Satisfactory

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Post 1.0

Full release new save: Quantum of Solids

Beam Heights for Machine Power

  • Smelter - 6m - Aligned with input end of machine
  • Constructor - 8m - Aligned with back "hump" of machine chassis
  • Refinery - 20m - Corner-to-corner at the outer corner of the outside machine
  • Foundry - 6m - Running right over the top of the conveyor floor holes
  • Assembler - 7m - Aligned roughly with the robot arm, closer to the output end
  • Manufacturer - 12m - "front" edge of beam aligned with exits (barely not blocking belts)

Update 8

The main thing right now is Lumen and the need to get "lights" into factories. Current blueprints (in CCS right now, need to copy over to A3):

  • 2-Wide 2-High 45deg Lighting - Does what it says on the tin. It's a bright white. We'll need to create colorful versions of these at some point for accents/whatever.
  • 2-Wide 3-High Facedown Lights - A Small Billboard and two 90-degree rotated Display Signs on a two-tiles-long gray painted beam, again bright white. Doesn't look too shabby, so far.

However, we don't need "height" because things just stick where they're able. The 2-high corner lights and the ceiling-mounted lights work just fine attaching to walls/foundations where they can.

Nuclear Power

This is going to be fussy. (Full workflow in this blog post.) Let's get to it.

Power: The mats/machinery breakdown: https://satisfactory-calculator.com/en/planners/production/index/json/%7B%22Desc_NuclearFuelRod_C%22%3A%221.2%22%7D

The values in parenthesis below are the "required" amounts as per Satis-Calc's build planner. We're going to overproduce because no way are we going to fuss with "tuning" this exactly.

Miners

  • Caterium - 1 normal (72/min to Smelters)
  • Copper - 1 normal (96/min to Smelters)
  • Iron - 1 normal (99/min to Steel Foundries) - full 120 should remove fiddly Steel math later
  • Coal - 1 normal (99/min to Steel Foundries) - full 120 should remove fiddly Steel math later
  • Limestone - 1 pure or 2 normal (162/min to Concrete Constructors)
  • Sulfur - 1 normal (72/min to Sulfuric Acid Refineries)
  • Uranium - 1 normal (120/min to Encased Uranium Cell Blenders)

Smelters

  • Caterium - 2 (24/min ingots output minimum)
  • Copper - 4 (60/min toward Sheets, 36/min toward Wire)

Foundries

  • Steel Ingot - 3 (40.5/min toward Pipes, 57.6/min toward Beams) - obviously we're not getting that fiddly but we need to know the minimums

Constructors

  • Quickwire - 2 (120/min toward AI Limiters)
  • Copper Sheet - 3 (30/min toward AI Limiters)
  • Wire - 3 (72/min toward Stators)
  • Steel Pipe - 2 (27/min toward Stators)
  • Steel Beam - 1 (14.4/min toward EIBs)
  • Concrete - 4-ish (18/min toward EIBs, 36/min toward Encased Uranium Cells) - fiddle with machinery count to make the outputs happy as needed

Assemblers

  • AI Limiter - 2 (6/min toward Electro' Control Rods)
  • Stator - 2 (9/min toward Electro' Control Rods)
  • EIB - 1 (3.6/min toward Uranium Fuel Rods)
  • Electro' Control Rod - 2 (6/min toward Uranium Fuel Rods)

Extractors

  • Water - 1 (72m3/min toward Sulfuric Acid)

Refineries

  • Sulfuric Acid - 2 (72m3/min toward Encased Uranium Cell)

Blenders

  • Encased Uranium Cell - 3 (60/min toward Uranium Fuel Rod)

Manufacturers

  • Uranium Fuel Rod - 3 (1.2/min Uranium Fuel Rods to feed generators)

And that's just getting to the "making nuke power" part. We'll figure out the cleanup (recycling, sinking, whatever) part another day.

Desert Co-op Notes

We're going to try a three-hander ongoing co-op save, starting in the big dry arid largely plant-free red desert. Older notes on this page have been purged except for a few tech and stylistic notes that may still be useful for future savegames.

Color Notes

I'd like to come up with color values for groups of equipment and types of building materials, etc, so we can actually avoid being fully monochrome (or duochrome).

Today I learned that you can enter hex colors. The Artist has provided some individual color options, which we will mix/match later on:

Greens: #2D5F37 #2E4937

Blues #BBE2E8 #444E5E #6099CC #9EB9D0

Grays #3E3F4C #474646

Purple #753193

Orange #734D36

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Gotchas

  • Drones need to be able to unload or they won't load & take off. This is as opposed to trains, which will happily do a "fake unload" and leave the station again right on time. If you're going to ship via drone, make sure you're using or sinking everything that comes out at each stop.

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Older Savegame Notes

eSthetix Notes

  • Primary color slot: 232 / 0 / 0.33 and 256 / 1 / 0.69 (gray and purple)

Color Presets

We have 16 presets to work with

  • Row 1 Col 1 - 0 0 0.2 / 120 1 0.5 (Gray / Green) = Default slot, that's our "all buildings unless specified otherwise" option.
  • Row 1 Col 2 - 211 0.77 0.65 / 36 0.64 0.34 (Pale Blue / Brown) = Blue Site building (next to Hub, HMF and/or Computer site).
  • Row 1 Col 3 - 11 0.91 0.8 / 234 0.2 0.38 (Orange / Gray) = Unused, I think it's our "backup" of the default scheme.
  • Row 1 Col 4 - 147 0.6 0.25 / 0 0 0.2 (Olive Drab / Gray) = Motorworx Site building.
  • Row 2 Col 1 - 221 0.08 0.81 / 232 0.57 0.26 (White / Gray) = White Site building (Ironworx next to Hub).
  • Row 3 Col 1 - 239 1 0.87 / 0 0 0 (Blue / Black) = Hyper Tube entry/exit coloring.
  • Row 4 Col 1 - 36 1 0.7 / 232 0.58 0.07 (Gold / Gray) = Concrete works (for now) coloring.

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Build Tricks

Mall-style Escalators

  1. Put the foundation one below your target floor foundation level
  2. Put conveyor poles in place (placement would vary according to room height and angle preference)
  3. Hide the conveyor poles with walkways leveling with your actual floor
  4. Finally attach the belt between conveyor poles

Idea and implementation result video here: https://www.reddit.com/r/SatisfactoryGame/comments/mp4sag/mall_style_escalators_vid2/

Tech Tips

Anti-Aliasing

In the tilde console:

 r.DefaultFeature.AntiAliasing 0

FPS display

Also in the tilde console:

 stat fps
Page last modified on October 12, 2024, at 12:50 AM
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