Satisfactory

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The unofficial Lemmy community for Satisfactory, the factory-building and exploration game.

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founded 1 year ago
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Mines are connected up, and the whole factory is online.

Now, I'm exhausted, and going to bed early.

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More progress. Need maybe another 30 minutes to get the Coal and Sulfur lines routed in and powered up, and that'll be everything needed to power up. But, alas, it's bed time.

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Today starts the replacement for this here Nobelisk factory.

That also means tearing down my SAM production...

...because I can't NOT run the tubeway under the arch. C'mon. Hopefully I have enough of a backlog of SAM built up to last a while, cause I'm not actually going to rebuild this until I get Manufacturers unlocked, and can make SAM Fluctuators.

So, I wanted to do something other than just splitting up the factory into big lines of the same machines, making one item each, and I spotted the opportunity here. The planning for this factory called for exactly 12 Assemblers for Nobelisk, and exactly 12 Constructors for Steel Pipe. Also, 6 Assemblers for Fine Black Powder. So, I prototyped a factory floor with 2 Nobelisk Assemblers, and everything needed to feed them from raw resources, all in one.

Then I can just duplicate that 6 times. Unfortunately, this floor plan was too large to fit in the Small Blueprint Designer, which is all I've got at the moment.

Finally, I made a rough layout for routing Coal and Sulfur to the factory.

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Misaligned jump off a cliff in my explorer. Can't drive it out, guess I'll be falling!

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Was originally going for a sort of "winged" building design, like the last one, but as I built it all out, it ended up working better to actually just separate the 3 wings into 3 tightly-packed buildings.

I like how the interconnections for the buildings, and separate floors, came out.

Good for 3/min AI Limiter and 40/min Quickwire, at the moment. Will scale up to 60/min and 800/min, at endgame.

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Next up is Cateriumworks, I.E. Quickwire and AI Limiters.

To replace this temp factory.

Basic factory floors actually went pretty darn quick.

A little scaffolding for power, and some catwalks to clarify the ceiling height, and I was able to bring this one fully online and functional.

Also got a bunch more of the tubeway laid out. With this, I actually have a full loop around the plains.

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i'm kind of at a loss, splitter calculators crash when i try to use them /:

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Steelworks is done.

Ultimately, we get 17.233/min of Steel Beam and Steel Pipe, and 4/min of Encased Industrial Beam. With the ability to scale up to 344.66/min and 80/min, respectively, at endgame.

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Quite literally the only thing I got done today was taming this little guy (worth).

Today was my first full day back at work, after being sick for over a week (still recovering, actually), and I crashed HARD afterwards.

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Steel factory is now fully functional! All that's left is cosmetics.

Now, I know some of y'all have been asking for spaghetti, soo.....

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I think I'll call him "The Conductor".

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Built out the next 3 wings of the facility. Next step will be the central area, where all the interesting beltwork and sinking/depot-ing will happen.

Steel Pipe + Iron Pipe

Steel Beam

Encased Industrial Pipe

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Progress on the steel factory, tonight.

First step was the foundry wing, making Iron Alloy Ingot and Solid Steel Ingot. With some trickery to avoid needing to balance the intermediate Iron Ingot product across 3 belts, before sending it to Steel and Iron Pipe.

Moving on to the Concrete wing...

Much simpler, but still a little tricky in that I'm building around one miner, providing half of the limestone, and the other half will be shipped in from outside the facility.

I'm also not sure if I'll be keeping the holes in the roof for the Miners. Or maybe just decorating them, somehow. I think they're too plain, at the moment.

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My wife finished cleaning up the ground floor, so this factory is pretty much done. Only thing left will be to fit some truck stations in, eventually.

Me, I got the majority of the steel lines COMPLETELY done. Only 3 segments remain...

The segment coming from this copper mine, the segment you can see up ahead where all the ore lines come together, and enter the smeltery, and one more off-screen, that connects the smeltery to the main factory.

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My wife got the Ironworks factory juuuuuuust about finished, today.

Only the ground floor needs finished up.

Meanwhile, I made (you guessed it) more progress on the steel belt lines.

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At least I tried to be on this heavy frame factory, makes 10 per minute and is the largest factory I've made.

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Steel backlog is built up, so I swapped back to ripping all that down, and laid out a rough guess of what I think the footprint of this factory will be. I'm gonna try and go for one large building, made up of one central factory floor, and a bunch of oblong wings shooting off of it, where all the production happens.

I then decided I need to have something of a "mini" logistics floor, to route all the ores. I want to do all the actual logistics up above head level again, but I also realized I don't want to mix all the ores into that, since they're spread out all over the footprint, but they're all going to be processed in the "Ingots" wing. They'll just run with no crossovers, merging or splitting, within a little 2m access layer.

Aaaaaand, that's pretty much all I got done today.

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My actual plan for today was to start rebuilding Steelworks.

But given how ubiquitous steel is as a building material, I wanted to build up an extra container worth of backlog, before tearing the existing factory down, so I emptied all these containers and figured I'd get a head start on Frameworks, I.E. Modular Frames, and Heavy Modular Frames.

Problem is, I don't actually HAVE Heavy Modular Frames unlocked yet, so I figured I'd just lay out some baseline stuff, and then..... I kinda just kept going.

I built out a basic prototype, with the idea that, for this whole little campus, I wanted to try out building with lots of big fat foundations, instead of just nothing but walls.

With the footprints for these buildings all being rather small, I'm gonna go with a very similar design to the big skyscraper from a few weeks ago, so that means lots of opportunity to leverage blueprints.

First building will be ore processing, with 30 smelters for Iron Ore. Also need 3 Foundries, but those will all fit on one floor, so no point in blueprinting.

Night shot.

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DONE!

All things considered, I'm satisfied with it. I honestly can't say I like it, though. Much more of a giant cube than I'd have liked. But I did everything I set out to do with it, and I'm ready to move on.

Also, finally made it to 100% efficiency on the last machine in the chain.

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Scrubbles' Guide to Trains (poptalk.scrubbles.tech)
submitted 2 weeks ago* (last edited 2 weeks ago) by scrubbles@poptalk.scrubbles.tech to c/satisfactory@lemmy.world
 
 

Scrubbles' Guide to Trains in Satisfactory

Hello all, I was in a stream earlier today where I was watching Satisfactory, and realized that trains are pretty nuanced in Satisfactory, so I decided to write a quick guide on some of the ways I build out my rail network. For reference, my last build had over 80 train lines and well over 200 running trains at any moment.

Disclaimer: There is absolutely no right or wrong way to play Satisfactory. Everything below is my own personal preference that I have found works for my builds, but please don't take it as I'm saying it's the best way. Experiment and try things out!

Train Building

Each of my trains now is pretty standardized in length. I've found that this is the best way to balance cases where I run out of space on a train. The consist is:

| < Engine | < Engine | 10 x Cars | Engine > |

I've tried shorter ones, but what happens is when you run out of space you have to find each stop and add a station to it. I've also done 20 car trains. While fun, later in game they rubber-band a lot, and also lugging 20 cars up the hill to red forest takes A LOT of power. So I standardized on 10, and it's been a good mix. If I run out of space, usually that means I can add another station.

Track Layouts

The Mainline

My mainlines consist of 4 tracks, with 2 in each direction. This follows the British Network Rail standard, which I have found to be the best in game. Why two tracks? Well, one it looks really cool. 2, it has a ton of capacity. However the biggest one is that I have, just like in the UK, fast and slow tracks. The inside tracks are my "fast" tracks. I reserve these for trains going far distances, where they don't want to stop every 100m just to wait for some branch train cross over. They should maintain speed as much as possible. The outer tracks then are reserved for those branch lines.

In the UK, naming a track "Up" usually means towards London, and "Down" means away from London. Taking that to here, my "Up" tracks mean heading towards the Hub, and "Down" means heading away. So "Up Fast" is the fast track towards the Hub.

Secondary Lines

Of course, towards the end of those lines, or just where natually it's obvious, I will split those into two secondary lines. Splitting off to large areas or other factories this is a good way to maintain the level of trains on each of the 4 track mainlines.

Branch Lines

These are few and far between, but sometimes I do need just a random line that splits off to go to a resource node that's out of the way. For these I will take a single branch line out, and this will be the only time I have trains running in both directions on the same line. These lines usually have 1, or at max 2 trains on a single line, with enough space for passing at the loop at the end. The end of branchlines usually looks like:

------\---| Station-------------------------- | ----\ <- Train 1 filling at station
           \                                                                |
             \-----------------------------------------/ <- Siding where train 2 can wait without blocking the exit

Building perfect curves

Making curves and straight lines can be a real pain when you're getting started. I want to write it down, don't spend time making your curves perfect. Make your straight tracks first, then connect your curves and let the game handle the spline for you. Like this:

This way you can always have sweet 90 degree or S turns.

Signalling

Now, with a complex network like this, signalling gets to be incredibly important. Because of this, here's a quick guide on how I make signals, and overall how I lay my tracks.

Block Signals

Taking what we had before, let's add some signals. I've added a double track with one line meant to go in each direction here. Note that there are right now, 6 different blocks in this image

Do you see them all? Let me highlight them.

So in this case, Block signals work perfectly fine. Block signals are the base signal type. They are "dumb" signals, purely saying "It is safe to enter into the block I am in front of." So on the curve of the right track it is green, if a train came up to it, yes, it is safe to move into that block. The one after it is blinking Yellow because well, there's no end to the block, so the train would stop.

So to recap. Block signals are dumb. Just binary yes it's safe to move in or not.

Let's add a switch here though. Let's assume these are all block signals. I colored out the signal at the beginning of our switch. Let's assume it's a block signal. What would it show?

Right now, if everything was a block signal, it would show green. That's because right now, the block is empty and it is safe for any train to move into the block. For many intersections, this can be fine. However, there's a pretty big issue with it.

What if there's a train right after that signal? If the next block is blocked, what would that signal do? See my crudely drawn train here:

Well, we know the second signal would be red - because there's a train in it obviously, so no other trains could move in. What would the original first signal be though? Well, since it's safe to move into our intersection, it would be green. However since it is not safe to move into the next block now we have a train in the middle of our intersection waiting for the next block to become clear, and in the meantime if another train came along, it would have to stop and wait for the entire line to clear out first.

That's not great, we have a lot of material to move! So, how can we keep this intersection clear to allow other trains by?

Path Signals

Path Signals are just slightly different. Path signals tell an upcoming train if it is not only safe to move into the next block, but if it is safe to move into the following block as well. So going back to the diagram, if we swap out that first signal for a path signal, here's what it would do:

Note that now the train waits at the signal before ever entering into the intersection. There is no safe path into the next block, so the Path signal will be red until the train ahead has cleared. This allows our trains coming in the opposite direction to safely pass by without worrying.

These concepts will expand out, and as your train network grows so do your intersections. It is crucial if you want a full train network that you understand these concepts. With these two simple tools, you can build out incredibly complex systems.

Building out parallel lines

Another question I've received is how do I make nice clean parallel tracks at great distances? The answer is I have a blueprint which is just the "pillar" itself, and it has "dangling" tracks out in front of it.

This allows me to "snap" my tracks together by placing a pillar out in front, snapping the tracks together, then deleting the dangling ones in front of it. For perfect straight lines you can see I have foundations in the blueprint too that are purely used to help snap the next blueprint to. I zoop a foundation out in front, snap the next pillar, snap the rail lines, then remove the foundations and the dangling rail lines. I then extends the pillar down to the ground.

How do I "split" trains on tracks?

I don't. So this question has come up a few times, if I have 4 tracks how do I prioritize trains on separate tracks? The answer is I don't really. What I do is when I build a station out in the middle of no where I make a concious decision on which of the 4 tracks I want to hook it up to. Do I want it on the fast line or the slow line? That will determine the train's path for the entire route, if it takes the inner or outer lines. Because of this, the fast and slow tracks never connect. Once a train is on the fast or slow track, that's it's path. The only place where these two parallel tracks meet is at the Hub, where each station branches to both the fast and the slow tracks. That just makes it easier for me to keep building in the field. If you can decipher it, this is how my Hub is laid out:

Note how each station branches off to both fast and slow lines. This is different then in the field where it chooses only fast or slow.

For those studying - also note that is one giant block (for most of the image). Each station has a Path signal, and at the end of that are the block signals. The train will leave the station only when there is a safe path out to the mainline.

More to come

I'm sure I'll have more to add, but this is a good primer on trains in Satisfactory. Satisfactory really does have a model train simulator baked right in. For me, this is a very fun part of the game, and I have spent hundreds of hours just building trains. They add a great dynamic to the game, and really do let you build huge workloads. Remember that adding things to a train is a lot less graphics load on your machine too, compared to hundreds of kms of conveyor belts, so there's a performance boost as well. In conclusion, I'll leave you to some of my favorite train screenshots:

Inspired by Paddington Station

Carrying the Mainline high above the world hole

Alternate Angle:

Rush hour at the mainline crossover at Rocky Junction

We named this area "Konpeki Plaza", in the downtown of our cyberpunk city. Trains would roll through a few times a minute.

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submitted 2 weeks ago* (last edited 2 weeks ago) by ImInLoveWithLife@lemm.ee to c/satisfactory@lemmy.world
 
 

Double Decker system, lower deck for road vehicles, upper deck for trains. Still a ton of work to do, but I really enjoy the result so far. I only have the one screenshot now, and some progress pics while I worked on the blueprints (not the finalized design), but I'm on mobile, maybe I'll share some more later.

Edit: Adding linked screenshots! These are all on my test configuration while working in the blueprinter.

At night, with added rail!

Truck

Nice overview shot.

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Three more floors done today. Two more to go.

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