Ya, also appreciate that this is in normal mode and not creative/modded. Saw a build video and the whole time was like “who tf is spending that much concrete and steel for a factory that only makes iron rods?”
Another (related) tip: If you want to check if a conveyor lift and a splitter/merger/port are connected, just take any belt into your hand. If the arrows show up for the connection, it isn't connected. Easy way to check if you've placed all your lifts correctly, literally at a glance.
Even more than the cool design, I'm in awe of how it was presented here. So easy to follow and understand, clear, accessible. Chef's kiss! Best satisfactory video style I've seen so far. Please make more of these!
So clean. I just unlocked oil and got spaghetti factory with 0 foundations. Having too much fun exploring and figuring everythign out again after not playing for 4 years. Unlocked blueprint but not bothered using it. Will use it and build this clean AF setup. Subscribing and liked. GG bro
This is so cool dude! I have a version that I made that puts the smelters on top of a 1m foundation on top of the frame foundation with the mergers/splitters underneath. I love the look of the conveyer that just clips through a foundation out of the floor into and out of a machine. I use conveyor floor holes sometimes but it essentially looks the same except for seeing the rim of the floor hole. I also run power underneath too. I haven't tried to make a BP of it because I stopped playing well before the BP designer existed but I will be using my version, as well as yours, now that 1.0 is out. I love the compactness of yours. Thanks for sharing!
This blueprint series is amazing, and even when you don't cover the specific thing I need, seeing what you do here helps me organise my factory better.
Yep, that’s the kind of video we love to see! * Introduction is about what we’re about to watch (not a long off-topic animation, you know what I’m talking about) * Actually explains the stuff. Like I was able to adapt it to refineries. I also used the constructor’s one In awe! Actually looking for future videos and attached blueprints from you. Will you showcase an exemple usage in an operational factory? :)
This and your constructor video has helped simplify this game drastically, for me. I'm now starting to wonder how one would build off of this particular setup; first thing that comes to mind is a resource depot!
Love this series. I have a hard time over thinking everything and this guide to follow has helped out a lot and got this one in and looking forward to getting the rest in. Thank you again!
Great video! An excellent design and an equally excellent job explaining how to build it. Love the perfectly timed explanation of ‘gotcha’ bugs the player may run in to while building.
Fun Fact.... if you have Mk2 and Mk3 blueprints form another save you can copy them into any new save and they will be usable even if you have not unlocked the mk2 or mk3 blueprinter yet. Of course you cant edit them without the current blueprinter. But handy for getting a jumpstart on a new save.
@@SaiceShoop yeah I'm not sure if I like that, tbh. Maybe that would be off by default but could be an advanced game setting? Feels too strong. And annoying you can't edit them, so then it encourages having a late game save that you have to load up to edit your big BPs
Awesome tutorial. I played the beta some but never used blueprints before, or the lifts the way you did here on the machines. I just used this smelter build for the first time today and also the same concept on some constructors and it worked out beautifully, thank you
Me and a friend just finished the final phase today and the game so far but im defo gonna give this a try always something new to learn and try in Satisfactory its a nice compact build thanks for sharing.
Thank you very much ♥! I tried to download the blueprint that you uploaded it but the mk3 version requested quickwire so I just I made my own blueprint following your instructions and it worked flawlessly.
@@carlosalmao8270you're welcome . And side note, if you don't have quick wire for mk2 power poles, and the zip line, I highly recommend making that a priority! All you need is a caterium rock to find the initial caterium, and then you can unlock scanning for it in the mam, then you can go collect a thousand ore or two from node, and that will last you a while!
This is a pretty nice setup! Right now I'm making blueprints which have a built in floor and 'basement' level which hides the belts. Even though I like hiding all the belts underground, it takes up so much space that I'm tempted to switch to this method.
I love these designs. I already used the constructor and assembler ones. I think I’ll also make a left and a right one and then maybe also incorporate a sign labelling the input and output.
Awesome. I'm just on Tier 6 and have got fuel power stations up and running... A couple more fuel power stations (I need to sink a bunch of rubber and plastic to make sure they all keep running) and I can deconstruct all my coal power stations 12 and turn them into steel foundries. Your design work, clean! and your video explanation, clear! Nice going!
This will help me and my (Scalti who i learned it from 3 years ago) sandwich layer style vertical factories when i want less wall hole vertical lifts which limit top floor delivery options to the bottom floor for the truck stops. Great design and will definitely incorporate this in a motor factory tomorrow.
Weird. On the output track, regardless of whether it’s 4 or 5 stackables high, I just cannot get the mergers to snap to _anything_ except the head of the vertical conveyor (100% overlap, borked)
I like this design, seeing the lifts delivering resources is very satisfying. Personally I made a 4 and 8(mirrored) smelter blueprint using your compact design to match with my Miner output. but I was downgrading the lifts to mk1 as the smelters don't require a mk4/3 speed for their in/out
downgrading the lifts doesn't do much, since the 60/min is still greater than what the building needs, the manifolds will still fill up and "waste" the 100 ore buffer eventually anyway. But it works fine too! I prefer to just build with my best belts everywhere since there's not really a big reason not to (The actual cost to build belts is essentially zero in the long term, once you've automated the steel beams or encased beams)
Has anyone run into bugs with the alignment in the latest build? I copied this blueprint 1 for 1, but when I place it, the top conveyor belt is always misaligned and becomes more misaligned each time I place the blueprint. Everything else lines up perfectly, even the conveyor lifts, it's only the very top belt that seems to misalign itself meaning it can't connect up compactly.
Man that is awesome! Im gonna go build that, between this and how I just figured out how NOT to blow myself up with a norblisk...im well on my way out of noobsville! liked and subbed! p.s. 9/10, add some soothing tunes like "The Girl From Ipanema" and ya get a solid 10 !!
"It looks weird don't use it like that" Putting a splitter / merger directly on the end of a lift saves SO much headache. This is also a manifold. I don't personally use them because they take a while to cook but to each their own.
If you struggle with the higher conveyor line not snapping into the right place I found another workaround! Once you get the lower conveyor line completed just stack one merger or splitter on top of them. After that the higher line snaps to the same grid and it "clicked" and worked flawlessly. No idea why this happened but I struggled with it for a while. Awesome tutorial and kudos for the no clipping mentality (for the most visible/aesthethic pieces). Also helps with the upgradebility.
Tip: This will save you time building blueprints. Build a Smelter by itself with the conveyor lift, splitter, and merger then call it Smelter Base. You can more efficiently build blueprints with your base componets.
Yeah that's a good tip! The slight downside is the belts will be disconnected if you dismantle the splitters/mergers, whereas if they're plopped on a long belt, then they don't disconnect it when removed. Shouldn't matter much for production though! But for certain blueprints it could matter.
@@Krydax8 Well, there is another purpose. Sometimes, you just need one more "Base" to finish using up a belt, which is rare but not super rare. I still maintain my standard collection with group "Base" together with a standard position and a flipped position -belts running in the opposite direction.
To clip or not to clip...... That is the question. Whether 'tis nobler in the mind to suffer The slings and arrows of snapping to the world grid, Or to take arms against a sea of spaghetti with compact clipping load balancers.
personally I like the stackable poles on the front to line things up, but when pasting multiple BPs, sometimes I end up deleting the stackables between the BPs, yeah. So it's up to the user if they don't want those.
Thanks! this is awesome. I was thinking how to do it nice and clean and I will use this as pattern for my BPs. Did not thoughz that I can do it so nice with lifts. I'll probably also do some version with just belt floor under so everything is hidden. Cheers ;)
These are all in a playlist already! Once I have multiple series of BPs, I'll separate them into their own playlists probably, but for now the clean/compact early series is all I've got :)
I like it, but in general, when making these blueprints how do you know how many buildings to place? like why 6 smelters, or 3 foundries or whatever. Is there a way to kind of predict how many you need? I use a lot of alternates so my needs vary a lot. power wise I use beams that stretch overhead with chained wall outlets
Personally, I just overproduce most basic stuff like ingots and wires. I go with the strategy of letting things back up, rather than perfect ratios + sink everything. So I'll just slam 18 smelters in a row for a mk4 belt (18x3 = 540), you could deconstruct a few to match the 480, but eh, I'll leave it for later when I have mk5 belts, etc. As far as predicting how many you'll need for the advanced things (like frames, motors, etc), not really. The game has a lot of recipes and a lot of alternates, so on your first playthrough, without doing a lot of advanced planning online, I would just prioritize making SOME. It doesn't really matter how much. As long as you're making some of a thing, it will be enough for quite a while, if not forever.
After playing factorio for so many hours it really shows all the shortcomings of the satisfactory blueprints. Thst being said it's better than not having them. Also cool that you can arrange the belts like thsg6
Cause you often need large numbers of them and this means you have to build/paste/connect less things. If you need 16, for example, you just plop three of these, rather than 4 sets of 4. (and you have two extras! how fun!)
@@Krydax8 Shame, but I tested some ways to lay it out so its not one long line. But I love your designs, you're excellent on your clarity and step-by-step guide in these videos.
Great videos. The only part I'm missing is how to use these in my factory. Is the idea to feed it as much ore as possible, and does this equal a maximum of 6 fully overclocked smelters? (75 * 6 = 450 ore to ingots, as a Mk.4 belt can only move 480 per minute)
@@shadaxgaming I have an example vid in the playlist where I show you just that! As well as how it actually looks in my base. As far as the numbers, you just build overkill, usually, rather than exactsies!
only for a minute until the machine buffers fill up. Generally happens pretty fast. Or you can even fill them up yourself with a few hundred ore if you don't want to wait!
Its a nice design but it seems to be extremly inefficient. Because a splitter splits ( 3 outputs) 33,33% each and (2 outputs) 50% each. That means the first splitter splits 50% and 50%. The second splitter gets only 50% and splits that to 25% each. So if your factory uses 10 smelters with your design the splitter gives: 1. 50% 2. 25% 3. 12,5% 4. 6,25% 5. 3,125% 6. 1,5625% 7. 0,78125% 8. 0,390625% 9. 0,1953125% 10. 0,09765625% x2 So your 10. smelter only gets 0,0976% x2 because of no slit = 0,1953...% from the 100% input and thats not enough. (0,1953% from a 1.200 ore node are 2,3436 ores per min)! You only can fix this issue by de-connect alle smelters with wires so they can fill up for 100 ores. Or you use a fully container with ores so they also can fill up with more ores than they need. If all the other 9 smelters & conveyor belts are full of material than and only than the last one gets enough material to produce 100% but idk if the conveyor belts are long enough to provide a consistence flow of the material (for 8. 9. and 10. smelter in the row)
@@NickxGaming so what you're referring to is a manifold design. And it works fine once the ore fills up in the inputs, which it will do. Think about it another way, with 6 smelters, you only need 4 to fill up before it runs at 100% efficiency (since the last two smelters split what's left, they don't need their buffers to fill up) So you're just spending a one time cost of 400 ore. Which, with a mk2 belt, is only 3 minutes. And you don't have to turn them off to let them buffer. The buffers will fill even while they're running, it'll just take an extra couple minutes Bottom line is manifolds are great. Don't be scared of a little buffer!
I could not get the snapping to work for the splitters and mergers, so I ended up attaching the splitters and mergers to the lifts and this worked out okay.
Usually that actually will get the snapping on the actual belt to work. So you put a dummy splitter on the lift-head, and then you can snap a splitter to the belt right next to it, then delete the dummy splitter & lift, then make the lift. That's the trick that works every time for me, at least!
So I've followed this tutorial to a T but I keep having an issue of one singular piece of ore slipping through every few now and then? I've tried to see if it was the ore purity- making too much for it to handle but that doesn't seem to be the case. Any reason as to why there's always one uncooked ore slipping through? I'm stumped
@@Krydax8 I'm fairly new to the game so maybe I've just built the machine wrong- But everything goes through the lifts to be smelted but every now and then there's just one ore which refuses to be taken by any of the lifts... It probably again is myself not understanding 100% How things work so it directs me into asking: Since this for early game/new players like myself I would love to see the final product in action? The tutorial is amazing but I just don't know how I'm suppose to connect onto a miner and then storage?
@@djdrawjunk7860 well yeah they are splitters that split items to go onto the lifts, so whatever ore reaches the final smelter, 50% of that will go on the lift, and 50% will continue on that belt. Normally though you just leave that disconnected from anything, and that ore can just sit there and its fine, since it'll back up and then force all the ore to go into that last smelter. You normally wouldn't have that ore belt continue past your smelter array and go do something else (you can, but I would only do so if you understand why you're doing it) It's hard to understand exactly how to help, since YT comments are asynchronous and I can't see screenshots and such!
@@Krydax8 I think I understand! Thank you for the explanation. I know the issue i proposed wasn't the easiest to answer so thanks very much either way!
Hey, because it's a build for Mk1 why do we do a x6? Mk1 is 60/min and 1 iron smelter is 30/min so I will only use 2 of them? And when we upgrade to Mké we do an x4 to use 120/min iron? Am I missing something? I played a little to Satisfactory a year ago and chose to try this game again with the 1.0.
@@Krydax8 I was at the coal generators blueprint when I finally understood that the Mk1 was for blueprint designer... My bad lmao! These are great tutorials nice work!
@@Satori_kun I've had those issues before, but not with any of these blueprints. I wonder if it's a global grid thing. Try putting your foundations on global grid and put the blueprint designer on that, maybe that helps? Idk!
@@Krydax8 I will try it later and give an update. This could be worth reporting as an error to coffee stain studio since I can't believe it is intentional that the "hologram wobbling" is still a thing in 1.0
I don't like the way the models clip, feels messed up to me. You can feel free to use it that way though! They clearly added it to the game for a reason.
Yeah! No cliping is the magic word for me! Im returning now to this game and definetly you deserve a subscribe for my new studing lessons... With no cliping. Really nice design
I discovered that going vertical is better then horizontal. You run out of space quick with horizontal factory's. So i now design all my blue prints to fit on top of one another.
@@lowfiep "better" is certainly the wrong word to use. There are pros and cons to everything and different players optimize for different things, enjoy different things, and have different capabilities! Also "run out of space"?? Idk what you're talking about! There's certainly plenty of space for building in any direction!
I can get the lower one to snap, but regardless of the height of the dummy lift, i cannot get the taller one to snap, no matter how close or far or short or high. Anyone have any suggestions?
@@Kinemagichemistry I think I show this trick in the video, maybe it's not in the smelters one (it's in the other BP videos) But you make a splitter/merger on the top end of the dummy lift, and then you should be able to snap one to the belt, then delete the dummy splitter and lift.
"Early game smelters"... using a Mark-IV belt. LOL. Jokes aside, thanks for this video. A great starting point for me to start into the world of blueprints (which I'm about to unlock for the first time ever).
@@WolfgerSilberbaer the belt mk is irrelevant. Mk3 works perfect too! And you have mk 3 belts if you have the blueprint designer, so mk 1 and 2 are irrelevant. :) Good luck!
wouldn't it be easier to use the lifts first, then attach the splitters which will automatically attach, and then construct the belts? That would make it easier as you wouldn't have to align everything...
It's a also a pain to connect the small belt segments between the splitters/mergers, but more importantly, building the belt first ensures no subtle mistakes with the height of the lifts and ensures the blueprint can be tiled correctly. Try both ways and see which works better for you. I prefer the video's method because I make fewer mistakes personally when using belt first construction.
@@Krydax8 For future reference, all of your saved blueprints are saved in %LocalAppData%\FactoryGame\Saved\SaveGames\blueprints\SaveName You just have to upload the files that are generated with the name of the blueprint, then anyone can download and use them in their world as well. :)
No jetpacks but ladders ain't cheating... It's the first musthave purchase... I have a ladder snapped to each corner of the blueprint designer, I use it even after unlocking jetpacks
Really nice but for now the game is so buggy with blueprints that's a pain... Never had a crash before going into bp, now i don't count them. But that's not your fault, your bp is quite awesome, tks for that !
While I do agree that it's nice, and I personally share your preference, I also support creators rights to pay wall whatever amount of their content they desire. It's up to their viewers to determine (though market forces) if that's a good idea for them. But if a creator wants to have fewer viewers because they don't give things away for free, but also therefore potentially make more revenue from that viewership, that's a totally fair choice. It's not one I'm going to make, but I at least am glad the option exists!
"I'll build it as if you didn't even have the jetpack"
A small but considerate touch, that's a like and comment right there lol.
and a reply
Ya, also appreciate that this is in normal mode and not creative/modded. Saw a build video and the whole time was like “who tf is spending that much concrete and steel for a factory that only makes iron rods?”
Another (related) tip: If you want to check if a conveyor lift and a splitter/merger/port are connected, just take any belt into your hand. If the arrows show up for the connection, it isn't connected. Easy way to check if you've placed all your lifts correctly, literally at a glance.
Even more than the cool design, I'm in awe of how it was presented here. So easy to follow and understand, clear, accessible. Chef's kiss! Best satisfactory video style I've seen so far. Please make more of these!
This video helped me re-think how I view blueprints. I might incorporate the overhead inputs and outputs in my future factories!
Same!!
Lol same! I've been trying to build as compact as possible and have been doing it an inferior way the whole time.
So clean. I just unlocked oil and got spaghetti factory with 0 foundations. Having too much fun exploring and figuring everythign out again after not playing for 4 years. Unlocked blueprint but not bothered using it. Will use it and build this clean AF setup. Subscribing and liked. GG bro
This is so cool dude!
I have a version that I made that puts the smelters on top of a 1m foundation on top of the frame foundation with the mergers/splitters underneath. I love the look of the conveyer that just clips through a foundation out of the floor into and out of a machine. I use conveyor floor holes sometimes but it essentially looks the same except for seeing the rim of the floor hole. I also run power underneath too. I haven't tried to make a BP of it because I stopped playing well before the BP designer existed but I will be using my version, as well as yours, now that 1.0 is out.
I love the compactness of yours.
Thanks for sharing!
You legit have a talent for doing tutorials. Thank you and amazing job!
This video alone was worth a sub, looking forward to more of your Compact, Clean, & Tileable videos. Thanks Krydax!
This blueprint series is amazing, and even when you don't cover the specific thing I need, seeing what you do here helps me organise my factory better.
This is one of the best tutorial series for satisfactory..... big thank you from germany
Yep, that’s the kind of video we love to see!
* Introduction is about what we’re about to watch (not a long off-topic animation, you know what I’m talking about)
* Actually explains the stuff. Like I was able to adapt it to refineries. I also used the constructor’s one
In awe! Actually looking for future videos and attached blueprints from you.
Will you showcase an exemple usage in an operational factory? :)
Very clean, definitely gonna use this in my play-through.
Ah, nice, I always bounce off the early game a bunch when having to deal with the jank of things looking untidy. This looks very neat.
This and your constructor video has helped simplify this game drastically, for me. I'm now starting to wonder how one would build off of this particular setup; first thing that comes to mind is a resource depot!
Love this series. I have a hard time over thinking everything and this guide to follow has helped out a lot and got this one in and looking forward to getting the rest in. Thank you again!
Great video! An excellent design and an equally excellent job explaining how to build it. Love the perfectly timed explanation of ‘gotcha’ bugs the player may run in to while building.
Fun Fact.... if you have Mk2 and Mk3 blueprints form another save you can copy them into any new save and they will be usable even if you have not unlocked the mk2 or mk3 blueprinter yet. Of course you cant edit them without the current blueprinter. But handy for getting a jumpstart on a new save.
@@SaiceShoop yeah I'm not sure if I like that, tbh. Maybe that would be off by default but could be an advanced game setting? Feels too strong. And annoying you can't edit them, so then it encourages having a late game save that you have to load up to edit your big BPs
Dude this is fantastic! i just downloaded ALL your blueprints. please keep this series going
Awesome tutorial. I played the beta some but never used blueprints before, or the lifts the way you did here on the machines. I just used this smelter build for the first time today and also the same concept on some constructors and it worked out beautifully, thank you
Just the “over the shroud” idea is fantastic to see it go together so nice, never made it work how I liked this.
Me and a friend just finished the final phase today and the game so far but im defo gonna give this a try always something new to learn and try in Satisfactory its a nice compact build thanks for sharing.
Very good work. I am going to watch the rest of your series on this, I liked it allot! Very good first impression.
Big shout out for your design. Its been a game changer for me.
Thank you very much ♥! I tried to download the blueprint that you uploaded it but the mk3 version requested quickwire so I just I made my own blueprint following your instructions and it worked flawlessly.
@@carlosalmao8270you're welcome . And side note, if you don't have quick wire for mk2 power poles, and the zip line, I highly recommend making that a priority! All you need is a caterium rock to find the initial caterium, and then you can unlock scanning for it in the mam, then you can go collect a thousand ore or two from node, and that will last you a while!
Nice video! Thanks for putting this series together.
Exactly The video i was looking for. Great job.
That’s some real quality right there Mr! Thanks
This is a pretty nice setup! Right now I'm making blueprints which have a built in floor and 'basement' level which hides the belts. Even though I like hiding all the belts underground, it takes up so much space that I'm tempted to switch to this method.
I love these designs. I already used the constructor and assembler ones. I think I’ll also make a left and a right one and then maybe also incorporate a sign labelling the input and output.
Awesome. I'm just on Tier 6 and have got fuel power stations up and running... A couple more fuel power stations (I need to sink a bunch of rubber and plastic to make sure they all keep running) and I can deconstruct all my coal power stations 12 and turn them into steel foundries.
Your design work, clean! and your video explanation, clear! Nice going!
@@graxxor thanks! In a few days you'll get my mk2 blueprint for fuel generators :D. I fit 4 of them in there!
Well done, great video... I have several hundred hours in this game and am still very much a rookie. I will be using this.
This will help me and my (Scalti who i learned it from 3 years ago) sandwich layer style vertical factories when i want less wall hole vertical lifts which limit top floor delivery options to the bottom floor for the truck stops. Great design and will definitely incorporate this in a motor factory tomorrow.
very cool video. just started playing with blue prints after tearing my hair out trying to compact manufacturers.
This is neat AF and I love it. I'll build this tonight and then just decrease the number of assemblers based on requirements.
Okay that is incredibly elegant.
This is CLEAN, I haven't event started playing the game yet and this motivates how I want to start :D will sub for more.
wow really clean video man
09:15 excellent additional info.
Just on a new save for 1.0 and this shows up in my recommendations, great timing ty for sharing and amazing design!
Thanks for the great build! Very nice.
Learned so many tricks from this!
Hey, just found your channel. Clear, concise. Very well presented. Thanks!
Weird. On the output track, regardless of whether it’s 4 or 5 stackables high, I just cannot get the mergers to snap to _anything_ except the head of the vertical conveyor (100% overlap, borked)
I’ve just started playing so ALL tips are required 😂
I like this design, seeing the lifts delivering resources is very satisfying.
Personally I made a 4 and 8(mirrored) smelter blueprint using your compact design to match with my Miner output. but I was downgrading the lifts to mk1 as the smelters don't require a mk4/3 speed for their in/out
downgrading the lifts doesn't do much, since the 60/min is still greater than what the building needs, the manifolds will still fill up and "waste" the 100 ore buffer eventually anyway. But it works fine too! I prefer to just build with my best belts everywhere since there's not really a big reason not to (The actual cost to build belts is essentially zero in the long term, once you've automated the steel beams or encased beams)
Has anyone run into bugs with the alignment in the latest build? I copied this blueprint 1 for 1, but when I place it, the top conveyor belt is always misaligned and becomes more misaligned each time I place the blueprint. Everything else lines up perfectly, even the conveyor lifts, it's only the very top belt that seems to misalign itself meaning it can't connect up compactly.
I like this design, very clean!
videos are great and appreciate them!
Thank you so much for doing the blueprint tutorials!!!
Amazing design, very useful
Man that is awesome! Im gonna go build that, between this and how I just figured out how NOT to blow myself up with a norblisk...im well on my way out of noobsville!
liked and subbed!
p.s. 9/10, add some soothing tunes like "The Girl From Ipanema" and ya get a solid 10 !!
Keep making this series 😁
Brilliant design, thank you
This is great. Subscribed
WoW
someone who doesnt use godmode to build!
nice video! thanks man, helped a lot! ❤
Beautiful
Thank you for this!
You're welcome! hope it helps. We'll cover all the basic buildings through refineries with this mk1 blueprint designer series!
Wow that was great! I know what I'm about to spend the next 50 hours doing to all my nodes...
"It looks weird don't use it like that"
Putting a splitter / merger directly on the end of a lift saves SO much headache. This is also a manifold. I don't personally use them because they take a while to cook but to each their own.
Very nice design
If you struggle with the higher conveyor line not snapping into the right place I found another workaround!
Once you get the lower conveyor line completed just stack one merger or splitter on top of them. After that the higher line snaps to the same grid and it "clicked" and worked flawlessly. No idea why this happened but I struggled with it for a while. Awesome tutorial and kudos for the no clipping mentality (for the most visible/aesthethic pieces). Also helps with the upgradebility.
Tip: This will save you time building blueprints. Build a Smelter by itself with the conveyor lift, splitter, and merger then call it Smelter Base.
You can more efficiently build blueprints with your base componets.
Yeah that's a good tip! The slight downside is the belts will be disconnected if you dismantle the splitters/mergers, whereas if they're plopped on a long belt, then they don't disconnect it when removed. Shouldn't matter much for production though! But for certain blueprints it could matter.
@@Krydax8 Well, there is another purpose. Sometimes, you just need one more "Base" to finish using up a belt, which is rare but not super rare.
I still maintain my standard collection with group "Base" together with a standard position and a flipped position -belts running in the opposite direction.
amazing video series!
To clip or not to clip...... That is the question. Whether 'tis nobler in the mind to suffer
The slings and arrows of snapping to the world grid,
Or to take arms against a sea of spaghetti with compact clipping load balancers.
Thanks for the video!
1 thing i recomend to change, is delete stackable conveyor pole before save BP.
personally I like the stackable poles on the front to line things up, but when pasting multiple BPs, sometimes I end up deleting the stackables between the BPs, yeah. So it's up to the user if they don't want those.
Thanks! this is awesome. I was thinking how to do it nice and clean and I will use this as pattern for my BPs. Did not thoughz that I can do it so nice with lifts. I'll probably also do some version with just belt floor under so everything is hidden. Cheers ;)
Yeah the whole "basement belts" idea will probably be a whole BP series eventually, if I like it enough!
@@Krydax8 Sounds good. I'm looking forward to that or whatever more tips and tricks you have in your sleeves :)
Neat design. I would include a catwalk above to enable more easy smelter config.
I’m so going to use these!!! Gg ❤
TIL you can zoop stackable conveyor supports, because of course you can, because it just makes sense, because the devs are way smarter than me.
I would love a tutorial playlist with all the clean and compact designs.
These are all in a playlist already! Once I have multiple series of BPs, I'll separate them into their own playlists probably, but for now the clean/compact early series is all I've got :)
I like it, but in general, when making these blueprints how do you know how many buildings to place? like why 6 smelters, or 3 foundries or whatever. Is there a way to kind of predict how many you need? I use a lot of alternates so my needs vary a lot. power wise I use beams that stretch overhead with chained wall outlets
Personally, I just overproduce most basic stuff like ingots and wires. I go with the strategy of letting things back up, rather than perfect ratios + sink everything. So I'll just slam 18 smelters in a row for a mk4 belt (18x3 = 540), you could deconstruct a few to match the 480, but eh, I'll leave it for later when I have mk5 belts, etc.
As far as predicting how many you'll need for the advanced things (like frames, motors, etc), not really. The game has a lot of recipes and a lot of alternates, so on your first playthrough, without doing a lot of advanced planning online, I would just prioritize making SOME. It doesn't really matter how much. As long as you're making some of a thing, it will be enough for quite a while, if not forever.
After playing factorio for so many hours it really shows all the shortcomings of the satisfactory blueprints. Thst being said it's better than not having them.
Also cool that you can arrange the belts like thsg6
This looks great and I'm looking forward to using it in my own playthrough, but I have a quick question - why 6 smelters instead of 4?
Cause you often need large numbers of them and this means you have to build/paste/connect less things. If you need 16, for example, you just plop three of these, rather than 4 sets of 4. (and you have two extras! how fun!)
Have you made a build for this by adding another row of smelters, kind of like what you did for your x8 constructors?
I haven't. I think I looked into it and it doesn't end up saving much space anyway.
@@Krydax8
Shame, but I tested some ways to lay it out so its not one long line. But I love your designs, you're excellent on your clarity and step-by-step guide in these videos.
Great videos. The only part I'm missing is how to use these in my factory. Is the idea to feed it as much ore as possible, and does this equal a maximum of 6 fully overclocked smelters? (75 * 6 = 450 ore to ingots, as a Mk.4 belt can only move 480 per minute)
@@shadaxgaming I have an example vid in the playlist where I show you just that! As well as how it actually looks in my base.
As far as the numbers, you just build overkill, usually, rather than exactsies!
Are those giant lights a blueprint? I love those
No they're just in the game, you unlock in the awesome shop.
lined everything up properly and perfectly but it just doesnt move mats in or out idk why
nvm just replacing the lifts fixed everything for some reason, great video!
Do you recommend Mk4 belts or higher for the manifolds?
@@jamescarlsen4083 personally I just always use the highest Mk of belt I have, because belts are cheap!
wouldn't the line of splitters mean that the 2nd machine only gets half the input of the first and so on ?
only for a minute until the machine buffers fill up. Generally happens pretty fast. Or you can even fill them up yourself with a few hundred ore if you don't want to wait!
Its a nice design but it seems to be extremly inefficient.
Because a splitter splits ( 3 outputs) 33,33% each and (2 outputs) 50% each.
That means the first splitter splits 50% and 50%. The second splitter gets only 50% and splits that to 25% each. So if your factory uses 10 smelters with your design the splitter gives:
1. 50%
2. 25%
3. 12,5%
4. 6,25%
5. 3,125%
6. 1,5625%
7. 0,78125%
8. 0,390625%
9. 0,1953125%
10. 0,09765625% x2
So your 10. smelter only gets 0,0976% x2 because of no slit = 0,1953...% from the 100% input and thats not enough. (0,1953% from a 1.200 ore node are 2,3436 ores per min)!
You only can fix this issue by de-connect alle smelters with wires so they can fill up for 100 ores. Or you use a fully container with ores so they also can fill up with more ores than they need.
If all the other 9 smelters & conveyor belts are full of material than and only than the last one gets enough material to produce 100% but idk if the conveyor belts are long enough to provide a consistence flow of the material (for 8. 9. and 10. smelter in the row)
@@NickxGaming so what you're referring to is a manifold design. And it works fine once the ore fills up in the inputs, which it will do. Think about it another way, with 6 smelters, you only need 4 to fill up before it runs at 100% efficiency (since the last two smelters split what's left, they don't need their buffers to fill up)
So you're just spending a one time cost of 400 ore. Which, with a mk2 belt, is only 3 minutes.
And you don't have to turn them off to let them buffer. The buffers will fill even while they're running, it'll just take an extra couple minutes
Bottom line is manifolds are great. Don't be scared of a little buffer!
I could not get the snapping to work for the splitters and mergers, so I ended up attaching the splitters and mergers to the lifts and this worked out okay.
Usually that actually will get the snapping on the actual belt to work. So you put a dummy splitter on the lift-head, and then you can snap a splitter to the belt right next to it, then delete the dummy splitter & lift, then make the lift. That's the trick that works every time for me, at least!
i always snap the splitter / merger right into the the lift 😂i found this the most convenient. however this looks way better
So I've followed this tutorial to a T but I keep having an issue of one singular piece of ore slipping through every few now and then? I've tried to see if it was the ore purity- making too much for it to handle but that doesn't seem to be the case.
Any reason as to why there's always one uncooked ore slipping through? I'm stumped
what? What do you mean ore slipping through? Slipping through where? Like an ore ends up on your ingot belt? Or...?
@@Krydax8 I'm fairly new to the game so maybe I've just built the machine wrong-
But everything goes through the lifts to be smelted but every now and then there's just one ore which refuses to be taken by any of the lifts...
It probably again is myself not understanding 100% How things work so it directs me into asking: Since this for early game/new players like myself I would love to see the final product in action? The tutorial is amazing but I just don't know how I'm suppose to connect onto a miner and then storage?
@@djdrawjunk7860 well yeah they are splitters that split items to go onto the lifts, so whatever ore reaches the final smelter, 50% of that will go on the lift, and 50% will continue on that belt. Normally though you just leave that disconnected from anything, and that ore can just sit there and its fine, since it'll back up and then force all the ore to go into that last smelter.
You normally wouldn't have that ore belt continue past your smelter array and go do something else (you can, but I would only do so if you understand why you're doing it)
It's hard to understand exactly how to help, since YT comments are asynchronous and I can't see screenshots and such!
@@Krydax8 I think I understand! Thank you for the explanation.
I know the issue i proposed wasn't the easiest to answer so thanks very much either way!
Hey, because it's a build for Mk1 why do we do a x6?
Mk1 is 60/min and 1 iron smelter is 30/min so I will only use 2 of them?
And when we upgrade to Mké we do an x4 to use 120/min iron?
Am I missing something?
I played a little to Satisfactory a year ago and chose to try this game again with the 1.0.
@@ladis777 it's a build for the mk1 blueprint designer. By the time you have it, you have Mk3 belts!
@@Krydax8 I was at the coal generators blueprint when I finally understood that the Mk1 was for blueprint designer... My bad lmao! These are great tutorials nice work!
Sehr gutes video diggi wird direkt übernommen.
Somehow when I try placing the merger my hologram wobbles (snaps and de-snaps rabidly) and I don't know what I am doing wrong.
@@Satori_kun I've had those issues before, but not with any of these blueprints. I wonder if it's a global grid thing. Try putting your foundations on global grid and put the blueprint designer on that, maybe that helps? Idk!
@@Krydax8 I will try it later and give an update. This could be worth reporting as an error to coffee stain studio since I can't believe it is intentional that the "hologram wobbling" is still a thing in 1.0
@@Satori_kun yeah it's certainly a bug. Probably pesky to fix.
@@Krydax8 The BP on global grid does not fix it. But placing the merger on the lift head and then snap it on the belt works.
Connecting mergers splittor dorectly to conveyer lift is not good ??? Why??
I don't like the way the models clip, feels messed up to me. You can feel free to use it that way though! They clearly added it to the game for a reason.
@Krydax8 yeah thats why i asked because its intended by design .
still i understand if you feel like they are clipping.
Quick question. Clipping is still acceptable and wont break some feature in game, that true?
yes, if things connect properly and are yellow, everything still functions, it just might "look bad" visually.
Yeah! No cliping is the magic word for me! Im returning now to this game and definetly you deserve a subscribe for my new studing lessons... With no cliping. Really nice design
I discovered that going vertical is better then horizontal. You run out of space quick with horizontal factory's. So i now design all my blue prints to fit on top of one another.
@@lowfiep "better" is certainly the wrong word to use. There are pros and cons to everything and different players optimize for different things, enjoy different things, and have different capabilities!
Also "run out of space"?? Idk what you're talking about! There's certainly plenty of space for building in any direction!
I can get the lower one to snap, but regardless of the height of the dummy lift, i cannot get the taller one to snap, no matter how close or far or short or high. Anyone have any suggestions?
@@Kinemagichemistry I think I show this trick in the video, maybe it's not in the smelters one (it's in the other BP videos)
But you make a splitter/merger on the top end of the dummy lift, and then you should be able to snap one to the belt, then delete the dummy splitter and lift.
It's a shame that mergers/splitters need to be tricked into snapping onto the belt/lift, but thanks for showing us!
"Early game smelters"... using a Mark-IV belt. LOL. Jokes aside, thanks for this video. A great starting point for me to start into the world of blueprints (which I'm about to unlock for the first time ever).
@@WolfgerSilberbaer the belt mk is irrelevant. Mk3 works perfect too! And you have mk 3 belts if you have the blueprint designer, so mk 1 and 2 are irrelevant. :)
Good luck!
wouldn't it be easier to use the lifts first, then attach the splitters which will automatically attach, and then construct the belts? That would make it easier as you wouldn't have to align everything...
It's a also a pain to connect the small belt segments between the splitters/mergers, but more importantly, building the belt first ensures no subtle mistakes with the height of the lifts and ensures the blueprint can be tiled correctly.
Try both ways and see which works better for you. I prefer the video's method because I make fewer mistakes personally when using belt first construction.
horizontal tileable is god, how about vertical design ?
Can you share blueprint for it? and more blueprints like that ?
@@BerkayYetgin well I'm doing a whole series on these bps, one for each building! I'm not sure how to share bps in satisfactory, tbh.
@@Krydax8 For future reference, all of your saved blueprints are saved in %LocalAppData%\FactoryGame\Saved\SaveGames\blueprints\SaveName
You just have to upload the files that are generated with the name of the blueprint, then anyone can download and use them in their world as well. :)
@@Krydax8 They are being kept here C:\Users\username\AppData\Local\FactoryGame\Saved\SaveGames\blueprints\worldname
No jetpacks but ladders ain't cheating... It's the first musthave purchase... I have a ladder snapped to each corner of the blueprint designer, I use it even after unlocking jetpacks
Really nice but for now the game is so buggy with blueprints that's a pain... Never had a crash before going into bp, now i don't count them. But that's not your fault, your bp is quite awesome, tks for that !
Odd, I've had exactly zero crashes! So it must be a hardware/software interaction or something!
Thank you for not paywalling your Blueprints! People should *WANT* to support you financially if they like your stuff, not be *REQUIRED* to.
While I do agree that it's nice, and I personally share your preference, I also support creators rights to pay wall whatever amount of their content they desire. It's up to their viewers to determine (though market forces) if that's a good idea for them. But if a creator wants to have fewer viewers because they don't give things away for free, but also therefore potentially make more revenue from that viewership, that's a totally fair choice. It's not one I'm going to make, but I at least am glad the option exists!