Please help me out by liking the video! If you want early access to new content, consider becoming a member. Note for this episode: This is a big one! I felt it all belonged together though, so this may take you a little longer than the previous builds. But I really love how the base turned out!!
i cannot wait to arrive at this stage! seeing this inspired me to seperate the production "stages" into seperate floors on top of each other. this way i can reduce the footprint a lot which is important for me in my little forest area :) and man i cannot thank you enough for the logistic floor thing...i instantly started a new playthrough and include a logistics floor everywhere all the time. it makes things sooo much better!
Yea the logistics floor makes life easier AND helps the factory look clean. And cudos to you for adding multiple floors for the different productions, that can easily make your factory look *much* more advanced than my simple layouts ;)
hey tda, thanks for helping me progress this far. Reaching liquid black gold in this playthrough is a first, I always quit before phase 4 lmao. did anyone ever teach you how to share blueprints? the files are saved in your file directory, and there are websites that support sharing it now like satisfactory calculator
Same! Sometimes I still use the mk1 blueprint because I like the challenge of coming up with my own way of fitting a given task in a small space, it feels like a fun minigame within Satisfactory.
@deejeh9494 Every floor has a logistics floor. All vertical lifts are showcased on the side walls behind glass. I'm going top down. Smelters on top, then manufacturers, then assemblers, then first floor is whatever depot I need.
I assume you already know this, but if you open the customization menu and right-click a swatch, you can set it as the default for pipes (or several other categories). If I'm going to be doing a lot of work with, say, crude oil, I'll make my crude oil swatch my pipe default, do the work, then go back in and set the standard pipe swatch as the default again. Saves a lot of hassle in having to go back and colour things later
Hey TDA, I've been away for some time, but I'm finally catching up with your Satisfactory videos. Great as always! I know you probably get this question from time to time, but, with Space Age releasing soon, do you think you'll give Factorio a go? It would be great to see your builds in there!
Not sure honestly. I've been getting requests for Factorio, but I've literally never played Factorio so i'd be about 100 steps behind the learning curve ;)
I'm not sure what it is, but I really don't find the boosting all that useful. I typically just put down a tower or ramp if I need to go up (and try to limit vertical movement if I can to begin with). The hover pack on the other hand....
Hi TDA! Great video as always and I appreciate you going through each steps one by one when it comes to builds. One question I would like to ask is whether it is better to scale up previous factories like Iron and Steel in the future or build new factories to cater to the new elevator parts in the next phase?
thats 2 entirely diffrent playstiles. mega base vs outposts. there is no better, just diffrent. you have to decide how you want to play, both styles have their pros, cons and both have diffrent problems you need so solve. a scalable megabase might be easier for a beginner, but gets problematic/chaotic if you fail at planning ahead and waste space you need way later. outposts on the other hand require a very good logistics concept to get resources and intermediate products at the right time to the right place. but you can keep every factory alot smaller, makes the overview alot better and is a way better place for the "architectural design" option of this game. in the end, its up to you and what problems you like more.
@@FalconDS9 Thank you for the explanation, I currently have small/medium sized outposts making different things. I just unlocked trains, would you recommend trains or trucks when it comes to transporting a small amount of say 75 rubber and 200 plastic to my iron factory?
@@wanizzaniq2664 tbh, if its not that far, use belts whenever possible. try trucks at least once to get the experience with them. they are a bit stupid sometimes and need babysitting frome time to time (they tend to get into staring contests when 2 meet each other head on) not my favorites, but they do the job, kinda. for the long run, i would suggest learning to build railways and go for trains. building that is a bit tricky and comes with its own problems but its worth the time investment. here are my top 3 suggestions for building rail: 1. build in short segments (maybe 3 foundations long). you can only split off or merge at the connections between segments. 2. build on foundations and build towards the last segment you placed, not from there. makes the rail form nicer bends. thats alot back and forth, but getting the habit of building this way is totally worth it. 3. use the blueprint designer and create some good looking support structures for your rails. you need to place alot of them and blueprints make this realy easy. search this video: "12 ways to build rail in satisfactory" from Yakez. for some inspiration. oh and don't forget that trains can crash and derail each other. so build with that in mind and use the correct signals everywhere. i love trains but this game makes building rail painful. if all this sounds like a lot of work you don't really want to invest your time in, you might want to build a megabase instead. these only need raw resource inputs and most ppl build belts for that, keyword Mainbus. i play with outposts, but i spend more time building infrastructure then actual factory lines xD thats what i enjoy, but progression is really slow that way...
@@FalconDS9 I actually don't mind investing time into getting trains to work hehe, I too play with outposts now! Can you elaborate on your 2nd suggestion? The way I understand it is that you build rails from the back to the front? I'll definitely check out the video you recommended me. I love making structures look good in this game!
@@wanizzaniq2664 the 2. one, ya i dont realy know how to explain it any better but lets try: you basically start a new segment where you want it to end and then drag and connect it to the segment you placed last. for some reason the game forms the rail differently if you reverse the build direction. but having a segment you can connect to is the key here. just experiment with this, you will see what i mean. and if you run into rails that refuse to connect, try the nudge mode with H. sometimes just pressing H is enough to get segments to connect. found a bonus tip: while building rail you will sooner or later need this: curved foundations. search this video i just found: "HOW TO BUILD FOUNDATIONS THAT PERFECTLY FOLLOW RAIL CURVES! SATISFACTORY" from Rxckxt. pure gold for someone who loves to build pretty.
I'm finally here! Is the refinery floor at the same level as the main base logistics floor? It looks like the rubber/plastic/power route meets the mains base somewhere back by the concrete logistics are. Just trying to begin with a better picture of the goal in mind :)
Yea it's a bit lower, about on the height of the concrete of the main factory. I don't usually try to align factories that are more distant from eachother, but instead build them at a 'natural' height based on their own location.
I'm not sure if I am missing something or if I've forgotten how to basic maths but if you have 24 constructors producing wire with 4 overclocked to 200% so 28 total constructors worth of wire you are producing 840 wire per minute. The cable setup requires a total of 600 wire per minute (8 constructors x 60/min (480)+ 4 constructors x 30/min(120)) and then you have 5 constructors requiring 40/min (200) and 1 constructor requiring 60/min(60) for stators. 480+120+200+60=860. So this does not produce enough wire for the demand. What am I missing?
That math checks out perfect! There's some small amount of rounding here and there - The cables in this case only need 580 wire (or 9+2/3 constructors making them). I don't tend to bother with underclocking in these larger builds unless its at least a full machine worth of it (or it's large machines like manufacturers of course, those are worth underclocking!)
Feeding fluid input on the last step from the bottom (like in 19:55) will not work 100% reliable if you use all throughout of a pipe (unless they changed something in 1.0). It look nice though :(
I'm using a similar vertical water loading mechanism for my coal plant (in 1.0) - don't think the pipe is quite at capacity, but certainly seems more reliable than before.
@@TheDutchActuary it will work some time (not for very long though, like 10-15 minutes) if you buffer the system up front but it will stop working at 100% anyway. You can search for 'Satisfactory - Fluid Network Testing' video with the tests :) The only setup which works reliable is when the fluid goes before a building (or on the same level, but not up)
I'm happy to share blueprints if there's an easy way to do so. None of my blueprints are complicated though, takes like 5 minutes to make at most. Just simple building blocks to avoid repeating the same builds over and over.
Large power tower with platform and zip line is broken. It's a movement game changer. Left click power line to top line, point 300+ meters in the distance place new tower ride then repeat. Mountains and cliffs can suck it😂
I'm perplexed and impressed by how small but powerful your factory is compared to others. I'm testing out the nilaus method (like I did for DSP) and I pray my fx8350 can keep up. Poor little CPU never thought it would be dealing with 200,000 objects on screen at once lol. Would love to see an update on the underfloor, and how you're managing those logistics at this point.
nilaus and his mainbus.. hes wasting so much space just for the sake of using blueprints.. his blueprints ruined factorio for me, be carefull with these. they make it stupidly easy and ruin the problem solving fun. and the way hes completely ignoring this beautifull map is realy sad. could delete the map and just play on a 10kmx10km flat surface at this point... in my opinion, if you want to build like this, satisfactory might be the wrong game.. TDA is at least trying to respect gravity a bit and builds foundation pillars and uses verticality. even adds a little bit of design, thats the other 50% of this game nilaus is totally ignoring besides the map. its a 3D game.. why render all that stuff if you are going to ignore it anyways.. poor pc has to work so hard for it.. sry for highjacking your comment, tried to avoid Nilaus but now hes even mentioned here.. had to vent..
@@FalconDS9 hahahaha, I think he has great ideas on extendability for his blueprints. Makes it easy to understand. For me, I want to see scalti do more, it would be AMAZING to build blueprint floors, so that instead of 'out' you build 'up' with blueprints for each level.
Nilaus likes his busses a bit too much, especially in DSP ;) He's the equivalent of a powergamer in these types of games, going for large and powerful builds (and there's nothing wrong with that). I can't argue with the fact that it looks impressive! The logistics floor you can see a bit at the end, it's quite leaning towards spaghetti. That is unavoidable really if you build so many different items in one site, unless you take things to multiple floors (that's still spaghetti though, it just spreads it out between floors so it *looks* more organized :P)
Hey TDA I am running the numbers and for the life of me I can not work out why 600 copper ore when the smelters only take 30 each meaning 18*30= 540? so i am a little confused by this
As you can see in the build planner, you need 550 copper for the planned build to work, so you're not wrong. I do sometimes round up here and there when making the builds because a little overproduction tends to make things run smoother (and allows for buffering when you draw stuff from the dimensional storage).
Please help me out by liking the video! If you want early access to new content, consider becoming a member.
Note for this episode: This is a big one! I felt it all belonged together though, so this may take you a little longer than the previous builds. But I really love how the base turned out!!
it seems like your links to satisfactorytools are broken alas, any chance you could edit that back into the description? Amazing videos thanks!
i cannot wait to arrive at this stage! seeing this inspired me to seperate the production "stages" into seperate floors on top of each other. this way i can reduce the footprint a lot which is important for me in my little forest area :)
and man i cannot thank you enough for the logistic floor thing...i instantly started a new playthrough and include a logistics floor everywhere all the time. it makes things sooo much better!
Yea the logistics floor makes life easier AND helps the factory look clean. And cudos to you for adding multiple floors for the different productions, that can easily make your factory look *much* more advanced than my simple layouts ;)
hey tda, thanks for helping me progress this far. Reaching liquid black gold in this playthrough is a first, I always quit before phase 4 lmao. did anyone ever teach you how to share blueprints? the files are saved in your file directory, and there are websites that support sharing it now like satisfactory calculator
I'm doing my best to challenge myself to build my factories in small footprint, multiple floor layouts. Vertical logistics can get quite crazy.
Are you using conveyor floors? I find that hiding all the splitters on their own floor helps it from getting crazy.
Same! Sometimes I still use the mk1 blueprint because I like the challenge of coming up with my own way of fitting a given task in a small space, it feels like a fun minigame within Satisfactory.
@deejeh9494
Every floor has a logistics floor. All vertical lifts are showcased on the side walls behind glass.
I'm going top down. Smelters on top, then manufacturers, then assemblers, then first floor is whatever depot I need.
That is a fun way to do it!
Wow! This looks awesome! I can't wait until I watch all of your videos.
Yeah I like the way he does power distribution, much nicer than power poles scattered around everywhere.
great work, and inspiring build. Im in my first play through and im loving it. this video definitely will help me over the hump lol
Nice and neat!
Blueprints to make blueprints, I like the inception.
I assume you already know this, but if you open the customization menu and right-click a swatch, you can set it as the default for pipes (or several other categories). If I'm going to be doing a lot of work with, say, crude oil, I'll make my crude oil swatch my pipe default, do the work, then go back in and set the standard pipe swatch as the default again. Saves a lot of hassle in having to go back and colour things later
That's a solid approach!
Hey TDA, I've been away for some time, but I'm finally catching up with your Satisfactory videos. Great as always!
I know you probably get this question from time to time, but, with Space Age releasing soon, do you think you'll give Factorio a go? It would be great to see your builds in there!
Not sure honestly. I've been getting requests for Factorio, but I've literally never played Factorio so i'd be about 100 steps behind the learning curve ;)
Jet pack is amazing with liquid biofuel and super easy to make it.
I'm not sure what it is, but I really don't find the boosting all that useful. I typically just put down a tower or ramp if I need to go up (and try to limit vertical movement if I can to begin with).
The hover pack on the other hand....
Hi TDA! Great video as always and I appreciate you going through each steps one by one when it comes to builds. One question I would like to ask is whether it is better to scale up previous factories like Iron and Steel in the future or build new factories to cater to the new elevator parts in the next phase?
thats 2 entirely diffrent playstiles. mega base vs outposts. there is no better, just diffrent. you have to decide how you want to play, both styles have their pros, cons and both have diffrent problems you need so solve.
a scalable megabase might be easier for a beginner, but gets problematic/chaotic if you fail at planning ahead and waste space you need way later.
outposts on the other hand require a very good logistics concept to get resources and intermediate products at the right time to the right place. but you can keep every factory alot smaller, makes the overview alot better and is a way better place for the "architectural design" option of this game.
in the end, its up to you and what problems you like more.
@@FalconDS9 Thank you for the explanation, I currently have small/medium sized outposts making different things. I just unlocked trains, would you recommend trains or trucks when it comes to transporting a small amount of say 75 rubber and 200 plastic to my iron factory?
@@wanizzaniq2664 tbh, if its not that far, use belts whenever possible.
try trucks at least once to get the experience with them. they are a bit stupid sometimes and need babysitting frome time to time (they tend to get into staring contests when 2 meet each other head on) not my favorites, but they do the job, kinda.
for the long run, i would suggest learning to build railways and go for trains. building that is a bit tricky and comes with its own problems but its worth the time investment.
here are my top 3 suggestions for building rail:
1. build in short segments (maybe 3 foundations long). you can only split off or merge at the connections between segments.
2. build on foundations and build towards the last segment you placed, not from there. makes the rail form nicer bends. thats alot back and forth, but getting the habit of building this way is totally worth it.
3. use the blueprint designer and create some good looking support structures for your rails. you need to place alot of them and blueprints make this realy easy. search this video: "12 ways to build rail in satisfactory" from Yakez. for some inspiration.
oh and don't forget that trains can crash and derail each other. so build with that in mind and use the correct signals everywhere.
i love trains but this game makes building rail painful.
if all this sounds like a lot of work you don't really want to invest your time in, you might want to build a megabase instead. these only need raw resource inputs and most ppl build belts for that, keyword Mainbus.
i play with outposts, but i spend more time building infrastructure then actual factory lines xD thats what i enjoy, but progression is really slow that way...
@@FalconDS9 I actually don't mind investing time into getting trains to work hehe, I too play with outposts now!
Can you elaborate on your 2nd suggestion? The way I understand it is that you build rails from the back to the front?
I'll definitely check out the video you recommended me. I love making structures look good in this game!
@@wanizzaniq2664 the 2. one, ya i dont realy know how to explain it any better but lets try:
you basically start a new segment where you want it to end and then drag and connect it to the segment you placed last.
for some reason the game forms the rail differently if you reverse the build direction.
but having a segment you can connect to is the key here. just experiment with this, you will see what i mean. and if you run into rails that refuse to connect, try the nudge mode with H. sometimes just pressing H is enough to get segments to connect.
found a bonus tip: while building rail you will sooner or later need this: curved foundations. search this video i just found: "HOW TO BUILD FOUNDATIONS THAT PERFECTLY FOLLOW RAIL CURVES! SATISFACTORY" from Rxckxt. pure gold for someone who loves to build pretty.
I'm finally here! Is the refinery floor at the same level as the main base logistics floor? It looks like the rubber/plastic/power route meets the mains base somewhere back by the concrete logistics are. Just trying to begin with a better picture of the goal in mind :)
Yea it's a bit lower, about on the height of the concrete of the main factory. I don't usually try to align factories that are more distant from eachother, but instead build them at a 'natural' height based on their own location.
The solution to spaghetti on the logistics floor is walls 😁
Hahahah yup! It's like kids clean their room - stuff everything into the closet, and say ' look mom, my room is clean! '
I'm not sure if I am missing something or if I've forgotten how to basic maths but if you have 24 constructors producing wire with 4 overclocked to 200% so 28 total constructors worth of wire you are producing 840 wire per minute. The cable setup requires a total of 600 wire per minute (8 constructors x 60/min (480)+ 4 constructors x 30/min(120)) and then you have 5 constructors requiring 40/min (200) and 1 constructor requiring 60/min(60) for stators. 480+120+200+60=860. So this does not produce enough wire for the demand. What am I missing?
That math checks out perfect! There's some small amount of rounding here and there - The cables in this case only need 580 wire (or 9+2/3 constructors making them). I don't tend to bother with underclocking in these larger builds unless its at least a full machine worth of it (or it's large machines like manufacturers of course, those are worth underclocking!)
Feeding fluid input on the last step from the bottom (like in 19:55) will not work 100% reliable if you use all throughout of a pipe (unless they changed something in 1.0). It look nice though :(
I'm using a similar vertical water loading mechanism for my coal plant (in 1.0) - don't think the pipe is quite at capacity, but certainly seems more reliable than before.
Yeah it seems to work if you buffer the system up front, but feeding the system from the top is probably safer.
@@TheDutchActuary it will work some time (not for very long though, like 10-15 minutes) if you buffer the system up front but it will stop working at 100% anyway. You can search for 'Satisfactory - Fluid Network Testing' video with the tests :) The only setup which works reliable is when the fluid goes before a building (or on the same level, but not up)
@@TheSinzy I adjusted my refinery blueprint just in case ;)
Do you share your Blueprints?
I'm happy to share blueprints if there's an easy way to do so. None of my blueprints are complicated though, takes like 5 minutes to make at most. Just simple building blocks to avoid repeating the same builds over and over.
@@TheDutchActuary do you have a Discord? or or a Website to upload them?
@@darkcrow7 Nope, not right now!
@@TheDutchActuary U did have discord didn't you ? sure I was a member but its gone now,.
@@drayton359 No discord here - but I might set one up soon!
Large power tower with platform and zip line is broken. It's a movement game changer. Left click power line to top line, point 300+ meters in the distance place new tower ride then repeat. Mountains and cliffs can suck it😂
Yeah it's fun!
I'm perplexed and impressed by how small but powerful your factory is compared to others. I'm testing out the nilaus method (like I did for DSP) and I pray my fx8350 can keep up. Poor little CPU never thought it would be dealing with 200,000 objects on screen at once lol.
Would love to see an update on the underfloor, and how you're managing those logistics at this point.
nilaus and his mainbus.. hes wasting so much space just for the sake of using blueprints.. his blueprints ruined factorio for me, be carefull with these. they make it stupidly easy and ruin the problem solving fun.
and the way hes completely ignoring this beautifull map is realy sad. could delete the map and just play on a 10kmx10km flat surface at this point... in my opinion, if you want to build like this, satisfactory might be the wrong game..
TDA is at least trying to respect gravity a bit and builds foundation pillars and uses verticality. even adds a little bit of design, thats the other 50% of this game nilaus is totally ignoring besides the map.
its a 3D game.. why render all that stuff if you are going to ignore it anyways.. poor pc has to work so hard for it..
sry for highjacking your comment, tried to avoid Nilaus but now hes even mentioned here.. had to vent..
@@FalconDS9 hahahaha, I think he has great ideas on extendability for his blueprints. Makes it easy to understand.
For me, I want to see scalti do more, it would be AMAZING to build blueprint floors, so that instead of 'out' you build 'up' with blueprints for each level.
Nilaus likes his busses a bit too much, especially in DSP ;) He's the equivalent of a powergamer in these types of games, going for large and powerful builds (and there's nothing wrong with that). I can't argue with the fact that it looks impressive!
The logistics floor you can see a bit at the end, it's quite leaning towards spaghetti. That is unavoidable really if you build so many different items in one site, unless you take things to multiple floors (that's still spaghetti though, it just spreads it out between floors so it *looks* more organized :P)
@@TheDutchActuary I was wondering what evil was concealed beneath those foundations lolol
@@jeffstaples347 Whatever you do, don't go into the basements **puts on evil halloween face**
Hey TDA I am running the numbers and for the life of me I can not work out why 600 copper ore when the smelters only take 30 each meaning 18*30= 540? so i am a little confused by this
As you can see in the build planner, you need 550 copper for the planned build to work, so you're not wrong. I do sometimes round up here and there when making the builds because a little overproduction tends to make things run smoother (and allows for buffering when you draw stuff from the dimensional storage).
@TheDutchActuary OK that's cool this has actually helped my head. You wouldn't believe the headache I had trying to work this out
@@grizzsmith3195 Woosj sorry about that!
My Brain HURTS
Hahaha and we still have a bit to go after this i'm afraid :D