Once I get past Phase 1 I become too low IQ for this game. It's obviously an incredible game but I'm not good at figuring out how much machines I need to automate things with ease.
>>730696445>female only charactersWokeslop
>>730696445Try factorio, the top down perspective makes it a lot easier to learn and you might be able to transfer some of those skills back
>>730696445the best way to accomplish the task of creating things is just to brute force it. Math is for losers, just make a lot of shit.
>>730696445>I'm not good at figuring outThere's no time limit, growing threat, or deconstruct penalty, so just take your time and experiment. Especially since you got past Phase 1, that means you can unlock coal power for automated power, meaning no biomass upkeep pressure. As belts and miners improve, you'll likely redesign any 'official' factory you make regardless.For actual math, there's an built-in calculator in the quick search if you need it (press 'n'). Quick search also lets you look up items, how/where they're built, manipulate clock rates, and also Rclick icons to jump to other entries. If you want design help, I recommend working backwards. For example, if you're trying to automate Phase 2's Versatile Framework. To get one machine at 100%, which produces 5/m:Step One>VF need 2.5/m mod frame, 30/m steel beamStep Two (one step backward)>mod frame is made 2/m, so two machines underclocked to 1.25/m, which is 62.5% clock, and needs 1.875*2 RIP (3.75) and 7.5*2 Iron Rod (15) (OR, if you want to use a power shard, overclock one machine to 125%, making 2.5/m and using the same 3.75/m RIP and 15/m rods)>steel beam is made 15/m, so two machines at 100%, which need 120 steel ingots (or one machine overclocked to 200%)Step 3>3.75 RIP is one machine underclocked to 75%, needs 22.5/m iron plate, 45/m screws>15 iron rod is one machine at 100%, needs 15/m iron ingot>steel ingots are made 45/m, so 3 machines set to 40/m (88.889% clock) for 120, which needs 120/m iron ore, 120/m coal (END POINT, ie raw resources from miners)Step 4>iron plates are 20/m, so two machines underclocked to 11.25/m (56.25%) or one overclocked to 112.5%, which needs 33.75/m iron bars>screws are 40/m, so either two at 22.5 (56.25%) or one at 112.5% for 45/m, which needs 11.25 rods (make separately from other rods)cont.
>>730696445>>730699686Step 5>33.75 iron bars need 33.75 iron ore, in two machines underclocked (56.25%) or one overclocked (112.5%) (END)>15+11.25 rods (26.25) is two machines at 13.125/m (87.5%), needing 26.25 iron barsStep 626.25 bars is 26.25 iron ore, two machines at 13.125/m (87.5%) (END)Then you add together all the raw resources >Iron: 120+33.75+26.25 = 180/m iron ore>Coal: 120/m coalwhich is fed to the end points of what was calculated, which is actually the start.And this is just the "precise, every machine working at 100% runtime" way about it. You can lazily manifold any number of machines more than the bare minimum, ie see you need 120 steel ingots, so you slap down 3 foundries which make more than 120/m, and move on without bothering on clock speeds. Just start with the final product and work your way backwards.There's also a website that let's you enter what you want and will spell out everything for you, how many machines you need, what clock speed, etc. I'm not a fan of things that 'solve' everything for me, but I get that not everyone enjoys digging into the math. Just search "satisfactory calculator" or "satisfactory planner" and I'm sure it'll show up.
on my 1st playthrough i just kind of rushed through to see what everything was like, then started a new game and once i understood everythign then i could create systems and shit that worked better.love satisfactory hate factario.
the later phases suck
>>730696445I haven't played in over a year, but I remember getting filtered around tier 8.My brain can handle small scale/localised logistics (it won't be pretty, but my own little clusterfuck I manage to make work), but I just can't past a certain point. Too many pieces and inputs, outputs, conversions, overflow, waste management. Trying to (poorly) automate supercomputers was fucking exhausting enough. Exploring the environments and building walkways all over the place was rather enjoyable though.
>>730696445Once you have to employ an online calculator it stops being fun and turns into work. Still not enough conflict.
>>730700940>Trying to (poorly) automate supercomputers was fucking exhausting enough.Man, supercomputers specifically almost filtered me too. It was a watershed moment for me, since we'd been manually crafting them (hand dumping resources in a daisy chain of machines tailored to what we needed in a moment) but now needed them automated for real progress. Either I'd quit there or figure out how to squeeze its production into our disgusting mess of a base.The trick, however, ended up being "Just make a separate base." When drafting up the supercomputer parts, I realized all of them boiled down to just plastic, copper, and quickwire. So I train'd copper and quickwire over to our oilfield, and I was able to make an electronics-only factory for all the supercomputer parts and then train back the supercomputers. That little factory was able to split off dim storage for, IIRC, AI Limiters, Computers, Circuit Boards, and High-Speed Connectors, all things previously manually crafted in the aforementioned daisy chain when needed. It was such a relief having all that done automated, with an easy production chain too. It also really sold me on the idea of making outposts instead of trying to brute force everything in one place. Trains are love, trains are life.
>>730696445My main gripe with it is unlockable alternate recipes, some are so strong that they are worth completely changing your assembly lines for them, after spending hours making one it can feel extremely demotivating but at the same time I can't really think of a better reward for exploration since even the slugs/powerCells will alter your lines since they change the output.
>get bored>come back later>save broken because unity lol
>>730701669My first playthrough, I never looked at or used any alt recipe. My second playthrough, I scanned a harddrive before any unlocks just to guarantee cast screws. Now, I can't live without all the steel/concrete combos (worked on as soon as I get jetpack unlocked), but that's about it. My only complaint about them is that it's RNG. I really wish the recipes were attached to drives at fixed locations. I'd also accept "fixed pool," ie a drive with "Choose from Iron Wire, Cast Screws, Inventory Slots, Biocoal" being present in one specific drop site in each starting areas, so you can get one guaranteed if you know which drop site, and if you want two from the pool, you have to get another from the right site at a different starting area. But mostly, just a single, fixed recipe is enough so certain starts have another "perk" in making specific alt recipe easier.