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submitted 1 day ago by [email protected] to c/[email protected]

WE MAY NOW ACTUALLY START THE FACTORY.

Man.... I dunno why I thought this build was gonna be rather small, cause..... 47 Refineries..... just to start.....

I think this layout should roughly work. I'll adjust the positioning later, as I actually build out the logistics.

Now, since the Refineries are only about HALF of the machinery I need, I'm gonna need additional floors. This was my intention in keeping all the refinery exhaust stacks as close to the edges as possible, so we only lose one or two foundations around the edges, as we continue upward.

That captures all the machines for this build, in a rough layout that should mostly work, but like I said, I'm sure I'll be adjusting all of this as I build it out proper. The 2 little mini-floors of Assemblers in particular is a very tight fit, right now. I suspect I'll have to split them up into 4 mini-floors, instead of just 2.

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submitted 1 day ago by [email protected] to c/[email protected]

For those who don't know, Snutt & Jace were the two community managers who really embodied Satisfactory, and for the last several years they've brought us some of the best Satisfactory content and have really set the gold bar standard for community management.

I'm very happy to see them working together again and hope others will enjoy it as well.

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submitted 2 days ago* (last edited 2 days ago) by [email protected] to c/[email protected]

Today has been a fun day. I've been rolling this idea around in my head for months, and finally got around to starting a new game last week. Today I began construction of Industopia.

Industopia is going to be an entire city built about 600m above the surface (high enough that I'll never run into mountains or anything) but sadly as you'll see in these screenshots I appear to be inside the clouds so everything looks kind of rubbish. Turning off fog makes the world boundaries in the distance look awful, but I might end up having to do it anyway just to be able to tolerate playing up here🤷

You might want to bring snacks, this is a long ride in the lift. There are 3 lifts in total because they can only reach about 200m each. The two exchange floors on the way up are nothing special, I didn't take pics. I used a lot of chrome and lit-up emissive beams (mod) because I wanted it to be gaudy and excessive.

The underside of the plate is unnecessarily detailed. It has a bunch of the 4m thick steel beams, plus some lit up ones for flavour, then a layer of concrete foundations before the actual foundations that get built on. This balloons out the material cost, but... well whatever. I'm not super thrilled with how it turned out, but I didn't dislike it enough to bother changing it.

Say goodbye to the yucky surface world. All that green, all that life. Horrible.

Here we are. Yeah, that's it so far. The plan is to have a big road grid (it was originally going to use trains but the design I was putting together in my head was getting obscenely big and complicated), with 8x8 factory plots. The build area for the factories will be 6x6 but as high as needed vertically, then the outside has space for truck stops. I was also going to have a train line coming up here for resource deliveries from the surface, but I decided against it because that's not really the focus of this playthrough. I've played before so I'm just using a mod that adds dimensional depot downloaders that can spit out stuff from storage.

Design-wise I don't have a heap of rules, but the main one is all grey, all the time. I want this to be the most miserable looking place you've ever seen.

The foundations are made up of 4x4 blueprints that each use about 400 concrete because I'm extremely inefficient. You've got the factory plot which is just concrete & coated concrete with that big pole in the corner, they'll hold up road signs as needed for directions once we have some more buildings, obviously it'll always be easy to get home because it's right next to the space elevator. Then there's the road blueprint which is the two painted lanes with street lights, and the intersection which has the 4 corner lights and dotted lines. Super simple.

I'm probably going to halve the amount of street lights before I continue building, they're a bit much.

Can't forget the petrol station!

Inside the base we've just got the top of the lift, then the usual base stuff - HUB, AWESOME sink & shop, research & crafting, etc. I'm going to light it up better once I figure out what to do about the clouds.

That's the difference with the fog turned off btw. And that utilities area you can just about see tucked away to the left behind the lift is just a very sad and lonely lighting panel for the street lights.

Anyway, that's all I've got so far. If anyone wants more I can post again once I've got a handful of factories and stuff moved up here, I'm only in Phase 3 right now because I wanted to get this project started as soon as I could.

Thanks for reading.


Edit:

I've cut the street lights down from 4 per road block to 2, it's much nicer. Also, the most important part of any industrial area: the parking lot.

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submitted 3 days ago* (last edited 3 days ago) by [email protected] to c/[email protected]

This is the first time I’m using a well and I wanted it te look nice. It was definitely a challenge because the outputs are all positioned differently. But I think it came out really nice! I especially like the circle ring around the pressuriser.

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submitted 3 days ago by [email protected] to c/[email protected]

Oh, you thought we were all done collecting resources? Nah, we've got one more node to branch off to, roundabout here.

Fun fact! Today's session was played ENTIRELY on the living room couch, streamed via Steam Link, with a controller. relaxing on the couch made for a pretty chill experience, but I definitely felt a little crippled the whole time. On one hand, I would have had less trouble going into it without having to fight against KBM muscle memory, but on the other hand, I think things were made easier by me knowing what all the different actions are that I SHOULD be able to do, like locking, nudging, mini-nudging, mass dismantling, etc. So, maybe it balances out. Still, on the whole, a better experience than I expected. An entirely viable game to play on controller.

So, unfortunately, this trunk segment does have belts in it already, AND as you can see, they're centered, instead of staggered to leave room for a third, so they'll need to be moved. On the upside, we only need one new belt, so we don't need to rebuild the framing, AND the belts in question are for the FICSMAS factory, which is currently offline, so tearing them down doesn't really mean anything.

New scaffolding laid out. Not a particularly long run. Even get to do it along a really nice vista.

Belts moved and new belt laid in.

At the other end of the line, is a sort of double-junction, with a LOT of beltwork going on, and absolutely no room to weave a new belt through to the other side. So, the best option was to run it underneath. I figured something like this might happen, a long time ago, so I left lots of room underneath all of the trunk lines in this area, so I could add new belts in later, without having to raise the walkway.

Aaaaaand, that's that whole line done, and run to where the new building will be that needs it.

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submitted 3 days ago by [email protected] to c/[email protected]

Oh, you thought we were all done collecting resources? Nah, we've got one more node to branch off to, roundabout here.

Fun fact! Today's session was played ENTIRELY on the living room couch, streamed via Steam Link, with a controller. relaxing on the couch made for a pretty chill experience, but I definitely felt a little crippled the whole time. On one hand, I would have had less trouble going into it without having to fight against KBM muscle memory, but on the other hand, I think things were made easier by me knowing what all the different actions are that I SHOULD be able to do, like locking, nudging, mini-nudging, mass dismantling, etc. So, maybe it balances out. Still, on the whole, a better experience than I expected. An entirely viable game to play on controller.

So, unfortunately, this trunk segment does have belts in it already, AND as you can see, they're centered, instead of staggered to leave room for a third, so they'll need to be moved. On the upside, we only need one new belt, so we don't need to rebuild the framing, AND the belts in question are for the FICSMAS factory, which is currently offline, so tearing them down doesn't really mean anything.

New scaffolding laid out. Not a particularly long run. Even get to do it along a really nice vista.

Belts moved and new belt laid in.

At the other end of the line, is a sort of double-junction, with a LOT of beltwork going on, and absolutely no room to weave a new belt through to the other side. So, the best option was to run it underneath. I figured something like this might happen, a long time ago, so I left lots of room underneath all of the trunk lines in this area, so I could add new belts in later, without having to raise the walkway.

Aaaaaand, that's that whole line done, and run to where the new building will be that needs it.

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submitted 4 days ago by [email protected] to c/[email protected]

Alright, so we've got the new resource belts we've been running sitting on the right-hand side here, and we have some more to pull in from the left, before we can finish this junction to take them towards the new factory.

Luckily, the trunk segment on the left here is empty, and we only have 2 lines to run, so we don't need to tear down and rebuild all the framing, just add in the lines inside of it.

As you can see, we started by scaffolding the whole length.

Yeah, we're going for oil.

There's only 2 nodes left here (not counting the pressurizable well, I guess), and we're pulling both of them. This pathing should do it.

Pumps are set up.

Piping laid in.

New junction installed.

All framing built up and scaffolding removed.

And the final junction built up.

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submitted 4 days ago by [email protected] to c/[email protected]

Alright, so we've got the new resource belts we've been running sitting on the right-hand side here, and we have some more to pull in from the left, before we can finish this junction to take them towards the new factory.

Luckily, the trunk segment on the left here is empty, and we only have 2 lines to run, so we don't need to tear down and rebuild all the framing, just add in the lines inside of it.

As you can see, we started by scaffolding the whole length.

Yeah, we're going for oil.

There's only 2 nodes left here (not counting the pressurizable well, I guess), and we're pulling both of them. This pathing should do it.

Pumps are set up.

Piping laid in.

New junction installed.

All framing built up and scaffolding removed.

And the final junction built up.

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submitted 5 days ago by [email protected] to c/[email protected]

So, I kind got ahead of myself several days ago, when I was tearing down segments of the trunk, to make room for the new belts. I forgot that THIS junction here is where I actually want to pull the new belts off, to the right, and I tore down a bit more than I needed to, on the left. So, we'll have to repair that, after building this junction.

Meanwhile, I need to work towards tearing down this short segment of trunk that the belts DO need to run on.

I figured the best way to figure out how far down the trunk I need to go is to build towards it from the opposite end. So I built some scaffolding in towards the coast, from out in the sea, and connected them up.

A little more power bypassing, and it was safe to tear down the trunk.

Belts are all laid in, from the junction where the Copper meets up with the Iron and Limestone, down to where the final junction will be.

And that's everything tidied back up, including all the bypasses removed and the unnecessary teardown rebuilt.

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submitted 6 days ago by [email protected] to c/[email protected]

You can only just peek over the mk5 belts as a normal height person.

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submitted 6 days ago by [email protected] to c/[email protected]

So, last time, I brought all the new belts up to a junction point where I said I had one more belt to add in. This is where we'll be running that new trunk line, a little bit upstream from where the unfinished junction is.

Got the rough outline of the new trunk line laid in.

Built out the miner platforms.

And started blueprinting out the trunk frame.

I had a problem with the slopes, though: as much as I tried when I was laying down the scaffolding, I could NOT get this to rise fast enough without doing 4 slope foundations in a row, in a couple places. Problem is that I only have blueprints for up to 3 slopes in a row, since that was all I could fit inside the Mk.1 Blueprint Designer.

NOW, though, I have the Mk.2, so I just had to go spend some time making a new blueprint.

Figured I'd also go ahead and do a blueprint for a straight segment, 5 foundations long.

With that, I was able to get the new trunk branch fully finished.

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submitted 6 days ago by [email protected] to c/[email protected]

So, last time, I brought all the new belts up to a junction point where I said I had one more belt to add in. This is where we'll be running that new trunk line, a little bit upstream from where the unfinished junction is.

Got the rough outline of the new trunk line laid in.

Built out the miner platforms.

And started blueprinting out the trunk frame.

I had a problem with the slopes, though: as much as I tried when I was laying down the scaffolding, I could NOT get this to rise fast enough without doing 4 slope foundations in a row, in a couple places. Problem is that I only have blueprints for up to 3 slopes in a row, since that was all I could fit inside the Mk.1 Blueprint Designer.

NOW, though, I have the Mk.2, so I just had to go spend some time making a new blueprint.

Figured I'd also go ahead and do a blueprint for a straight segment, 5 foundations long.

With that, I was able to get the new trunk branch fully finished.

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submitted 1 week ago by [email protected] to c/[email protected]

So, with everything (theoretically) fully completed up to this spot, I'm going to need to tear down a pretty long segment of the trunkway, and rebuild it to fit the new belt lines.

That means setting up a power bypass, for the 3 different power lines running inside the trunk (main power, miners for the Versatile Framework factory, and mines for the Ficsmas factory).

Also, need some scaffolding for placing all the belts and blueprints.

With that, we're clear to rip the trunk down to just the existing belts.

Rare opportunity as we're placing down new belts adjacent to existing belts, to compare curve mode to the old approximations we could do with separate straight mode segments. The difference is WAY more subtle than I expected. Curve mode looks great, but the older belts are close enough, I ended up being fine with just leaving them as-is.

And that's all the new belts in place.

A handful of blueprints later, and we're all rebuilt. At least, up to the point where we're going to have to add one more belt of resources, that we've not yet run. That'll be next time.

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submitted 1 week ago by [email protected] to c/[email protected]

Alright, let's get this mining complex finished. Time to whip up some blueprints.

Bam.

Now in the daylight.

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submitted 1 week ago by [email protected] to c/[email protected]

Next big project is gonna start here. I've got a big ol' clump of resources I need to harves from this area.

To start, I needed to pull a new branch off of the main tubeway, to carry the belts.

I brought that up to the node cluster, and roughed-in paths to all the nodes.

And did some some clear-cutting.

And that's all the beltwork laid in.

Also managed to get the big main chunk of the tubeway completed, including the giant vertical section. I'm quite happy with how that came out.

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submitted 1 week ago by [email protected] to c/[email protected]

Played more with my son today. He managed to complete Phase 1!

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submitted 2 weeks ago by [email protected] to c/[email protected]

My son wanted to play with me today, so that's what I did.

He pretty much just worked on this, while I explored and killed shit the whole time.

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submitted 2 weeks ago by [email protected] to c/[email protected]

We're finally there. The last last last thing to do, for this project. Like, actually. Just 3 unfinished miners, and that's it.

I really like how this walkway aesthetic came out. The new 1.1 build pieces are doing their job.

The slope transitions ended up slightly wonky, with the transition from 1m-thickness to 2m-thickness, then back to 1m. Doubling up on the covering cable looked marginally more acceptable than just leaving part of the foundations exposed.

And that's it! Actually! Project complete!

Wide shot of (mostly) the whole area, cause why not.

Traditional nerd docs.

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submitted 2 weeks ago by [email protected] to c/[email protected]

The last thing to finish out this whole project is the resource trunks coming into the two satellite factories. Crude Oil, on this one in particular.

Definitely an opportunity for blueprints.

And one more, carrying Copper Ore.

.

Didn't quite get this one finished. Should be doable tomorrow.

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submitted 2 weeks ago by [email protected] to c/[email protected]

Finishing out this building with walls. Had to move a few pipelines and power outlets that were in the way, but I forgot to get shots of those.

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submitted 2 weeks ago by [email protected] to c/[email protected]

Oil Processing facility is next. Same treatment, starting with painting...

...and lighting.

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submitted 2 weeks ago by [email protected] to c/[email protected]

As the title suggests, I’m looking for a good source for blueprints, etc. It’s helpful to see how others tackle problems and some blueprint guidance would be appreciated.

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submitted 2 weeks ago by [email protected] to c/[email protected]

Moving on, we have the copper processing facility, that feeds Circuitworks.

Painting, walls, windows, lighting... it's all just cosmetics at this point, just matching what we did at the main facility.

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submitted 3 weeks ago by [email protected] to c/[email protected]

Yeah, it's been 3 months, but I can explain: Blue Prince came out. And then Nightreign.

But I spent the last week-and-a-half of June migrating the screenshots in the first 154 posts off of lemm.ee, before the shutdown, and that re-ignited my itch for Satisfactory.

The last building I was working on, back in April was the main facility for Circuitworks (Computers and High-Speed Connectors), and I actually finished it back then. I've had these screenshots sitting around since then.

So, picking up from there, I finished out all the tubeway around the area that I hadn't yet finalized by replacing the scaffolding with support pillars.

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submitted 3 weeks ago* (last edited 3 weeks ago) by [email protected] to c/[email protected]

For the first time I created turbo fuel towers instead of one big row of fuel generators. I have two of these towers consuming a little less than 600 m3 turbo fuel combined to have some overhead.

It produces a little under 20.000 MW. I have another one about half this size. That’s why I named this one Northern Fuel Setup Alpha. The main provider of energy for my power grid.

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Satisfactory

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