In this Nuclear series I will show you how to setup a minimal waste nuclear power build using only base recipes in the game. We'll power 10 Nuclear Power Plants and take the 100 Uranium Waste generated from them to create Plutonium Fuel Rods and send them to the AWESOME Sink.
The Aeronautical Engineering milestone introduces the Battery production line. Batteries are primarily used by drones as their fuel source and hence why you need to create a battery factory.
This video shows you how you can create a macro for your keyboard or mouse that will click the left mouse button very quickly to assist with spamming foundations. While you can certainly do this with mods, some people don't use mods or want to wait until the 1.0 release before trying mods. Also shown is a technique for placing foundations without the hologram rotating.
Another aesthetic technique for the Pillar Middle foundation piece is creating chunky pillars, this video shows you how to easily master this technique.
This video shows how you can place water extractors below your foundation platforms and how to connect the pipes with clean 90 degree bends.
I often get asked "what do you think is coming in Update 5?". As of the Update 4 release and some observations I've made over time watching dev streams I think the greater questions are "how many updates are remaining?" and "when will 1.0 come out?".
The No Cost Creative Mode is a debug flag in the game that allows you to build things without needing the required items in your inventory. Great for when creating tutorial content and it doesn't require you to use mods.
This article is about the Top 30 Best Ways To Make Fuel! Actually, there's only two ways but there's many variants of those ways. The purpose of this video and is to tell a story about how much building is required for each process and how much power each process creates, there are pros and cons to each solution.
One of my favourite aesthetic techniques is using the Pillar Middle foundation piece for running conveyor belts and pipes.
Unlocking the Bauxite Refinement milestone in the Hub allows you to use Bauxite to create Alumina based products, the end goal being Alclad Aluminum Sheet.
The color gun allows you to paint lots of objects in the game, along with being able to set custom colors. In addition to this lights can have custom colors. All of this and more is explained in this three part video series.
This article shows you how to utilise a tripped power network to allow generators to become saturated before powering on.
Using the Color Gun allows you select from 16 custom color slots to paint objects in Satisfactory.
The first slot (upper left) is assigned to all new objects. Customising any color slot will update all objects painted with that color to the new color. Below is a library of colors chosen to match in-game colors like Water, Oil, Plastic etc.
See footer for notes on color.
How many items per minute of "something" should I make? This is a question I get asked frequently and I respond by explaining my Pioneer First Method.
Drones in Update 4 are a great way to transport resources across the map. However what if you wanted to transport from a remote location that does not have any power?
Easy, just use packaged fuel delivered to a drone port at that location and you can unpack it and use it to power fuel generators which in turn will power the drone ports and miners/extractors/packagers.
This video shows you how to do exactly this from the new Impure Uranium node added to the top of the mountain at the highest point of the map.
In Update 4, the undocumented functionality of walkway snapping was implemented. Walkway snapping allows for many foundation alignment techniques such as "foundation holes", "pillar corners", "inner walls for quarter pipes".
Update 4 summary information, so much stuff in Update 4 to cover. I don't want this article to be a duplication of the patch notes but here's a run down of the more notable features.
Welcome to a tutorial series on the Satisfactory calculator Interactive Map (SCIM). The first couple of videos will teach you the basics of SCIM and then I will go through a specific build of a compacted coal generator setup that will be turned into blueprints. The overall goal is to demonstrate blueprint functionality, this can take some a bit to wrap your head around and hence why I start off with the basics.
Further videos are being added to demonstrate different functionalities, such as pivoting a foundation.
I use a spreadsheet for planning my production lines in Satisfactory. I do this so I don't spend time during my streams doing maths and running around checking what machines are making what, I personally don't think it makes great viewing. However due to multiple viewer requests I did an impromptu crash course on how I use the spreadsheet and how it helps make decisions.
If you use trains to transport resources then you are going to want to make sure the train can supply enough resources to last the round trip. This video explains how to calculate this along with a working example. This video also explains the theory behind using buffers for the freight platforms.
Fluid Overflow allows you to deal with excess fluid so it does not halt your production line when it backs up. This example demonstrates how you can overflow the Heavy Oil Residue, convert it to Petroleum Coke and then sink it.
The amount of Fuel created from Crude Oil and it's by-products can vary greatly depending on what recipe combinations you use. This video is about telling a story of how many machines need to be built and how much power will be created.
Train freight platforms will cease input/output operations when a load/unload operation occurs. This video shows how to use fluid buffers with train fluid platforms to ensure your production line will always receive fluid during load/unload operations.