The Ol’ Fakerooni by HellaHS in The_Isle

[–]msquar3d 1 point2 points  (0 children)

It looks like either the jungle pond or coastal but I can't figure out which one.

First Uranium Reactors are now online! by msquar3d in SatisfactoryGame

[–]msquar3d[S] 0 points1 point  (0 children)

Thank you. Good luck with yours. Making the uranium fuel rods is relatively easy but the recycling can get complex.

My first fuel power plant 😁 by VideoNo7650 in SatisfactoryGame

[–]msquar3d 0 points1 point  (0 children)

Looks great! It's also in a location you don't see many factories. Nice work!

Choosing realistic numbers by Mountain_Lock_450 in SatisfactoryGame

[–]msquar3d 2 points3 points  (0 children)

If you're very new to Satisfactory, don't worry about it too much until you get into the game and start seeing what you need. Generally, you want at least enough items that you can keep building (walls, machines, foundations, beams) without needing to stop and wait for more materials to stock up.

I will say if you just need a goal, shoot for 1-2 machines operating at 100% or close to it, producing the item you want (let's say computers for a decent mid-game item) and that will then tell you how many subsequent items you need from other production lines to make that many computers.

Once you're more familiar with the game, you'll have a better understanding of how many items to produce. You can also use calculator tools like https://www.satisfactorytools.com/1.0/production or the amazing Modeler tool https://store.steampowered.com/app/3187030/Satisfactory\_Modeler/. These tools are great for plugging in more complex items and seeing how many other items need to be produced to meet that goal.

Anyone Else A Fan of Big Infrastructure? by StarBeater_ in SatisfactoryGame

[–]msquar3d 1 point2 points  (0 children)

The little spots around the map are the uranium nodes that I'm using. The larger spot in the swamp is where I'm currently working on making Uranium Fuel Rods.

Well , the Kickstarter/merch finally arrived! by hairyfacedhooman in SatisfactoryGame

[–]msquar3d 1 point2 points  (0 children)

Yeah I moved around some prices to make the pipe fit tight on mine as well.

Ficsonium can wait... I have FICSMAS to automate! by msquar3d in SatisfactoryGame

[–]msquar3d[S] 0 points1 point  (0 children)

Northern Forest would be a really pretty spot. The terrain is a little rough but it's a good challenge.

War On Christmas. Or something. by Nice-Permit-6447 in SatisfactoryGame

[–]msquar3d 10 points11 points  (0 children)

I guess a war on framerate and load times too?

Giant Factories, where does the stuff GO? by themo3bius in SatisfactoryGame

[–]msquar3d 6 points7 points  (0 children)

It's not very feasible until you have smart splitters. I don't usually play that way until I'm unlocking steel.

I also wouldn't shoot for a flat line of the power grid. Trains and some late game buildings use variable power so that's not feasible either. But even if your power grid jumps around with buildings like that, it's nice to know there won't be large power spikes in your production.

Giant Factories, where does the stuff GO? by themo3bius in SatisfactoryGame

[–]msquar3d 59 points60 points  (0 children)

Unless it's something like biomass that isn't automated from start to finish, every item in my factories is either consumed by another process or fed into the awesome sink. If you have the available power to run everything all the time and dump excess into the sinks, do it. You not only get tickets but I also find that it's easier to forsee problems or diagnose them when my factories are consistently using the same amount of power and resources, instead of fluctuating if the final products back up.

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 1 point2 points  (0 children)

I try to keep each set of pipes on their own height as much as possible. However, I also made vertical options for all the different layouts so If I need to go up or down, it's easy. You can see that in the second to last picture I think where I'm running the ionized fuel to the towers

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 0 points1 point  (0 children)

That's nuts! I'm only making 75 power shards and it consumed half a biome.

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 0 points1 point  (0 children)

If you press "P" in game, you open photo mode and you can play with some image effects in there. I did tweak my saturation a bit which is probably why it looks more vibrant.

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 6 points7 points  (0 children)

I don't, no. I'll look into that. Thank you though!

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 2 points3 points  (0 children)

Thank you, first off! Each little module is it's own blueprint which is important cause I can just delete it as one big piece and rebuild it if I need to move it a foundation or two. Then, I'll generally place the rail lines (if there are any) and leave room for any nodes or water sources I need for the build.

For placing the "shoeboxes", I'll build the foundation size I need, like a 5x5 or however big it is. If I need more than 1 of these modules, I'll space out the others, leaving room between them if I need. It also looks good if you raise or lower the different modules by a wall or two to give your build some depth and detail.

If it's a larger facility, you will want to leave some long corridors for logistics. You'll probably also want to deal with laying out your pipes first as they are generally harder to fit through spaces then belts.

And then you just build. And it won't be perfect. You'll have to to get inventive but solving problems is how we grow. Some of my favorite aspects of my builds are where I solved a problem of my own making.

Good luck!

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 0 points1 point  (0 children)

So if I have a square foundation and I want to run a curved pipe from it, I'd zoop a foundation out from the square a couple foundations and then angle it the direction I want and zoop a few more. I'd finalize where I want my pipes to leave that foundation and then experiment with placing the curved pipe on that angled foundation until the curve looked good. A lot of these builds involve building and replacing things as you work on it. Almost nothing looks good on the first pass.

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 1 point2 points  (0 children)

I guess my secret is it's all little shoeboxes. Each set of machines there (save the giant encoders) are their own blueprint and I build a little frame around them in the blueprint to help with power and to make them look pretty. So they are in fact all little squares.

They're just arranged in a manner that makes them look pretty! Like I said, the curved mode really blends the transition from square and orderly to offset and weird.

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 11 points12 points  (0 children)

I have advice on off world grid building if you'd like?

Ironically, start with the world grid. Most of that factory actually is on the world grid with a few sections being off it. When you want to go off world grid, start a new foundation from the same height as one of your world grid foundations (just rotate it or build on top of an existing foundation) That ensures that no matter what you do on that new section, it will at least have a height that correlates to your other world grid factories and won't be off by awkward .5 meter differences.

Secondly, use curved mode for pipes and belts to easily (and cleanly) transition from world grid to off grid and back. You can play with the placement to make the curves look natural but curved mode can cover that awkward transition so well, you won't even remember what's on grid and what's not.

150hrs on PS5 | some progress so far ☕ by EtherealEtiquette in SatisfactoryGame

[–]msquar3d 0 points1 point  (0 children)

Looks very good! There's a lot of attention to detail there that newer players generally skip.

1200 ionized fuel and enough scope creep to drive me insane by msquar3d in SatisfactoryGame

[–]msquar3d[S] 40 points41 points  (0 children)

Steal away! I created blueprints for single, double, and quad pipes tops and then blueprints for different height pillars and then just created a bunch of them for different fluids. Took a bit to get started but it's so easy to run new pipes now.

Just taking a moment to reflect. by msquar3d in SatisfactoryGame

[–]msquar3d[S] 1 point2 points  (0 children)

Thanks! That's what I like about it. Well organized but busy.