the process of starting an Italian restaurant with conveyer belts and killing my framerate for the sixth world in a row.
Here you said your play style has changed from 4. I can't wait to see what you do in 1.0. Tomorrow!
Is the smart splitter deal parly because of the misshapen in your last storage? I got a chuff out of that because that is how I run my splitters now, because a smiling mistake that I did not find for many hours. Lol.
Am i missing the link to your new channel or have you not set it up yet?
Sorry the link wasn't working it is now
- ua-cam.com/channels/CjunyH2-1lmof0UHQ63bbA.html
I'm planning to not pave the world and organically stretch conveyer belts into an initial hub until I get to tier 5/6 then stretchy tracks across the world with pillar supports
I get that people dislike vehicles because they’re not foolproof, but they’re a key part of my builds. I just don’t like the look of long stretches of conveyors running through the wilderness, so anything that needs to move that doesn’t have good access to my train line gets put on a vehicle. Plus it is hilarious to be zipping along a hypertube and see a tractor struggling to get over the dunes in the desert.
just started a new save and am on tier 2 of the elevator but i am making dedicated roads that will be spanning the entirety of the map along with a rail line that will be floating above the road(s)
0:23 I'm not seeing your other channel in the description......?
Would you be willing to edit in timelapses into the new let’s play rather then just cutting to the finished product? Could be more helpful for newer viewers such as myself to understand the building process. Love your content
Does your let's play come out on UA-cam?
I've noticed that the trucks bug out but they after a few seconds they just teleport back to the route and keep going. I prolly will stop using them once I get trains
Very great locking biuildings in this video. Like goe out.
I have only recently discovered your website for the builds, suggestions, and video clips showing how to build organized mega factories to find this video saying that you suggest not to use them now. Oh the irony!
Can't wait to see S.Pider managing this haunted factory
I have had nothing but issues getting trains to work on a dedicated server. Got the stations to show up properly on the map but can’t get the train to stop saying stops are inaccessible even though I can manually drive to them. Really took me out of the game after two days of effort for nothing.
Experimental Vulkan renderer fixes the shadow flickers...
Nice design
A voice compressor would improve your audio quality.
Keep up the great work bud. Update 6 is epic .....I hope. lol
im a little confused by update 6 when it says experimental, does that mean that there is a different way to access update 6 or can i update my regular steam version of satisfactory?
Subbed to music, jeesh why didn't you say so sooner!
Video: I'm not going to do what I was doing before BUT LOOK AT HOW F***ING BEAUTIFUL AND MAGNIFICENT MY WORK IS YOU UNWORTHY PLEBS!!!
Not quite the intention behind the video 😅
@@TotalXclipse haha fair enough :p
Ugly electrical wires getting double walled is a good one
Can I have your U5 saves or at least the blueprint/layout of your circular storage hub? I want to build one but I'd like to know how big it is, so that I can check if it can fit into my desired location.
Is there a difference between experimental, and steam early access?
My next save will not include vehicles either. They've been more pain than they're worth. I'll also be spending more time on aesthetics now I understand the rough needs of a factory.
5:06 Wait. How do you make Cavity Walls?
I almost need to make a video like this just for personal motivation. It's like having a checklist that you can't move the goalpost on lol
Can you clarify what you mean by you can't add manual saves on a dedicated server? I'm able to manually save, load, delete and create new sessions all from the in game server manager. Edit - Running a dedicated server hosted on GPortal.
Things todo: build terrariums for hostile fauna.
Seems like the stun ammo might make them easier to capture.
I love the weird/complex shapes
Maan, I am on my second build but I am still in the process of unlocking tier 5/6 so I still feel like a long way to go. Also I am hoping to finally finish the factory (or rather world?) I have been planning since my first save. An advice from Kibz that we should not do large projects at once because you don't get any reward during the extremely long process keeps repeating in my head but I have planned so much already :D God damn do I want to see it actually built. Yeah so definitely no new world for me :D