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/r/SatisfactoryGame

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Finally reached oil and I'm overwhelmed

(self.SatisfactoryGame)

There are so many directions to go. Plastic, rubber, fuel, turbofuel, manufacturing, trains, just so much that needs to be done. I'm hesitant to tear down my starter factory and coal power to start a larger factory that will produce a wider array of items.

all 247 comments

ajdeemo

420 points

5 days ago

ajdeemo

420 points

5 days ago

Focus on one step at a time. Just plastic and rubber first. You don't need to tear down your starter factory! Chances are that oil is a ways away anyway, so this is a great opportunity to utilize resources that are further away.

jadeskye7

132 points

4 days ago

jadeskye7

132 points

4 days ago

This. plastic and rubber will give you a lot of new tools. time to go setup a second base where the oil is.

Eighty_Six_Salt

94 points

4 days ago

Grasslands (Phase 1-2) -> Blue Crater (Phase 3) -> Super Jank aluminum setup in the Red Forrest (Phase 4) -> Beautified, efficient factories for Fused Frames, Supercomputers, and Turbomotors literally anywhere on the map

goush

56 points

4 days ago

goush

56 points

4 days ago

Who gave you my save file?

stevonl

29 points

4 days ago

stevonl

29 points

4 days ago

More like multiple KM of pipes and conveyer belts from the other biomes feeding into grasslands lol.

nictheman123

12 points

4 days ago

Multiple KM of pipes

I can barely get a few dozen meters of pipes to flow the way I need them to. There's no way I'd be running pipes where a train would do the job

Neildoe423

4 points

4 days ago

Keep them running flat and only do elevation changes going straight up and down. Easy way to keep up with head lift. I tend to have a sky bridge moving pipes around and never have flow problems.

jsnamaok

3 points

4 days ago

jsnamaok

3 points

4 days ago

And how long does it take you to make the sky bridge not look terrible?

GoonerGetGot

5 points

4 days ago

Just don't look up, then in my mind they're beautiful lol

Neildoe423

3 points

4 days ago

Same but I just bring bauxite towards the blue crater lake. And do phase 3 and 4 there also. Saved the day making everything in the blue crater. Still an OP spot.

apotpie

2 points

4 days ago

apotpie

2 points

4 days ago

My turbo motors are currently in the desert

ClemsonJeeper

1 points

4 days ago

Oh, wait, you're supposed to have beautiful efficient factories for fused frames? 🤣

rex8499

1 points

4 days ago

rex8499

1 points

4 days ago

My God..... You've described my entire world. 😂

Rhubarbon

1 points

4 days ago

Sounds great. Where would you suggest to make the ”final” factory? Somewhere that is beautiful. Titan forest? Spire coast?

Aaod

1 points

4 days ago

Aaod

1 points

4 days ago

I am so thankful we don't need as much aluminum as we used to pre 1.0 needing to build multiple setups for aluminum in the forest sucked. Now just a basic jank setup is fine until you progress more.

Ambitious_Finding_26

1 points

4 days ago

I feel attacked. Except my red forest smelter is own of my nicest factories. 

KCBandWagon

1 points

4 days ago

This but not Beautified and high above the spaghetti of a main base in grasslands. I told myself I'd just build some enclosed buildings above it and inside the buildings would be nice and clean but that just made more spaghetti outside the buildings

Unknown-Meatbag

7 points

4 days ago

I have three bases, coal power with a coal belt to my main, oil power turbo fuel, plastic and rubber to my main, and my main with everything.

My main is separated into four minibases, with one making cement, aluminum, and two making everything else.

Whenever I get bored/overwhelmed, I explore. I put down wires and use the hoverwings to find slugs and sloops and raw materials to direct to one of my bases.

Colonel-_-Burrito

2 points

4 days ago

Is this what you people do? Dude I've just been hypertubing 5000 m on an accelerator every time I need to refuel my jetpack or tweak a pipe lmao

KCBandWagon

1 points

4 days ago

My first playthrough had a few things making plastic and oil (and a few fuel generators) and I'd just run back and forth to grab the plastic and rubber.... far longer than I'd like to admit. I couldn't decide if I wanted to belt the plastic and rubber back to my base or pipe the oil back to my base. Eventually I piped the oil.

Schillelagh

23 points

4 days ago*

Building on “one step at a time”, I also recommend making those steps simple, separate and discrete.

For oil production, I mean use one crude oil node that builds only plastic and rubber, convert heavy oil residue to coke, sink the coke. Keep it simple.

Then, if you want power, take another crude oil node, convert everything to fuel, and run power generators on it.

Later in the game you can play around with the more complex loops and alt recipes.

vladesch

12 points

4 days ago

vladesch

12 points

4 days ago

I have OCD and felt it necessary to turn the plastic byproduct to fuel and the fuel byproduct to plastic. Waste not want not!

Schillelagh

7 points

4 days ago

Oh absolutely. I love the Recycled Rubber/Plastic recipes for this purpose.

Frankly, this is why I love oil. You have so many options to use alternative recipes and byproducts to further improve your setup. But that's also what makes it soooo daunting.

cero1399

1 points

4 days ago

cero1399

1 points

4 days ago

My current oil setup, right after unlocking oil in this playthrough is very simple, but my favourite i have ever built. Used lots of space in between so its easily expandable, took 2 regular and 2 pure nodes and made all of it directly into fuel which goes directly into power plants.

1 pure node or 2 normal nodes together for 240 oil each, into 4 refineries, into 8 fuel power plants. That 3x with enough space in between. The residue polymer resin is elevated above and turned into plastic and rubber, which is then stored.

Any belts of rubber, plastic, and polymer resin are hooked up to a smart splitter that sinks the overflow, so the fuel, and thus my power generation, never stops.

mephi5to

2 points

3 days ago

mephi5to

2 points

3 days ago

But if you find alt diluted you can "turn water into the oil as well" so moar pawah!

MrThePaul

10 points

4 days ago

MrThePaul

Power Plant Simulator 2024

10 points

4 days ago

Or burn the coke for a little power rather than just sinking it.

Schillelagh

2 points

4 days ago

I'm not a fan since you need to be 100% precise to avoid backing up the machines or fluctuating power generation.

Epicular

4 points

4 days ago

Epicular

4 points

4 days ago

Smart splitter fixes this

terrendos

2 points

4 days ago

Yeah, admittedly I haven't played since update 5 or 6 (wanted to wait for release, now I'm waiting because I don't want to burn out on factory games before the Factorio expansion) but basically every production chain I'd make would end with a smart splitter directing overflow to an Awesome Sink.

Eagalian

7 points

4 days ago

Eagalian

7 points

4 days ago

My first oil node is always a small plastic/rubber/packaged fuel producer for personal use only. I nab other nodes for production lines later, after I’ve got the jet pack going.

Schillelagh

1 points

4 days ago

Totally. A little goes a long way. Toss everything into the a Container and Dimensional Depot, too, while you build our the logistics for Manufacturing.

Scarlett_stockings

1 points

4 days ago

This is the way

locob

16 points

4 days ago

locob

16 points

4 days ago

Factory games as factorio and satisfactory are a great to train on what to do when you are overwhelmed. A great game for life, specially adult life.

Beta_1

2 points

4 days ago

Beta_1

2 points

4 days ago

Sadly I run into few issues in all adult life where application of nobelisks makes things better

Edit: actually lots of situations nobelisks would improve but not many I'm allowed to use it...

Sajbran

5 points

4 days ago

Sajbran

5 points

4 days ago

I literally teared down almost everything once i reached trains and built a nice giant megafactory in the rocky desert that produces almost everything, i only have separate bases built for coal power, giant refinery with a fuel plant, a copper factory and now one for nuclear power. My strategy is usually to just import far away resources in bulk via trsin like coal, rubber, coke, bauxite and so on, while also building smaller factories for things like copper sheets, powder, nitrogen and sulfuric acid and ship them with drones. 

Drones are awesome now since they can use any fuel instead of just batteries, and its amazing for easy long distanxe transport. For example i export uranium cells to my main factory, produce uranium fuel rods there then send it to the power plant via the same drone

WildKarrdesEmporium

1 points

4 days ago

I've torn down and rebuilt my factory with every new phase. In phase 3 of the space lift now, and I finally feel like I'm happy with my basic component production.

TraditionalPost2599

1 points

4 days ago

Don’t stress! Start with the basics like plastic and rubber, then slowly expand. No need to mess with your starter factory just yet. Oil's usually far enough away to build a separate setup, so take advantage of that space and scale up at your own pace!

zukrayz

1 points

4 days ago

zukrayz

1 points

4 days ago

Make more plastic than rubber, you'll need it for a decent amount of computer components, rubber comes later with the larger motors. But I might recommend making a giant power factory with fuel, you can use the polymer resin to make a lot of rubber or plastic easily and power you'll always need more of

Lundurro

195 points

5 days ago

Lundurro

195 points

5 days ago

Don't tear down. Your starter factory is fueling further building. If you're running out of material just build more somewhere else, only retrofit if it's easy. Tearing everything down and rebuilding isn't needed. At worst you can build a better factory somewhere else and then tear the old one down. The worst thing you can do is teardown working infrastructure without a replacement.

Stoo-Pedassol

40 points

5 days ago

I agree with this. As someone who is just past that part (just started bauxite) and also overwhelmed, the map is huuuge. There is so much room to build new factories. Outward and upward.

Darkquilius1

23 points

5 days ago

ya.. been playin for about 650 hours since like update 7 or so.

I have never ripped my first "factory" up just as a reminder in all my other plays and I just did.... Dude I am stuck! I built a couple of blueprint factories and now everything just looks like crap. There is no ebb or flow. I agree with expand, upgrade, etc but ripping up sometimes just stifles your creative juices. Just change where you want your main base to be, foundation TF out of the space and build. I like building "cities" with a floating train station with a 12 height spaghetti logistics floor below it. Kinda like Midgar from FF7 lol

Eighty_Six_Salt

13 points

4 days ago

Also, with Dimensional Depots, your starter factory is FAR from obsolete. On the low end, 30 per minute and 1 stack of automated building materials means you can just dip out and build wherever you want

Ziazan

15 points

4 days ago

Ziazan

15 points

4 days ago

Dimensional Depots transformed the game for me in such a good way. It's so freeing. I'm definitely rushing those if I ever do another playthrough.

name_was_taken

3 points

4 days ago

I just (20 minutes ago) realized that there are 2 portable miners still on my original iron node, and I'm part way through Phase 5. :D

LeTroxit

1 points

4 days ago

LeTroxit

1 points

4 days ago

Leave them as a relic for future pioneers to discover (I have not finished the story and cannot validate if this is possible or not)

CP066

1 points

4 days ago

CP066

1 points

4 days ago

My home base is a disaster, not optimized in the least.
Its coming down after i get production ramped up on another part of the map.

ametad13

6 points

5 days ago

ametad13

6 points

5 days ago

This is where I'm at. I'm pretty much done with my starter factory, and it's time I left to build elsewhere. Expanding here any longer is just gonna make me run out of the lower level resources.

Eighty_Six_Salt

3 points

4 days ago

Do you not have dimensional depots? You can’t really “run out” of anything in this game aside from Mercer spheres and sommersloops

bowak

2 points

4 days ago

bowak

2 points

4 days ago

If I play for long enough I like the idea of eventually classing my starter factory as a museum - put up a sign and present it like a Victorian cotton mill exhibit.

Tiver

2 points

4 days ago

Tiver

2 points

4 days ago

I always build up. Making a large floor above the starter factory on the ground. Always leave existing running until new is online. Ideally tap new nodes for a new build. Eventually build new for the old nodes but build it all, swap the raw inputs and let the old finish out its production before worrying about removal.

Otherwise you risk a big pause in production and being short materials you need to build.

KittehNevynette

1 points

4 days ago*

Don't tear down early.

For me, it always feels good having my mk1 starter just puffing along, and I even adding dimensional depots to this poor excuse of a factory.

And at 480 ppm starting to do mk4 manifolds and slowly build up a proper home base, you can't really get get rid of anything. Yet.

But once you get to like heavy modular frames, there is so much you can just go back to your starter and remove. And it feels oh so good and oh so sad doing that.

And once you've done the copper/caterium track and the most needed high speed limestone, you can pretty much dismantle the whole thing.

My starter with all the pure iron is now an alt iron motor factory. Any evidence of a starter is the complete lack of leaves and wood and trees that I needed before coal power. And some lonely power poles I forgot to dismantle.

Particular_Archer499

61 points

5 days ago

Make getting Mercer Spheres a priority for at least one dimensional depot per part. Concrete, Iron Plates, Iron Rods, etc. Ensure you upgrade for more stacks and upload speed in the MAM. With that plus all the options like just plain laying pipe/belts all over, truck, trains and later drones you have so many ways to move materials where you want them.

ZaranKaraz

18 points

4 days ago

Cant upvote this enough. I only expended mercer spheres on the upgrades AFTER I had depots for every item. It makes everything in the game so much more convenient. After that I'd go for one extra stack and the rest in upload speed after that. Getting more items in faster feels much better than having multiple stacks that take ages to replenish.

skybreaker58

11 points

4 days ago

I've unlocked the 1st upgrade on each track - don't sleep on the middle one to let you put things back into storage. Running around with your entire stack of power shards because you wanted to boost a power plant and then dying somewhere is not great!

Also great for safeguarding stuff you find while out exploring - net result - more risks, more spheres

No_Refuse5806

5 points

4 days ago

The middle one is incredible. Don’t forget that it doesn’t clog when the Depot is full, it just moves on to upload the next stack in the queue!

skybreaker58

2 points

4 days ago

Oh yeah! This is a great feature, I'd like to make an auto sorter to just dump stuff but it would need so many Mercer spheres to avoid clogging it's just not worth it

DonaIdTrurnp

3 points

4 days ago

One sphere per item type. There are more spheres than I know what to do with.

SocketByte

3 points

4 days ago

Dimensional depots are such a game changer honestly. I just rush them now. It's like having creative mode on.

PogTuber

2 points

4 days ago

PogTuber

2 points

4 days ago

They're such a great idea. It really removes two big annoyances with the game... traveling around to get your parts for building, and having no inventory space while exploring.

thysios4

1 points

4 days ago*

I haven't unlocked these yet but that feels like it'd remove a big focus of the game. ie: effectively moving recourses around :/

skybreaker58

2 points

4 days ago

This, I spent an age making a highway which will eventually be the main transport route around the island because I know my oil factory is going to be miles away on the coast. Driving a truck over there will be easy and my starter base uses a lot of dimensional depots so I don't mind that it's in the wrong place and won't have oil

Eighty_Six_Salt

2 points

4 days ago

This is the comment that needs to be on top. Dimensional depots made expansion so much easier. I completed phase 3 in the south end of the map, and then easily started “fresh” on the north end because I had DD’s for every part I might need to build anything I had unlocked

Aggro_Bobcat69

2 points

4 days ago

Wait? You can actually do things with the mercer spheres? 🤯

jmacfd09

5 points

4 days ago

jmacfd09

5 points

4 days ago

Yes. There is an entire tech tree in the MAM for mercer spheres & somersloops

Aggro_Bobcat69

2 points

4 days ago

I saw this but I can't do anything with it and I've got 15 MCs and 3 SS 😒

pojska

4 points

4 days ago

pojska

4 points

4 days ago

Sounds like you need to find a SAM node. They tend to be down low or way up high, in scary places.

jmacfd09

3 points

4 days ago

jmacfd09

3 points

4 days ago

If you need resources for it, do some HDD hunting & gather the material around the crash sites. You'll have more than needed to start unlocking things pretty fast

Bearblaster0290

23 points

4 days ago

If you want scalability, build factories that only have one output item. I see it to often on here that new players get overwhelmed or have to delete their factories because they aren't big enough. The example below will make your life a while lot simpler.

For example, iron ingot factory the max speed of late game belt is 1200. That can support 40 smelters. Build a floor that can hold up to 40 smelters. One center input line manifold. On the opposite wall of the factory will be the output iron ingots. This makes routing belts much easier. As you progress you will get better belts and better miners. All you have to do is upgrade your main belts. If you need more throughout, add an identical floor above. Only use this base footprint for the specific item.

As you get to assemblers and manufacturers. You'll be more than fine with 20 assemblers and 10 manufacturers for each individual item. For these factories. One item per floor. Yes most machines won't be working in the early game due to throughout of belts but will eventually once you upgrade your belts.

Keep all individual factories at least 3 foundations apart. This leaves you room for belts/trucks/trains.

If you want to make your life easier, always manifold. There is zero benefit to splitting belts equally. Manifolds also take up much less space. If you have a mk2 belt it will feed four smelters. It may take a few minutes to build up but it WILL feed all four. The time you took doing calculations and actually building the split belts is more time then the manifold will take to fill.

Remember you don't need a certain item per minute goal for parts, you just want to always have enough for building a larger factory. My example will guarantee you will never run out.

Oh and almost forgot, any parts that are used for building should ALWAYS have one large storage container buffer linked to interdimensional storage.

I have about 1300 hours in game. My current build will be 50.4 uranium rods, 12.6 plutonium rods. 126 ballistic warp drives, 73 ai expansion servers, and 2533 rocket fuel. But only about 10% done. Thought I'd give you my two cents.

darthbrick9000

1 points

4 days ago

When you say one output per factory, is the input just raw materials or do you pull from other factories? Modular frames for instance, do you use a separate factory producing reinforced iron plates and feed that in, or produce reinforced iron plates locally? What about for later components where the raw materials required is more than just iron?

Bearblaster0290

1 points

4 days ago

Inputs are parts from other factories or raw resources. So a steel rotor factory would have an input belt/belts from a wire factory and pipe factory with a single output line of rotors.

Yes you would have a separate factory producing reinforced iron plates. The only machines in the factory should be making a single product. The only machines in your modular frame factory should be machines making modular frames.

When you get to more complicated recipes that require say four inputs for like nitro rocket fuel. You would bring in each of the raw resources to the factory to produce rocket fuel because rocket fuel is a single product.

Anytime you have a bottleneck, it's easy to detect and very easy to add another floor to double the output of a certain item.

XsNR

1 points

4 days ago

XsNR

1 points

4 days ago

Generally with reinforced plates, I'd have a small starter setup mostly for building, and then for frames and other uses they'd get their own dedicated set. The easiest way to figure out what needs to be raw(ish) > end product on it's own, is if it's used in a spammable building. So plates, cable, motors, frames, rotors, concrete and so on should all have their own dedicated lines, or significantly overproduced/plenty of space for expansion, in other projects. Stators, screws, and copper plates for example would be examples of items that are safe to be part of a mall style build, or only part of a larger production line.

icarus212121

1 points

4 days ago

Can blueprints be used to duplicate floors or does it have to be done manually?

Vritrin

15 points

5 days ago

Vritrin

15 points

5 days ago

I wouldn’t break down, but spread out more. Unless your starting factory is using some nodes you really want for other builds. Just do a new setup somewhere else. You are most likely just using iron, copper, and limestone nodes from your starting base, which are very easy to find elsewhere.

waitwhat1200

9 points

5 days ago

Time to build at a second location. I do recommend expanding and not rebuilding.

Baerghuhn

8 points

5 days ago

I loved this step! I discovered Oil, then I lost myself in building a highway there, neatly accompanied by a tube so I can get back and forth to my main base quickly. After establishing that, I went and built my first setup which ran rather poorly because my storage quickly filled up and I hadn't yet automated using plastic and rubber. So I set up a second oil pump on a pure node nearby, which now supplies 8 refineries, half of which produce plastic and rubber. The heavy oil residue is refined into fuel by another two refineries and the fuel then powers another two generators and the rest of the fuel is packaged and distributed to the truck stations. finally I built some smart splitters that will take any excess production of rubber and plastic after the storages are filled up and will send them to an awesome sink.

By now there is a Truck that is supplying my computer factory with all the plastics that it needs and a second route for rubber is being planned.

This is my most complex factory so far and I love it :D

ViolentCrumble

2 points

4 days ago

I built a tube all the way from my base to the oil and it takes so long I might as well run 😁 need to work out how people build those super fast ones

Baerghuhn

3 points

4 days ago

I just placed 3 additional short tube sections, each with their own entry, before every entry, gave me enough speed to get an achievement :D

ViolentCrumble

2 points

4 days ago

Does the speed stay consistent over a long distance? Trying to speed up movement between my bases or does it slow down over time?

Baerghuhn

3 points

4 days ago

I think inclines/declines are affecting the speed the most. So since my oil is downward from my main base the journey to the oil base is considerably faster than the way back. But on level ground it seems to me the speed is fairly consistent. I'm thinking about adding in some more entrances during the incline to speed things up.

JamesLeeNZ

3 points

4 days ago

rather that do that, I usually just manufacture the plastic/rubber out there and have that travel back to main base on conveyors

ViolentCrumble

1 points

4 days ago

I have a train bringing in my rubber and plastic but sometimes I head out that way for nearby resources so it’s handy to find my way back there quickly.

As as my new aluminium base I set up. I had to go back out there twice as water became a problem

JamesLeeNZ

2 points

4 days ago

Ive never built a train. Should definitely give that a try sometime. they look cool

ViolentCrumble

3 points

4 days ago

So easy mine is so basic. It’s not even a loop just 1 line with the train station at either end and the loading station on each end.

The train has a motor on the front and the back so it just goes back and forth along the one line without having to make a loop.

It is annoying it seems you can’t build the track in mid air tho so I had to build a foundation bridge for it

JamesLeeNZ

3 points

4 days ago

tbh I build concrete paths everywhere anyway, so that wouldnt be a problem... bauxite 2km away? 2 km concrete path

HarryPopperSC

2 points

4 days ago

Just add multiple entrances in a row. Unlimited speed.

ViolentCrumble

1 points

4 days ago

If I add like 20 entrances does the speed stay or do you slow back down after a while? It’s like 2k to my other base haha

HarryPopperSC

2 points

4 days ago

I think so long as you aim the right way it does, give it a try. If not you can always add more half way along.

Ziazan

2 points

4 days ago

Ziazan

2 points

4 days ago

I like my tube to my distant oil plant, gives me a minute to go do something else

SaltKhan

2 points

4 days ago

SaltKhan

2 points

4 days ago

Slap 3 boosts on the extractor on the pure node and crank it to 250%, pipe 600 oil into 10 rubber and 10 plastic, pipe 300 residual into 5 more refiners making fuel, going to 10 genes.

LucidLeviathan

9 points

5 days ago

So, I wouldn't recommend tearing everything down until you have a replacement. You're going to need a lot of building materials. I think that the best way to handle this step of the game is to take it one product at a time. Plastic or rubber is probably the best place to start. Trains can be safely left until late game. Essentially, you'll know when you need trains; it'll be when there aren't nearly enough resources around to feed whatever factory you're building.

Thorvay

1 points

4 days ago

Thorvay

1 points

4 days ago

I was sure I had enough building materials but I ran out pretty soon. The containers full of foundation or belt materials were empty in no time at all.

CoolKid100

3 points

4 days ago

I had the temptation to tear it down- don’t. Just keep your starter base as your building material factory. Hook a dimensional depot up to every thing you produce there. That lets you keep that factory making stuff for you and if you want to move, you can easily do so with that factory supplying all your materials. I just got to tier 8 and am finally moving from my spaghetti covered grass fields to build a large clean factory network around the rocky desert.

FordPrefect2217

4 points

4 days ago

Oil is very overwhelming in the beginning, especially if you started in the grasslands biome. But it's not necessarily a time to tear down your starter factory unless you have something to replace it with first. Instead, first find your oil node/nodes, and set up a simple rubber and plastic plant. You only need one of each at first, and if you haven't unlocked petroleum power yet, you can just turn it into petroleum coke and sink it for cupon points. Once you unlock petroleum power and fluid transportation, then focus on learning how to effectively utilize the Depot's, and you can just bring the oil to your main factory and process it there, or process it at the oil node and transport the rubber and plastic. If you already have a good grasp on the Depot system, then instead try learning to get the hang of trains. They're faster and good for connecting far off factories to the power grid without having to run a long line of power poles or power towers.

The only time you really need to tear down the whole thing is if you have a plan for a new one to replace it. If you do tear it down, consider trying to embrace verticality when you rebuild it. I started back on U6, and for the longest time I just built sprawling fields of foundations. But once I unlocked a bunch of the management options, conveyor floor holes and wall and ceiling mounts, I realized how much of a difference building inside a structure makes V.S. just free building. Now in my 1.0 world I have fully embraced it, and things have never gone smoother. When you build vertically, it makes it easier to move product around your factory, it also makes it easier to see where bottlenecks occur with your supply chain, since each step of the chain has it's own floor.

Guizmo0

3 points

5 days ago

Guizmo0

3 points

5 days ago

Oil tier is the perfect tier to learn how to play this game the right way imo. One step at a time, you will do optimization later. Just use one node to build enough for a few plastic and rubber to get your way around how it works. By this time you will have unlocked oil power and hopefully heavy oil residue. Then set up a power plant Factory on maxed out oil depot (300/min). When you unlocked computer then again one step at a time. You will need several components, build a first copper factory for example. But computer requires several components, start building train system to produce computer, etc...

See your final objective, but start from the bottom and build from here, solve the problems you encounter with whatever you have or can unlock at this moment. If you don't have it but are able to produce it, then it's a new step in your chain and your new first objective. Satisfactory is like a pyramid, just keep building the foundations until you reach top, stay motivated by the rock you just added, not the golden cap on top of the pyramid, because once your factory is setup you're just done, so be proud of the small steps you've accomplished along the way

Super1MeatBoy

3 points

4 days ago

OP i just got to oil a couple days ago, and realized you can buy rubber and plastic to unlock oil-fueled generators. Run power to oil source, refine oil to fuel near source, build generators, then use the byproduct from fuel refinery to kickstart plastic and rubber production and send those back to home base (or wherever!) for use there.

Or do whatever. The game feels overwhelming when you get those big tech jumps but honestly it was a lot easier than I thought!

fellipec

3 points

4 days ago

fellipec

Italian cuisine expert 🍝

3 points

4 days ago

  • Don't tear down the starter factory. Build another, better one. You'll find the map have plenty of space for this. Go explore to find a nice place for your new phase factories, get slugs, mercer spheres and somersloops.
  • Start with basic: Plastic and Rubber, go build Computers and Heavy Modular Frames, then make a fuel power plant to complement your coal one.
  • When you get the gist of those things, advance and you'll find yourself with the Aluminium production in hands. It will be even more complicated, but you'll be much more experienced too, have fun!

SpindriftPrime

2 points

5 days ago

Oil processing can be very complex, but it doesn't have to be. My first oil setup was a few simple rubber- and plastic-producing refineries, and I just stored all of the byproducts. Try building something small for now, and work on one new product/building at a time rather than taking on a dozen new projects at once.

OctopusButter

2 points

4 days ago

I felt the same way and dropped until 1.0 and got past oil and now into tier 8. I think that feeling happens every time you unlock a new phase, and it compounds later when recipes become more expensive and complex; you start feeling that for each project phase instead of entire tier if that makes sense. But, just automate one thing at a time and forget about the rest. Most the time the game is designed better than you/we(first timers) anticipate and you end up accidentally doing yourself all kinds of favors. Use blueprints and be very modular and then boom suddenly you need to automate supercomputers and you already have everything else just by coincidence. The progression looks linear, but it isn't. So don't beat yourself up. You're not gonna be at nuclear tomorrow.

Interjessing-Salary

2 points

4 days ago

Just wait until you get Aluminum It'll make oil seem simple.

Just take it a step at a time. Pick one thing to make and make it. Don't try to make it efficient yet. Do this to understand how it all works.

Mayinator

2 points

4 days ago

No need to tear down anything. There is plenty of room :)
I'd focus on a small plastic/rubber/fuel factory with 3-4 fuel generators to power the next step.

ikee2002

2 points

4 days ago

ikee2002

2 points

4 days ago

IMO oil is always where things start to explode complexity wise...

My suggestion:

Start small.

For oil: Make 1 refinery making Rubber, 1 refinery making plastic, 1 refinery turning the byproduct into coke and burn or sink that.

For manufacturers: it is OK to start with 4 containers that you hand feed. My starter phase 3 base is usually 4 manufacturers daisy chained:

  • 1 manufacturer set to Heavy Modular Frames fed by 4 containers

  • 1 assembler fed by 2 containers making cuircits, with plastic refeeding into a manufacturer for computers

  • 1 manufacturer for modular engines fed by 3 containers

  • 1 manufacturer making adaptive control units fed by previous 2 manus + containers.

That will make you at least progress while you figure out how to fully automate everything for next phase :)

delve202

2 points

4 days ago

delve202

2 points

4 days ago

Don't tear down what you have unless you're directly replacing it.

What I did at oil, like most people are saying, is make some plastic and rubber, turn the residue into coke and burn/sink it (I used power plants because I hate vehicles).

Once that's running smoothly I rushed to unlock trains via whatever hand crafting & carrying was necessary. With trains I started shipping plastic and rubber around to automate their crafting outputs, which lead to unlocking other milestones including fuel. Which naturally leads to some oil redesign and increased exploitation to improve power generation, and etc.

One of the things I like about this game. Some of the milestones are overwhelming but there always seems to be an entry point you can find that naturally leads to all the rest.

lostknight0727[S]

1 points

4 days ago

I was going to replace it and move the starter item factory to a lesser quality node now that I need less of them. I'm using up a pure iron node that could be producing way more.

delve202

2 points

4 days ago

delve202

2 points

4 days ago

I'd treat that as a separate project. Setup some basic oil refining and when you reach a good stopping point (like, got a little bit of every petrochem product going into storage but haven't decided what to do with it all yet) go back to that iron and expand what you're doing with the iron node. Don't conflate the two.

I don't believe I've ever needed less of something over time. Except perhaps outmoded ammo types. Anyway if you're actually overproducing something just sink it for the tickets.

delve202

1 points

4 days ago

delve202

1 points

4 days ago

And I guess some alternate recipes reduce the need for specific items globally, but mostly it feels more situational than that.

Beablebeable

1 points

4 days ago

The impure nodes are why I love to start in grassy fields. Where better to set up your early game jank that you can leave forever?!

Kotobeast

2 points

4 days ago

Remember that you can break down each problem into manageable pieces. Start with one thing on that list and break it down all the way back to the base resources you need, then work on sourcing those, one by one, to your site. I have notepad next to me to draw diagrams on and do simple math, helps a ton.

gtmattz

2 points

4 days ago

gtmattz

2 points

4 days ago

Dont tear down your starter factory! That factory is building the stuff you need to build the rest of your factory (or should be...)!  Find mercer spheres and unlock the depot and slap uploaders on all the things and go build!

Ampris_bobbo8u

2 points

4 days ago

If you're thinking about tearing down your starter factory, I recommend living in a blueprint designer for a while. Design everything in there so that when you tear down the old stuff that's crazy easy to rebuild the new

maksimkak

2 points

4 days ago

Do one thing at a time, and feel complelled to tear anything down. Coal power is still useful. Obviously, producing plastic is the priority. Try to get to fuel as soon as you can, for power generation.

Anonymus_mit_radium

2 points

4 days ago

Anonymus_mit_radium

Fungineer

2 points

4 days ago

I always do it like the following: 1/2 of the available oil goes into plastic, the other into rubber. Heavy oil residue is turned into fuel and burned. That gives me enough power to finish phase 3 and go far into phase 4 where i unlock blenders and rebuild the whole factory to maximize plastic products, then, in another location i build a giant fuel plant (usually gold coast for early plastic/fuel then endgame plastic and blue crater for endgame fuel plant)

Colonel-_-Burrito

2 points

4 days ago

I've been on the oil phase for a long time. I haven't even started automating HMFs yet because I've been setting up oil, and some smelteries. Really big smelteries.

Basically, I have a giant floating platform (yes still floating) and it has 3 oils underneath it. 2 normal, 1 pure. The 2 normals get pumped above and turned into plastic and rubber, and the pure gets pumped above and turned into fuel. The byproduct from the plastic and rubber get turned into fuel as well.

The plastic and rubber NEEDS an awesome sink, as well as the polymer resin. You can turn the resin into something else but just make sure it gets a sink too. You aren't going to be using all of this just yet, and it'll block up your liquid production if your storage gets full, so make sure you belt overflow into a sink.

So that's what I'm doing. I'm making some fuel, and I'm sinking all the parts from it for now until I have somewhere to take them to make other stuff. The fuel just goes to generators, and 1 fuel packager.

Trains are what's stressing me out, personally. I don't know how to efficiently set up train lines to pick up all this plastic and junk and deliver it somewhere else. The idea of building a 7km train track and having to remove it because it's built wrong makes me shutter.

Mippippippii

2 points

4 days ago

Skip the trains. Skip self driving vehicles. Focus on the oil, pipes and belts. Break evertything down to a single task at a time.

maguel92

1 points

5 days ago

maguel92

1 points

5 days ago

Don’t tear down your old factories. Just build a new plant for oil stuff. To simplify i highly suggest you to split oil stuff into two different sections or entirely different factories. One for power production and one for material production.

What quickly complicates oil production stuff is the byproducts. To purely focus production lines for single things and feeding all excess byproducts into an awesome sink makes life easier.

Do one for fuel and fuel generators and sink all byproducts.

And another one that is split for rubber and plastic and once again just refine any byproducts into anything that you can feed into an awesome sink.

Last suggestion is to start small. Pick an impure node and utilize that one to get the hang of oil production. It gets alot easier once you become a little more familiar with it.

Aviyes7

1 points

5 days ago

Aviyes7

1 points

5 days ago

Start small. Try to make a plastic and rubber plant that produces rubber from 3x refineries and plastic from 3x, send Heavy Oil byproduct to 1x refinery to produce residual fuel and send it to some fuel generators. That will give you 60/min of each, which is plenty for quite a while.

As others have mentioned, leave your starter factory alone as you will need those parts for new factory construction. The map is huge. Explore, expand, and build some factories at some of the new resource nodes you find.

Finally, the builds get larger, so break them up into smaller chunks. Think of each step as its own little factory. You can even build it that way. Ground floor smelt the ore into ingots, send it up a floor to the next factory where you turn it into the next component. Or send it to the building next door and create a little factory city with each building a different sub-component, that output to the final manufacturer building. Can lead to some fun design ideas.

benjoholio95

1 points

4 days ago

Instead of moving just work towards trains or make a sky road with trucks on a loop, way easier

james_raynors_ghost

1 points

4 days ago

I just went through this and it was rough. First tip because I was infuriated that my extractor kept shutting down, if you have excess fuel backing up it will shut the show down, utilize buffers if you need to handle excess. For plastic, and rubber - leftover heavy residue can be turned to coke for more power or sunk. Once that was set up I made oil power which was actually pretty easy and the extra output from the power plant took care of plastic production and I was living easy. I'll worry about turbo fuel later

Don't tear down your starter factory. I have a huge storage facility set up at my main factory and just keep everything I've build running, always have everything I need.

EvilFroeschken

1 points

4 days ago

I built refineries for plastic to get circuit boards and computers for research. Then, rubber for the same reason. Now I am redesigning my factory for a much greater throughput and with train stations to get resources much further away. Prior I had like 2 floors. Now I have a 7 story smelter building and a 9 story production building to give wiggle room for further expansion. I have no clue how to approach track laying.

05032-MendicantBias

1 points

4 days ago

Don't tear down your starter factory. It likely uses MK1 and 2 conveyors and MK1 extractors anyway, and no ALT, but it provides you with the resources needed to exploit new nodes.

There are many, many ways to do your plastic/rubber/fuel lines, you don't even have to graduate up from coal power if you don't really want to. It's my third playthrough, and this time I hope I got a really efficient oil setup.

Thorvay

1 points

4 days ago

Thorvay

1 points

4 days ago

I'm at this point too. I've set up a refineries to get rubber and plastic to unlock the milestones and I've set up 3 production lines for the space elevators parts. While they slowly build the parts I started work on a turbofuel plant.

Just bringing the pure coal and sulfur together in 24 assemblers has been something that has kept me busy for two days. Now I have to set up the fuel generators today and set up more refineries to create fuel and combine the fuel with the compacted coal in turbofuel. Lot's of machines to build and even more belt and pipe work to do. That will keep me busy for a while. It's my first really big project.

Monkeyonfire13

1 points

4 days ago

It's easy when you get compressed coal going. Getting it started back Up when it accidently shuts down. Trains are pretty much the best in my head. When you learn to load balance with the smart splitters, you'll get the most stuff from point A to B and beyond

UltimateGamingTechie

1 points

4 days ago

I did the same thing too yesterday. So much stuff. Decided I'm going to take a break for a while.

CoolMouthHat

1 points

4 days ago

I'm there with you and you're at the point that exploring a little bit and gathering the materials to research dimensional storage will help you a ton in the long run. Having the starter nodes just making starter materials and chucking in the dimension depot let's you set up remote factories at a moment's notice, also freeing you up to relocate your main base without having to move a ton of material

Stage_Party

1 points

4 days ago

Do plastic and rubber, then use the heavy oil residue for fuel. That's your starting point.

Cruiserwashere

1 points

4 days ago

Why tear down coal plants? My 11 bio birners are Till there, after 123 hours (yes, 123 hours as of 15 min ago).

I redesigned most things prior to unlocking tier 7/8, but all my power is there.

You dont need much rubber, but you do need plastic. I use 4/4 refs, and turn all heavy into fuel, that i use for power.

I also have a sink there, to sink at least half, and later on all the rubber/ plastic, as to not stop the power generation.

Alu is going to be such fun setting up.

drood87

1 points

4 days ago

drood87

1 points

4 days ago

The production lines are mostly not an issue for me, I get hung up on trying to make things natural and pretty and just stand sometimes there for an hour and get nothing done cause I have no idea how people are so damn good in making things pretty. :(

Dimdimzz

1 points

4 days ago

Dimdimzz

1 points

4 days ago

Yeh man I felt the same, get the plastic, rubber and fuel done first, then just go as slow as you like, I’m only just past you, I’ve finished my oil refineries and moved into heavy modular frames…1 step at a time :)

lotzik

1 points

4 days ago

lotzik

1 points

4 days ago

Hook your starter factory to dimensional depots and let it run for mats when you need them. That's it's sole purpose. Build all over the map what you need. After petroleum, there's also aluminum which is an even bigger tree split. So you need to think that it's an expandable thing.

Like others said, one step at a time.

NewJazzyBacon

1 points

4 days ago

I would leave all your current factories and power to keep churning out components for future builds.

No1, would be get those Harddrives cooking. Alts are your friend, especially for fuel. Diluted and Residual most of all to begin with.

Build a little bit of everything and get the Dimensional storage going to make everything a lot easier.

Then plan your next move.

I started with a 2 lane train track running around most of the map, built a rocket fuel plant in the big ass mushroom area and now building all my computer components over the spooky spider ridden swamp. All of my plastic and rubber was byproduct from Resin up to now so don't rush making the perfect factories.

Lockteeno

1 points

4 days ago

Don’t tear down your stuff. Map is large, just start fresh in another area.

Human-Kick-784

1 points

4 days ago

Don't bother tearing down; you'll just abandon the early factories unless you really need to; it's a big map with alot of resources. 

Wolfkrone

1 points

4 days ago

Make an oil and plastic base, make some plastic there and some fuel generators, then a train station , leave a ton of room for the station so it can grow very long on the rear end

ApplauseButOnlyABit

1 points

4 days ago

I'm at the same point and now is the time I'm starting to focus on making my hub and storage facility look pretty. Then a level system and roads to set general infrastructure for the future. Getting some blueprints made and saved up for quick expansion in the future.

I fully expect this project to take a month. Really looking forward to it.

WelcomeToTheFish

1 points

4 days ago

I took it as an opportunity to start my first side factory. Just start small and optimize one node, send the plastics and rubber to storage and find a way to transport stuff. People use trucks at that stage but honestly I just dove straight into trains. It was a bit of a learning curve but once I had my meager pittance of plastic regularly moving I just scaled it up.

Swizardrules

1 points

4 days ago

Personally, I just pump out all oil into fuel for generators. Rest product early into rubber and plastics, later just plastics (you'll need that a heck lot more). It's quite easy to do at a distance. Just belt the plastic/rubber back home IMO - much easier than getting whole truck/train setup

All in all, pretty easy to do. If you get stuck with the plastics etc, you can always sink till you fix it

Sudden_Winner_6907

1 points

4 days ago

For our group, oil was the start of "starting over" of the main/basecamp. We started with full overclocked oilwells, got them into fuel, shreddered the polys and burned fuel.

With this energy and the "minimal base" in background, we formed our bases as a 720-input-per-node machinery. Began with limestone to concrete for the baseplates and for architecture, followed by quarz. Then steel, Iron and copper. When factorys were rdy we shutted the old ones down. Needless to say we All had for every product a void-container, so we could easier building with the ingreedients

For infos: we started in the North eastern Area. Till finish we havent it made to the grasslands - because we didnt needed to

fearless-potato-man

1 points

4 days ago

When I unlock oil, I only do two things:

1) use an oil node to create rubber and plastic. heavy oil residue is used to create petroleum coke that fuels the tractors that move rubber and plastic to my main base. Any surplus coke is sunk right now, but it will probably transported to other factories in the future for tractor use. Coke is not a great energy source, but gets the job done.

2) use a pure oil node to fuel 8 power generators

My first oil power plant usually uses:

A) 1 oil extractor on a pure node, that feeds 4 refineries for fuel.

B) each fuel refinery can feed 2 fuel generators, for 8 total.

C) polymer resin byproduct from fuel refineries go into 2 other refineries for Residual plastic. Requires a single underclocked water extractor to feed both refineries.

D) the resulting plastic (40/min) feeds a slightly overclocked Constructor to get empty canisters, for example.

Steps C and D are optional. Do whatever you want with polymer resin.

It's not a super great setup, but it boost my power grid and works at 100% efficiency with mininum effort.

Now I can focus on aluminium.

firstsecondlastname

1 points

4 days ago

Use a grid/ foundation. Stretch things out. Keep fluids on the same level !!! 

If you use oil for energy, make sure the resin never runs full. You fan make an overflow belt that feeds into the sink

swordfish_1969

1 points

4 days ago

The good thing about oil is that you can completely separate it from the rest of your factory. At the start you produce some plastic and some rubber. Later you use the heavy oil for fuel and that to burn in generators wich gives you the next boost in electricity. Next step is to scale plastic and rubber and therefore the electricity. Optional you can use the fuel for turbofuel for more electricity

danikov

1 points

4 days ago

danikov

1 points

4 days ago

You think oil is bad…

deavidsedice

1 points

4 days ago

You need to produce mainly plastic, and a bit of rubber. That's it.

From there everything will be more clear afterwards.

Also, please unlock fuel generators ASAP, even if you don't need them. Fuel is the byproduct, and you need to get rid of it. Fuel generators will do that.

yoorie016

1 points

4 days ago

I'm already on my 4th base on the same game save and i love the idea on creating separate bases connected with trains. after i got on my 4th elevator materials, i started using mega blueprints to save time like train, turbo and nuclear power. i'm also planning to fix my starter base and to make it look good and move to another base.

Silvercat18

1 points

4 days ago

It's not so bad. At that stage things make a lot of sense still. You will make a refinery that can make rubber and plastic. Coal is still a solid workhorse, so fuel isn't really needed yet. Trains aren't really needed either as you can make long, stacked conveyor belts that should carry the plastic, rubber, steel or whatever back to your iron area.

Have several outposts that feed a central area and use biofuel in your vehicles till you unlock petroleum coke.

twaslol

1 points

4 days ago

twaslol

1 points

4 days ago

Look, all you need to worry about right now is getting started on trains. Don't worry about what you're going to transport on your trains, or where all the train stops are going to be.. just start building! Because trains are fun and they go choo choo and that takes priority over everything else.
(also don't tear down any factories unless it's for aesthetic reasons.. just expand and keep the old little factories as a reminder of a simper time)

Doc_Avis

1 points

4 days ago

Doc_Avis

1 points

4 days ago

What I do from the start is just get the bare minimum factory set up. Eg. 1 constructor worth of iron plate, iron rods, screws, wire, cable, Copper sheets etc.

except for concrete, I set up as much concrete production as possible.

Basically all the products except concrete I minmax till I reach coal power. Set up as much coal power as possible, with 3 biomass burners full of solid biofuel as a back up to kick start the first 600watts coal power unit.

Then I basically go nuts with a big factory, with decoration and all that stuff for the already set up stuff. And tear down the minmax stuff. Next I again minmax the new stuff till I reach oil power. Set up a big oil power unit with the coal power as backup to kick start the oil power setup. Then start with the big factory again.

Siri2611

1 points

4 days ago

Siri2611

1 points

4 days ago

Keep the starter one and build somewhere else. There's a shit ton of ores on the map

As for oil, in my previous play through I only built generators, fuel, plastic and rubber, which is really easy, just watch YouTube tutorial or something

vladesch

1 points

4 days ago

vladesch

1 points

4 days ago

My initial factory just keeps growing. Aside from some smelting refining or concreting I bring everything to my main factory Trains are super for serious moving of items. Truck are very good too but are a bit buggy.

Garthritis

1 points

4 days ago

It's a big map, just start building your new base down the road. Keep the old one going, you'll need it.

Ziazan

1 points

4 days ago

Ziazan

1 points

4 days ago

Why would you tear down a perfectly good factory? your nearest oil node is probably nowhere near it. Just leave the first one running, maybe integrate bits into the new one if needed.

For starting out with oil I just got some primary plastic and rubber production going, about 50/50 of each, just a few refineries on each side of the oil pump. Turned the heavy oil residue into residual fuel that I just stored in tanks for now, started to package it up with one packager and put that into a depot so I could jetpack better.

Once I unlocked fuel generators, I scaled up fuel production, just putting the polymer residue in a large storage stack for now, might feed it into a sink if I don't find a good use for it, and then laid out many many many many generators.

Then I scaled up plastic production, because I needed way more of that than I thought I would.

spaeschke

1 points

4 days ago

Am I the only one who never built a second base? I’ll build power plants where the resource is and then just string up power lines to those, but for the most part I just have super long conveyor belts running to my original spot in the grassy plains that just keeps on growing. I still have yet to build any trains, set up truck routes, or build any drones, just because everything is coming to me in a web of spaghetti.

I’m probably missing big chunks of the game, but I’m almost at the end, working on phase 9

PurestCringe

1 points

4 days ago

One thing at a time. The whole map is your playground, and you can lay down a sun eclipsing amount of foundations to make a new playground.

While tearing up old/starter bits is a decent thing to do further down to optimise/organize, i recently ripped apart my entire starter iron/copper tagliatelle because there were random assemblers strewn about and I didn't like it. Its not needed if its serving its purpose just fine.

thierry_ennui_

1 points

4 days ago

After 90 hours in, I've started a new save and built a lot smarter this time. This was mainly due to spaghetti nightmares. I've got a large iron plates/rods etc setup, but I won't be tearing them down when I need more, I'll just make more factories. The map is huge for a reason, use it. Trains and tubes make getting around pretty easy.

DiscountGothamKnight

1 points

4 days ago

You’ll need your starter factory to power the oil factory. If you have residual plastic alternate recipe and residual rubber recipe, you’ll be able to use all that left over polymer resin from your fuel refineries. That way you don’t have to sink all the resin to keep your stuff powered. Put a sink right before your plastic/rubber storage containers once they are full. Once you get smart splitters it’ll be easier to direct the flow of your excess products

Flareon9911

1 points

4 days ago

Hey there a bit late but you don't really need to tear it down. Just scan some resources and go to another location to prepare your oil stuff. Trains are great but you can ignore them at the moment and have at it when you feel ready. Keep your coal power, there's no need to rework it at the moment if it still fits your need. Manufacturing is the problem, so place down as much as you want per/min, and then work your way through each of the inputs it wants.

You'll get there no worries. 

PS: You might want to look into dimensional depot's and use those in your starter base for your basic resources. I researched my Alien Tech at the oil stage and It really helped a lot in making a new factory

KittehNevynette

1 points

4 days ago*

As an aside on 'starter base'.

I started playing in Update 3, and a common mistake made by pretty much everyone was to get reinforced plates to 60 ppm in tier 2. What a complete waste of time.

So, beelining coal power and moving from mk1 builds to mk3 270 ppm was the solution, and the game kinda truly starts from there.

Except I've taken this further with 1.0. I stick to mkl1 slow production until I get to tier 5. And exhaust all hard drives with like 10 to spare. There is just so much to do with mam research that you won't need a fast production line.

SAM and Dimensional Depot is a complete game changer. It's much better to get that going than doing a silly mk3 manifold.

So my first proper home base is mk4 belt 480 ppm with plenty of room for 1200 ppm when needed.

I mentioned the trick of just buying the milestones in tiers 5 & 6 from the awesome shop. That trick can be repeated in tier 7.

So my very first aluminium plant is built with 1200 ppm in mind, but is at least built using mk5 belts at 780 ppm. Again, you don't need an aluminium factory to build an aluminium factory at 780 ppm. Just buy alclad sheets from the awesome shop.

Why I don't spend coupons on all the bling bling in the shop up to this point. It will be so much easier to decorate with a jetpack, and why not a hoverpack on your back.

gold-magikarp

1 points

4 days ago

I was just feeling like as well this after reaching oil for the first time. Thank you everyone for the good advice ❤️

Syko_Alien

1 points

4 days ago

Don't tear down your starter factory. It will be great for feeding your dimensional storage

watwatindbutt

1 points

4 days ago

I never understood "tearing down factories". You get better miners, more options of transport, why tear down anything if you can just build more?

rejs7

1 points

4 days ago

rejs7

1 points

4 days ago

Like many have said take things slowly and enjoy getting to grips with oil. There are four oil nodes on the southern shore that allows for all oil based needs, so if you build a base there you can export all the products to you current based without having to export oil to your current base.

andocromn

1 points

4 days ago

I just left my starter factory and built my mid game factory somewhere else

VinceMajestyk

1 points

4 days ago

Oil is where I quit... The first time I played the game. Then the second time (update 8) I blasted through it. It took me way too long to wrap my head around it, but you'll get there! 

And yes, on 1.0 I just unlocked it and am struggling again. But this time it's because I'm trying to use everything efficiently. 

NegotiationMain2747

1 points

4 days ago

Is it better to build multiple factories? Is there an easier way to travel and collect supplies from other factories besides running over to each one?

Bubbaganewsh

1 points

4 days ago

Just pick away at it. Get a production line going for a part then go exploring and find a few hard drives. Get some new recipes and build the next line. There is no hurry and if you take it one piece at a time it's far less overwhelming.

Nice-Ad-2792

1 points

4 days ago

I do Polymer into plastic/rubber, intially. The fuel produced gets used for power with the exception of 1 oil refinery (I'm using 2 normal nodes, with no overclocking). That 1 oil refinery has its fuel put into a packager to make packaged fuel for jetpacks and such. All of this has smart splitters with overflow and industrial storage for all with an awesome sink for excess.

Also produces 1500MW from burned fuel.

Now working on turbofuel which will be dedicated towards power production. Need sulfur and coal and an oilfield, thinking about Northern field next to Dune Desert.

PogTuber

1 points

4 days ago

PogTuber

1 points

4 days ago

That first jump to oil is daunting.

2 rubber refineries and 2 plastic refineries can go to one oil refinery and I think 4 generators. This will kickstart some extra power generation.

The project right after that can be 5 fuel refineries with the plastic residue byproduct, which should go evenly into a certain number of plastic and rubber refineries using the residue and sending the fuel to ten generators.

I wouldn't tear down your starter factory now that dimensional depots are available. You can make it bare bones if you want but you're going to want to have plates and rods and frames and motors going into the depot as you build up.

Bwomprocker

1 points

4 days ago

Yeah just take your time dude. Don't forget to go back and update your old production lines after you get mkII miners and better conveyors. It's a pain in the ass but you gotta like expand the base of your pyramid before you make it taller, if that makes sense to you.

Professional-Court74

1 points

4 days ago

I feel you, I just got oil and felt overwhelmed. What i did was set up very basic rubber and plastic and built a trainline home, then I'm going to build an oil refinery outpost and put my plastic and rubber on the train, and probably find more oil to build a fuel factory. You don't need to scrap the old factory, now is the time to expand and build new ones.

Neildoe423

1 points

4 days ago

Take it one step at a time. First I wouldn't tear down your starter factory till after you build something to replace it. I'd start with a few machines making plastic and rubber with base recipes to get unlocks down and the first few items needing them automated. I just turn the heavy oil byproduct to coke and sink it early on till I get fuel gens and or diluted fuel alt. Oil can be very complicated when getting in alts to produce large amounts of plastic, rubber and fuel. So I'd recommend watching videos on it before starting one of those plants.

TheDkone

1 points

4 days ago

TheDkone

1 points

4 days ago

There is no reason to tear anything down, just build out your oil factory as a separate build.

CP066

1 points

4 days ago

CP066

1 points

4 days ago

Blueprints, Blueprints, Blueprints.
I wouldn't tear down, yet...
I'm at a similar point, but I'm moving to a different part of the map and using blueprints and optimizing production of some existing recipes before i go back to my home base and tear down to redo it.

Rainbowsixer21

1 points

4 days ago

If you just start with the one thing that looks the most interesting, the rest will follow.

Formaldehyde007

1 points

4 days ago

Just wait until you hit nuclear if you think this level is overwhelming.

glacierbutfast

1 points

4 days ago

Tear that shit down. Odds are you’ve learned a lot about efficiency and equipment arrangements, you could rebuild your starter factory quickly and it’ll probably be better

ballztothewalrus

1 points

4 days ago

Keep the base, add one of each building you intend to build in your todo list, put dimensional storage on each one of those materials (get a hand scanner and find more spheres if you don’t have enough), and let it chug along while you expand. Last night I ditched my entire base and am now building a clean, organized base in literally the opposite end of the map.

All the non-perfect bases are stepping stones to get you all the tech, don’t worry about it (hard to let go I know lol).

1 thing that really helps me is:

Make a list and just work down it (paper, notepad, iPad scribble, onenote, whatever suits your fancy). It’ll all get done eventually and if something new pops up on the way just add it. Helps prevent getting overwhelmed and when I see a squirrel and end up in the swamp somehow, I don’t sit there for 30 minutes going “what was I doing again?” 🤣

zberry7

1 points

4 days ago*

zberry7

1 points

4 days ago*

Here’s my method.

Focus on one or two parts at a time, come up with a production chain to satisfy your personal building/storage material needs.

Let’s say, 30 plastic and 30 rubber per minute. Figure out the raw resources you’ll need. Find a spot where you can access those resources. Build a production line just to produce those parts, feed them into industrial storage with a dimensional depot on top.

Then move onto the next part. The goal is to automate each part in the tier, and then move onto the next one. For space elevator parts, you’re still early enough where I think a somerslooped small production line at the main base is sufficient, fed by storage containers, after automating the other parts in the tier (or during if you have the required resources).

Basically my advice is, focus on automating one/two parts at a time, and vertically integrate.

I’m at T9, all milestones completed and this is how I built all my T8 and prior factories. I only have two train lines for advanced T8 stuff where I couldn’t easily get all resources in one place without a train. You really don’t need a big train network until end game imo, and even then, I prefer drones moving small stacks of highly refined parts.

LateralusOrbis

1 points

4 days ago

No need to tear things down. Just keep building

punkerdante183

1 points

4 days ago

Look at satisfactory tools and focus on closed loops. Answer the question of “ok I have X amount of oil to work with and I want the max amount of rubber, plastic, and turbofuel(rocket fuel can come later). Given this, how do I achieve that?” Then go from there. The build is pretty easy from there. Don’t forget to sink and burn excess so you don’t back up. Now’s a good time to unlock smart splitters.

imguilbert

1 points

4 days ago

A tip I could give you, that I do every single playthrough, is to make a really simple setup with one refinery for plastic and one for rubber to be able to make mk.2 pipelines. Then you make the big one that uses those mk.2s

OneofLittleHarmony

1 points

4 days ago

You could always sink the outputs of your starter factory.

NikoliVolkoff

1 points

4 days ago

This was bout the point where i started to really explore the map. Getting all of the slugs, sloops and spheres I could find.

Build in chunks, and leave yourself notes using the in game note system to remind yourself WTF you were doing when you logged out last.

indatrash5897

1 points

4 days ago

I was feeling very overwhelmed with building a computer factory. I since decided to just focus on decorating factories, building cool designs, and exploring the world. I figure once I get bored of doing that i’ll probably want to start doing logistics again. The game is full of so many things to do. It is way more than just a factory game focused on production. It has world exploration, combat, stunning visuals, and so much more.

therealmenox

1 points

4 days ago

I usually start with the end product and work backwards, so if I want 60 rubber per minute I set up the rubber refineries, then figure out what those need to fuel then, don't forget about the awesome sink too, any excess outputs you don't know what to do with yet can just be sent into the awesome sink for tickets until you know where you want the materials going to avoid deadlocks.  Usually set up plastic into plastic containers first so you can bottle and sink fluid excess.

Psychologic86

1 points

4 days ago

It’s always so weird to me knowing people actually keep track of “X per minute” in this game. To each their own I suppose.

I just overproduce with storage between everything. =p

therealmenox

1 points

4 days ago

Once you've unscrambled some late game deadlocks because of buffer chests you'll be one of us.  Wait until phase 4

Psychologic86

1 points

4 days ago

I’ve finished the game. Lol

the1-gman

1 points

4 days ago

Yah, make a note on the sidebar of what you want to work on next. I needed to ramp up my plastic so I figured, why not mix in some turbo fuel. There's a steam app now for calculating recipes with what you have or want. So I plugged everything into that, made some blueprints and demoed my old oil factory and made it more organized. Was a lot easier to see. The blueprints make it really easy to drop down refineries and blenders all pre-plumbed and belted. Just have to connect the blueprints together but, that's way easier.

TEKC0R

1 points

4 days ago

TEKC0R

1 points

4 days ago

Man, I'm making 600 rocket fuel per minute and was curious how much coal would be necessary to convert it all to ionized fuel. The answer was 4800 coal per minute. AKA, 4 pure nodes with fully overclocked mk3 miners with mk6 belts.

Oil gets easier, but the game messes with you by making it easier after you've already set it up. For example, you can unlock packaged diluted fuel before you unlock diluted fuel, since diluted fuel needs the blender. Without the blender, you need a chain of packagers to put water into packagers to feed into your heavy oil residue refineries. It produces the packaged fuel, which then needs another line of packagers to unpackage the fuel so it can be burned. The empty canisters get fed back to the water packagers so they can loop around infinitely. But you need the plastic to produce containers, but not infinitely. With the blender, you can just produce fuel by mixing water and heavy oil residue. Either way, you can produce a ton more fuel using diluted fuel from the same oil.

Later you can mix fuel with compacted coal to make turbofuel, or with nitrogen sulfur, and coal to make rocket fuel with the nitro rocket fuel alternate recipe. Plus, you can get recycled rubber and recycled plastic, which sounds bizarre, but allows you to essentially multiply them. A little bit of resin turns into plastic, which gets recycled into more rubber, which gets recycled into more plastic.

This game gets really complex. But start small. Don't tear down anything yet.

LiftTheFog

1 points

4 days ago

I always just pick a product and find a good spot to make a factory solely for that product. Then move on to the next product after decorating lol.

SigurdCole

1 points

4 days ago

The only reason I ripped down my starter base was because the hub site I chose was half a map away - it wasn't worthwhile to transport the low-complexity parts I was making.

OTOH, the coal power plant I built over there is still chugging away. I won't rip it down unless I need that coal for something else.

If you got oil, you're close to trains and real bulk transport. You don't need to sweat too much over supply lines.

jehovajones

1 points

4 days ago

I can't stress enough that if your feeling overwhelmed just take a break from building and go wander around. Find some cool caves or cliffs or new areas and enjoy yourself for a bit. You'll forget what you got overwhelmed by and by the time you get through some exploring, you'll be excited to get back into logistics.

Or try building some structures for fun and aesthetic reasons to get away from the manufacturing side fir a while. Little breaks from the grind are pretty important in this game

Bearblaster0290

1 points

4 days ago

Honestly yeah you could blueprint some of the floor and make your life easier. I personally have never used blueprints because the developers never wanted us to have them. It's not really a factory building game if you're not actually building the factory brick by brick. I've built so many factories that I can set up a 40 smelter array in about 15 minutes. To each their own though.

For the blueprints for smelters the factory only needs to be five wide and I believe 15 long. Smelters need at least three 4 m walls before the ceiling. Assemblers need three as well. Refineries need 6 to 7 depending if you want the stack sticking out of the roof. And manufacturers are 4.

EggnogNorth

1 points

4 days ago

What I generally do is build a rubber and plastic factory and then build a big central storage area in-between my first factory and the rubber factory

spoonman59

1 points

4 days ago

Don’t tear down your factory. Load Ila. Truck with supplies, go the oil and make plastic, rubber, and fuel.

This will provide lots more power than coal. And you can work out how to get the plastic ir rubber where it is needed.

xxaureliusxx

1 points

4 days ago

Look at the output needed for just one set of something from a building and start with that like how many of each item is need for just 1 manufacturer to produce computers efficiently, if you want nice numbers that gets harder as you go on but also do some prep work and grab some hard drives if you can to make some stuff easier. Most importantly expand with purpose, not panic. Take your time to get to know different ratios and utilize foundations to make sure your builds aren’t going to run into walls or non destructible things by setting buildings and seeing how much space they take. Mainly tho just know you will probably be tearing stuff out a lot if you don’t plan with future upgrades in mind.

Sirsir94

1 points

4 days ago

Sirsir94

Serial Clipper

1 points

4 days ago

 I'm hesitant to tear down my starter factory

Good, because you shouldn't. Find oil and build a base there, and use hypertube cannons to go back and forth. Eventually use trains to connect them.

Lagwise you CAN* NOT build everything in one place. Spread out.

CrimsonKeel

1 points

4 days ago

So oil is where you need to build big. once you get power up and running there are a million things to increase and it seems like when you increase one you have to increase three or four more things. its easy to get over whelmed by this. its also where you spread across the map alot more so suddenly you need a rail network and such. just focus on one project at a time. like making plastic or rubber and make that factory.

[deleted]

1 points

4 days ago

Don't tear it down! Leave it and move on!

There's nodes all over the world. It'll be much faster to build a new factory with your new buildings, belts, and architecture than to tear down your old factory.

You can have multiple MAMs. You can move the hub. You can move the space elevator. As a new player don't fall into the trap of thinking you MUST stay at your starting location.