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Reworking Logistics for The MEGAFACTORY Satisfactory 1.1

115K views · Aug 4, 2025 · Gaming

Comments · 98

  • @pliskenmovie · 1 year ago

    I've struggled with the uses for trains for a while.  Setting up world-spanning tracks is a major job even with blueprints, and really, the only thing they're really good for is transporting BULK amounts of common resources that are impractical to move via belt due to distance (ores and ingots).  Once you've "compressed" the resources into finished products, it's easier to move them with drones.  If you need more than 9 stacks of HMFs every 5min, you're probably Kibz.

    111

  • @SRFirefox · 1 year ago

    Another way to reduce the traffic on your rail network is to use more wagons per train run less frequently. If you&apos;re bringing in resources at 1200 items/m of 100 stack items, it takes about <a href="https://www.youtube.com/watch?v=CS9zZFLsaTo&amp;t=160">2:40</a> to fill a single wagon. The longest round trip I&apos;ve ever managed on a SF map is about 30 minutes which basically goes all the way across the map and would take 11 or 12 wagons to carry that 1200 item/s output. If you have say, a 10 minute round trip, you could park your 12 wagon train for 20 minutes at the fill station and it takes up no space on your train network during that time. Additionally, any waiting at junctions can be absorbed into that buffer time.<br><br>I am also a giant nerd and find the steep tracks involved with a 1m ramp (a 12.5% slope!) far too steep visually for a reasonable railroad. I&apos;ve found ways using beams in the blueprint designer to make continuous slopes of anywhere from 1 to 8%, and while a single locomotive might struggle with 6 wagons on a 1m foundation slope, it can easily start and move a 15 wagon train up a 3% slope, or about 1 meter rise in about 4 foundations. It is a challenge to place tracks and factories in ways that support this design philosophy and I&apos;ve built more than one rail tunnel through the terrain, but the result looks very cool especially with fewer, longer trains on the rails.

    18

  • @KoenZyxYssel · 1 year ago

    <a href="https://www.youtube.com/watch?v=CS9zZFLsaTo&amp;t=72">1:12</a> This is why I use conveyor holes to send the resources from miners back underground. Depending on the location of the resource node it can take a lot of running back and forth (setting up a temporary rail tunnel can help since trains clip through terrain) but the industrial mess is underground (with a nice view of rectangular lakes and warning signs for areas with invisible water) and all the nice stuff goes above ground until it gets sent back down. There&apos;s actually a lot of terrain underground that&apos;s perfect for train tunnels as long as you don&apos;t mind clipping through a couple of walls/floors.

    1

  • @StrifeA217 · 1 year ago

    I like the idea of a local aria network running to a factory dedicated to supporting a single item.

    2

  • @nathanboyd3011 · 1 year ago

    You can place clipped walls back into the blueprint designer by loading the blueprint instead of pasting it into a new one.

    4

  • @Thomas-vj6pj · 1 year ago

    I have solved this by making a kind of parking/waiting station for trains waiting to go into the station. Basically a building looping 5 times and it can hold 9 trains ( 4 cars long) so main line is always moving.

    1

  • @HexxenRuge · 1 year ago

    That&apos;s exactly what i did in 1.0<br>Started world from logistics. Currently it&apos;s a phase 1 and i have 500 m altitude hexagon shaped 346 foundations per side and smaller one in the center 173 foundations per side. So this way i have:<br>- Outer loop with 2076 foundations<br>- Inner loop with 1038 foundations<br>- 6 Segment loops with 692 foundations<br>- 12 factories at each crosssections<br><br>This way my outer loop gathers most of raw materials in the world, Segment loops transport crafted first tier items into the center and inner loop transports high tier materials. Every loop easy to scale due to the nature of closed loops systems.

    8

  • @Bioshyn · 1 year ago (edited)

    that&apos;s the fun part, i do intentionally connect all my train lines together so i have a single huge network, like a real country would have. i even played transport tycoon like that<br>i really like the idea of a central resource processing plant that then distribute ingots to the respective factories, sound like fun if you do it with it right from the start in mind

    2

  • @Mindseas · 1 year ago

    I&apos;ve yet to build a single train track, but it is definitely something I need to start looking into soon. The amount of blueprinting required to make repeatable nice looking tracks is kind of the thing that has held me back until now.<br><br>Thanks for the video, it was very interesting and educational!

    7

  • @-__Shadow__- · 5 months ago (edited)

    My friends and I on a private server would refuse to do anything but trains and drones, we would group mass amounts of nearby resources together, generally after being turned into bars, then transfer them across the world using trains. The train tracks would go above everything, so they would be mostly flat, ignoring the landscape. Sometimes we kept manufacturing at that location, and just moved the items across, depends on how much we needed to transport. For example &quot;nails&quot;, just move the rods or bars to where you need the nails made.<br><br>Then made a giant megafactory above the water north, several rows high. With the train station on bottom, and everything else going up to the top which is where our storage was. <br>Power stuff would stick near where it&apos;s mined for the most part, so mini nuclear factories near where nuclear was found, it had its own train, but eventually it got moved over the water away from everything as well due to space being needed. Had 8+ stations at the main base bottom so multiple trains can load/unload at the same time, with the trains using different routes we set up, some were on designated lines to help prevent collisions. If any used the same lines, we set up checkpoints to stop them so they don&apos;t collide. Also it helps if one track is only used for moving to, and the other track is only from. never have to/from on same track. Ever.

  • @ThePrisoner881 · 1 year ago (edited)

    @TotalXclipse coincidentally I&apos;m doing something similar. &nbsp;I blueprinted (well, megaprinted) a bunch of factory blocks for base resources like iron, copper, limestone, etc. &nbsp;Each block takes in two Mk5 belts of input and outputs whatever the max is for the most efficient recipe. &nbsp;This way, I can spam blocks as needed for particular resources. &nbsp;Example: my base iron ingot factory takes in 1560 iron ore and outputs four Mk5 belts of iron ingots using the Pure Iron Ingot recipe.<br><br>The plan is to bring ores &amp; such to the main factories, then distribute the output to other factories (near ones using belts, far ones using more trains).<br><br>To keep things from getting too massive, I plan to have one big train yard handling all the ingots, a different train yard handling all the liquids (water, nitric acid, etc.) and another for &quot;everything else&quot; like rubber and plastics.<br><br>Ideally, every &quot;item&quot; factory further down the production chain (computers, heavy modular frames, etc.) will need (at most) two or three trains to feed it everything it needs, vastly cutting down the number of trains and train stations across the map.<br><br>I&apos;ll be following your work with great interest as I work my build!

    1

  • @constantin-adrianprisecari5379 · 7 months ago

    I would place the hypertube above the tracks in blueprint. Travel with a view

    2

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