I've made an account through your link in your last video. Been playing for about a week now and I'm enjoying it a lot. Great slow-paced gameplay so I don't feel pressured to check in all the time and I don't feel like I'm missing out on something just because I couldn't play for a day. Thank you for sharing this game with us!
I'd highly suggest you to buffer after each programmed splitter. Imagine how the leaves are holding your production line back. Buffer them like pre-sorting and the whole thing will run way smoother :))
Re 32:19: Freight Cars can hold either 32 stacks of items, or 1600 units of liquid. Each package holds 1 unit of liquid, and every type of packaged liquid stacks to 100 items. Therefore, if you package liquids, a single Freight Car can hold 3200 units of liquid, which is twice as much than it would if you just shipped the raw liquid. That's why some people package liquids before putting them onto trains.
If I'm not mistaken, there was no fluid transportation in older version of the game. So you needed do that. Interesting that you can do that now. Though I'm now not sure why you would ever use fuel packaging, beside extreme cases?
from DanielCoffey67 - A little alteration needed for Satisfactory 1.0 : When placing the Diagonal Ramps in the access tunnel of the BioFuel Factory for diagonal Material painting, you will no longer be allowed to have two Diagonal Ramp 4m foundations in the same spot. You will get the "There is an identical Buildable in this place" error. The solution is to use one Diagonal Ramp 4m and one Diagonal Ramp 2m foundation to achieve the same effect.
Darren, when are parts 2, 3, and 4 of this biofuel factory coming?! 🤣 Great build, very inspiring...and it only took one episode? Factories, big or small, I'm here for it
Absolutely gorgeous build ... I'll be adding this one to my world. Thanks for your hard work. FYI ... could have gotten away with only 2 programmable splitters at the beginning ... everything else could have been smart splitters with defined splits and Any Undefined flowing through.
Very nice built! Though I am wondering if it makes sense to turn the animal remains into Biofuel. Later on, it's probably a good idea, but in the beginning I prefer to turn it into DNA Capsules and then sink them, since that's probably the quickest way to get Awesome Shop unlocks in the early to mid game. The only other thing I'd change if I were to recreate this factory would probably be to switch most of the Programmable Splitters directly in front of the Constructors with Smart Splitters. Just to save some advanced resources. Since for the Splitters that just split two ways (one in a constructor, the rest further on), the Smart Splitter works well enough. Just define the resource you want to go into a Constructor and send the rest on with Any Undefined.
I gotta say, the soundtrack for this video was ON POINT! It's such a clever choice and I'm glad I noticed it! The fact that you are building inside a cave, full of luminescent vegetation, make me think of Azure Weald! (iykyk) Great job with the factory btw, I don't play Satisfactory because of my potato pc, but I enjoy your dedication and organization when playing this game. Hope that soon I will play along the series!
53:48 I believe you are referring to a cattle guard. It's a series of metal bars aligned in parallel designed to keep cattle from crossing it, but allowing people and vehicles to cross unobstructed.
I really enjoy the fact that you make these videos as "build along". That's my favorite thing to do; pause the video and place my item just where yours is, then press play and go onto the next thing. Building that hallway was very challenging! But enjoyable. You ended up moving the "angled asphalt" line over one foundation (56:55 vs 57:51) so I was grumbling at that part. But everything turned out nice looking in the end!
Looks great. Makes me want to build a factory there. For the railing, I think if you put a pillar horizontally, you can slide stuff along it's side with no grid restriction. This might allow you to get the corners to line up better. Also good for aligning walls, signs, and other things.
You have outdone yourself on this one. Never thought about biofuel before but looking at the numbers and the rarity of oil I will definitely create some in my workd now
8 months late.... but it's called a cattle guard. The bars on them would actually be oriented the other way so different size tires wouldn't fall in between the bars when driving over them. Looks good though.
Just some thoughts. Waste of alien remains you can get tickets from them. Waste of two mines where you could have used 2 storage containers filled with ore. Overkill on the programable splitters, smart splitters could be used on the final sorts to the constructors which can be used to filter specific items. Beautiful build.
Not sure I need dna capsules at this stage of the game, ive used them already to the point their cost isnt worth it now, and unlocked everything useful, just the statues are needed
Why would you want to manually put in ore into an automated factory, granted you have to put in the biomass makers but why not automate everything else, why would you want to build a truck station and source ore from elsewhere rather than just tap the 2 perfectly good mines just outside the cave, you can split it off if you want to use it elsewhere anyways
Another video, another amazing result. This bioluminescent cave looks astonishing Darren, really well done. The colors.. Love it. See you in the next 😉
Why not just use smart splitters? You could just filter each one for the one item and then have everything else pass through on "Any." (Outside of the first 2 obviously)
Tip: For the diagonal railing you should be able to lock the hologram of the road barrier, and then hold CTRL when you nudge it to move it half as far. I think the axis is aligned with the road barrier, not the foundation you're placing it on, so you may be able to line it up closer to the corner that way. Um, actually: If you wanted to save on super computers (for some reason), you could have used only 2 programmable splitters with your layout. The splitters feeding into the constructors only needed to be smart splitters. The output feeding into the constructors set to the right item, and the line to the next splitter set to 'any undefined'. Even the biomass bypass doesn't pose a conflict. Finally, great video as usual. The effort you put in really shows. (Even if I find the hand holding grating sometimes).
@Darren - I know how to fix your color list issue. I had the same thing. It happens when you edit a color and resave it as the same name. The UI list looks like it correctly overwrote the color, but there is a behind-the-scenes list/index where it actually created a duplicate color. For example, the UI shows 25 colors, but there might be 28 colors in the index if you edited/overwrote a color 3 times. This creates a mismatch, and is why the colors become more "off" the further down the list you go. FIX: Load your save to SCIM, go to "Edit color swatches/presets" (next to Structures section), click "Color Presets" tab, then delete your duplicate colors. Fixed!
Thank you for this comment, this helped explain what I was seeing. I had weird behaviour with overwriting already saved colours and I was really confused about what was going on!
i think that the reason people use to package fluid to transoprt them is because is more efficient. Idk the math behind it, but for what i understand is more practical to package the fluid, use the item freight platform and unpackage rather than use the fluid freight platform, i think both for throughput and power purposes.
Hmm I might have to look into why that is, just out of curiosity. I moved Oil in my last playthrough on 13 carriages across the map, and the math worked out great, nothing ever got slowed/or backed up. But throughput seems reasonable. I've just checked now, it seems each cannister stores 1m3 liquid in it, and you can stack 100 in one inventory slot, and a freight car has 32 slots. So 3200 fuel can be packaged and stored on a freight car. For liquid, it seems only 1600 can be stored on a freight car, so I guess throughput must be the reason, you can fit twice as much liquid on a train if you package it first. Interesting!
Oh and I think more importantly, you can only feed a fluid platform 1200 liquid per minute, but you can send in 1560 packaged liquid per minute... so yeah, throughput!
@@WhatDarrenPlays oh okay so that's the reason. I remembered that from some video of curiosity on trains in satisfactory but didn't do the actual math. Now idk if hte packaging/ unpackaging is really viable due to the power consumption or if is more efficient to run another train on that route (considering the power other than throughput)
@@WhatDarrenPlays just continuing watching the video and was thinking, why the programmable splitters in front of the biomass or protein machine? Why not using a smart splitter with the desired item output to the machine and the any undefined on the front to continue the manifold system? Or am i missing something?
At 1:18:55, I know there's a button you can hold to shorten the nudge after locking it in position, I have it bound to K but I think the default is LCTRL (It might be the snap to world grid keybind I can't remember exactly), that should allow you to nudge to line up better on the diagonal
I am watching this from the basement, which is humid and a little cold. And I reached the part where you showcase the whole cave with the lights on. So fucking immersive, I can even smell the humidity of the cave. Beautiful building and amazing explanations as usual, thank you for this amazing series.
I know you aren't particularly showcasing mods, but this is a similar setup to mine. Highly recommend the hopper mod. One click and it can dump anything bio related (or whatever you set it to) and job done
I think people package fuel to transport it because you can transport more liquid per carriage if you package it first. Doesn't make sense but it's how the game works
You don't need super-spendy programmable splitters fronting your constructors. Smart splitters will work just fine in that application. The only programmable you need is the one that splits the leaves/wood/flowers and spitter/hog/etc biomatter to the constructor line.
Great build. Appreciate the concept... I will make a setup like this near my main storage, having to travel to the back of a cave to dump would annoy me, almost as much as using programmable splitters where a smart splitter would do...
A little alteration needed for Satisfactory 1.0 : When placing the Down Corner Ramps in the access tunnel of the BioFuel Factory for diagonal Material painting, you will no longer be allowed to have two Down Corner Ramp 4m foundations in the same spot. You will get the "There is an identical Buildable in this place" error. The solution is to use one Down Corner Ramp 4m and one Down Corner Ramp 2m foundation to achieve the same effect.
Completion of this game should give you access to a new map with new challenges. That would be a better reward than what you receive now. It would also motivate players to complete the game.
Hey, not sure what you have done since this video, I come and go, but maybe do a truck station carrying the ore into the factory. Love your content. I love the attention to detail you give us in these videos! I can only imagine how much work you put into this. Thank you!!
46:49 I'm sure this has already been mentioned, but you don't need programable splitters for those constructor manifolds. Smart splitters would be enough.
Love your Satisfactory videos, dude. I've learnt so much after coming back from a burn-out, aha. I need to know, though! How are you getting floor holes to work through your double flooring?!
1:05:43 alien protein is a single merger and a very short belt extra to handle (since you have a redundant splitter nearby the protein belt) - you dont need the conveyor lift
LOOKS GREAT! Are you worried about the possibility of issues when 1.0 drops? I think it was update 8 that they said we should not build factories in caves. ( I have done it so I am not calling you out.) Love all your work.
Diagonal railing: If you nudge the barrier to the ‚outside‘ of the corner you should be able to clip a railing against it meeting directly in the corner and you can delete the barrier afterwards.
I will never understand why the game devs never bothered to put in planting systems. Automating farms would fit right in and it makes no sense with the demand for biofuel why they wouldn't.
I think the idea originally is to make you do something manually several times, so there’s a payoff when you automate it. I think they want you to feel the tedium of gathering biomass and loading it in manually so you can satisfaction when you dont have to do that anymore. But now Biofuel has more uses later on this philosophy doesnt really work as theres several times you might go back to biofuel for chainsaws or other things. I saw a great mod that modified the tractor in the game to have a grinder at the front and as you drove over vegetation it collected biomass in the inventory. Not full automation, but it mase gather so much faster. I’d like to see a farming update or dlc in future. As well as underwater biome with unique materials and mechanics like oxygen/gas down there.
@@WhatDarrenPlays Late to the party, but I remember Jace saying on a Q/A stream that the point of this game is that you get dropped on this planet and harvest the resources for FICSIT without a care for it's world and inhabitants, and so that the farming idea would be nice but would go against the theme of the game.
nice build but while add it you could add powershards too.another thing i woul recommend when building something like this is adding buffers befor and after the processes. couse this way it would spit out all the leaves and then backs up couse the machine cant handle 5000 leaves at once. and the next cant handle 300 biomass/min. but if u just come once a time all fine.
Am I the only one that thinks of Gollums cave from LOTR where you built your biofuel factory?? It looks veru similar. I thought the same when i first discovered it
The reason people transport the packaged version is that its more efficient to transport it that way, liquid cars are like not as dense or compact as they need to be.
A mk4/5 belt (for speed) pointing in the right direction and a bio fuel jetpack is a great way to get around the map, and it doesn't need power like a hyper tube cannon does.
Love the Build, any way you can put slash marks on the empty spaces on your floor plans? kept wondering what the size was in the middle of the lower floor
Not that it really matters for this facility, but you could add a belt for excess material that loops back from the last smart splitter to the beginning of the production line. Right now, especially with leaves being processed by the first machine in the row, each machine has the potential to clog the entire production.
I was originally just gonna watch these, but something about the hour-long single episode made it seem so digestible. I'm thinking about picking up the save file and going from where you're leaving off here! I've been looking for an excuse to get back into the game but always found it so overwhelming
Hey Darren, I've recently found your channel and have been enjoying the content. Personally I play your videos on a second monitor while I'm working on the same tech or previous tech in game to passively pick up some tips I can use myself. Unfortunately I've reached the point in my game (second save, first save was 4 years ago) where CPU performance is a real issue and I'm honestly pretty close to putting the game away until 1.0 or a hardware upgrade. I've noticed that your game runs incredibly smoothly, do you have a video sharing your in-game and PC settings with mods? I'm pretty sure my main problem is that a 5600 (3080 GPU) just struggles with late game saves, but I want to try to pinch as much performance as possible.
I really like the look of the factory. But have I missed the reason why you do Biofuel at all? I simply use normal fuel that I divert from my oil production and package. It's much more automated for me than having to constantly kill wildlife or collect grasses. Did I miss any reason to use Biofuel over the normal Oil Fuel?
Its just for the jetpack, it burns far slower so you can gain way more height. I wouldnt use this fuel type for anything else because it cannot be automated. Thats why I was ok with building it in a remote location, because a stack of 100 lasts in the jetpack for a very long time.
Hey, I’ve noticed that if you wanted to play the savefile, then you‘ve got an empty inventory. Maybe you can put your equipment in a container or two and then one can play along from the savefile with all the equipment etc. Would be a nice extra
Love your builds, just a little comment on the cought biofuel.. Didn't you already have a bypass for that? Why don't you send it along to get processed?
I didnt make a bypass for solid biofuel, but it can be done easily enough. It just wasnt in my original plan (nor was handling biomass) so I’ll probably update the build to include sending biofuel all the way down the left line, out the end and over the machines to merge before it goes into the refinery.
GI completely changes how you can play the game. My GPU is very weak so it's a big no-no for me, but as soon as I upgrade I'm starting a new save. It would be so cool (and probably unethical) if you could lure one of each enemy into the enclosure, but I think they'd despawn over time.
I'm no expert, but couldn't you have just used Smart Splitters for anything past the first two splitters? The safety catch, the primary splitter that separates remains from plants make sense, but past that, if it's only one item going out the side, undefined could send everything else forward. Love the build, love the series, was just curious as to the reasoning
Thank you to Prosperous Universe for sponsoring this video, check out the game for yourself here: prosperousuniverse.com/?WhatDarrenPlays&
I've made an account through your link in your last video. Been playing for about a week now and I'm enjoying it a lot. Great slow-paced gameplay so I don't feel pressured to check in all the time and I don't feel like I'm missing out on something just because I couldn't play for a day. Thank you for sharing this game with us!
That's good to hear, I've only had good feedback about it so far, so happy people are enjoying it! @@KriemiX
I'd highly suggest you to buffer after each programmed splitter. Imagine how the leaves are holding your production line back. Buffer them like pre-sorting and the whole thing will run way smoother :))
I though it would be boring. But I absolutely love secret biolab vibe of this build 😁
You should also add protein and biofuel bypasses. So those additional sorters actually would have purpose.
Re 32:19: Freight Cars can hold either 32 stacks of items, or 1600 units of liquid. Each package holds 1 unit of liquid, and every type of packaged liquid stacks to 100 items. Therefore, if you package liquids, a single Freight Car can hold 3200 units of liquid, which is twice as much than it would if you just shipped the raw liquid. That's why some people package liquids before putting them onto trains.
Seems like it would be easier to just double the number of freight cars hauling liquid but I haven’t got that far yet.
@@mrbfros454 the longer the train the slower it moves and you would need longer stations at each stop
@@Pertcub and fluid buffers so that refineries don't stop working. Which is another benefit of packaging, you can sink overflow.
If I'm not mistaken, there was no fluid transportation in older version of the game. So you needed do that. Interesting that you can do that now. Though I'm now not sure why you would ever use fuel packaging, beside extreme cases?
@@siggitiggi Oh, yes. That is good point!
from DanielCoffey67 - A little alteration needed for Satisfactory 1.0 : When placing the Diagonal Ramps in the access tunnel of the BioFuel Factory for diagonal Material painting, you will no longer be allowed to have two Diagonal Ramp 4m foundations in the same spot. You will get the "There is an identical Buildable in this place" error. The solution is to use one Diagonal Ramp 4m and one Diagonal Ramp 2m foundation to achieve the same effect.
Haha, I was just about to comment on this. Your a lifesaver Darren
That thumbnail is unhinged 😭
Darren, when are parts 2, 3, and 4 of this biofuel factory coming?! 🤣
Great build, very inspiring...and it only took one episode? Factories, big or small, I'm here for it
Absolutely gorgeous build ... I'll be adding this one to my world. Thanks for your hard work. FYI ... could have gotten away with only 2 programmable splitters at the beginning ... everything else could have been smart splitters with defined splits and Any Undefined flowing through.
if you wanna save resources on supercomputers, smart splitters should be fine at 37:45
Edit: at 41:35 as well
Very nice built! Though I am wondering if it makes sense to turn the animal remains into Biofuel. Later on, it's probably a good idea, but in the beginning I prefer to turn it into DNA Capsules and then sink them, since that's probably the quickest way to get Awesome Shop unlocks in the early to mid game.
The only other thing I'd change if I were to recreate this factory would probably be to switch most of the Programmable Splitters directly in front of the Constructors with Smart Splitters. Just to save some advanced resources. Since for the Splitters that just split two ways (one in a constructor, the rest further on), the Smart Splitter works well enough. Just define the resource you want to go into a Constructor and send the rest on with Any Undefined.
Yeah at this point in the game I already have all the unlocks from the awesome shop and used a bunch of remains early game to do that, so I agree!
This Biofuel Factory is a gorgeous build! Outstanding!
I gotta say, the soundtrack for this video was ON POINT! It's such a clever choice and I'm glad I noticed it! The fact that you are building inside a cave, full of luminescent vegetation, make me think of Azure Weald! (iykyk) Great job with the factory btw, I don't play Satisfactory because of my potato pc, but I enjoy your dedication and organization when playing this game. Hope that soon I will play along the series!
53:48 I believe you are referring to a cattle guard. It's a series of metal bars aligned in parallel designed to keep cattle from crossing it, but allowing people and vehicles to cross unobstructed.
I really enjoy the fact that you make these videos as "build along". That's my favorite thing to do; pause the video and place my item just where yours is, then press play and go onto the next thing. Building that hallway was very challenging! But enjoyable. You ended up moving the "angled asphalt" line over one foundation (56:55 vs 57:51) so I was grumbling at that part. But everything turned out nice looking in the end!
Looks great. Makes me want to build a factory there.
For the railing, I think if you put a pillar horizontally, you can slide stuff along it's side with no grid restriction. This might allow you to get the corners to line up better. Also good for aligning walls, signs, and other things.
You have outdone yourself on this one. Never thought about biofuel before but looking at the numbers and the rarity of oil I will definitely create some in my workd now
8 months late.... but it's called a cattle guard. The bars on them would actually be oriented the other way so different size tires wouldn't fall in between the bars when driving over them. Looks good though.
absolutely love this build, brilliant use of a cave i didn't know existed lol !! Looks amazing!!
Just some thoughts. Waste of alien remains you can get tickets from them. Waste of two mines where you could have used 2 storage containers filled with ore. Overkill on the programable splitters, smart splitters could be used on the final sorts to the constructors which can be used to filter specific items. Beautiful build.
Not sure I need dna capsules at this stage of the game, ive used them already to the point their cost isnt worth it now, and unlocked everything useful, just the statues are needed
Why would you want to manually put in ore into an automated factory, granted you have to put in the biomass makers but why not automate everything else, why would you want to build a truck station and source ore from elsewhere rather than just tap the 2 perfectly good mines just outside the cave, you can split it off if you want to use it elsewhere anyways
And then Coffe Stain adds more post endgame trophies 😅 idk, I'd never waste meat for biofuel.
Another video, another amazing result. This bioluminescent cave looks astonishing Darren, really well done. The colors.. Love it. See you in the next 😉
Why not just use smart splitters? You could just filter each one for the one item and then have everything else pass through on "Any."
(Outside of the first 2 obviously)
Tip: For the diagonal railing you should be able to lock the hologram of the road barrier, and then hold CTRL when you nudge it to move it half as far. I think the axis is aligned with the road barrier, not the foundation you're placing it on, so you may be able to line it up closer to the corner that way.
Um, actually: If you wanted to save on super computers (for some reason), you could have used only 2 programmable splitters with your layout. The splitters feeding into the constructors only needed to be smart splitters. The output feeding into the constructors set to the right item, and the line to the next splitter set to 'any undefined'. Even the biomass bypass doesn't pose a conflict.
Finally, great video as usual. The effort you put in really shows. (Even if I find the hand holding grating sometimes).
@Darren - I know how to fix your color list issue. I had the same thing. It happens when you edit a color and resave it as the same name. The UI list looks like it correctly overwrote the color, but there is a behind-the-scenes list/index where it actually created a duplicate color. For example, the UI shows 25 colors, but there might be 28 colors in the index if you edited/overwrote a color 3 times. This creates a mismatch, and is why the colors become more "off" the further down the list you go.
FIX: Load your save to SCIM, go to "Edit color swatches/presets" (next to Structures section), click "Color Presets" tab, then delete your duplicate colors. Fixed!
Good tip thanks!
By the way, just did this now, great fix!
Thank you for this comment, this helped explain what I was seeing. I had weird behaviour with overwriting already saved colours and I was really confused about what was going on!
Really good build. One of Darrens best projects ever done and done well. Bravo.
i think that the reason people use to package fluid to transoprt them is because is more efficient. Idk the math behind it, but for what i understand is more practical to package the fluid, use the item freight platform and unpackage rather than use the fluid freight platform, i think both for throughput and power purposes.
Hmm I might have to look into why that is, just out of curiosity. I moved Oil in my last playthrough on 13 carriages across the map, and the math worked out great, nothing ever got slowed/or backed up. But throughput seems reasonable. I've just checked now, it seems each cannister stores 1m3 liquid in it, and you can stack 100 in one inventory slot, and a freight car has 32 slots. So 3200 fuel can be packaged and stored on a freight car. For liquid, it seems only 1600 can be stored on a freight car, so I guess throughput must be the reason, you can fit twice as much liquid on a train if you package it first. Interesting!
Oh and I think more importantly, you can only feed a fluid platform 1200 liquid per minute, but you can send in 1560 packaged liquid per minute... so yeah, throughput!
@@WhatDarrenPlays oh okay so that's the reason. I remembered that from some video of curiosity on trains in satisfactory but didn't do the actual math. Now idk if hte packaging/ unpackaging is really viable due to the power consumption or if is more efficient to run another train on that route (considering the power other than throughput)
@@WhatDarrenPlays just continuing watching the video and was thinking, why the programmable splitters in front of the biomass or protein machine? Why not using a smart splitter with the desired item output to the machine and the any undefined on the front to continue the manifold system? Or am i missing something?
It's also because of the stack sizes of packaged fuel versus the quantity of liquid in the liquid freight cars
At 1:18:55, I know there's a button you can hold to shorten the nudge after locking it in position, I have it bound to K but I think the default is LCTRL (It might be the snap to world grid keybind I can't remember exactly), that should allow you to nudge to line up better on the diagonal
I am watching this from the basement, which is humid and a little cold. And I reached the part where you showcase the whole cave with the lights on. So fucking immersive, I can even smell the humidity of the cave.
Beautiful building and amazing explanations as usual, thank you for this amazing series.
ROCK AND STONE!
ROCK AND STONE TO THE BONE!!
Did I hear a "Rock and Stone?"
ROCK AND STONE MINER!
FOR KARL!
I know you aren't particularly showcasing mods, but this is a similar setup to mine. Highly recommend the hopper mod. One click and it can dump anything bio related (or whatever you set it to) and job done
My favorite episode so far ! Great work, love the customization, When I first found that cave I also wanted to build in it. Such a good idea !
I think people package fuel to transport it because you can transport more liquid per carriage if you package it first. Doesn't make sense but it's how the game works
Cattle grids are the things you were thinking of!
That's a stunning build Darren so well complimented by use of Lumen 👍
Even for the people that only watch the playthrough, is so interesting to see how you make some alignements or how to place certain small builds.
You don't need super-spendy programmable splitters fronting your constructors. Smart splitters will work just fine in that application. The only programmable you need is the one that splits the leaves/wood/flowers and spitter/hog/etc biomatter to the constructor line.
Great build. Appreciate the concept... I will make a setup like this near my main storage, having to travel to the back of a cave to dump would annoy me, almost as much as using programmable splitters where a smart splitter would do...
As much as i love a good big build. I really enjoy these single episode factory builds!
A little alteration needed for Satisfactory 1.0 : When placing the Down Corner Ramps in the access tunnel of the BioFuel Factory for diagonal Material painting, you will no longer be allowed to have two Down Corner Ramp 4m foundations in the same spot. You will get the "There is an identical Buildable in this place" error. The solution is to use one Down Corner Ramp 4m and one Down Corner Ramp 2m foundation to achieve the same effect.
Absolutely breathtaking! I now know what my next factory will be!
Completion of this game should give you access to a new map with new challenges. That would be a better reward than what you receive now. It would also motivate players to complete the game.
For the ore coming in, I would use hole foundations to hide it- but I'd just clip through the cave entirely
Hey, not sure what you have done since this video, I come and go, but maybe do a truck station carrying the ore into the factory. Love your content. I love the attention to detail you give us in these videos! I can only imagine how much work you put into this. Thank you!!
Really beautiful! I love creating those mini factories and love watching you build them!
That is an awesome build in there. Never thought of doing that. Keep up your great work. I love it.👍🏻
46:49 I'm sure this has already been mentioned, but you don't need programable splitters for those constructor manifolds. Smart splitters would be enough.
Love your Satisfactory videos, dude. I've learnt so much after coming back from a burn-out, aha. I need to know, though! How are you getting floor holes to work through your double flooring?!
Great Build, when you get to Nuclear would love to see you build in the swamp waterfall caves.
1:05:43 alien protein is a single merger and a very short belt extra to handle (since you have a redundant splitter nearby the protein belt) - you dont need the conveyor lift
the cave build is super dope
My favourite series atm! Amazing work!
Rock and Stone!
LOOKS GREAT! Are you worried about the possibility of issues when 1.0 drops? I think it was update 8 that they said we should not build factories in caves. ( I have done it so I am not calling you out.) Love all your work.
Diagonal railing: If you nudge the barrier to the ‚outside‘ of the corner you should be able to clip a railing against it meeting directly in the corner and you can delete the barrier afterwards.
Hands down my favourite build of yours so far. Great job Darren!
Yeeeeeees! Lets Go! Loved waking up to this
Cool cave factory, well done.
Love the look of the entryway! Looks like something straight out of Jurassic Park.
This is my favorite build of yours I've seen so far! Looks AWESOME!
I will never understand why the game devs never bothered to put in planting systems. Automating farms would fit right in and it makes no sense with the demand for biofuel why they wouldn't.
I think the idea originally is to make you do something manually several times, so there’s a payoff when you automate it. I think they want you to feel the tedium of gathering biomass and loading it in manually so you can satisfaction when you dont have to do that anymore. But now Biofuel has more uses later on this philosophy doesnt really work as theres several times you might go back to biofuel for chainsaws or other things. I saw a great mod that modified the tractor in the game to have a grinder at the front and as you drove over vegetation it collected biomass in the inventory. Not full automation, but it mase gather so much faster. I’d like to see a farming update or dlc in future. As well as underwater biome with unique materials and mechanics like oxygen/gas down there.
@@WhatDarrenPlays Late to the party, but I remember Jace saying on a Q/A stream that the point of this game is that you get dropped on this planet and harvest the resources for FICSIT without a care for it's world and inhabitants, and so that the farming idea would be nice but would go against the theme of the game.
This video was such a treat after the last mega build! Well done!
Visually this is the best bio-fuel factory Ive ever seen...
nice build but while add it you could add powershards too.another thing i woul recommend when building something like this is adding buffers befor and after the processes. couse this way it would spit out all the leaves and then backs up couse the machine cant handle 5000 leaves at once. and the next cant handle 300 biomass/min. but if u just come once a time all fine.
Omg... It's awesome factory!!! Like from Brazil!
Please, change de thumb for a print of your build.
Really fantastic man!! Great job!! all around!
Gorgeous work, Darren. Thank you.
Am I the only one that thinks of Gollums cave from LOTR where you built your biofuel factory?? It looks veru similar. I thought the same when i first discovered it
FACTORIES GO BRRRR! Love this game! Thanks Darren! :D
The reason people transport the packaged version is that its more efficient to transport it that way, liquid cars are like not as dense or compact as they need to be.
Wow - Love this!! Amazing work!
A mk4/5 belt (for speed) pointing in the right direction and a bio fuel jetpack is a great way to get around the map, and it doesn't need power like a hyper tube cannon does.
1:19:13 "More meat for the grinder!"
Great job love these builds and yes even the mega 20+ hour cat cop factory 😅
Gorgeous build. Love it
Love the Build, any way you can put slash marks on the empty spaces on your floor plans? kept wondering what the size was in the middle of the lower floor
Cattle Guards. Designed to keep animals in a fenced area and have vehicle access at the same time.
Amazing biofuel factory, love this :) keep it up
Bravo! Looks great!
Not that it really matters for this facility, but you could add a belt for excess material that loops back from the last smart splitter to the beginning of the production line.
Right now, especially with leaves being processed by the first machine in the row, each machine has the potential to clog the entire production.
The name for that 'cattle drain' you mentioned is "Cattle Gap".
This video genuinely made my day when I saw it pop up on my notifications
You actually only need 2 programmable splitters, the ones feeding into the constructors can be smart splitters using any undefined
just one word : amazing 🙂
I was originally just gonna watch these, but something about the hour-long single episode made it seem so digestible. I'm thinking about picking up the save file and going from where you're leaving off here! I've been looking for an excuse to get back into the game but always found it so overwhelming
Definitely setting something like this up now, maybe even step for step.
Every playthrough, I come back to this video to make a biofuel cave.
Hey Darren, I've recently found your channel and have been enjoying the content. Personally I play your videos on a second monitor while I'm working on the same tech or previous tech in game to passively pick up some tips I can use myself. Unfortunately I've reached the point in my game (second save, first save was 4 years ago) where CPU performance is a real issue and I'm honestly pretty close to putting the game away until 1.0 or a hardware upgrade. I've noticed that your game runs incredibly smoothly, do you have a video sharing your in-game and PC settings with mods? I'm pretty sure my main problem is that a 5600 (3080 GPU) just struggles with late game saves, but I want to try to pinch as much performance as possible.
congrats on the sponsor love the vids
That is insanely beautiful
I really like the look of the factory. But have I missed the reason why you do Biofuel at all?
I simply use normal fuel that I divert from my oil production and package. It's much more automated for me than having to constantly kill wildlife or collect grasses. Did I miss any reason to use Biofuel over the normal Oil Fuel?
Its just for the jetpack, it burns far slower so you can gain way more height. I wouldnt use this fuel type for anything else because it cannot be automated. Thats why I was ok with building it in a remote location, because a stack of 100 lasts in the jetpack for a very long time.
46:24 you could also get away with smart splitters instead of programmable splitters on a lot of these
Cattle Guards, I believe is what they are called! :D
Hey, I’ve noticed that if you wanted to play the savefile, then you‘ve got an empty inventory. Maybe you can put your equipment in a container or two and then one can play along from the savefile with all the equipment etc.
Would be a nice extra
I have done that! If you load the save you spawn at the hub. Right next to it is my inventory with everything in it. Its in a small box.
Okay, i've found the box, but there is no equipment like parachutes or weapons... I dont know if you provide these. @@WhatDarrenPlays
Sry, I'm just blind. xD
Love your builds, just a little comment on the cought biofuel.. Didn't you already have a bypass for that? Why don't you send it along to get processed?
I didnt make a bypass for solid biofuel, but it can be done easily enough. It just wasnt in my original plan (nor was handling biomass) so I’ll probably update the build to include sending biofuel all the way down the left line, out the end and over the machines to merge before it goes into the refinery.
10:00 DID I HEAR A ROCK AND STONE?!
I’m pretty sure there’s an alternate recipe for the refinery that makes mycelia so this could possibly be automated but idk if it’s still a thing
Moving package fuel transport more fuel than unpacked fuel. Bit of a hassle but more efficient to ship more fuel at once
GI completely changes how you can play the game. My GPU is very weak so it's a big no-no for me, but as soon as I upgrade I'm starting a new save.
It would be so cool (and probably unethical) if you could lure one of each enemy into the enclosure, but I think they'd despawn over time.
Stellar job man!
I think smart splitters enough for this build, no need to make supercomputers
oh i didnt know you can sample build blueprints if you switch the dismantle mode to blueprint mode :o
Rock and stone!
Packaged fuel or water allows you to transport double the amount at the same time
I'm no expert, but couldn't you have just used Smart Splitters for anything past the first two splitters? The safety catch, the primary splitter that separates remains from plants make sense, but past that, if it's only one item going out the side, undefined could send everything else forward. Love the build, love the series, was just curious as to the reasoning