Satisfactory:
This post will be updated as I come across new things, strategies and ideas.
(stand: pre-Alpha test weekend, might change while updated, even with Early Access Launch)
Early Access Launch: March 19th
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Tips & Tricks:
Building:
- General:
If you can build on foundations,do sorebuild your factory you have so far, the foundations will give you a grid that makes a lot of things a lot easier - Overview:
to get a better overview use the stack-able conveyor pole rather then the Lookout Tower, cause: - The ladder of the pole is much easier to grip on (danger of falling in opposite to tower practically non existent)
- You can grab on the ladder of the pole even when already falling (never managed that with the tower
- You can make the pole as small or high as you like
- It has a small footprint and can be squeezed in practically (almost) anywhere
- It has a small footprint in view-size as well ... means you can build while hanging on the ladder further reducing the danger of falling ... also adding the ability to increase the height on the fly.
- Also can be used as a fast and easy staircase. (had to turn up fov to get it in shot)
- Construction is still relative cheap
- When trying to climb on top (because of current movement mechanic you might jump over it and fall down the other side.
- Has to be researched separately.
- Prettiness:
You can either build pretty or cheap (/cheaty ... kinda)(Also cheap also means size footprint). - You don't need walls (as support), foundations will happily float on their own.
- You don't need conveyor poles to hold up the belts once the belt is placed.
- Belts can cross each other, and will even happily work if you have them occupy the same space (even in opposite directions)
- Belts:(images will follow)
- To place the non-stack-able conveyor pole higher than ground level. place the ghost first, then look up.
- To make pretty turns you need to have a pole 2 grit (m?) away off one axis, then the belt will make a nice 90° turn (images will follow)
- To raise a belt in the shortest possible distance it needs to be 4 grid for each height step (height of one stack-able conveyor pole)(images will follow)
- Belts needs to be one height step high to be able to walk under
- And two height steps high to be able to drive under (with the sugar cube mileage may vary with other vehicles).
- Splitter / Merger:
- Can directly placed on existing belts, but they will ignore the grid.
- Can be stacked, but only from top down, including all connections. (when having one below it doesn't accept belts anymore[obstructed by the clearance reservation space of the one below], but the one that are on are fine)
To stack them: - build 8x2 foundations for each level of them (they have the same height)
- Build the top most one
- connect it (remember you can't add more or move the existing belts afterwards, removing belts is fine, tho)
- remove the foundation below it
- place the next layer of them below the last one
- go to step 3 till you are done.
- Can be used to build Balancers.
- Balancers:
- Custom tailored outputs (fake balancers)
This example shows my Screw production setup for Modular Frame *, Reinforced Iron Plate and Rotor production. The first 4 Screw outputs are for plate, the 5th for Rotor production - Real balancers: (pictures follow/will be replaced by better ones after EA launch)
- Fighting:
- Rebar Gun:
Get it as fast as possible! Will unlock in Tier 3 after researching 11 (1+10) of Alien Carapace
All my fighting tips will be based on that weapon. - General:
To keep as much distance as possible aim above, the drop is quite significant. - Flying Crab:
If you see it, shoot the Flying Crab Hatcher from as far as possible, that will give more time to fight the Crabs.
if you managed to shoot the hatcher from far enough, the crabs might not be aggroed, and you can pick them out one by one without any danger. - Fire_Spitter: (categorized after the glow of their head)
- Yellow (easy):
Keep your distance,
if you have enough space, run backwards fire at it head, when it has fired step a few steps sideways that'll dodge the shot.
if not keep cover. Their shoots will dissipate if they touch something else - Green (medium):
Basically same as yellow, but since it has rapid fire, you need to be more careful and dodging is almost impossible.
haven't had enough green for a good strategy - Red (aka. Large_Fire_Spitter / = hard):
RUN! Leave this bugger alone, if you really have to (like punishment) use cover to dissipate the shoots. High ground also helps, because not only your shoots will go further, but also their shoots will not nearly go as far. - Water:
had an really easy time fighting the wildlife while being ins shallow water. for some reason they seem not to be able to attack properly. Might be a bug, tho. - Foundations:
avoid fights by placing foundations nearby. Leave and comeback later to realize that the animals have despawned. Might be a bug, tho. - Lookout Tower:
Shoot the wildlife from above, while being safe.
Footnotes:
* = needs the production of 2.5 Reinforced Iron Plate, so I produce 3 for the frames and one more for storage, so that I have then 1.5 for storage in total ...