Efficient Factory Layouts You NEED In Foundry
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Today we’re looking at a series of layouts that will be incredibly useful in your Foundry playthrough.
Most notably blue and red science.
Timestamps
00:00:00 Introduction To Foundry Logistics
00:01:16 Efficient Miners
00:01:48 Conveyor Logistics
00:02:10 Smelters
00:02:37 Refining Ores
00:03:20 Basic Layouts
00:03:50 Balacing Belts
00:05:21 Blue Science Layout
00:08:55 Red Sciience Layout
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About: Foundry
Build a factory optimized to perfection or an artistic masterpiece in an infinite voxel world. Mine and harvest resources, automate your ever-growing production lines and manage complex systems while researching your way to mechanical mastery in FOUNDRY.
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What Layout should we work on next?
first
17 views in 3 minutes? bro fell off
And i thought balancing in Satisfactory was a pain.
What do you mean by manifold and that is the alternative?
How long did figuring all of this out take?
i watch these despite not hving the game. just fun to see
I believe a tutorial video showcasing the acquisition of materials from external sources, like additional basic supplies and water, could be interesting. Exploring whether placing belts on top of the ground versus underneath makes a significant difference could be informative. Another episode focusing on power management would also be beneficial. While I haven't encountered issues with low voltage, I find high voltage a bit confusing. Discussing power lines, transformers, and related topics could be enlightening. Additionally, a video discussing walls, windows, doors, and similar elements would be helpful. In comparison to Satisfactory, I haven't come across walls with holes for belts, and doors are separate from walls, which seems a bit unusual. I am new to factory games, so I haven't delved into optimizing belt systems much yet, but it's a good starting point for me and quite enjoyable.
For drone miners, i suggest u to reposition them instead of adding more and more. Drone miners have decreased yield cause of they have a limit how far the drones able to fly to mine the resources.
8:18 I should say if u can use balancer instead of 90 degree belts as u can see on time stamp. The 90 degree belt can leave gap between materials and messing up the ratio, while balancer make 0 gap between materials if both belt are full before the balancer. I did hope the devs fix this issue, but it is in the game for years, so i guess it will stay as it is.
BTW nice video, i highly advice for every new player to listen carefully on him, he explain it well.
I have issue with efficiency with each research tire cause it mess up a lot of things. Did demolish my base and rebuilt it few times and still not satisfied with it. 🙁
with all the blue and red science you are making how many research building do you have
This video about load balancing is really helpful. I admit I didn’t do this at first at my starter base because I didn’t fully understand throughput rates. I’m in the process of building a new base, so I’ll definitely use these designs or something similar for my dedicated ore processing building.
I feel like "NEED" in urgent caps was something of an overstatement, unless you consider irrelevant OCD concerns an urgent need.
You make this look so easy.
I came to YouTube to search for this specific video, but it was the first recommendation. I think Google is spying on my brainwaves.
Its just an incredibly boring game to be honest…. like really really boring.
So, what's bothering me about your megafactory is that you're just building too many things you just don't need. No wonder your early veins deplete. You just don't need so many storages/assemblers/smelters etc. to fill up their own storage. You'll be able to advance to much higher yields by focusing on research without making so many superfluous items. Maximizing items you can deploy without regard to scarcity of resources is a very Satisfactory kind of mindset.
Wait wait wait wait….so I can crush the xenoferrite and tecnum and then send it to the smelter? The tier 2 plates and rods work in the normal blueprints like for belts and stuff?
Alternatively, for refined smelting, you can put 3 output belts side by side then have a row of smelters on each side using staggered 1 and 2 lane loaders outputting onto lanes 1+2 and 2+3 with an input belt on either side. So you get two belts of crushed ore smelted into 3 belts of plates/rods.
I don't know if someone has already commented on this but there is an annoying crackle throughout the video and I checked other videos and it was only this one I hope its resolved in future videos.
glad its not just me, so much time on satisfactory and im struggling to make this factory efficient! lol it needs so much even in the early game! With these inputs/outputs and splitters the factory is naturally massive. even your guides are so advanced compared to satisfactory i feel like im watching a super computer guide!
im trying but its not as satisfying as satisfactory lol
Just my opinions here and I am being long-winded so you have been warned. 🙂
I appreciate the work, and it is interesting, but I feel that this level of efficiency is mostly a waste of time, especially in the early game, simply because you have diminishing returns on resource nodes over time. Plus the fact that long range transport isn't very good in this game and you are going to find that your setup isn't going to work over the long term. Permanent resources are late game, and until you have consistent level of resources, this is just a waste of time in my opinion. You would be better off setting up the factory so that you can easily scale when necessary even if it isn't an efficient layout. Production lines that may back up early game won't be backed up later. Just look at the machine part usage in tier I and II.
The game gets progressively more complex, the machines are huge and you will find that early game layouts simply won't suffice later in the game. The traditional idea of the megafactory simply doesn't work in this game. I am using a distributed model with different production hubs and it is much easier to expand when necessary, without redesigning the entire production facility. I black-box these areas as much as possible. The real challenge in this game is transport and being able to get resources where you consistently need them. I spend twice the amount of time thinking about resource transport than machine chains because transport is where almost all the logistical problems lie in this game.
For example, I maintain a three-space gap between all my belts. It sounds wasteful so why do I do that? Because three spaces is the minimum distance for placing a splitter and a ramp to cross over existing belts. It may seem like a waste, but the system is extremely flexible and allows me to adjust the machines without having to redesign my entire transport system. Yes, I will get gaps in my machine chains but so what? Space isn't an issue in this game. Having an adaptable layout that can be adjusted with minimum impact on the overall production chain is a much higher priority in my mind than any temporary efficiencies you might be able to manage in the short term.
I have been playing for a bit now, but I have to ask…… what happens when I run out of the basic resources? I can not help but notice that the 'ore' efficiency upgrades look rather important!