Please help me out by liking the video! If you want early access to new content, consider becoming a member. Note: You *can* definitely scale this factory down to about HALF size on everything, and it will still function fine. It will also be easier to maintain power that way. However, I still recommend building it at this size because it will make later builds FAR easier. Simply put: Whatever time you save now, you''ll simply spend later anyway. Don't worry if you built everything and you have some power issues - that's where the next episode will come in (meanwhile, your stockpile should be sufficient to keep your buiding going for a bit).
I came to your guides on Satisfactory because I used your masterclass series for Dyson Sphere. Thanks for this series and keep making content. You're great!
Another great one! I really appreciate the tower views - it helps me judge/plan the size of the factory deck I need to plan for, proximity to other production chains, etc. Thanks again...
hey hey hey mr TDA, I tried the build myself and here's some things for newbies wondering why the build might be running differently for them: if you look at the planner, you can underclock 1 of the iron plate constructors to 50%, and one of the screw constructors to 50% too, this is also applicable to the limestone build TDA has but I'll leave the underclocking calculations to you as an assignment ;) By THE WAY, one of the commenters here mentioned that one of the assemblers were only getting 40 screws per minute. THIS IS TRUE. this is because the first assembler in the line is only being fed by one constructor, while the other three are feeding the second one. HERE'S HOW TO FIX IT: mr TDA actually made a mistake and made one set of the screw dedicated for the iron plates output 120/m when it only really needed 60 (remember there are 3 assemblers for this) what you do is split it and connect it to the line of 40/m screw so you get 100/m, just enough for the 1st rotor assembler. THEN, remember the other 3 focused on the other rotor assembler? you might say that's 120/m when we only need 100? well dear viewer that's when you go back a few sentences, this is where "underclock one of the screw constructors to 50%" comes in. basically cut the conveyor connecting the two assemblers as they will now have their own dedicated screws. 1st rotor assembler is 40 + 60, 2nd rotor assembler is 40 + 40 + 20 (underclocked). i hope this scratches your no waste left behind itch
Idk how ling ago they added what ADA tells you when you plop down your first portable miner because its been a few years since i last played because iv been waiting for 1.0...well last night i put down the first portable miner and what she said had me rolling because back in 2017 i spent a good 20 min trying to get the portable miner to deposit its contents on a belt ,i even googled it....i felt uplifted knowing i was not the only one....GOOD VIDEO BTW STAY EFFECTIVE
@@TheDutchActuary In case you're worried that people would just click the link and not watch the video (valid concern), I'd suggest doing a brief overview in-video over a planner, showing which pipeline goes where.
As I watch your videos and try to get my base going, I’m starting to debate whether Satisfactory should’ve been called Work: The Game 🙂 and if it’s for me. Has nothing to do with whether it’s good or bad or anything, only if it’s something I want to spend a lot of hours on. I loved SimCity but in normal mode there was the element of gameplay success/failure there. Not always easy to make a successful city. Most other games I’ve played where I’ve spent a lot of time building, Subnautica, The Forest, Raft, etc. I guess Space Engineers was mostly about making stuff, though we did use ships in combat. Anyway most have a wider story going that drives the reasons for building. In Satisfactory I’ve yet to feel that pressure as of finishing my Hub. I’ll keep going for now and hope that there’s more reasons for building to come.
Satisfactory definitely has a bit of that 'work' element going - ADA / Fiscit even leans completely into that ;) If you want less work, more story, but still a factory game - I strongly recommend Techtonica (Just released, current guide going on the channel!)
I love your masterclasses and have so since Dyson Sphere. I was wondering if you had the schematics for this, as no matter how much I watch it I can't seem to get all the belts connected into something that makes sense. I tried graphing it out on paper but I managed to make myself lost regardless. Keep up the great work, and I am really looking forward to progressing through your masterclasses.
Did you put in a split to a container for screws? Couldn't see one - maybe I missed it. I'm following along and am pretty happy with how uncomplicated your builds are, compared to other YTs. Also appreciate the speed with which you are getting thru each phase. I did skip ahead to do the smart plating in a standalone assembler, because I didn't think I would have enough bio energy to do this build before building coal generators.
I did split off a temporary container for screws in the early game build, but after phase 1 it's not needed anymore. So the upgraded base does not contain screws container (it would hold thousands of screws you'll never use, been there.... ;) )
I am still new to the game and learning a bit, providing a layout for the factory is a big help, however, I kinda want to know how to think of my future layouts by myself. Would you mind sharing the thought process that you go through in identifying how would you determine how much item is needed, what should be automated, balance the X number of materials going through different buildings, and how you determine the needed number of buildings type to be made for a single production line. Sorry if this is a lot, this game is really complex, but watching you makes it easier to get into. Thanks!
Simple answer, it's all math. Early, just have machines producing at least everything of the basics going to storage so you can use it for building. For elevator parts and more complex materials, take the amount of resources you need for a single production machine, and math it backwards to determine how much resources you need. If you have spare resource production, you can just add more machines to use all of it. If you need more resources, you can just drag belts across the entire map if you want.
As @herebejamz stated, it's mostly about setting a goal for something (say, 4 smart plating / minute) and then working back from there to see how much you need for that. Production planners like www.satisfactorytools.com make that easier. (or excel if you want to do it yourself!) Then it's mostly about making clean looking groups of production. Alternatively, you can just make large production centers for each resource and bring those together to make whatever you need. While I try not to heavily overproduce anything, there's nothing stopping you from doing so ;)
@TheDutchActuary thanks for the insight. It's the parts per minute I'm always undecided on. Is there a standard you try to stick to? Or just based on how much material a belt can carry?
@@plantkiller312 I'm mostly looking at the number of items I need and go like 'OK, do I want to wait 5 hours for this to complete or just 2?' That said, that's far from perfect logic as you'll spend hours building stuff anyway, and a good hard drive/spheres hunt will easily soak up some waiting time as well. When it comes to those materials aiming LOW rather than high is typically just fine (especially since you can store up those items for later use in next phases while you build towards the endgame)
Very nice video! Next time also please pay some attention to rates, build modes, copying of buildings/recipes, use of middle mouse button and other neat tips.
The copy/paste was in the first video as well as a few notes on build modes, but it might be worth repeating a few times ;) Rates will definitely come up once we unlock under/overclocking!
Very well done video TDA! Are you aware that you can “clear” your hands by pressing H? Makes your view (and ours 😉) a lot clearer. Keep up the good work!
Yes, I've started doing that in the next episode more consistently as the Xenobasher really takes up a lot of viewing space! Apologies for not realizing it sooner, the 'blocked' view kind of becomes a blind spot after hours of playing this game!
I’m not sure that this will become something that I will play - Dyson Sphere Program is still very much my thing. Especially the new belt Shenanigans that are possible, I have yet to delve into those. (Diving belts, mall, hmmm!) This is interesting too though. Please keep this kind of quality content. :) It may become something that I poke around the edges of.
Hahah yes you should! I am starting to look into a new mall with those belts - putting the non-essentials into the small builds, everything else into the mall. Horrible, horrible stacked splitters hahahah
Good video, but would've been better imo if you mentioned crash sites. I know I commented something similar on the previous video, but I can't understate how incredibly useful they are if you go through onboarding and still helpful if you skip it. You can get hundreds of reinforced plates from them and it gives you something to do while collecting plants for fuel. It also makes you explore and gather advanced materials for the MAM to unlock QOL stuff like the blade runners early. I do like your suggested setup and starting location though, it's convenient and a good prep for the next phases.
I intentionally stayed away from crash sites initially because if players decide to play on a different part of the map, this might be very confusing. What you get from them also varies per location. Still, it's a valid point and I will adress these things in the next episode (E4)!
I cannot understand how to do the conveyor lift trick on 2x splitters, i manage sometimes, but mostly i end up with the 1 higher one(default one), the ones i manage to make correct height is just luck....now i have most of them too high while a few is correct its so annoying to look at
The easiest way to consistenly do this is this: Step 1: Make a row of 3 splitters (side to side). Step 2: Delete the middle one Step 3: Add one splitter on top of the last one in the row. Step 4: Connect a lift to the splitters. This should automatically snap the lift to the required height. All you need to do then, is remove the splitters you don't need any longer.
I really wish I could get into this game, but the first-person perspective just kills me. If this were third-person like DSP, I would be all over this.
If you want, you can enable flight mode in the extra game options. This basically allows you to do everything from a top down perspective. That said, it *is* a different experience from first person compared to e.g. DSP. While I think this is a great game, I admit I personally prefer 3rd person building myself as well ;) (I do believe it disables achievements if that's something you care about)
@@TheDutchActuary Makes sense, I realized shortly after my comment how much is used by the MAM, but there's such an abundance I didn't have any trouble collecting the required amount to unlock. Really enjoying the series, would be pretty cool if you could add a 2D diagram once in awhile as an overlay, maybe with some ratios and some empty boxes explaining where the expansion would go, especially when you're explaining the rationale. After playing around a bit, I find putting the smelters in, and then doing a U-turn for the constructors is nice, because you can expand the # of smelters and constructors without having to know how much space to leave, can easily add more on the end of each row. I see a lot of people go up a floor for a similar experience.
@@Vanguard2323 You're right! I'm a ' up a floor' type of guy, mostly because very few games like this allow you to stack your builds - figured I might as well use it ;)
@@TheDutchActuary are you going to use that height advantage for a logistics floor below? gives alot more space for belts when they are below the machines and you can more easily route them towards a mall or wherever items are needed. looks alot cleaner as well.
Experienced players that know what to look for and simply scoop up harddrives from the start and/or reroll recipes to get what they want, sure. People playing the game for the first time? Not so much ;)
I'll see what I can do moving forward, i totally get what you're saying! Do keep in mind it's not super important if your buildings a bit more to the left or right. If anything, it's most important you leave yourself plenty of space between sections so you don't get into a bind with belts and movement space.
I would've liked more time spent on the layout. You tended to rush thru some bits and I had to replay visuals from other parts of the video. However I thought your build was quite simple to follow in the main. I really didn't have any trouble. That tip with the lifts was a beauty.
Games with oodles of freedom like Satisfactory can be very overwhelming! From the feedback many people use this mostly as a guideline to keep themseles on track, rather than literally copy/pasting (which I think is great!)
if you could show the factory from a better top few showing where and how every part is connected, it would be much better. following along but having to figure out most of the connections myself makes it quite pointless to watch and follow along
If there's anything special about the connections i'll show them explicitely, but mostly it is just 'Merge all outputs together --> split them out in the next line' ;) The groupings I used here try to make sure the connections are as easy as possible. Keep in mind you don't need to perfectly balance the outputs, the splitters will take care of that after running a little while.
It is more than you really need at this point (as stated). But it speeds up later builds by a massive amount as this build is extremely easy to scale/leverage later on.
This is very bad advice. New players shouldn't do this because it wastes so much time. You can't automate power. The power draw at the start is too much, and you'll spend half your time collecting biomass. Just wander around, and you'll find crash sites. They usually have reinforced iron plates and rotors. Then, build two assemblers, and you'll have 50 smart plating in a few minutes. After that, you can build a coal power plant. In 4-5 hours, you'll be building coal generators, and then you can start building bigger factories. Before coal generators, build three miners: one for iron, one for copper, and one for limestone. Automate iron plates, screws, iron rods, concrete, wire, and cable. Anything beyond that is just wasting time.
I get what you're saying, but i've tried both approaches and this end up being about as fast (after taking into account the additional production you instantly have up and running once you unlock coal), while *also* setting you up for easy completion of phase 2. As I mentioned you can easily leave the build runing at half speed if you want (or have it cut out of power for a while once you have what you need to unlock coal) - That achieves something similar to what you're describing, but the expanded build is good to go.
@@itmeurdadI express my disagreement, then explain why I disagree and provide an alternative solution that I think is better. It is called counterargument, standard protocol in a debate.
@onetwo3763, you have zero social skills if you believe that is how the proper debate is structured. You start with saying, great work, thanks for your efforts and explanation, however/in addition/but/etc there is another way to get quick to the goal, which is blah blah blah. That is how men of culture start a debate.
Please help me out by liking the video! If you want early access to new content, consider becoming a member.
Note: You *can* definitely scale this factory down to about HALF size on everything, and it will still function fine. It will also be easier to maintain power that way. However, I still recommend building it at this size because it will make later builds FAR easier. Simply put: Whatever time you save now, you''ll simply spend later anyway. Don't worry if you built everything and you have some power issues - that's where the next episode will come in (meanwhile, your stockpile should be sufficient to keep your buiding going for a bit).
I came to your guides on Satisfactory because I used your masterclass series for Dyson Sphere. Thanks for this series and keep making content. You're great!
Wow, Masterclass for Satisfactory. This is gonna be my motivation to keep playing the game.
Must...reach...final..milestone...!!
I like that you explain your thinking. Solid video, thank you.
Another great one! I really appreciate the tower views - it helps me judge/plan the size of the factory deck I need to plan for, proximity to other production chains, etc. Thanks again...
hey hey hey mr TDA, I tried the build myself and here's some things for newbies wondering why the build might be running differently for them:
if you look at the planner, you can underclock 1 of the iron plate constructors to 50%, and one of the screw constructors to 50% too, this is also applicable to the limestone build TDA has but I'll leave the underclocking calculations to you as an assignment ;)
By THE WAY, one of the commenters here mentioned that one of the assemblers were only getting 40 screws per minute. THIS IS TRUE. this is because the first assembler in the line is only being fed by one constructor, while the other three are feeding the second one.
HERE'S HOW TO FIX IT:
mr TDA actually made a mistake and made one set of the screw dedicated for the iron plates output 120/m when it only really needed 60 (remember there are 3 assemblers for this) what you do is split it and connect it to the line of 40/m screw so you get 100/m, just enough for the 1st rotor assembler.
THEN, remember the other 3 focused on the other rotor assembler? you might say that's 120/m when we only need 100? well dear viewer that's when you go back a few sentences, this is where "underclock one of the screw constructors to 50%" comes in. basically cut the conveyor connecting the two assemblers as they will now have their own dedicated screws. 1st rotor assembler is 40 + 60, 2nd rotor assembler is 40 + 40 + 20 (underclocked).
i hope this scratches your no waste left behind itch
I'd like to get your feedback into this mr hey hey hey TDA? if I was right?
All makes sense to me!
Idk how ling ago they added what ADA tells you when you plop down your first portable miner because its been a few years since i last played because iv been waiting for 1.0...well last night i put down the first portable miner and what she said had me rolling because back in 2017 i spent a good 20 min trying to get the portable miner to deposit its contents on a belt ,i even googled it....i felt uplifted knowing i was not the only one....GOOD VIDEO BTW STAY EFFECTIVE
Great video TDA. Really like the way you organized your biofuel constructors with the sideways solid biofuel constructor
can you number the videos plz, the playlist is all over the place
Yes please do this for the love of everything holy
I'd strongly appreciate adding in a planner link of the bit you build, as it's much easier to follow!
That's actually not a bad idea, i'll see what I can do!
@@TheDutchActuary In case you're worried that people would just click the link and not watch the video (valid concern), I'd suggest doing a brief overview in-video over a planner, showing which pipeline goes where.
As I watch your videos and try to get my base going, I’m starting to debate whether Satisfactory should’ve been called Work: The Game 🙂 and if it’s for me. Has nothing to do with whether it’s good or bad or anything, only if it’s something I want to spend a lot of hours on.
I loved SimCity but in normal mode there was the element of gameplay success/failure there. Not always easy to make a successful city. Most other games I’ve played where I’ve spent a lot of time building, Subnautica, The Forest, Raft, etc. I guess Space Engineers was mostly about making stuff, though we did use ships in combat. Anyway most have a wider story going that drives the reasons for building. In Satisfactory I’ve yet to feel that pressure as of finishing my Hub.
I’ll keep going for now and hope that there’s more reasons for building to come.
Satisfactory definitely has a bit of that 'work' element going - ADA / Fiscit even leans completely into that ;)
If you want less work, more story, but still a factory game - I strongly recommend Techtonica (Just released, current guide going on the channel!)
I love your masterclasses and have so since Dyson Sphere. I was wondering if you had the schematics for this, as no matter how much I watch it I can't seem to get all the belts connected into something that makes sense. I tried graphing it out on paper but I managed to make myself lost regardless.
Keep up the great work, and I am really looking forward to progressing through your masterclasses.
Maybe this will help figure out what goes where: www.satisfactorytools.com/1.0/production?share=6WkIInuAGCwYl60xgyFa
One of the rotor assemblers seems to only be getting 40 screws/minute in your build. is this intentional? did I miss something?
It shouldbe prioritized over the storage unit if you want it up and running from the start. Else, it should auto-balance once the stockpile gets full
"You'll probably never fix it" => Truer words were never spoken.
:D
Did you put in a split to a container for screws? Couldn't see one - maybe I missed it. I'm following along and am pretty happy with how uncomplicated your builds are, compared to other YTs. Also appreciate the speed with which you are getting thru each phase. I did skip ahead to do the smart plating in a standalone assembler, because I didn't think I would have enough bio energy to do this build before building coal generators.
I did split off a temporary container for screws in the early game build, but after phase 1 it's not needed anymore. So the upgraded base does not contain screws container (it would hold thousands of screws you'll never use, been there.... ;) )
I am still new to the game and learning a bit, providing a layout for the factory is a big help, however, I kinda want to know how to think of my future layouts by myself. Would you mind sharing the thought process that you go through in identifying how would you determine how much item is needed, what should be automated, balance the X number of materials going through different buildings, and how you determine the needed number of buildings type to be made for a single production line.
Sorry if this is a lot, this game is really complex, but watching you makes it easier to get into. Thanks!
Simple answer, it's all math. Early, just have machines producing at least everything of the basics going to storage so you can use it for building. For elevator parts and more complex materials, take the amount of resources you need for a single production machine, and math it backwards to determine how much resources you need. If you have spare resource production, you can just add more machines to use all of it. If you need more resources, you can just drag belts across the entire map if you want.
As @herebejamz stated, it's mostly about setting a goal for something (say, 4 smart plating / minute) and then working back from there to see how much you need for that. Production planners like www.satisfactorytools.com make that easier.
(or excel if you want to do it yourself!)
Then it's mostly about making clean looking groups of production.
Alternatively, you can just make large production centers for each resource and bring those together to make whatever you need. While I try not to heavily overproduce anything, there's nothing stopping you from doing so ;)
@TheDutchActuary thanks for the insight. It's the parts per minute I'm always undecided on. Is there a standard you try to stick to? Or just based on how much material a belt can carry?
@@plantkiller312 I'm mostly looking at the number of items I need and go like 'OK, do I want to wait 5 hours for this to complete or just 2?'
That said, that's far from perfect logic as you'll spend hours building stuff anyway, and a good hard drive/spheres hunt will easily soak up some waiting time as well. When it comes to those materials aiming LOW rather than high is typically just fine (especially since you can store up those items for later use in next phases while you build towards the endgame)
love the video! butbut i cant see the overview of the build if u can possibly repost that plz :)
Strange, it seems some of the links broke. Does this work? www.satisfactorytools.com/1.0/production?share=JbG9s3l0cgHyJcKEizVI
Very nice video! Next time also please pay some attention to rates, build modes, copying of buildings/recipes, use of middle mouse button and other neat tips.
The copy/paste was in the first video as well as a few notes on build modes, but it might be worth repeating a few times ;)
Rates will definitely come up once we unlock under/overclocking!
Very well done video TDA! Are you aware that you can “clear” your hands by pressing H? Makes your view (and ours 😉) a lot clearer. Keep up the good work!
Yes, I've started doing that in the next episode more consistently as the Xenobasher really takes up a lot of viewing space! Apologies for not realizing it sooner, the 'blocked' view kind of becomes a blind spot after hours of playing this game!
@@TheDutchActuary all good! I wasn’t fishing for an apology 😊. Thanks!
I’m not sure that this will become something that I will play - Dyson Sphere Program is still very much my thing. Especially the new belt Shenanigans that are possible, I have yet to delve into those. (Diving belts, mall, hmmm!)
This is interesting too though. Please keep this kind of quality content. :) It may become something that I poke around the edges of.
With those new belts, I should try to turn a DSP base into Rollercoaster Tycoon at some point :D
Hahah yes you should! I am starting to look into a new mall with those belts - putting the non-essentials into the small builds, everything else into the mall.
Horrible, horrible stacked splitters hahahah
Good video, but would've been better imo if you mentioned crash sites. I know I commented something similar on the previous video, but I can't understate how incredibly useful they are if you go through onboarding and still helpful if you skip it. You can get hundreds of reinforced plates from them and it gives you something to do while collecting plants for fuel. It also makes you explore and gather advanced materials for the MAM to unlock QOL stuff like the blade runners early. I do like your suggested setup and starting location though, it's convenient and a good prep for the next phases.
I intentionally stayed away from crash sites initially because if players decide to play on a different part of the map, this might be very confusing. What you get from them also varies per location.
Still, it's a valid point and I will adress these things in the next episode (E4)!
I cannot understand how to do the conveyor lift trick on 2x splitters, i manage sometimes, but mostly i end up with the 1 higher one(default one), the ones i manage to make correct height is just luck....now i have most of them too high while a few is correct its so annoying to look at
The easiest way to consistenly do this is this:
Step 1: Make a row of 3 splitters (side to side).
Step 2: Delete the middle one
Step 3: Add one splitter on top of the last one in the row.
Step 4: Connect a lift to the splitters.
This should automatically snap the lift to the required height. All you need to do then, is remove the splitters you don't need any longer.
@@TheDutchActuary thanks for reply, i will try it when i get home today :)
I really wish I could get into this game, but the first-person perspective just kills me. If this were third-person like DSP, I would be all over this.
If you want, you can enable flight mode in the extra game options. This basically allows you to do everything from a top down perspective.
That said, it *is* a different experience from first person compared to e.g. DSP. While I think this is a great game, I admit I personally prefer 3rd person building myself as well ;)
(I do believe it disables achievements if that's something you care about)
Is there a reason you don't add mycelium to the burner automation setup as there is lots of it in the rocky start location.
I saved it for the MAM, but yea you could definitly add that in as well!
@@TheDutchActuary Makes sense, I realized shortly after my comment how much is used by the MAM, but there's such an abundance I didn't have any trouble collecting the required amount to unlock. Really enjoying the series, would be pretty cool if you could add a 2D diagram once in awhile as an overlay, maybe with some ratios and some empty boxes explaining where the expansion would go, especially when you're explaining the rationale. After playing around a bit, I find putting the smelters in, and then doing a U-turn for the constructors is nice, because you can expand the # of smelters and constructors without having to know how much space to leave, can easily add more on the end of each row. I see a lot of people go up a floor for a similar experience.
@@Vanguard2323 You're right! I'm a ' up a floor' type of guy, mostly because very few games like this allow you to stack your builds - figured I might as well use it ;)
@@TheDutchActuary are you going to use that height advantage for a logistics floor below? gives alot more space for belts when they are below the machines and you can more easily route them towards a mall or wherever items are needed. looks alot cleaner as well.
@@FalconDS9 Yep!
none of this matters once you start getting alt recipes. Most people will have cast screws to eliminate rods asap for example.
Experienced players that know what to look for and simply scoop up harddrives from the start and/or reroll recipes to get what they want, sure. People playing the game for the first time? Not so much ;)
id honestly like to see a flying few of the whole layout so you can see a birds eye view. those towers are just not high enough
I'll see what I can do moving forward, i totally get what you're saying!
Do keep in mind it's not super important if your buildings a bit more to the left or right. If anything, it's most important you leave yourself plenty of space between sections so you don't get into a bind with belts and movement space.
@@TheDutchActuary oh i ended up putting it in calculator to see the floor layout. but i loved the video
I would've liked more time spent on the layout. You tended to rush thru some bits and I had to replay visuals from other parts of the video. However I thought your build was quite simple to follow in the main. I really didn't have any trouble. That tip with the lifts was a beauty.
@@russelllogan6630 I've added a few more 'overviews' in later videos thanks to feedback like this, much appreciated!
What a strange idea to follow step-by-step guides in such games.
Games with oodles of freedom like Satisfactory can be very overwhelming!
From the feedback many people use this mostly as a guideline to keep themseles on track, rather than literally copy/pasting (which I think is great!)
if you could show the factory from a better top few showing where and how every part is connected, it would be much better. following along but having to figure out most of the connections myself makes it quite pointless to watch and follow along
If there's anything special about the connections i'll show them explicitely, but mostly it is just 'Merge all outputs together --> split them out in the next line' ;)
The groupings I used here try to make sure the connections are as easy as possible. Keep in mind you don't need to perfectly balance the outputs, the splitters will take care of that after running a little while.
Yeah hard to figure how its layed out sometimes, top view would be good showing what building are what.
Nice video, but isn't it a bit unnecessary for phase 1?
^
It is more than you really need at this point (as stated). But it speeds up later builds by a massive amount as this build is extremely easy to scale/leverage later on.
This is very bad advice. New players shouldn't do this because it wastes so much time. You can't automate power. The power draw at the start is too much, and you'll spend half your time collecting biomass. Just wander around, and you'll find crash sites. They usually have reinforced iron plates and rotors. Then, build two assemblers, and you'll have 50 smart plating in a few minutes. After that, you can build a coal power plant. In 4-5 hours, you'll be building coal generators, and then you can start building bigger factories. Before coal generators, build three miners: one for iron, one for copper, and one for limestone. Automate iron plates, screws, iron rods, concrete, wire, and cable. Anything beyond that is just wasting time.
I get what you're saying, but i've tried both approaches and this end up being about as fast (after taking into account the additional production you instantly have up and running once you unlock coal), while *also* setting you up for easy completion of phase 2.
As I mentioned you can easily leave the build runing at half speed if you want (or have it cut out of power for a while once you have what you need to unlock coal) - That achieves something similar to what you're describing, but the expanded build is good to go.
Try being less negative and aggressive and people might take you seriously for a change.
@@itmeurdadI express my disagreement, then explain why I disagree and provide an alternative solution that I think is better. It is called counterargument, standard protocol in a debate.
@@onetwo3763So smart!
@onetwo3763, you have zero social skills if you believe that is how the proper debate is structured. You start with saying, great work, thanks for your efforts and explanation, however/in addition/but/etc there is another way to get quick to the goal, which is blah blah blah. That is how men of culture start a debate.