![]() ![]() Every vehicle experiences a loading and unloading delay at the station, and it varies across vehicle type (drones take the longest). Second, we make reasonable assumptions about how long a round trip will take. This is our first major difference with respect to conveyor belts, which move items at a fixed rate regardless of stack size. First, each vehicle has a carrying capacity measured in stacks, not items. Moving to the next two tables, we calculate the benefits and cost of each vehicle type for both a 2000m one-way (4000m round trip) and 6000m one-way (12,000m round trip). ![]() ![]() Together, these distances are reasonable representations of regional transportation (i.e., intra-regional) and global transportation (i.e., inter-regional). The 6000m distance comes from a wider view of the world map, where we see the world dimensions of approximately 6000m by 6000m. The 2000m distance comes from our starting location example, where we harvested resources from as far away as 2000m. Our first table tells us how many stacks we can move per minute given the belt tech level and stack size, and how much latency we expect for two example distances of 2000m and 6000m. In this section, we take the transportation numbers from the Wiki () and extend them with our own calculations. The next section will unlock the numbers behind your decisions. When you understand your transportation options, you can make better decisions when faced with the dilemma of tapping impure nodes instead of going a little farther away to tap a normal or pure node, or the dilemma of whether to use conveyors, tractors, trucks, trains, or drones. In these maps, I have focused on the pure nodes, because they yield the most resources for the least amount of power and building materials, which are usually scarce. It's bad because conveyors do not have the throughput of other options, especially when the stack size is larger than 100.Īs with my previous guide, I recommend that you take as wide a view of the challenges you face from the very beginning, because you will design better solutions at the local level that fit well with world-spanning solutions that you will eventually need to create. It's good because conveyors do not consume power, and Mk 5 conveyors are just as fast as our Tractor at top speed. The idea of laying conveyor belts across kilometers of land and water is both good and bad. If we zoom out and look at the other eight 2000m by 2000m sections of the 6000m by 6000m map, now we have a wider distribution of resources, geography, and routing challenges. But all of this is a small solution to a global problem. I would later extend down to the oil patch southwest of my HUB, bringing plastic, rubber, and fuel into my growing network. So I used X3-Roads and the Perfect Curves tool (part of the Perfect Circle mod) to create an extensible road connecting my old factories, my HUB, and my new factories. The upgrade path looks better as well, because Tractors can be replaced with Trucks later on, and eventually Trains. At best, I have Mk 3 at this time, so clearly this is a significant improvement. The Tractor can cover 2 kilometers in just 2.2 minutes, as fast as a Mk 5 belt. Putting the new factory east or west, puts it 2 kilometers from the other factory.Įnter the Tractor, our first vehicle meant for automated item transportation. Putting the new factory in the center would leave it 1 kilometer from the original factory areas east and west. This presented two problems: 1) Where to put the stator-motor factory, and 2) How to move items among factories. What is the right way to start, before fast conveyor belts and tractors? The following is how I physically distributed my first factories to be as close to the resource nodes as possible, and my player character did all of the transportation by either running or ziplining.īut now I needed to begin converging items from all three of these factory areas to begin making stators and motors. ![]() Most of what we need in early tiers is along a 2500m x 1000m box rotated a little diagonally. (There are many more normal and impure nodes in view, but let's first make a point about the highest efficiency resources.) If we choose the Rocky Desert as our starting location, we might zoom in on this 2000m by 2000m area of the map and examine what pure node resources are immediately available to us. If you do, you will start to understand how resources are scattered across this massive map. But we can get an advanced look if we go to the interactive map on () and turn on visibility of the various types of resource nodes. We open the map for Satisfactory, and we see where we've explored, and where we still need to explore. ![]()
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