Full logistics Guide pt.3 | BLUEPRINTS and Simulating Layouts in Satisfactory 1.0 | Tips and Tricks

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In this video, Jack Blade will continue teaching the method for Logistics Planning, setup and building in Satisfactory 1.0.
Today the focus is starting the process and doing a lot of the pre-planning that happens before you ever put down your first conveyor belt or blueprint

Video Links to Planners:
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CHAPTERS:
0:00 - Intro
1:37 - What is simulation and visualization
3:18 - Real life examples (storytime with Jack)
8:40 - How does simulating logistics pass
9:41 - correcting mistakes from video 2
10:55 - Visualizing the layout
11:54 - How much space does each machine take
16:32 - Alternative Machine Setups
23:52 - Determining how much space capacity is needed
20:03 - Testing space layouts start here
27:13 - Blueprints time!
29:13 - Interlude
30:41 - Presenting 30+ blueprints
33:41 - Wrap up and outro
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About Jack Blade:
I am an avid gamer who loves all kinds of games but there is a special place in my heart for factory, logistics and management games. I want to share that love with the world and other fans of the genres!

Satisfactory itself holds a dear place in my heart and honestly I would say it can be held up next to Minecraft on the level of pure creativity you can unleash in this game. The factory and automation as well as the logistics elements of the game just takes it to the next level. On top of that the world is beautiful and the sound design is top tier!
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Terminology (Dictionary)

- Logistic Systems:
Constructed mechanics that facilitate transfer and organization between different Factories, Production Lines, Faucets, Storage and Sinks

-Factory:
A collection of Faucets, Sinks, Storage and Production lines interconnected with Logistics Systems that produces one or more specific end products

- (Mechanical) Translation:
Communications between different logistics systems

- Megafactory: Single massive central factory for insane amounts of production output

- Modular Factory: Multiple smaller factories with single or just a few final outputs

- Production Line: A single parts production setup within a Factory

- Logistics Layers: Different methods of resource transfer that needs mechanical translation to interact

- Logistics Hierarchy: A method of planning, sorting and thinking about logistics system construction

- Sushi Belts: Single belts with multiple different resources on

- Overflow Protection: Systems using Sinks or Translation to other Production Lines and Factories to avoid production lines stopping because of lack of Storage

- Faucet: A system that inputs resources into the game, mining nodes, spawning mobs and generating power are examples

- Sink: A system that deletes, eats up or compresses resources to reduce space usage or entirely remove them from the game, AWESOME Sinks, power usage and advanced low quantity End Product production are examples

- Storage: Mechanical features in the game that stores or buffers resources in the game. Some examples are machines internal buffers, containers, vehicles and belts

- Buildable: Any single part you place down using the multitool/build gun

- End Product: The intended part or parts produced by a Factory

- Load Balancing: Predetermining flow rates for multiple belts

- Belt Priority: Predetermining priority order of belts

- Splitter: Buildable that splits one belt into 2 or 3, has advanced variants, smart and programmable splitters

- Merger: Buildable that can merge 2 or 3 belts onto 1

- Logic: Connected buildables, logistics and game mechanics that create an automated function

- Manifold: A line of splitters or mergers that feed machines or merge outputs

- Logistics Bus: A line of relevant Logistics Layers to move resources, are sorted into hierarchies

- Buffer: Container that stores extra resources before or after other buildables, logistics systems or production lines

- Logistics Floor: A floor separate from where production machines are placed, where logistics systems are built

- Wireframing: Minimal effort outline building for purposes of aligning and visualizing the finished build

- Machine Group: a set of machines, multiple machine groups make up one production line
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Great video. One problem I have is that I'm still running around on the ground, so drawing it out and visualising it like you have is hard to do, yes here is always pen and paper, but it's not the same. The other problem is still learning the game, what takes what space etc. but getting there. Love the idea of the raised walkways. Do you use catwalks for them or just a 1m foundation higher up ?

harag
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The triple dimensional depots make a lot of sense. What it means is that instead of a maximum of 240 to refill "cloud" storage, you get 3 x 240 to refill (or 720). I will frequently set up limited production and manually feed storage containers to produce something that I don't need "unlimited" continuous production of. Certainly, I have done this for concrete and rubber/plastic.

john_in_phoenix
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I don't make enough to support you financially at the moment, but I promise I'll like all your videos and try to comment something. Keep doing what your doing!

I'm loving this series by the way, I am always looking for inspiration to play more and your videos definitely give me that :)

HarvesteR
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This has inspired me to create basic foundation blueprints for each machine to make this easier. Thanks!!

thatcreole
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Much of this seems so obvious in hindsight! Amazing video, this is the part of factory creation I needed.

LunaSaint
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Thank you! Using this in a Profesional Development series for my Ficsit employees. Focus on feasibility and robustness testing.

benjamino
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Excited to see how it all fits together!

austinbewley
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I had to go watch the other 2 videos first because you told me to lol. Great information in all 3! Thanks man!

wfay
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Keyboard engineers and new bosses looking to change the world have a knack for ruining everything that worked fine for 50yrs.
I live your rant on a routine basis.

mephInc
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I recently built a multistory factory for space elevator parts. The extent of space planning was based on the footprint of each machine going on each level. Worked fine for the smelting level. By the time I got to the upper floors with all their interconnections, it quickly became a parkor playground. Always allow for more space than you think you need.

DCTOR-ZED
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I can relate to your earlier story. I know exactly how frustrating that is.
Your story at the beginning sounds like my time working for Walmart. Both the "we are doing this now without any testing, " and the "we do more business with you so you will cave to our demands no matter what that costs you." I am referring to the time that Walmart threatened to drive Hebrew National (hot dogs) into bankruptcy.

BBriscoe
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I always wind up with either too little space or too much space when I set up my factory floors. I can't believe I never thought to use colors to "pre-place" everything (including walking space) instead of roughing it out mentally in my head :D

I really loved seeing various machine setups for consideration too. That's good to bear in mind.

On an entirely separate note, I've been seeing commentary from several of my other favorite video creators too commenting on how much the youtube algorithm is skewing the viewer ecosystem and hurting creators who are focused on quality over viral content. I wonder if it's time for a YouTube alternative to finally make inroads on the online video "market". I can definitely say that I've found myself "channel surfing" youtube less and less because of how it just keeps shoving the "popular/viral" stuff in my face, to the point where I rarely go outside of my subscription feed.

Perhaps an odd request, since you went through some blueprints and general ideas, but one thing I've been trying to figure out is how best to structure conveyer/pipe "mainlines" to cover multiple factories and storage over medium distance (and even with trains covering the long distance gaps in between). I get the general concept, but struggle to put it into effective practice. Not sure if that's part of what you'll be hitting in episode 4, or maybe could be a suitable topic for a "bonus" episode down the line. :)

Anyway, thanks again for this series, it's already helping me and I've quite enjoyed your discussion of real-world logistics playing into this too!

Chris-wjpn
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Wow you covered a lot of points i kinda was taking into account on my factories but not really being aware of them... I built a small part of my factory to see if my piping ideas worked and then expanded on it, already keeping walkability in mind and basing my space on the machine count. ofc i didt account for everything and ended a bit in a tighter llogistics floor...
But i think your always gonna run into some kind of problems regardless how good you plan, but thats just real life xD
Also the music was kinda not so series wich i have some mixed opinions on.. But its fine
also blueprint Jack really sounds tired and drunk lol

Lets_Build_
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I like to call that whole "switching to a proprietary system" scenario a "Golf course descision." When the CEO of the company and the CEO of the software system company just shake hands over a golf game. They just want to give their buddy some money with no thought to how it would actually affect the company.

Euphorya