Fuel, Turbofuel, or Rocket Fuel?
I setup in the blue crater, and completely missed the mark on space. I am up to Rocket Fuel, but only using ~1200 crude at the moment. I have started to double stack my generators, and made a nice blueprint for it. Unfortunately, I added too many Power Storage units in the blueprint, and I run our of wire to quickly when trying to mass build them =/. The design is setup to stack as tall as you want, and doesn’t look completely terrible with the exhaust in the middle.
I have a compact blueprint with 4 refineries (OC’d to 125%) + 4 blenders for the Heavy Oil Residue + Diluted Fuel step. (I also can reuse this one for my plastic/rubber setup). And another blueprint with 4 blenders stacked making Nitro Rocket Fuel. After packing these so densely, I’ve been able to cut the footprint of producing the fuel in half.
Are you finding the new conveyor counters useful?
There are two easy ways to tweak the game without needing mods. You can kind custom craft a pseudo new game+ that way.
I’ve been debating tweaking some settings for my second go (when 1.1 drops) myself. I think giving myself Manual Depot Uploader from the start of the game will really make the play though more fun without really altering the need to go exploring. I’ve been waffling on setting all the critters to retaliate only. I think I want to redo all of the crash sites to explore the new breakdown mechanic, but that’s just me. I do want to see if there are new achievements with 1.1 before i tweak an advanced setting, but I guess I could spin up an old save for that if I cared enough.
Your game, make it play how you want to make it play.
You have orange boxes? Half the time I have concrete parking garages…
On the plus side, a handful of mods are no longer needed.
What mods were you using that you waiting on?
Looking at your “long shot” view: I assume each of your towers covers building one item (like module frames)? Do you have the structures themselves as blue prints, or do you build them by hand?
On the plus side, the generators themselves are the same. You wouldn’t need to rework those, except to increase the number. Overclocking the generators can help there too if you aren’t doing so already.
Ionized isn’t worth it unless you need a way to sink power shards in a complex end game setup. It takes a got bit of power to make. Also supposedly one of the best fuels for the jetpack. Once you get some alt recipes (Heavy Oil Residue and Diluted Fuel) you can really make your crude stretch, and it’s not really the limiter. My first retro fit was from Turbo Fuel to Nitro Rocket Fuel, and now I am in the middle of moving to Heavy Oil Residue -> Diluted Fuel -> Nitro Rocket Fuel. I have more crude oil than I can use now, and am limited by sulfur/coal/etc.
Given all of that, yes, making a separate plant might be a good plan.
They have announced it. Some info is here: https://satisfactory.wiki.gg/wiki/Consoles Ive run it on my Steam Deck, but I am not a fan of the controls. I mostly want a console release, because I want better controller support (and thus better controls while using my Steam Deck).
Do you know what has been publicly stated by Coffee Stain?
I might need to start doing things like that. My global rail is getting congested. Although playing with the wait times has helped a great deal.
I’m coincidentally work on rocket fuel in the same area. Of course, my pipe work looks nowhere near as good as yours! (it probably doesn’t help that I have retro-fit the same plant twice with everything still running…)
I’d rather get lots of info, and have to re-watch, that spend 15 minutes listening to filler/fluff. You are also not talking so fast that I can’t understand you, so all good.
Are your local loops meant to be disconnected from the rest of your rail network?
Much appreciate posting here as well as other media, as well as the PeerTube link.
Even if I don’t 100% match your style/how you play, you have certainly shaped how I build my world.
Not gonna lie, I sometime have to watch your videos a few times to get everything out of them. You pack a lot of info in a short span of time, and talk relatively fast. The past few vids have been better - some of the compact techniques were very dense. Still, I’d rather replay to get the dense knowledge, than not have access to it.
So you are only using this for the local networks? How are you utilizing local networks in your rails?
For visibility, you could move the markers to the side rather than the needing look down. If you wanted, you also have a lot of vertical clearance between the tracks that could be reduced.
Are the light colored ramps with dark side rails for humans (i.e. not ore)?
You can fit 4x generators in a mk2, which is what I am using as my base for the stacking generators. While a mk3 will let you squeeze something like 9 in a single blueprint, but you are really playing tetris at that point and it doesn’t look natural. It’s also only a little shorter than my 4x plus a 4x on top. Overall, I like the 4x in a mk2, as it scales more naturally.
I highly recommend building them via blueprint if you aren’t already. The main benefit being that you can overclock them in the blueprint itself, and it will be built overclocked and with the power shards already in place.