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Your system reminds me of the factorio "main bus" design but in factorio there are exceptions on what goes into the main bus. You wouldn't put wire in as the number of items produced is more than the items consumed. In the same way screws in satisfactory. It might be better to make the screws feeding directly into the assemblers.
I don't know if satisfactory can be a good game for a true speedrun as it takes too long and players have a lot more options for goals. For example I wouldn't want to have belts clipping but someone who doesn't mind would be able to build much faster. Still I appreciate your lengthy guide and the ideas you bring.
P.S. I don't think this is the only way to play Satisfactory. It's just an approach that suits my playstyle. I want to open everything that milestones give as quickly as possible so I can test it. At the same time, I love to look at grandiose projects of factories that consume all the resources on the map or amaze with their aesthetics and beauty.
Part (6/6)
3. The guide is called "Satisfactory Speedrun" because it aims to complete all milestones as fast as possible. To do so we can't waste time and resources to build setups where all resource types are produced at same time. Of course it is convenient, but is it worth wasting time and resources to make extra things that won't be used? At a real factory not a single kilowatt of energy and not a single minute of time can be wasted. This corresponds with the ideology of the approach: we must produce only resources required for the current milestone (plus some additional resources for crafting items obtained from milestones). Part(5/6)
I regard this as an advantage rather than a disadvantage of the approach. Because you will spend less time switching some assemblers production type rather than construct another factory and provide energy and ore to it. Especially considering that after unlocking the Conveyor Belt Mk. 3 the factory will have more possibilities for multi-threaded production (making different resources simultaneously). Part (4/6)
To replicate schemas exactly, players indeed need to get the Conveyor Belt Mk. 3. Part (3/6)
In the "adding level 3-5 resources" section’s schemas, players indeed need to have the conveyor belt Mk.3 to reproduce pictures on schemas exactly as you correctly noted. Because the amount of resources on the screws layer exceeds 120 items per minute. This is the only layer that can't be reproduced exactly as schemas show without conveyor belt Mk.3 except the last section schema (keep in mind that rods and plate layers are separated and carry resources independently).
But still there is a workaround with Conveyor Belt Mk.2 I described in the video version of the guide at timecode 14:39: https://youtu.be/nuNzgw06ews?t=879 to replicate all schemas in this section.
Part (2/6)
Let me clear some things:
1. There is no issue to get the conveyor belt Mk.2 at the very beginning of the game. The only thing that prevents players from unlocking the conveyor belt Mk.2 is Tier 0 after completing of which Tiers 1 and 2 get unlocked with the ability to unlock their milestones in any order, including Logistic Mk.2 milestone.
When I started to play for the first time I had crafted all resources required for Tier 0 milestones manually within less than an hour using the craft bench only. But for more experienced factory builders there is an option to start a new session with the "Skip Intro" checkbox selected. In this case players will start the game with Tiers 1 and 2 opened and have the ability to start right from Logistics Mk.2 Milestone unlocking.
My reply is too long for a steam comment so it will be splitted into 6 parts with some delay because Steam forbid frequent posting
Part(1/6)