u/Inquisition8

Image 1 — Ah yes, this should be a good vantage point
Image 2 — Ah yes, this should be a good vantage point
Image 3 — Ah yes, this should be a good vantage point
Image 4 — Ah yes, this should be a good vantage point
Image 5 — Ah yes, this should be a good vantage point

Ah yes, this should be a good vantage point

Don't sleep on the wolfram arcs, they are goated for building! Also, there's reasonable stability expansion room from last pillar - I think maybe 5 tiles? I have an even better location/idea for higher level core upgrade, with the goal being that goliaths can't get up there. The one shown here is in the starter area, which is a pretty good setup for core defense (tip: have it as an isolated base with a teleporter in and only visit it when you feel like having a fight). Turrets are auto fed from a bullet generator with plenty of overflow storage. The new turrets go brrrr ... pretty cool, I don't have to fight anymore can just watch.

u/Inquisition8 — 15 days ago

Short version is annoying griefer scout shows up with thumpers and just keeps bringing up the worm. No one gets eaten, but it's annoying. Not to mention grav grenades/activating shields. I don't know what to do about the latter, but can we just disable thumpers in pve dd? I've never used one for pve purposes, ever, so it really does nothing here. Eventually they'll get bored I think, so maybe we just wait it out ... I dunno, I was having fun in general but gnats will be gnats I guess.

u/Inquisition8 — 23 days ago

Took just over 15 hours on this 'final' playthrough to activate the World Engine, so it's time to say goodbye to the starter base. Rushed teleporter and occasionally come back here to add more cargo senders, but it's now just a remote outpost. There is an area on the map, the farthest southeast that you can go (blocked by radiation initially), which is unlike any other.

It is a massive basin, almost entirely flat, and has literally every resource except powerium (which you can see off in the distance in screenshot #2, which is the entry point to the basin). This is where I'm setting up my mega base. It is loaded with multiple pure nodes of every kind, the enemies are mostly light although there are a couple goliath spawns, but this is all fixed by gridding out the area with cores which eliminates respawns (I estimate it will take about 15-20 cores to fully grid it out). Don't sleep on this area, it is worth the 3km trek from the starting area (just make sure you have teleporter set up because you do NOT want to make that run back ever). I cannot overstate how much real estate is available here and since the game does not allow for vertical building or significant height adjustments, you really do need a flat zone to make your dreams come true, and this is it!

u/Inquisition8 — 24 days ago

This is a 6hr build, level 5-7 corps, last screenshot is 9hrs in, all parts done up to mega press.

Area just north of spawn, right at the first radar tower. This area is GOATED. 4 nodes of your basics - titanium, wolfram, calcium, and helium just across the hill (slight north), very easy to run a line and don't have to fight anything. Zone is very flat with lots of room, so you can easily triangulate/converge all your resources into the center. Plenty of meteor cores and ignitium right on your doorstep. No need to worry about sulfur (not required for power cell recipe).

I've tried different starting areas and this is just IT for me. This is not my first playthrough, but it's my 'final' one as I've now identified where to set up my pre-engine base and then endgame megabase. Some things I've learned/do:

- I don't use a planner. The stuff makes sense after you're played for a while and trying to math it out pre-endgame seems like a total waste. Most things are 1:1, some are 2:1 and a few 4:1 mainly based on the purity of ore node you're starting with.

- I make 2 of every production facility, with 3 storage units (mega base will be completely different setup) in-between. This allows for buffer which I think is really important in a pull system, as well as providing opportunity to split your resources when needed as well as load balance. If you have a 3x2 storage setup, you can run lines between them to load balance as needed, just off of feel as you will see which containers are empty vs. not.

- 4 cores is what I have total, slightly overlapping each other. Connect everything with foundations so the power grid is shared, then place power at the lesser used cores.

- Not upgrading any cores until later and will only do so with an isolated far away core to hit level 4 for the upgraded boosters. The base defense stuff is kind of fun but gets really annoying after a while. I'd rather do it on my terms.

- THE MATH FALLS APART. There are too many nuanced things here that make the math 'dirty'. There are slight delays between start/stop, multiple items on rails will cause lag that will resolve itself but only stays resolved if you produce non-stop (which you don't), senders/receivers got a welcome change but there's still a delay you can't really account for well, just all in all I think this is more of a 'feel it out' game due to its pull nature.

Just for context - have about 125hrs clocked in SR, 1k hours in Satisfactory. Moderately OCD. Had to rethink my approach due to pull system and having to run different items on a single rail.

Biggest thing for me out of all this was buffering production in-between buildings with sufficient overflow storage, otherwise you will 100% hit some sort of massive bottleneck at level 10+.

u/Inquisition8 — 26 days ago

Building games are fun, there are always neat little ways to go where you want. Nothing special here because I got tagged by radiation before I could get too far, but from the 10 or so dashes I could get the map is quite unfinished past the borders. Not really usable for anything, but you can force clip yourself through geometry with some 'tactics' teehee.

u/Inquisition8 — 27 days ago

This is at ~50 hours in, main base, everything is fully automated up to level 10 corps (working on 11+ but that instantly hits a production wall by comparison). There's a calcium base off in the distance that's decently built out and 3 satellite bases (sulfur, helium, geothite). I gave up on trying to make it clean or scalable. As a 1k hour Satisfactory player I've had to unlearn a lot since this game is fundamentally different in its factory building approach. I'm also of the opinion that scaling is a) completely unnecessary until level 10+ and b) all goes out the window once you do finally max out the corps/'quests' and get the tier 2 production units. So, I'm saving any scaling attempts beyond what's necessary until I've maxed everything out.

It seems the game incentivizes having a bunch of satellite bases and just crisscrossing everything with loads of cargo senders/receivers, so any kind of methodical planning just goes poof. I think this is fine with the update 1 change to how they work and my satellite bases are looking much cleaner!

Now if only the turrets weren't so dumb I might want to upgrade more of my cores...

u/Inquisition8 — 28 days ago