Guide to EASY SMART FACTORIES in Satisfactory 1.0 | Tips and Tricks

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  • Опубліковано 25 січ 2025

КОМЕНТАРІ • 132

  • @QuilXT
    @QuilXT 27 днів тому +2

    Probably one of the best videos i've come across on this subject. I've been playing only about a month and a half and have had this idea in the back of my mind when i've built my basic factories, but it was always just a concept and I never really got it right the way I envisioned it. Then I came across this video and you've perfectly detailed the theory of what I wanted and put it in an easily understandable way. I wasn't including buffers and was having difficulty keeping the supply up with the demand. Thanks for this video as it added little concepts that I was missing and it's done a lot to help me get my own factories up and running to the efficiency I wanted. Great job, keep em coming.

    • @jackblade281
      @jackblade281  27 днів тому +1

      That is great! Yes I have some awesome videos planned for 2025 :P currently charging the batteries and my brain is exploding with good ideas :P

    • @sezlien
      @sezlien 12 днів тому

      Same here! Wasn't sure how to manifest my thoughts. But this brings it out!
      One idea popped to my mind though ... wouldn't it be better to place the storage and sink in the other end? (same as where the input goes)
      Wouldn't it be easier to expand a given line of production, while maintaining buffers and sink option?

  • @nrnoble
    @nrnoble 2 місяці тому +4

    YES!!! 👍This is the first channel that I have come across that discusses the same On Demand production approach as I discovered. I am on my first playthrough of the game and have setup a factory that uses a buffering system, When a complex item is requested such as Nuclear Pasta, it triggers a backfill all the way down chain. I have batteries for 2x of what is needed because my power supple spikes pretty high with Particle Generators combined with all the back fill production. As a side note, when it came to producing Copper Powder, I was shocked at how quickly two Copper Powder constructers drained my 38,400 buffer of Copper Ingots.

    • @jackblade281
      @jackblade281  2 місяці тому

      nice! SOmeone who uses batteries like they are intended! that is really rare and really great to hear!

  • @Euphorya
    @Euphorya 2 місяці тому +11

    This reminds me of Nilaus' "Bus Base" design. I thought he was crazy at first, but it turned out to be super efficient.

    • @jackblade281
      @jackblade281  2 місяці тому +6

      Yea, I got some inspiration from him, he always, ALWAYS makes a bus, no matter the game, bet you he would make one while playing tetris

    • @sneezyfido
      @sneezyfido 2 місяці тому +1

      Nilaus breathes efficiency!

    • @being47
      @being47 2 місяці тому +2

      @@jackblade281 he will create a bus in real life if got a chance

    • @jackblade281
      @jackblade281  2 місяці тому +1

      @@being47 oh yea, 100%

    • @bartdziedzic
      @bartdziedzic 2 місяці тому +2

      same here, "Bus Base" + some Buffers :) great video BTW

  • @Macabri_2k10
    @Macabri_2k10 2 місяці тому +8

    funny, that method of production, buffering and refilling the buffer after a withdrawal, is how I always construct my factories. I have always stuff saturated on standby ready to deliver huge quantities on short notice. Most of the time i have a trickle of higher tier items for the sink running but my factories are mostly in standby. It works out better for me since i build mostly with blueprints and stamping out a new factory uses lots of resources in a short amount of time.

    • @jackblade281
      @jackblade281  2 місяці тому

      yea for some this comes natural XD

    • @JasonEllingsworth
      @JasonEllingsworth 2 місяці тому +2

      The problem is that you aren't using your factory to its potential. Using all machines 100% of the time, with a proper storage and sink setup is the efficient way to go. You know how in factorio you are always launching rockets, or in DSP you are making a dyson sphere? In this game, you should be maxing your ticket production by sinking everything extra that comes out of a constantly running machine.

    • @jackblade281
      @jackblade281  2 місяці тому +2

      @@JasonEllingsworth but why? What is so important about tickets? Once you have a few hundred and unlocked what you want, what's the point? Especially if it forces people who struggle with numbers and math out of the game

    • @nrnoble
      @nrnoble 2 місяці тому +1

      I do as well. I have massive stockpiles of in and out buffers to handle surges. The buffers allow me to monitor where there is a supple problem. If a buffer is draining faster than it is filling, then I need to increase production of units that are being consumed faster than being produced.

  • @bonzaitroll9926
    @bonzaitroll9926 12 днів тому +1

    A quirky fun guy for sure. Good concept

    • @jackblade281
      @jackblade281  12 днів тому

      Thank you! I will probably try a whole challenge run with this at some point

  • @Thezedword12
    @Thezedword12 2 місяці тому +2

    I build kinda like this, another advantage of this style is that you don't need as much power. You can use power buffers so when you burst for 20 minutes you are pulling power you stored up while filling the basic material buffers. Basically you are trading time for simplicity and lower raw resource/power production. You could theoretically beat the game with like 32 coal genies and 1 of each resource node coming in and a loooot of time, and buffers

    • @jackblade281
      @jackblade281  2 місяці тому

      yepp, that is the idea, I like your use of batteries there too, really good idea!

  • @voidstar.studio
    @voidstar.studio 2 місяці тому +10

    The problem that I'm seeing in the HMF example is that you're using Mk6 belts for something that you'd have either Mk3 or Mk4 belts for at the time of making it. I understand that the concept is that you can just upgrade the belts later to increase production, but using a single line for something like screws is extremely limiting on Mk3/4. Increasing your containers and buffer size won't help when you're only able to supply a couple manufacturers, so if you want more production before Mk6, you're still stuck doing multiple lines. However, it is nice that you can overbuild machines on those multiple lines and then as your belts upgrade, you'll just start getting more output as well. Overall, I like the concept, but I would have liked to see a Mk4 constraint for the example, to give a better idea of how you can build this earlier on while leaving room for the belt upgrades later.

    • @jackblade281
      @jackblade281  2 місяці тому

      Very true, it was a time saving measure for me to use Mk.6 belts ^^ But you would essentially just count for what the Mk.6 would eventually be able to feed, for example iron smelters. you need 40 smelters for a full Mk.6 belt. So you make a line of 40 smelters, even if your only belts at the time is Mk.1.
      My recommendation is go to my Google Drive, its in the Discord and pick up the save. Experiment further, since I mostly show the thought process and steps, you can test more yourself :P I am also planning to use this for the 2nd City in my Ultimate Let's Play series where I will have access to Mk.4 belts at the time of building.

    • @voidstar.studio
      @voidstar.studio 2 місяці тому +1

      @@jackblade281 Yeah, I was in the process of starting a new base after unlocking Mk4 and trains anyway, so I'm messing with this. Priority power switches (and batteries) also seem like a very good idea to add in especially for mid-game due to power requirements before making a giant turbo (and later rocket) fuel factory. Say I pull out a bunch of HMFs, and every upstream item all kicks into full gear at once if I have enough of the base resources buffered, and then blow a fuse because I hadn't worked out my max consumption vs average consumption. I'm currently thinking I'd put them into priority groups where the base resources are the highest priority and then down to space elevator parts at the bottom. My previous factory was just made to have its max safely under my power production, but building up all of these machines early even if they won't be fully utilized makes it much trickier to work out actual power consumption until it's in action.

    • @jackblade281
      @jackblade281  2 місяці тому

      @@voidstar.studio new ways of building, new challenges to overcome, you will just become a better player for figuring it out :P

    • @voidstar.studio
      @voidstar.studio 2 місяці тому +1

      @@jackblade281 I'm leaning more towards a hybrid approach. Like in your smelter example, instead of letting most of them end up idle, I'd inject another line after 16 smelters, then when I move up to Mk5, just move the injection point back further, and then remove it at Mk6. I've been using belt compressors to max out my lines of parts like wire and steel pipes, but I need to mess with this over the weekend and see if that's even still worth it with this approach due to the massive buffer

    • @jackblade281
      @jackblade281  2 місяці тому

      @@voidstar.studio feels like I have set you on a quest path now 😂 as long as you are having fun :P

  • @KrisKamweru
    @KrisKamweru 2 місяці тому +1

    Me again, lol
    Now I've watched the whole thing
    Definitely subscribed
    Everything makes sense, except one thing
    It seems SINKS existing in this build at all is antithetical to the factory layout in general, which is to buffer and back up as much as possible. If your highest tier stuff is being sunk all the time, doesn't the factory never back up at all, since they technically consume more than you produce?
    Hypothetically, I'm thinking of having a second smart splitter before the one leading to the buffer bin. This one would let the item flow to the buffer/bus be any, and overflow be to a sink. If this works as I think it will, what that means is you'll only sink things when stuff later in the line is no longer using whatever component that is, AND your buffers are full. Basically sinking stuff in reverse order of making, so your base ore/ingot will be the last thing also being sunk in this setup, ever. Likely will never happen though if something higher tier is being sunk
    Also has the positive effect of sinking the most valuable stuff for most tickets.
    Could probably also use lower tier belts to artificially limit sink throughput
    And then also I can be lazy and leave all the sinks on 😂😂😂😂😂😂

    • @jackblade281
      @jackblade281  2 місяці тому

      I have the sinks there to represent that at some point every part of the factory has been the most advanced thing being made

    • @jackblade281
      @jackblade281  2 місяці тому

      Thanks for the sub, and yea there are 100s of ways to improve my concept :P it's kind of by design so people look at at in are inspired to try it and do better and all that

    • @KrisKamweru
      @KrisKamweru 2 місяці тому +1

      @@jackblade281 Well, you definitely got me inspired
      Was about to build a mega computer factory and now I think I'll redisign it
      Thanks mate!

  • @tmdwu3110
    @tmdwu3110 2 місяці тому +2

    It does require your input. You have to fly around and tune splitters and turn off syncs. If you left all running without manipulation (turning off lines to allow the one before it to saturate) then you'd just have one big inefficient factory

  • @terrycole9921
    @terrycole9921 2 місяці тому +1

    Thanks heaps, once again Jack. I love this idea and applying it to my dune desert playthrough. Cheers

    • @jackblade281
      @jackblade281  2 місяці тому

      No problem Terry! I love hearing about how I have inspired people to try new things and challenge themselves!

  • @xilron5907
    @xilron5907 2 місяці тому +3

    1. How does this work with liquids?
    2. How does this work for project assembly parts? Do you limit production of the end product to enable buffering of prerequisite parts?

    • @jackblade281
      @jackblade281  2 місяці тому +1

      Great questions!
      1. Liquid in Satisfactory works best as isolated systems, so they have to be dealt with separately from the solid buses and systems. a big reason for this is we have no smart splitters for liquids and non-saturated fluid systems has a tendency to break and ultimately just stop working entirely.
      2. Yes, one of my post mortum notes for this project was "Use standard containers for space elevator parts, no need for larger containers."
      The asteriskhere is the smart plating and automated wiring which both are included in the recipes of Phase 3 and phase 4 space elevator parts.

  • @KrisKamweru
    @KrisKamweru 2 місяці тому +1

    I'm currently 10 minutes in, but I think I'll have to spin up a creative world to test this out
    Between you and Nilaus' videos, I'm now becoming a believer in the bus system
    Satisfactory tends to lead in another direction, unlike a factorio type game
    Definitely interested
    Probably will land with something like what I have in dyson sphere program, which likes players to have single locations where we bring resources to with loads of logistics

    • @jackblade281
      @jackblade281  2 місяці тому

      a solid 90% of Satisfactory is just logistics, so technically you are just getting to play more of the game then :P
      Cool to hear!

  • @blueskyrobyn
    @blueskyrobyn 2 місяці тому +1

    As a concept, yeah this sounds quite good! I've been having an issue with balancing out and spreading screws in a way that makes sense among several parts, and just having a storage buffer before each production line, as well as regular and smart splitter priorities, would have made things way more hands-off and manageable.
    Funny thing is I already had a storage to dimensional depot system going, which is a slight variation of this burst system. I just never connected the dots with having it apply to factory lines.

    • @jackblade281
      @jackblade281  2 місяці тому

      We alway get inspired and learn new things :P The crews thing I think is a initial quantity issue, I think if we made 2x or 3x belts for just screw production we could easily move 2400-3600 screws per minute once we get to mk.6 belts, so leaving ourselves space vertically for example, to add in a second line of whatever we need to supplement later down the line might be a good idea

  • @huffinLeeroy
    @huffinLeeroy Місяць тому +1

    So two things I've learned.
    1: Make a blueprint for each resource to process an output of about 800. Then just divide the actual output of the extraction by number of machines you have and under clock. Easier on your power grid early game and in late game you never have to scale up as you unlock better extraction. And by the time you need to scale up you are setup to over clock without issue.
    2: with the exception of concrete, don't build dedicated factories for basic components. Just have overflow set up so that when the final product storage is full, it will trickle back through the chain until all your storage is full. There is no need for factories to be running 100% of the time. I've never understood that mindset for products that don't create by-product, or that don't feed to sink to farm tickets.
    Burst supply also allows you to get away with a smaller power production setup. With the use of priority switches and batteries, I'm getting away with a power plant generating less than 50% of my max consumption.

    • @jackblade281
      @jackblade281  Місяць тому +1

      Great addition to the bastion of smart factory knowledge this comment section has become ^^

  • @tmdwu3110
    @tmdwu3110 2 місяці тому +1

    Start up is the hardest on the power grid. On a power standpoint its better to sync over production to keep machines running all the time.

  • @MrSharp905
    @MrSharp905 2 місяці тому +1

    Great video man ! Thanks, it helped a lot !

  • @dntnawall
    @dntnawall 2 місяці тому +1

    this is a really cool concept. it's similar to how i played factorio but never tried it in satisfactory. i imagine if you were to keep going you'd add multiple lines of the lower tier items like screws? or just keep it at one belt and let it take its time

    • @jackblade281
      @jackblade281  2 місяці тому +1

      Yepp! Exactly, add supplementary lines of lower tier stuff as the factory grows, going by vibe rather than math

    • @dntnawall
      @dntnawall 2 місяці тому +1

      @@jackblade281 i love it. gonna have to try something like this my next playthrough. it's weirdly intuitive but at the same time i never even thought to try it in this game lol. plus the way the belts look when they all come together in the bus is very satisfying to me :p

    • @jackblade281
      @jackblade281  2 місяці тому

      @@dntnawall yes, a bus full of resources is a great view :P

  • @michaelmeli23
    @michaelmeli23 2 місяці тому +1

    I think smart factories are the way forward. It makes sense to have the machines regulate themselves instead of trying to control each one in a micromanaging way. Every time I use smart manifolds, they work just fine and replace any use of load balancers completely.

    • @jackblade281
      @jackblade281  2 місяці тому

      100% agree, with the asterisk that everyone should play in the way they enjoy best :P

  • @gerberj000
    @gerberj000 2 місяці тому +1

    Seems like the idea can be boiled down to ‘push’ vs ‘pull’ manufacturing. In the end you still have to contend with what happens when you need more than you’re producing, and you slip from a push state in to a pull state. As the theme of the game is more more-ing, at some point this is going to happen, unless you build from the beginning with the foresight of knowing exactly how much of everything you will need…at which point you are playing Excel and not Satisfactory.

  • @clement9866
    @clement9866 2 місяці тому +3

    Really cool way of doing your factories, I will definitely try it!!
    The Only things I really don't get is why you need to turn sinks off? If smart splitters are correctly set, materials (copper ingots in your example) will go to the sink only if the buffer is full, doesn't it? I though it was the principal purpose of the "overflow" mechanics.
    Or maybe I just misunderstand something 😅

    • @jackblade281
      @jackblade281  2 місяці тому +1

      in the case of the ingots it don't really matter, but for other materials it means the production line will continue to demand the lower level parts continuously, ultimately leading to there being no parts sent to make the more advanced stuff later down the bus. so turning off the sinks for the less advanced parts creates the backing up you need to cause the overflow splitters in the bus to send more parts downstream

    • @clement9866
      @clement9866 2 місяці тому +1

      ​@@jackblade281 Okkkk Thank you a lot! I Think I get it 😅..
      So if I take the example of the wire production, you don't turn the "wire sink" off to fulfill the buffer, but to allow the copper ingots to pass to the next production (copper sheets in the example).
      If I'm wrong, I will not bother you more and I will go make my own test 🤣.
      Cheers!

    • @jackblade281
      @jackblade281  2 місяці тому +2

      @@clement9866 you almost got it! Its the other direction, you let the surplus get sinked until you build the next advancement that needs the same product you used for the one you made first.
      so as an example:
      you make Reinforced Iron Plates, they need screws and iron plates. You let them fill up and then get sink the overflow Reinforced iron plates until you build the next line that uses either screws or iron plates, then you turn it off, for example if the next thing you build is Rotors, that need screws and iron rods

  • @SilvyReacts
    @SilvyReacts 2 місяці тому +1

    This is the way I do it as well, and honestly... I don't really understand why this isn't the method everyone uses. It's way more efficient to just continue your resources down the line once production is backed up to the next production, and you can essentially run everything as if it's getting 100% of those resources rather than splitting them. You also technically can even do this using normal splitters, the setup is just a little bit different and you can't really use awsome sinks.

    • @jackblade281
      @jackblade281  2 місяці тому

      the base premise of the game endorses continuous production because we have infinite nodes if you look at games that has finite resources you can see how this method of buffering is used a lot more, DSP being the prime example that comes to my mind

    • @SilvyReacts
      @SilvyReacts 2 місяці тому +1

      @@jackblade281
      That's a good point. Guess the awesome sink is what really endorsed that idea too. I started playing Satisfactory when it launched in early access before the awesome sink was a thing, and so continuous production wasn't even possible then.

  • @Wolfthebuilder
    @Wolfthebuilder 2 місяці тому +2

    Is there an editerror at minute 49? It is repeating, i think.
    Anyway great concept!

    • @jackblade281
      @jackblade281  2 місяці тому

      nice, I did not catch that, yea the time lapse was really messing with this video XD I had to re-render it three times before I got it somewhat right

  • @Granite-City-RC
    @Granite-City-RC 2 місяці тому +1

    It would be cool to see a playthrough using this idea from the begining instead of starting from T6 belts and explaining it

    • @jackblade281
      @jackblade281  2 місяці тому +1

      yea I have some ideas for what to do once my current let's play is done

    • @Granite-City-RC
      @Granite-City-RC 2 місяці тому

      cool, i'm just trying it on a new save, bit of a strugle getting it started to begin with, but i'm trying to get it set up with a bus running next to it. might try doing a couple base smart factories ( 1 iron, 1 steel etc) then train it over to an other location and do a mid range factory

  • @indio2111
    @indio2111 2 місяці тому +4

    Why not just produce a little more than normally needed and save it up? And then use the overflow function to create tickets. My Ocd just couldn’t handle the power fluctuations or not being near perfect uptime for all Maschines

    • @-B-B
      @-B-B 2 місяці тому +2

      We all tend to play that way. We want to see that 100% efficiency for the sense of accomplishment. As I got into the late game I found myself building on a larger and larger scale. These large builds required bursts where I needed a large amount of certain material like concrete, and/or steel beams, and so on. At first my solution was to make extra factories for these materials. As time went on I kind of drifted into this idea of building in this ability to be able shift to priorities to fulfill these busts of demand of some items. The challenge of figuring out this new (to me) concept sort of became its own little fun mini game.

    • @jackblade281
      @jackblade281  2 місяці тому

      what B-B say is true, this concept isn't any more or less efficient, it's just less micro-management intensive. The loss of a sense of control over your factory can be a bit distressing before you get used to it, it was for me while building this thing too XD

    • @JasonEllingsworth
      @JasonEllingsworth 2 місяці тому

      @@-B-B I don't get this "burst factory design" nonsense. If you think you will need a lot of something, you can just have extra storages tacked on at the end of a small factory and have them each get dimensional depots to maximize refilling your inventory. Doing this doesn't change the basic concept of overproducing every product and having excess go to storage and a sink and keeping your machines running 100% of the time. I see no benefit to having machines cut on and off. That is a waste. If you need more power, build more power.

  • @ericdavis4964
    @ericdavis4964 2 місяці тому +1

    Your approach is to try to future proof based on the highest tier belts.
    The downside to this, is more up front building in the early game where resources and power are pretty tight until you have a lot of automation set up and solid power factories running, I can see that being a bit of a hurdle and challenge to get past.
    For those who like to use trucks and/or trains, how would that look using this approach?

    • @ericdavis4964
      @ericdavis4964 2 місяці тому +2

      This is how I have approached it which incorporates some of what you showed in this video.
      One Approach is to do small satellite factories that feed into the main factory
      Another approach is take all the raw resources to a main factory and process it there.
      I took the first approach in where I took raw resources and converted it to a tier 1 finished product such as converting all the iron ore to iron ingots.
      I would put a splitter right after coming out of the iron mine to allow for future growth and another small processing smelting factory if I ever needed to upgrade this iron mine, without rebuilding or upgrading belts, I could just split off another satellite factory.
      I then took the iron ingots and they got sent to a large storage container.
      From there the iron ingots got fed to another sub factory to produce tier 2 goods or sent to a feeder bus headed towards the main factory for that region.
      Right before any product entered the main factory there was another large storage container. The large storage container then feeds the main bus.
      I look at production numbers for raw ore to tier 1 products.
      I look at finished products for the space elevator and how many machines I need to set up to produce those numbers within a reasonable time frame (x many parts per hour to finish this within x amount of hours).

    • @jackblade281
      @jackblade281  2 місяці тому +2

      I think you add a lot of great context and thoughts to this ^^

    • @equardo64
      @equardo64 2 місяці тому +2

      If you want to use trucks to bring in your ressources, thats pretty easy. You just build an incoming buffer or esentially storage hall for all your basic ressources from the extactors. I love using trucks because I like if there is something moving on my roads. All you need at your bufffer (or central storage) is one "incoming" truck station per ressource. Then you need one dedicated fuel production that brings in all the fuel to the storage. That way you can put truck stations near the next extractor or just anywhere and don't have to worry about where to get your fuel, they will get it when they deliver it to the storage.
      If you want to transport your manufactured items e.g. ingots to the next step, you use the same concept but with one outgoing station per item and an incoming station to your next production step, all with sufficient buffers.
      Because trains rely on power you can very easily build indivudual power circuits for each ressource you want to bring in. That way you can even switch off the delivery as needed. Just have one dedicated incoming train station for each ressource and let them fill your storage buffer. If all your buffers are full and you don't need a ressource at the moment, you can just switch off the power to lets say "limestone train circuit" and all the limestone trains will stop until you switch it back up.
      Lets say you want to produce 500 circuit boards/minute to fill up 100 containers (yes at some point just always go crazy with storage, because why not?). Lets use the alternate recipe, silicon circuit boards. So you will need 40 assemblers, they use copper sheets and silica. You would already have a huge buffer of those in your storage. To fill the buffer back up you will need copper ore and raw quartz again, so you just switch on the power for copper and raw quarz trains and they will fill everything back up after your production of the circuit boards is done.
      What I like in the apprach is that you can essentially build a factory where you can add individual power cuircuits to every production step so you can even run extremely complex parts on minimal power and just leave eveything that is filled up off.
      I mean its fun to just build like 200-400 fuel generators as soon as you have rocket fuel and later nuclear power but it's also really fun to try and run on minimal power for as long as you can.

  • @vosechu
    @vosechu 2 місяці тому +1

    I’m glad you didn’t choose those two titles; I wouldn’t have clicked those clickbait titles.

    • @jackblade281
      @jackblade281  2 місяці тому

      Yea, I figured I should stick to clickbaity titles that actually work instead ;)

  • @marcellovesmaleah
    @marcellovesmaleah 2 місяці тому +1

    Good video!

  • @mackie1201
    @mackie1201 16 днів тому +1

    Bro I love this. I’m at the point of needing to make heavy mods. I also want to redo my starters. I only have around 2k in power tho. I see you have over 3k. Should I work to get more coal plants?

    • @jackblade281
      @jackblade281  16 днів тому

      I would try to get about 4800MW from Coal and 1 or 2 Alien Power Augmenters, should last you a good long while :P

  • @AtomicPaperclip
    @AtomicPaperclip 2 місяці тому +1

    This is the way I run my factories, sans the smart splitters and industrial storage. I would load balance the dimensional depots instead of chaining them together.

  • @marcovanderspek9476
    @marcovanderspek9476 2 місяці тому +1

    So basically, your machines produce when there is a demand, rather then you demanding they produce. I'm nearly done my steelplant, I'm gonna see if I can implement this in the next phase when building the Oilplant. I have trouble figuring out how much plastic and rubber future me is going to need. If I can figure out how this system might handle byproducts, I could use this to eliminate the question of fuel vs plastic vs rubber🤔
    If it works, Aluminiums Cases vs Alclad sheets should be a breeze.
    Also, am going to combine this with (its excrubulent)s concepts for "machine blocks" and overhead belts.
    On the subject of "my first starterfactory", you could just do this with normal splitters. It would just saturate more gradually spread out instead of one block prioritized over the other.
    But if you insist, you could do 2 splitters in succession with mergers on top of them to make a 1/9 vs 8/9 "priority" splitter.
    Add a 3rd and it even becomes 1/27 vs 26/27
    If the priority line backs up, the secondary line recieves full throughput

    • @jackblade281
      @jackblade281  2 місяці тому

      Exactly! I love your take on this :P

  • @lonnierh0dgejr41
    @lonnierh0dgejr41 2 місяці тому +1

    the next step in this might be to calculate how much it takes to load up a storage container line for the next step in the process to fill up the most expensive part in the line. i hope that wasn't too confusing on what i mean. lol

    • @jackblade281
      @jackblade281  2 місяці тому

      I think I understand what you mean ^^ for those who wants to, sure, the design is intended to need no calculations.
      Just add a new line of whatever basic materials and supplement the bus when the vibe is off on how much is getting to the higher tier parts

    • @lonnierh0dgejr41
      @lonnierh0dgejr41 2 місяці тому +1

      @@jackblade281 ohhh, that makes sense. side loading belts where the throughput is low will also reduce the need to expand the earlier supply as well. much less redesigning allows faster expansion.

    • @jackblade281
      @jackblade281  2 місяці тому +1

      @@lonnierh0dgejr41 yepp, which is the point :P

  • @BabyJeus
    @BabyJeus 2 місяці тому +2

    I like the concept but this is just like any manifold build but worst cause you can only produce x amount at 100% for a period of time then u have to stop production cause you will eventually deplete all of your reserves back to the miner. Its basically stop and go production. But when u get to the highest tier and u need 100 balistic missles how does that work if ur reserves run out while making it. Wouldnt like u make 50 at 100% deplete the reserved then have like an insaine wait time for the rest cause demand is too high?

    • @jackblade281
      @jackblade281  2 місяці тому +1

      Thats fair, I would say that if you have that problem:
      1. You haven't stocked up enough for the burst of production you need
      2. You haven't made parallel lines of the same parts, in my example I made 1 line of each, realistically I would make 4-5 lines of each phase 1 and phase 2 part to make sure that at the end I have 4-5 mk6 belts I can feed high tier production with
      3. Don't sit and look at a line and wait for it to fill up, go explore, start on the next line using completely different. The point is to not be 100% efficient ^^

    • @BabyJeus
      @BabyJeus 2 місяці тому

      @@jackblade281

  • @leznets91
    @leznets91 2 місяці тому +1

    Wouldn't you be heavily limited in the early game by screw throughput?
    Or do you make exceptions for complex production lines that use extremely high throughput?

    • @jackblade281
      @jackblade281  2 місяці тому

      I would make maybe 4-5 lines of each basic material for later, so I can supplement when it gets low over time

  • @403.FORBIDDEN
    @403.FORBIDDEN 3 дні тому +1

    Wait WHAT 😂

  • @taco_engineer
    @taco_engineer 2 місяці тому +3

    Idle machines mean less tickets. Also, you've essentially created a manifold, but instead of between individual machines, you've done it between factories. Your early factories have to fill up before your more-needed later factories work. That said, it's your game, play it the way you want. It's not easy to compile your thoughts and make a video about them.

    • @jackblade281
      @jackblade281  2 місяці тому +2

      I don't normally play this way either, at least not yet, this video is intended to challenge and widen perspectives, and help with accessibility for those who have trouble with math

  • @blackboxers666
    @blackboxers666 2 місяці тому +1

    i thought this was new but... ive been playing like this anyway but without the big storage coss i just used dimensional storage, finished the game for the first time last night lol idk weather to start another lol

    • @jackblade281
      @jackblade281  2 місяці тому

      maybe rest, finish the new Factorio DLC first and get inspired for your next Satisfactory adventure :P

    • @blackboxers666
      @blackboxers666 2 місяці тому

      @jackblade281 I tryed to get back into factorio but I've like got very confused how burner inserters work now, I tried to start a new game but think alot has changed since I last played so some learning is needed if you know any good videos

  • @Sjamaan22
    @Sjamaan22 2 місяці тому +3

    time stamps would help

    • @jackblade281
      @jackblade281  2 місяці тому +1

      Yea, video was so chaotic I didnt know where to put them XD sorry

  • @uhavemooface
    @uhavemooface 2 місяці тому +1

    I just started the game again and I have not had so many problems with power. The power grid has went off on me so many times now. I am about to stop playing the damn game again. Its very frustrating.

    • @jackblade281
      @jackblade281  2 місяці тому

      If you come one over to the Discord and if you make a post in #satisfactory-forum where you share your save file, try to describe your problems and all, me and my community will do its best to help, and if you are OK with it, I will do a "save fix video" just like this one, but only if you want, either way we will try to help:
      ua-cam.com/video/BuaTWudQc2Y/v-deo.html

  • @sheldonpetrie3706
    @sheldonpetrie3706 2 місяці тому +1

    I alwags have large storage containers at the output of every production line before going to the next stage.

    • @jackblade281
      @jackblade281  2 місяці тому +1

      nice! then this concept is not entirely new to you :P

    • @sheldonpetrie3706
      @sheldonpetrie3706 2 місяці тому +1

      @@jackblade281 balancing inputs and outputs exactly isn't a big priority for me, but I am hunting down a lot of shortages now. I find as I expand into Phase 5 I am chronically short of radio control units, and I have re-engineer my supply lines for a bunch of items to expand that in a meaningful way. Another day in Satisfactory.

  • @andreasfunke843
    @andreasfunke843 2 місяці тому +1

    Ok, this is a nice idea, but i honestly don't get the whole point. What i understood was, that you have to prioritize low level stuff by using smart splitters, and when the stock is full, one can burst the production of the next higher level item. But when do you expand your factory, since you obviously can't beat the game by just using 10 screw constructors and a lot of storage. Wouldn't the high tier production suck every screw out of the storage? What happens then? Won't everything come to a halt, leaving the production at 1% at best? Sorry, i don't get it. Nice video anyways! 👍

    • @jackblade281
      @jackblade281  2 місяці тому +1

      you just add additional parallel lines of the same parts that you supplement later down the bus. The point is accessibility, there are people that really wants to play but they can't deal with the math and numbers and all that, its like dyslexia but with numbers, I can't remember the name. With this yo ucan go "that looks to slow, let's just make some more screws!" rather than do math

    • @andreasfunke843
      @andreasfunke843 2 місяці тому +1

      @jackblade281 Thanks for the clarification. One can not blame someone for not being able to do the math in this game. It starts getting rough very soon 😅 that's why people developed satisfactorytools and such, since it's nearly undoable by hand IMHO. I have an early game, and maybe i'll try this approach. Looks appealing to me. 👍 And btw: I think you mean discalculia. 😊

    • @jackblade281
      @jackblade281  2 місяці тому +2

      @@andreasfunke843 yea, most comments on here are negative because "That's not point of the game" not realizing the point of any game is to enjoy it. And it's a sandbox game, you can do whatever you want as long as you are having fun there is nothing wrong

    • @shanerooney7288
      @shanerooney7288 Місяць тому +3

      Consider the "shopping mall" building. Where you go in and have 1 container for every item.
      1 container for iron ore.
      When that overflows, it feeds the container for iron ingots, etc.

  • @dougscott4883
    @dougscott4883 2 місяці тому +1

    Mk3 belts would make this unreasonable and take forever. It would take forever to load buffers, and splitting a mk3 or other early game belts would compound problems.

    • @jackblade281
      @jackblade281  2 місяці тому

      Yes, it is almost as if this isn't meant to be 100% effective and rather give people a new way to look at factory building, inspire some people to try new things, expand perspective an all that

  • @daedaluxe
    @daedaluxe 2 місяці тому +1

    I like to smelt everything down from a maxed miner, send it to a conveyor and then just split off what I need for random factories, anyjuan else

    • @jackblade281
      @jackblade281  2 місяці тому

      I think thats more of the norm right now ^^ I do the same as you

  • @JasonEllingsworth
    @JasonEllingsworth 2 місяці тому +1

    I think the entire point of these games is running everything 100% of the time, no matter what. This makes sure you are always producing tickets when overflow goes to a sink, or you are constantly launching rockets in factorio, or you are always adding to the dyson sphere in DSP. SOme people I have noticed lately, seem to think there is some sort of need for "efficiency" in their machines by only running them when needed. This is a logical fallacy. The waste comes from placing the machine without using it 100% of the time to continue producing something for you. So while I don't want to tell people they are playing their game wrong, they are still over complicating a simple thing. Creating their own problems and then crying on the forums and trying to solve them with mods for things like priority mergers or some other silly useless thing.

    • @jackblade281
      @jackblade281  2 місяці тому +1

      The point of the game, any game is to be entertained and have fun. People who create problems and then whine about them are their own worst enemy.
      The way you play might be simple for you but that route might be the reason why another person find the game really difficult and they give up on it.
      People like you who write comments like this online is why those who might need a different way of playing to enjoy Satisfactory, or Factorio or DSP don't dare ask. Let people enjoy the game the way they want to, it's not hurting anyone.

  • @Basement-Science
    @Basement-Science Місяць тому +2

    Now replace all your smart splitters with regular splitters - it will still be just as "smart" by your definition. Except probably the ones going to the sinks, which arent making any of this smart either since you have to manually adjust them anyway, or turn off the sink's power. Yes smart splitters give you more control over WHEN you want to prioritize what production, but ultimately it doesnt matter.
    This entire "system" is literally just building an unbalanced factory quickly by not looking at ratios, and banking on it having time to build up materials as you build the next part of production. In the end it'll still either be bottlenecked or overproduce for eternity unless you actually shut down a production chain.

    • @jackblade281
      @jackblade281  Місяць тому

      Sounds like this type of factory is not for you?

  • @Lets_Build_
    @Lets_Build_ 2 місяці тому +1

    dont know what to comment, since i already said things in dc xD

  • @F4ir8or
    @F4ir8or 2 місяці тому +3

    You do realize, that this is by no mean sustainable, right? You just set up a ton of containers, let it run for god knows how long until everything is filled to the brim and then attach a HMF build to it that runs perfectly, because it has tons of items supplying it, that were stocked over a long period of time. If you don't have enough production upstream, then it WILL come to a halt downstream. You can't out-buffer demand downstream. And most certainly, just adding another storage bin upstream, WILL NOT fix your demand issues downstream. The extra buffer will simply never be filled up completely. You HAVE TO add more machines that produce the parts, that the more advanced parts use to craft.

    • @jackblade281
      @jackblade281  2 місяці тому

      Yes, plan for that when initially building the factory. have 4-5 lines of each phase 1 and 2 part and feed in as much raw resources as you can. I am not saying it will be 100% efficient, the opposite actually. but it is only unsustainable if you are rushing

    • @F4ir8or
      @F4ir8or 2 місяці тому +2

      ​@@jackblade281 I don't think the sustainability is related to time, rather then if you input enough ressources into the system to keep up with the demand.
      I like the concept of this design, but I think, one really needs to keep track of the minimum number of every ressource / item and what the factory requires. The beauty of this is, that you don't have to balance anything, if you put in at least the required minimum of stuff and keep track of belt speed limits. If all that is met, then it will run very smoothly ;)

  • @rektorsown
    @rektorsown 2 місяці тому +1

    somehow i fail to see the "smart" part of this? instead of spending time to optimize things i am now spending time doing nothing while waiting fpr screws to fill up. for me, this misses the point of the game. if it works for u, great job

    • @jackblade281
      @jackblade281  2 місяці тому

      "smart" dont mean "logic programming" it means "adjusts and responds without manual input"
      So the point of any game is to enjoy it. IF you don't enjoy math, this is one possible way of avoiding that part.

    • @rektorsown
      @rektorsown 2 місяці тому +1

      @@jackblade281 isnt it way more easy to just use one of the online planners, type in what u want and let it tell u how much of each factory u need?

    • @jackblade281
      @jackblade281  2 місяці тому

      @@rektorsown yes, with the asterisk that you have a few prerequisites filled:
      1. have the time/patience/interest in rebuilding your factory over and over again rather than just expanding
      2. To avoid the rebuilding issue, knows how much they need to build to scale for finishing the game from the get go
      3. Can accurately read lots of different numbers, its not just about doing multiplication or anything like that, just like with dyslexia sometimes the numbers gets jumbled