Тёмный

PERFECT PLASTIC & RUBBER; Modular & Scalable | 11 | Satisfactory 1.0 | Lets Play 

Nilaus
Подписаться 210 тыс.
Просмотров 14 тыс.
50% 1

Опубликовано:

 

24 сен 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 40   
@Lithdren
@Lithdren 2 дня назад
Just a suggestion on your pumps. If you build a 'water tower' anywhere in the pipe network, that pumps above the height needed, and then comes back down to where you are routing your liquids, those pipes will now be pressured to the new minimum height. Would make a good blueprint even. You can then manage all the pumps in one place, and even gives you something to design aesthetically if you so choose, though a utilitarian design to a water tower honestly looks good all on its own.
@naikrovek
@naikrovek 2 дня назад
factory games are the way they are so that you can solve your problem in your own way. there is no "right" or "wrong". There is only "this way" or "that way" or "this other way" or "ooh we could do this and this will be good because X but bad because Y" et cetera. This is why factory games are so great - you can play how you want.
@russellchamp
@russellchamp 2 дня назад
Sure, but there are still a number of things to optimize for such as aesthetic, effectiveness, efficiency, or time so there are still things to argue about! :D
@GimbleOnDew
@GimbleOnDew 2 дня назад
​@russellchamp dont forget to optimize fun. Also I wouldnt call satisfactory a factory game, ther is so much exploration. And the game can easily be completed without making complete 'ore to final product' factories.
@restoretrek1616
@restoretrek1616 День назад
@@GimbleOnDewyou wouldn’t call it a factory game? That’s interesting.
@Ygolnac
@Ygolnac 2 дня назад
Congratulations on your modular giga factory. I have to say that, even if it might be less efficient, I love trains, cars and drones, and many vertical factories connected by the trasport infrastructure. LIke the series you have made a couple of years ago and I followed from start to end. I hope that after the new Factorio DLC you'll do another Satisfactory run going crazy with verticality and trasports.
@JohnMeinel
@JohnMeinel 2 дня назад
I really like the modular design. I added one extra piece which is a Power Priority at the start of the module. I suppose Nilaus just built power to the point it is unlikely to be a problem, but for me, I do more incremental builds, so having a quick way to shed power so I don't hit full blackout is nice.
@demris15
@demris15 2 дня назад
I love this approach. It’s a lot of setup but seems very easy to update/maintain
@GimbleOnDew
@GimbleOnDew 2 дня назад
Discovered the fun of blueprints this weekend. Makes ot so easy to swap out 'modules' or make a whole production line in a 'couple' clicks.
@faked8586
@faked8586 23 часа назад
You are literally the Ilmango of satisfactory it’s amazing Ilmango is missed 😞
@apluspex
@apluspex 2 дня назад
You can add the 'kick start' plastic/rubber in the refinery in the designer. It will be added to the cost of the blueprint but it will let you skip the resin line. This also works with empty cans in the packaged diluted fuel loop or prefilling biofuel in a generator array for quick crash site power.
@lainverse
@lainverse 2 дня назад
It's not that you want to kickstart these, since the system generates resin and kickstarts itself on its own. It's a question of "you have a resin byproduct, and you have to deal with it".
@apluspex
@apluspex 2 дня назад
@@lainverse Yes you have to deal with the resin production but if you prefill the refineries you don't need to back feed a plastic line in the module. It reduces the complexity of the blueprint and all modules can start production interdependently immediately on placement.
@JohnMeinel
@JohnMeinel 2 дня назад
Whether you backfeed or not, kickstarting is still useful. I was quite surprised when I accidentally created a blueprint with inputs filled, but I realized it is great for manifold builds that take a while to activate all entities.
@lainverse
@lainverse 2 дня назад
@@apluspex The backfeeding is there to deal with further byproduct, that is rubber. Technically, with a couple changes, he could merge backfeeding path and main rubber output onto the same path (merge rubber produced in the module directly onto it and then split as much as possible back into the module right after). This way, startup time for rubber modules might be faster, too. It's there mostly for plastic, since you can't just output rubber on a plastic line and expect things to work just fine without unnecessary filters. He could convert resin directly into plastic, but resin to plastic is half of the resin to rubber, so it makes sense to convert resin to 2× the amount in rubber and then convert that into plastic.
@michi2966
@michi2966 День назад
Nice and beautiful :) I changed from megafactory to multiple factories, I started to work with train and trucks. It’s much more fun! And looks way better as 1 big open air something
@chimmy_jim
@chimmy_jim 2 дня назад
The modular design is wild! Great series, thanks!
@love2rogue
@love2rogue День назад
i love it! the logistics are an aesthetic of there own and this is a unique/interesting way to play!
@DenHvideHund
@DenHvideHund 2 дня назад
the ice is melting at the poles
@theranmafan
@theranmafan День назад
A 'Smattering of resin' is correct, Nilaus!
@John_Paul14
@John_Paul14 2 дня назад
I just like the way you play factory games. Cant w8 to see Tier9 and Factorio 2.0 (Space Age)
@salemprompthous3820
@salemprompthous3820 День назад
Drones by Nilaus, looking forward to it 😁 (could say "can't wait", but I'd have to wait ^^)
@vladdembrovskyi9062
@vladdembrovskyi9062 День назад
I have a feeling there will be a problem with the "kick-start" rubber overflow. You have priority splitters, but not priority mergers. You will take more of the kick-start rubber than needed in the first plastic module, stalling its own production of rubber, and starving the kickstart rubber flow for the next modules. And that unfortunately won't get balanced out over time. Your 3 refineries feed all the five modules with rubber made out of residual resin on one belt. Consider the first plastic creating module. In this first module you are splitting off from this kickstart belt of rubber and merging it with the rubber made in the module. You can't split off exactly what you need, you will split off exactly half of entire kickstart rubber belt, more than needed for one plastic module. Combined with the module's own rubber belt it will be more than required to feed the residual plastic refinery, so its rubber input belt will get filled up pretty quickly. Once it fills up to the merger of rubber, it will try to take half from one rubber belt, and half from another, since you can't do priority merging. So it will take more than needed from the kick-start rubber belt, and less than needed from the own module's production rubber belt. Since there is no force to dictate to merger in the first module to prioritise rubber from own module, and there will be always more than enough rubber on the kickstart belt for the first module, the situation will persist, the merger is too dumb to solve it. Same will happen in the second and maybe third module too to a lesser extent. If I am right after running the column for a while you will observe that the last few plastic producing modules will be always a bit starved for rubber, so you will never effectively get 450 Plastic out of one plastic column of modules. I don't expect this effect to be huge as you need only 10 in addition to 46 already produced in the module, but still noticeable and I believe annoying. To solve this you'd either need priority mergers (which don't exist), a way to split off exactly 10 from belt (very hard but possible), or include this missing refinery per module in one way or another. Or for a quick fix include a sixth module to brut-force over this inefficiency and still consume all oil to eventually produce all 450 plastic :D Otherwise great build, I'm enjoying your videos a lot.
@Nilaus
@Nilaus День назад
Long counterpoint, but the short reply is: it works perfectly
@OniNaito
@OniNaito День назад
No kink shaming.
@vladimirb3802
@vladimirb3802 День назад
I really like the bus in modular setups, similar to the vertical ones from Yakez, made several mid-sizes factories with this approach. Personally, I'm going for Rubber-DFuel-Recycled approach, decided that for me the extra Oil efficiency wasn't worth the power and extra complexity.
@Vicky_vanBonkers
@Vicky_vanBonkers 2 дня назад
Another masterclass....thx😊
@АлександрИзмайлов-т8ь
Great designs! Can't wait to see you conquer Quantum Encoder. It fits into Blueprint Designer mk3... kinda...
@demris15
@demris15 2 дня назад
kissing not clipping 🤣
@kaanyakar6031
@kaanyakar6031 День назад
its what you did on dyson sphere!!
@PyroYeet
@PyroYeet 2 дня назад
why not just jumpstart the system for the loop? I've been just inserting a starter amount which boots up loops even works in tier 9 loops
@Nilaus
@Nilaus 2 дня назад
I was considering it, but if a choice is between "manual" and "automatic", guess which one I prefer
@PyroYeet
@PyroYeet 2 дня назад
@@Nilaus hmmmm, hard guess. Anyways, considering you'd most likely need to jumpstart each and every module on it's own, you made the right choice Also at 23:00 ish, the oil first goes all the way to the back end of the pipe before going up, sometimes it even starts up the furthest factory from the pump because it hits the dead end, odd
@danielh.9010
@danielh.9010 2 дня назад
@@PyroYeet "Also at 23:00 ish, the oil first goes all the way to the back end of the pipe before going up" - I think that's completely normal and expected, because of gravity. The horizontal pipeline is filled first, and only when it's completely full can the vertical pipes branching off start getting filled.
@PyroYeet
@PyroYeet 2 дня назад
@@danielh.9010 yeah ofc, but I meant more about the final junction getting fluid first because the pressure all hits that dead end, it's like a manifold but the other way around
@SirQnknown
@SirQnknown 21 час назад
Can someone tell me what exactly I should have on the bus and in what order? Steel bars, Copper Bars, Concrete and then?
@TheRolemodel1337
@TheRolemodel1337 2 дня назад
not using the slugs full potentional seems wasteful
@roadtrain_
@roadtrain_ 2 дня назад
Power shards can be made without slugs eventually. So they're effectively infinite.
@Nilaus
@Nilaus День назад
I have 1600+ Power Shards...
@TheRolemodel1337
@TheRolemodel1337 День назад
@@Nilaus still could be more effective powerwise but this only matters if youre planning some insane late game build like maxing out the production of some end level component using all resources on the map if you only want to beat the story it doesnt matter
Далее
Признавайтесь, кто его смыл?
00:54
Artist 4-Mavsum 20-son FINAL  (21.09.2024)
2:20:46
Просмотров 485 тыс.
Please Help This Poor Boy 🙏
00:40
Просмотров 4,5 млн
The Real Reason The Boeing Starliner Failed
28:31
Просмотров 1,2 млн
18 Things I Wish I Knew Before Playing Satisfactory
17:50
Mega Factories vs Modular Factories | Satisfactory
12:02
Признавайтесь, кто его смыл?
00:54