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Finding the Perfect Satisfactory Dedicated Server: What to Look For

Okay, so you’re in the market for a dedicated server. Maybe you’re tired of laggy multiplayer experiences, or you need a rock-solid place to host your website. Whatever the reason, picking the right one can feel like a giant quest. It’s not just about throwing money at the biggest machine, it’s about finding a server that truly fits your needs. So, let’s dive into what makes a dedicated server actually… satisfactory.

Understanding Your Needs

Before we even look at specs, let’s be real. What are you actually going to do with this server? Are you trying to host a hardcore Minecraft server with 100 players, or is it a small personal website? The answer drastically changes what you need.

For Gaming:

  • Player Count: The more players, the more juice your server needs. Think about not just the current player count but if you plan on growing.
  • Game Type: A fast-paced FPS is going to require a lot more power than a turn-based strategy game.
  • Mods: Heavy mods can really put a strain on your system.
  • Latency: If you’re serious about online gaming, you need a low-latency connection. This will make gameplay feel much smoother.
  • Uptime: Do you need the server up 24/7, or just during specific hours? This affects the requirements for reliability and support.

For Websites and Applications:

  • Traffic: How much traffic do you expect on your site? More traffic means more resource demand.
  • Storage: Do you have a ton of images and videos, or mostly text? Storage needs vary.
  • Database: If your site relies on databases, you will need to think about I/O performance, especially when handling a lot of database requests.
  • Application Type: A simple blog has different needs than an e-commerce site.
  • Scalability: Do you expect your site to grow over time? Make sure your server can handle expansion.

Location, Location, Location

Where your server is physically located matters a lot. If you’re hosting a game server for players in Europe, having your server in North America is not a good idea. This leads to high latency which is horrible for online gaming.

  • Latency: Pick a location that is closest to the majority of your users. The closer your server is, the faster the data travels, resulting in better ping and less lag.
  • Regulations: Different countries have different laws about data storage. Make sure the location you choose meets your compliance needs.
  • Availability: Think about time zones if you plan on accessing the server regularly for management. Some locations offer better access and support during specific times of the day.

The Heart of the Matter: Hardware Specs

Now we are diving into the good stuff, the nuts and bolts! Picking the right components is what separates a server that’s smooth as butter from one that’s constantly crashing.

CPU (Central Processing Unit):

  • Clock Speed: Measured in GHz, clock speed determines how fast the CPU can process data. For gaming, a higher clock speed is crucial.
  • Cores/Threads: Multiple cores allow the CPU to handle more tasks simultaneously. More is better, especially for servers running many applications or supporting large numbers of users.
  • Architecture: Look for modern CPUs with solid performance like those from Intel or AMD.

RAM (Random Access Memory):

  • Capacity: The more RAM you have, the more applications and data your server can handle at the same time.
  • Speed: Look for high-speed RAM to keep up with data requests, especially when handling multiple users or intensive applications.
  • Type: Modern servers usually use DDR4 or DDR5 RAM, look for compatibility with your CPU.

Storage:

  • Type: SSDs are faster but cost more, while HDDs are cheaper but slower. For game servers, SSDs are a must.
  • Capacity: Factor in current and future needs for scalability.
  • Speed: Important for websites and applications with heavy data usage.

Bandwidth:

  • Speed: Determines how fast your server can download and upload data.
  • Transfer Limits: Avoid extra costs by selecting an appropriate tier.
  • Network Redundancy: Providers with multiple uplinks ensure reliability.

Operating System (OS):

  • Linux: Popular for stability and performance.
  • Windows Server: Suitable for hosting Windows-specific applications.

Management and Support

You may find that some servers are managed by the provider, and others you have to set up and manage yourself. Choose based on your experience and needs.

  • Control Panels: Tools like cPanel and Plesk simplify server management.
  • Support: 24/7 customer support can be a lifesaver.
  • Backups: Regular backups are critical to prevent data loss.

The Cost Factor

We all have budgets, so let’s talk money.

  • Price Comparison: Look for value over the cheapest option.
  • Hidden Costs: Read the fine print carefully.
  • Upgrade Options: Ensure easy upgrades as requirements grow.

Putting It All Together

Finding a satisfactory Satisfactory server hosting is a balancing act. Take the time to understand your needs, evaluate options, and choose a server that meets your performance, reliability, and support requirements.



A Satisfactory Roadmap 2025 and Beyond

The factory building landscape of Satisfactory is constantly evolving, and as we look towards 2025, it’s crucial to understand the trajectory of this complex and engaging game. While the developers, Coffee Stain Studios, haven’t laid out a concrete roadmap for 2025 specifically, we can piece together a picture of what’s likely in store by examining past updates, confirmed plans, and the overall development direction. This deep dive will explore Satisfactory Roadmap 2025 – potential features, content additions, and improvements that players can anticipate in the coming years. For smoother co-op factories, our Satisfactory server hosting keeps worlds online while you experiment.

The Foundation: Update 8’s Impact

Before peering into the future, it’s important to acknowledge the substantial changes brought by Update 8. This update marked a significant shift, notably with the upgrade to Unreal Engine 5, a move that promises enhanced visuals and performance optimization. Beyond the technical leap, Update 8 introduced several gameplay-altering features.

Power Infrastructure Overhaul

The introduction of the Power Tower and the Priority Power Switch fundamentally altered how power distribution is managed. The Power Tower significantly extended the reach of power lines, and the Priority Power Switch allows for more strategic power allocation.

Mobility Enhancements

Update 8 made parachutes reusable and boosted the pioneer’s movement during gliding. Ziplines also became more fluid, no longer interrupted by ceiling connections. Fuel options for jetpacks were expanded to include Solid Biofuel, Liquid Biofuel, Turbofuel, and standard Fuel, each with distinct performance characteristics.

Building and Dismantling

Quality-of-life improvements included auto-supports for conveyor belts and pipes, plus adjustable height for the first support. The dismantle system gained filters, and blueprints became more versatile with quick switch menus, directional arrows, and the new “nudge mode”.

Advanced Game Settings (AGS)

A slew of new AGS options provided players with the tools to tailor their experience. Features like flight mode, god mode, item giving, no build cost, and no unlock cost offer unprecedented levels of customization. Other features included disabling enemy spiders, setting starting tiers, and unlocking all available content.

These changes underscore Coffee Stain Studios’ commitment to enhancing both the core building mechanics and the overall user experience. While the specifics of Update 9 and 10 were ultimately passed over, the developments implemented in Update 8 provide a strong base to build from.

Looking Ahead: What’s On the Horizon?

While a specific roadmap for 2025 is not available, the announcements about the 1.0 release provide essential context for future developments. The full release is set for September 10th, 2024, which will include many changes:

The Story Update

One of the most highly anticipated features coming with the 1.0 release is the introduction of a story mode, a feature repeatedly confirmed by the developers. It is said to be fully written and undergoing prototyping, promising to be a unique addition for players. The story will incorporate items such as SAM Ore, Mercer Spheres, and Somersloops, which will finally be properly implemented. It is expected that some items might only be available through story progression, adding depth to the game.

Biome Overhaul

The 1.0 release will also introduce changes to various biomes, such as the Red Bamboo Fields, Red Jungle, Swamp, Abyss Cliffs, Titan Forest, and Desert Canyons. These areas will undergo both foliage and landscape changes, which could affect factory designs. One significant change is that Paradise Island will be removed entirely. These alterations indicate a commitment to refreshing the game’s environments.

Addressing Unspecified Features

Coffee Stain Studios has also discussed the possibility of revamping the game’s tutorial and early-game experience to make the game more approachable for new players, though the method for this is still unspecified. The issue with multiple fuel types for equipment was also acknowledged, and it is expected that the UI/engine issues will be resolved to enable its functionality.

Speculating on 2025: Building on the 1.0 Foundation

Given the significant changes coming with the 1.0 release, 2025 will likely focus on expanding upon these changes. Here are some likely areas of focus:

  • Story Expansion: With the base story implemented in 1.0, 2025 could see further story content additions. This might include new narrative elements, side quests, or updates that provide more insight into the game’s lore.
  • New Biomes and Environments: Although the focus of the 1.0 release will be updating existing biomes, there might be new biomes added later to further expand the variety of the world.
  • Enhanced Gameplay Mechanics: The focus on refining and expanding existing mechanics is likely to continue. This could involve more quality-of-life improvements, new building options, and further optimization of the game’s performance.
  • Community-Driven Content: Coffee Stain Studios has been very receptive to community feedback. Expect further refinements to features based on player input. This might include mod support or in-game content that the community has been requesting.
  • Continued Advanced Game Settings (AGS) Expansion: AGS is a major addition for players seeking tailored experiences. More options and settings may be added to further customize gameplay for both seasoned and new players alike.

A Bright Future for Satisfactory

While a definitive roadmap for 2025 remains under wraps, the overall development direction of Satisfactory provides a clear picture. The 1.0 release marks a major milestone with its inclusion of a story mode and map adjustments. The years following will likely focus on expansion and refinement, and a continued effort to enhance the game with community feedback and new features.

As we gear up for the 1.0 release, the future of Satisfactory looks incredibly bright, with plenty of opportunities for players to continue building, optimizing, and enjoying their ever-expanding factories in the years ahead.



Ore Scanning Bug? More like Ore-some headache


Satisfactory Resource Gathering

Satisfactory Resource Gathering

Alright, listen up, you magnificent bastards, because we’re diving headfirst into the glorious mess that is resource gathering in our beloved Satisfactory. You know, that game where you start with a freakin’ stick and end up running a multi-planetary industrial empire? Yeah, that one. So, picture this: you’re fresh off the drop pod, ready to slap down some foundations and start churning out iron like a goddamn machine. You hit that resource scanner button, expecting the world to light up with juicy nodes just begging to be exploited. But then, bam! You get a big ol’ middle finger from the game, and only one measly node shows up. Just one. It’s like going to a buffet and only being allowed to grab a single bread roll. What in the name of overclocked power plants is going on?

It seems like some poor souls have been running into this issue, and it ain’t pretty. You’d expect your scanner to do what it’s supposed to – scan, not give you the silent treatment. I mean, who has the time to run around like a headless chicken, stumbling blindly towards the next mineral deposit? We’re not here to play hide-and-seek, we’re here to conquer the planet with our beautifully organized (or chaotic, depending on your mood) factory!

Now, some smart cookies in the comments pointed out a couple of things. First off, the scanner ain’t exactly a map marker placement wizard. It scans. That’s it. It doesn’t go around painting the map with resources like some kind of graffiti artist. So, if you’re seeing a resource marker that looks like it was stamped on the map by a toddler wielding a crayon, it’s probably something you did, not the scanner. Which, let’s be honest, is sometimes more embarrassing.

Also, some folks mentioned that the scanner only pings resources within the map UI window. Meaning that if you’re zoomed all the way out, don’t expect it to show the nodes on the other side of the world. It’s like a lazy intern at the survey department, only caring about what’s directly in front of their face. But what if the game used to show more? Now we are starting to think about what changed…

And that’s when the real kicker came in. Drumroll, please… it’s the mods! Yep, it turns out that one particular mod, \”Refined R&D,\” is the culprit behind this whole mess. Because what is the point of a fun game without a little bit of unintended consequences from modding, right? I mean, half the fun is breaking things and then trying to figure out why. This particular mod seems to be messing with the resource scanning mechanic, causing it to only highlight one node at a time, instead of all of them in range. So, if you’re running that mod, maybe think about disabling it or, if you are a masochist like me, trying to find out what is really the problem.

But this brings up a bigger question – is it really a bug if it’s caused by a mod? It’s like saying your car is broken after you decide to install a jet engine on it. The game is doing what it’s supposed to, you just did a little bit of tweaking. Or maybe this is all because of a game update. Who knows?! And honestly, does it really matter? We’re all just trying to build epic factories in peace. It’s all about having fun with those buggy, glorious machines. I personally spent way too much time trying to figure out how to make efficient nuclear power, and I have no regrets.

But hey, at least we got to the bottom of this mystery, didn’t we? No more scratching your heads in confusion, wondering why the resource scanner is being a turd. It’s either that pesky mod or the game messing with you for some unknown reason. The game is full of those little moments, isn’t it? The unexpected glitches, the spaghetti setups, the constant struggle to get enough power. It’s all part of the charm. And now, I need to figure out why my trains are going in circles. Back to the factory!

Anyway, if you are not using mods and have this bug, maybe the Satisfactory Wiki might help. The guys there know their stuff. This link is more reliable than me.

Now, excuse me while I go automate something completely unnecessary. You should do the same.


Trains in Satisfactory: Signaling, Pathfinding, and Throughput Tips

Struggling with trains in Satisfactory? Here is how shortest-path routing really works, how to place signals, and how to design one-way loops and passing sidings so your network keeps flowing.

  • Understand shortest-path routing and why trains ignore your “detours.”
  • Place block/path signals to prevent collisions, not to reroute traffic.
  • Use one-way loops, passing sidings, and station bypasses to keep stations clear.
Trains in Satisfactory rail network with signals
Trains in Satisfactory follow the shortest path you give them—design the path you want.

Trains in Satisfactory routing basics

  • Each train calculates a single shortest path at departure and sticks to it until the trip ends.
  • Pathfinding does not consider congestion; it only considers path length and allowed directions.
  • Trains will wait on the shortest route even if a longer bypass exists—build so the shortest path is also the correct one.

Signals: what they do (and don’t)

  • Block signals divide track into blocks and allow one train per block.
  • Path signals reserve a path through an intersection so other trains can still enter non-conflicting routes.
  • Signals do not choose routes; they only decide when a train may enter the next block.
  • Place signals before junctions and immediately after to create short, safe blocks through crossings.

Design patterns to avoid jams

  • One-way dual tracks: Use a clockwise/anticlockwise loop (or paired lines) so “shortest path” always follows your intended direction.
  • Passing sidings: Add a short parallel track with entry/exit signals so one train can wait while another passes.
  • Station bypass lanes: Split before the station: main line continues past, branch into the platform. This keeps through traffic moving.
  • Spacing: Keep blocks reasonably short on busy mains so trains clear junctions faster.

Station setup tips

  • Name stations consistently; avoid duplicate names that can confuse your own routing plans.
  • Use separate entry/exit tracks for big hubs; funnel into a stacker (multiple waiting tracks) before the platforms.
  • Place a path signal at the start of each platform and a block signal after the merge back to the main line.

Quick troubleshooting checklist

  • Train stuck at red? Check for missing exit signals or blocked blocks past the junction.
  • Taking the “wrong” way? You likely left a slightly shorter path open—close it or make your intended route shorter.
  • Deadlocks at crossings? Shorten block lengths around intersections and favor flyovers or roundabouts on busy lines.

FAQ

Can I force a route with signals? Not directly—signals only gate entry. Make the desired path the shortest by adjusting track length and one-way directions.

Do I need signals on single-train lines? No, but add them before/after stations if you will expand later.

Where can I learn more? See the Satisfactory wiki for mechanics and signal examples.

Need reliable hosting for your factory server? Check our Satisfactory server tips to keep sessions smooth.



Biomass Burner Satisfactory Guide: 7 Essential Tips to Power Early Game

Biomass burner satisfactory power graph

The biomass burner satisfactory setup keeps your very first factory alive. This guide shows how to wire it, feed it, and avoid grid trips so you can sprint toward automation. We will also fix the common No Connection error and improve uptime while you move toward coal. If you plan to build with friends, dropping the save onto Satisfactory server hosting keeps early power experiments stable.

Below are quick stats and seven actionable tips to make your biomass burner satisfactory grid stable, efficient, and ready for upgrades.

Biomass burner satisfactory quick stats

  • Output: A standalone biomass burner produces 30 MW at 100% clock speed; HUB-attached burners produce 20 MW with slower burn rates.
  • Fuel scaling: Consumption throttles with demand, so idle time wastes less fuel, but it cannot charge Power Storage.
  • Fuel types: Leaves, wood, biomass, and solid biofuel all work; solid biofuel lasts longest and is best for uptime.
  • Inputs: Each biomass burner now accepts a conveyor input, making early semi-automation possible.
  • Connections: Build a power pole and run cables: Burner -> Pole -> Machines, keeping pole limits in mind (4 connections on Mk.1 poles).

Fast setup checklist

  1. Craft solid biofuel as soon as you unlock it (Leaves/Wood -> Biomass -> Solid Biofuel) for the best fuel-to-time ratio.
  2. Place two biomass burners near the HUB so you can split load and avoid a single point of failure.
  3. Drop a pole beside them and wire Burner -> Pole -> Smelter/Constructor/Workshop. Use an extra pole instead of chaining machines directly.
  4. Check the power graph for headroom; if production exceeds capacity, add another burner or reduce clock speeds until you stabilize.
  5. Label a storage box with “Emergency Biofuel” so you can restart the grid quickly after a trip.

7 essential tips for the biomass burner satisfactory grid

1) Automate a fuel trickle

Set a Constructor to craft solid biofuel and feed it into a storage container that belts straight into each biomass burner input. This keeps the biomass burner satisfactory loop topped up without constant hand-feeding.

2) Keep two burners fueled together

Multiple burners can sit on the same grid. If one runs dry, it will trip the entire system. Always refuel them in pairs so your early factory does not blackout.

3) Balance your grid

Use extra poles to split production lines: one pole for miners and smelters, another for constructors. Keep a 10-20% margin between consumption and the 30 MW a biomass burner provides.

4) Use power shards sparingly

Overclocking a biomass burner to 150% gives a fast 45 MW burst for factory expansions, but it burns fuel 50% faster. Use shards only for short builds or troubleshooting bottlenecks.

5) Fix the “No Connection” error fast

Verify each cable has a valid endpoint, replace any red-line cable, and ensure the breaker in the power graph is not tripped. If it is, refuel the burners, then reset the fuse. This keeps the biomass burner satisfactory grid from stalling while you scale.

6) Keep a starter kit on you

Carry a stack of cables, a portable miner, and at least 200 solid biofuel. When you overdraw and everything shuts off, you can still reboot without disassembling machines.

7) Set an exit plan to coal and beyond

Use the biomass burner satisfactory network as a bridge, not a crutch. Rush the Tier 3 coal milestone, convert miners to coal power, and keep one biomass burner grid as a backup outpost supply.

Troubleshooting and safety margin

If you still see instability, check consumption vs production. A miner and smelter pair at default clock uses roughly 8 MW, while a constructor uses about 4 MW with simple recipes. Three of these lines plus your workshop hit the limit of a single biomass burner satisfactory setup. Add a second burner or reduce clock speed until you maintain 10 MW of headroom.

Also look for hidden draws like chainsaw or equipment charging. Removing one unnecessary machine can restore stability. When in doubt, place a separate pole for optional machines so you can toggle them without taking the whole grid offline.

Helpful resources

For deep stats, see the official Biomass Burner wiki page. If you want a smooth multiplayer server for your factory, check out SuperCraftHost.



Satisfactory Train Logistics Guide: Signals, Pathing, and Station Design

Satisfactory train logistics with dual-track main line and signals

Satisfactory train logistics can feel intimidating until you learn how the game calculates paths. This guide walks through core rules, signals, and station layouts so your trains stay on time instead of deadlocking. Use it as a checklist when you scale from your first iron line to a megabase network. When your rail grid goes multiplayer, dedicated Satisfactory server hosting keeps pathfinding predictable while friends ride along.

Core rules of Satisfactory train logistics

  • Shortest path always wins: Trains lock their route on departure and follow the shortest available path; they do not recalc mid-route.
  • Signals divide ownership: Block signals reserve track segments, while path signals reserve a route through an intersection.
  • One train per block: If a block is occupied, following trains wait behind the signal.
  • Two-way tracks add risk: Bidirectional main lines invite head-on conflicts; one-way pairs are safer and easier to debug.
  • Stations anchor paths: If a station sits on the main, through-trains will slow or stop. Branch stations keep the main clear.

Fast setup: a reliable starter blueprint

  1. Build a two-track main line early (one lane each direction) with space for signals every 3-4 train lengths.
  2. Branch stations off the main using a short siding and a path signal at the merge.
  3. Place block signals before and after every station platform; keep at least one full train length between signals.
  4. Add a small bypass siding if you expect stacking; make the bypass the shortest route using signals so trains prefer it when the platform is busy.
  5. Test with two trains before scaling. Watch where they pause—every unexpected stop signals a block that’s too long or a missing path signal.

Signals decoded for Satisfactory train logistics

Block signals: segment ownership

Use block signals to chop long stretches into predictable blocks. Place them on straight sections, not in intersections. A good rule is one signal every 4-5 foundations plus one before and after bridges or tunnels.

Path signals: intersection flow

Use path signals at diamonds, merges, and splits so multiple trains can reserve different lanes simultaneously. Put a block signal before the junction, then a path signal right at the entry, and another block signal after the junction to release the block quickly.

When to mix both

On busy hubs, use block signals to meter trains into the area and path signals to let them weave through the crossings. Avoid stacking two path signals back-to-back without a clear block in between; it confuses reservation and can stall the grid.

Station design that keeps the main line free

Side stations over inline stops

Branch the station off the main line with a turnout, a block signal before the turnout, and a path signal guarding the merge. Through traffic then ignores the stop completely.

Stacked platforms for throughput

Place two or more parallel platforms fed by the same siding. Use path signals at the split so arriving trains pick any open platform. This reduces queueing when multiple trains share a destination.

Bypass that actually works

Because trains pick the shortest path, make the bypass physically shorter and with fewer signals than the platform path. If the platform is longer, the bypass becomes the preferred path when the platform block is red.

Troubleshooting common Satisfactory train logistics pain points

Why is everything stopped?

Look for the first red signal in the chain. If it is a block signal, the block is too long or occupied. If it is a path signal, the requested route crosses an occupied block; add a block before the junction to shorten reservations.

Head-on conflicts on a bidirectional line

Convert to a one-way pair. Until then, add passing sidings every few blocks with clear signals at each end. One-way mains are the single biggest stability boost.

Trains skipping stations

Ensure timetable names match exactly, set “Unload” or “Load” correctly, and confirm the station block is clear. If a station sits on the main, a red signal ahead can make trains reroute via a shorter alternative that omits the stop.

No Connection errors after rebuilding

Replace any red cables on freight platforms, ensure the station has power, and check that the locomotive faces the right direction for its timetable. A powerless platform looks like a dead station to trains.

Scaling tips for late game

  • Mainline spacing: Signals every 4-6 foundations keep traffic flowing; shorten blocks near hubs.
  • Train length discipline: Standardize lengths (e.g., 2 locomotives + 6 freight cars) so your signals and sidings always fit.
  • Roundabouts carefully: Use generous radii and path signals at every entry; avoid stacking them without a straight between.
  • Dedicated freight districts: Group unload stations by material type and feed factory buses with belts or drones to reduce mainline clutter.
  • Monitoring: Ride-along mode and the train station UIs will show where delays start—fix the first red signal, not the last stopped train.

Helpful resources

For deeper mechanics and math, see the official Advanced Train Signaling guide. If you want a smooth multiplayer server for your railway empire, check out SuperCraftHost.



New Update Nerfs and Changes



I’m excited to dive back into this game after a break, but before I can get started, I have some questions about the latest update. Specifically, I’m wondering if there were any nerfs or changes that could impact my experience.

As I’ve been browsing through the community, I noticed a few tweaks that caught my attention. One of the most significant ones seems to be affecting Digtoise’s partner skill. It used to be super powerful on natural ore nodes, but now it only shines when paired with another skill. This might not be a huge deal for some players, but it does change how people approach resource gathering.

Another area that concerns me is passive skills. It appears that Lucky has become largely useless due to the introduction of “remarkable craftmanship.” I don’t think this was intentional, but it looks like the new skill simply makes Work Speed pals more desirable. As a result, Lucky’s contribution to work speed will be minimal at best.

Ferocious and Impatient skills have also been affected by the addition of Demon God. The problem is that these older skills are now less appealing compared to this new option. Ferocious and Impatient used to provide decent attack power or defensive stats, but they no longer offer as much value as before.

Nocturnal has also taken a hit due to the introduction of Vampirism. While it’s true that vampirism is primarily designed for its life-stealing abilities, it seems like Nocturnal will become less popular now that Vampirism offers a similar effect. This could lead people to abandon their existing Nocturnal builds in favor of this new option.

What might come as a surprise is that these changes don’t feel like nerfs at all. Instead, we’ve received a bunch of buffs and quality-of-life updates across various areas of the game. The addition of level 4 friends, including a new woodcutter, should make life easier for many players. It’s also nice to see some love given to Miners and Handiwork.

Author:

AlexTr1



Smokeless Powder Trouble



Getting smokeless powder can be a real pain when you’re stuck with oil residue. But don’t worry, we’ve got some answers for you.

So, it seems that people are getting stuck on this particular step in the Manufacturing and Assembly Mechanics (MAM) node. I mean, who hasn’t been there? You think you’re doing everything right, but instead of those coveted little vials, all you’re left with is heavy oil residue packaged into large containers.

The problem lies in setting up your refinery correctly. It’s easy to get caught up in the process and miss a crucial step or two. That was my mistake when I first started trying to make smokeless powder. And trust me, it’s frustrating.

So here’s what you need to do:

First off, you’ll need to make some black powder using an assembler. This is where most people go wrong – they forget to actually set up the output correctly. Make sure you’re producing black powder and not compacted coal or sulfur.

Once that’s done, hook up your black powder output to a refinery set to produce smokeless powder. It’s also important to connect this pipe to some heavy oil residue. Yes, you read that right – you need two refineries for this step. I know, it’s confusing, but just go with it.

Now, the final bit of advice: don’t forget about any solid by-product (plastic/rubber/polymer resin) that comes from making that heavy oil residue. You’ll need to get rid of it, whether you send it down the sink or find some other creative solution.

And there you have it – smokeless powder without all the hassle and confusion. I mean, who doesn’t love a good challenge?

Author: AlexTr1




Aluminum Factory Architecture



I just finished building my first aluminum factory and I’m thrilled with how it turned out! The architectural style is something I’ve been experimenting with, trying to create a unique and visually appealing structure that also makes sense from an in-game perspective.

When you look at the exterior of my factory, the first thing that might strike you is the train track entrance. At first glance, it might seem like a weird choice, but trust me, it’s actually very intentional. I wanted to create a sense of continuity with the surrounding environment while also hinting at the industrial nature of the factory itself. The tracks not only add visual interest but also serve as an interesting design element that ties everything together.

One thing that’s caught people’s attention is the lip of concrete sticking out from where the windows are. I get it, it does look a bit tricky! To be honest, it took me some experimentation to figure out how to achieve this look. It’s actually quite simple: you just need to create a half foundation distance and adjust the height accordingly. The key is to not overthink it – sometimes simplicity is the best approach.

As I was building this factory, I had no idea what kind of reaction it would get from the community. Seeing all these positive comments and reactions has been an incredible motivator! It’s amazing how much inspiration can be found in a simple comment thread like this.

What really struck me is that my creation has inspired others to think outside the box (pun intended) when building their own structures. I’m thrilled to see people sharing their own designs, inspired by what they’ve seen here. For those who might not have an architectural background or aren’t sure where to start, don’t worry! Just remember that there’s no one-size-fits-all approach – the beauty lies in experimentation and creative freedom.

Lastly, I want to acknowledge all the amazing content creators out there sharing their own masterpieces on this platform. Stinarchi videos have definitely influenced my style, but I’ve also learned so much from just exploring and building alongside others.

Author: AlexTr1




Automating the Same Old Stuff



I’ve been playing this game for a while now, and I’ve developed my own strategies for managing factories and production lines. One thing that’s always on my mind is how many times I should automate a single item.

For me, it all comes down to how much I need it in the future. If an item becomes crucial for the rest of the playthrough, then yeah, I’ll automate it every time it’s needed. But if I can get away with not automating it at all? I’d rather not waste my resources on building a second factory just for that one component.

I’ve tried to centralize items that come from refineries or constructors before, but in the end, it feels too restrictive and boring. Building multiple factories for different purposes seems way more appealing to me. It’s like playing a puzzle game – every time I find a new recipe, I get excited to figure out how to produce each component efficiently.

Some players might say that’s not efficient, or that they should aim for maximum production output from the start. But honestly? I think that gets boring really fast. There’s something satisfying about solving the problem of producing an item by hand once, and then moving on to something new. It’s a mental block I guess.

I do try to automate every single item at some point or another. But when it comes down to it, I just don’t see the fun in building multiple factories that all produce the same thing over and over. Maybe that’s just me?

On the other hand, there are times where I’ll manually craft an item if it’s just not worth my while to build a whole new factory for it. Resources aren’t infinite, after all!

I’d like to know how you guys handle this – do you automate every single item every time it appears in a recipe? Or do you find other ways to make your production lines more varied and exciting?

Author:

AlexTr1

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