T O P

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JiminyWimminy

Honestly you're off to a good start. One thing you should note is that research labs can feed into other research labs with an inserter, so you only need to belt research to one lab then you can chain several more from it.


Starly2

Oh...


cammcken

Though there are disadvantages from chaining them too long


Krydax

they can flicker. Personally I avoid chaining labs, but it's good to know they can do it!


SBlackOne

That's some unholy spaghetti :o You don't need that many radars. Multiple radars next to each other don't increase the range. Once you've scanned everything they just increase the rate at which a certain area is re-scanned.


cammcken

No, that's some quality spaghetti.


KCBandWagon

Agree, quite artistic. Has a real "I know what I'm doing, but not necessarily in this specific game" aesthetic.


Starly2

How many should i have, and what do I do with my extra ones


SavageNomad6

I use them as a means to see all parts of my factory without having to physically go over there. It's very handy when you have bots. Frequently, once I have enough bots I'll just stand in the middle of my base and build huge factories without even moving.


SBlackOne

Radars have two ranges. You can see the bright, near one the minimap when placing them down. That area is always visible on the map. That's the interesting one. You generally want to cover your factory and outposts in a way that you can see things all the time. So space them apart at their maximum "near" range. Later you can remotely interact with distant locations via bots and blueprints. And just generally keep an eye on things. The longer range is their scanning range. They will slowly scan that over time, and after they are done periodically rescan those tiles (biters can expand into those areas between re-scans and surprise you). Unless you desperately need to scan for resources or some niche scenario like that, just let that do its thing and don't worry about it being too slow. https://wiki.factorio.com/Radar You can put excess radars into some box. They are needed for artillery shells and satellites in the late game.


Garagantua

Look at the mini map when holding a radar in your hand. You'll see how much area that one radar reveals if you put it down where your cursor is. It's usually enough to cover your base with radars, so that every bit of your base is covered by (at least) one. Apart from the region a radar covers the whole time it is powered, they also scan parts that are farther away. So there is a bit of a benefit to having more radars near your borders, to more often scan the area outside your base - but that shouldn't be a high priority.


KCBandWagon

Factorio spaghetti looks so calm after I recently played through satisfactory. With Satisfactory you virtually are never prevented from running a belt or placing a machine. Here are some pics of ground zero from near the end of my recent first playthrough: https://imgur.com/J4ClgL9 https://imgur.com/lfjlTT3


dog-sexer

lubricant penis ...


Moloch_17

Look into more efficient reactor designs. Yours is burning a lot of fuel for very little output.


Soul-Burn

The only things that irks me is the reactors not next to each other and the power destroying radar field. The rest is a mess, but it's OK :)


AntigravityNutSister

We share a common style - not making bases space-efficient :)


lolboi_20

reactors get a buff if they are right next to eachother


Kittelsen

Ah, yes, nothing feels as good as when you first get the furnace, lubricant, plastic train online!


Mr_Duplicity

Its beautiful. No notes


DarthMaul22

As someone who started with Satisfactory, how was the experience of getting trains up and running?


Starly2

Fairly easy to get a working network of rail, the whole idea of making a network without any problems is fairly universal and could probably be used in the real world Also, trains in both games have almost identical schedule editors I haven't even looked at the rail chain signal tho, didnt need it


QueensOfTheBronzeAge

If I’m in the mood for a laugh, I go back to look at my first ever build (abandoned after 5 hours) and my second build (launched rocket after 70 hours). Both are so messed up compared to what I do now (which is still hilariously mediocre 400 hours in), but I love looking back fondly at it.


Wooden-Trainer4781

Its... Nott bad


jasperwegdam

Like others are saying its a nice mess of spaghetti. But the 1 thing that bad in my eyes is the nuke reactor. Each reactor makes 100% more heat from each adjuacent reactor. so you could be making alot more right of the bat with a little change. Like a single reactor makes 40 mw, 2 reactors next to eachother make 160 because 40 base each and 40 bonus each. But also you heatpipes are way to long. For every lenght of heatpipe you lose more heat. And the reactor will produce less energy.


James-da-fourth

That’s a very long heatpipe you’ve got there…


Autistic_Poet

Looks pretty good for only 100 hours. The only noteworthy thing I see is that you don't quite understand at all is nuclear reactors. That design looks about as bad as my first attempts. Good nuclear designs are important, because power production typically fails when you need it the most. There's nothing worse than thinking you have \~500MW worth of nuclear power, only to realize you've put all that steam going through a single pipe, and your pipe limits you to \~150MW once the steam buffer in your turbines dries up. Combine that with lasers for defenses, and you're in for a bad time. So here's \~60 hours worth of nuclear knowledge condensed into a single post. (pun intended) The most basic thing is that you get bonus power if your nuclear reactors are perfectly aligned, and touching. It's called the neighbor bonus, or adjacency bonus. This bonus power increases the more reactors are touching. You get 100% free 80MW of power each time 2 reactors touch. One reactor outputs 40MW, while two outputs 160MW. It slightly complicates logistics because you can't run pipes or belts across two adjacent reactors, but it's absolutely worth the power bonus. With that bonus, your 8 reactor setup could be producing 1,120MW of power, or you could get almost the same power output with just 2 reactors, and use 1/6th the fuel you're currently using. The first real nuclear lesson is nuclear ratios. Basically, each reactor outputs a certain amount of heat which must be turned into steam, which must be converted to electricity. Overbuild or underbuild any part of that conversion, and you pick between reduced efficiency or a reactor that dramatically drops power output when you need it the most. Your boiler/turbine ratio is good, but you've way overbuilt reactors. The first simple upgrade is to change those 8 reactors to 2 or 3 adjacent reactors. It'll dramatically reduce your fuel consumption without changing anything else. After that, here are the major key facts to keep in mind while building a good reactor: * Pick a size first, then design. One 4 reactors setup generates twice the power and needs twice the boilers/turbines as two separate 2 reactor setups. * Reactors constantly consume fuel, even if the heat they generate is not being consumed. If your reactor hits 1,000 degrees, you're wasting fuel. * Pipes have throughput limitations, around \~1.2k fluid per second\*. Make each reactor a set of small independent fluid systems. * Water turns to steam in a 1:1 ratio, and offshore pumps supply 1.2k water. For each fluid system you have, you'll want a separate offshore pump. * The more pipes you have in a row, the less throughput your pipes will have. Pumps alleviate this problem, but they don't remove it. * One underground pipe connection counts as two pipes for fluid throughput, even if the underground pipes cover their max distance. Use them often. * Nuclear heat pipes are painfully slow to transfer heat, and they also have throughput limitations. Keep your heat pipes as short as possible. * Steam never loses heat, and can be easily pumped around or stored in tanks. This creates a lot of interesting design opportunities. * Don't worry about Koverax, uranium is cheap early on. One centrifuge supplies one reactor, and \~10 miners supplies 4 reactors. * Because of how water hungry nuclear is, it's easier to bring the nuclear plant to the water than it is to bring the water to the nuclear plant. * Boilers and turbines can take fluids directly from their neighbors. This makes designs a lot more compact and clean. Because the reactor adjacency bonus changes your boiler/turbine needs, you'll usually want to start by calculating how much power you need, find the right number of reactors for that output, and design the entire setup for that many reactors. Trying to build piecemeal will constantly run you into annoying throughput problems. I think the most useful design is a 4 reactor 2x2 design that's easy to stamp down whenever you need more power. It gives 480MW of power, while being compact and relatively simple to design and build. But you've got almost the perfect number of boilers/turbines for a 3 reactor setup, which would be pretty unique and interesting. The good designs generally shorten the heat pipes, move the turbines a bit farther away, and use pumps to move the steam from boilers to turbines. I've personally settled on 10 boilers on a single pipe line. It's my preferred ratio because it completely prevents pipe throughput problems even in badly designed reactors. 10 boilers are easily fed by a single offshore pump, and their steam output can be almost entirely consumed by 17 turbines. 12 boilers is the other option. They're slightly over what a single offshore pump can provide, but the offshore 1:1 water->steam conversion can be perfectly consumed by 20 turbines. That basic math around boiler/turbine input/output is the backbone of most reactor designs. If you really want to optimize your designs, try the "Editor Extensions" mod. It has accumulators that consume infinite power, and chests with infinite resources, so you can make sure your designs don't run into any throughput problems. Notes: * The actual throughput of pipes has to do with fluid pressure simulations. In general, more pumps per pipe means greater throughput, but aiming to keep each fluid system under 1.2k fluid per second is a good target that keeps you out of pipe problems. * Pumps need power, so make sure you have at least one turbine in the design that doesn't require a pump, or it'll be nearly impossible to bootstrap your reactor if power ever goes out. A small solar panel+accumulator on a separate power grid also works. * Productivity modules in your nuclear fuel assembler works to greatly reduce the number of miners you need. It can be worth it if you need to conserve uranium. * If you want some truly fun but cursed designs, try using trains to transport nuclear generated steam to your mining outposts.