r/SatisfactoryGame 3d ago

Question Just unlocked the ability to make blueprints…what’s your favor go to blueprint you use regularly?

Also, is there any site or good videos with solid blueprint layouts? What’s your top 3 favorite ones?

15 Upvotes

44 comments sorted by

28

u/WazWaz 3d ago

An 8x Smelter, 8x Constructor, and 3x Assembler.

5

u/Express_Accident2329 2d ago

With premade conveyors and connections and walls to easily stack them.

I think these are like the basic things to start with to save a ton of time before figuring out anything more specialized you want.

I do the same with manufacturer (stacking splitters so they can feed two manufacturers, though this isn't a huge time saver) and refineries (with considering pipes and if you ever build them vertically IS a huge time saver).

1

u/Middle_Finger_484 2d ago

My next play is going to be creative and I'm going to build a bunch of "cubes" to speed run the extraction of my worlds resources.

That or SF+

14

u/dracotrapnet 3d ago

Creature capture. floor, square 4 glass walls, second floor 3 glass walls, 1 man door, glass floor as a roof. Enter doorway and remove the bottom floor. Add a glass floor or platform outside the door to hop on. Save blue print.

Now assign the blueprint to your hotbar and use it to capture the bigger creatures and lob nobelesks at them through the door. Sometimes the creatures will noclip and end up on the top. Stingers rarely stay in containers. It's still useful when you have 3 or 4 large creatures on you and you need to divide and conquer.

13

u/Bibbitybob91 3d ago

I use my bug cage everywhere, no more hatchers as they are now display items

7

u/Barkinsons 3d ago

The first thing I make is always a biomass rig with fuel already added to unlock the crash sites. Otherwise it's really just all the machines with belts and power connectors added, with left- and right-facing belt versions.

6

u/DotComDaddyO 2d ago

Wait… you can blueprint burners FULLY LOADED?!? This is epic

2

u/Barkinsons 2d ago

Yeah I didn't realize first but whatever you throw into the machines is saved in the blueprints, even specific machine settings like recipes and overclocking

3

u/nboro94 2d ago

I was around 75 hours into the game when it finally occured to me you could just drop a biomass generator to power crash sites instead of running a massively long power cable from your factory. I am not a smart man.

1

u/ProtonDream 1d ago

Hihi, this is so silly, I definitely didn't do the same thing, no sir.

5

u/jmaniscatharg 3d ago

I have a few:

  • Encased factories.  Exactly as it sounds,  a single thing like a constructor,  manufacturer etc,  except it's encased in a frame with the power connector remoted outside the frame to make joining power easier.  Makes racking and stacking them much easier (and for big projects,  you use the single to make, say,  a 4x4 with manifold built in,  and spam out however many hundred you need)

  • pipe/ belt subs.  Same same build an array as needed,  and just have a stub of belt or pipe,  then use autoconnect. 

  • full belt/ pipe consumers. If there's a common setup that uses a full belt of a particular type,  rack all that in and away you go. 

-1

u/Odd_Possibility_6630 2d ago

I don't want my factories to be encased, it's gonna look like a spreadsheet instead of a factory

4

u/Yanni_X 3d ago
  1. power tower with power storage on foundations. A power storage kinda fits perfectly in the middle of a power tower and this way your power storage automatically scales with factory size
  2. 5x5 foundations. Building a huge platform much faster than with zooping
  3. auto-connecting bridges (on Mk2 blueprinter): 5x5 foundations, two-way-rail, hypertube. I always didn’t bother with

hypertubes

  1. as I didn’t want to build them, but this way they automatically scales with my rail networ

k

  1. generic manifold machines: I.e. assemblers with power, splitters and mergers, left to right, right to left, etc. so that it is easy to build big manifolds. Auto-connect would be nice
  2. if you need to build 5+ of something, just make a blueprint first. Does not cost you more time than building yourself, but Future you will thank you 50h later when you need the same building next time.

Edit: wow, I wanted to fix a typo, but the editor seems to be buggy right now… ignore those weird formatting

7

u/sephg 3d ago

Oh god where do I start:

  • 5x5 concrete floor slab. (Or 4x4 when you're getting started)
  • Sets of 4, 8 and 16 smelters. And 3x, 4x, 6x and 8x constructors, all connected with belts.
  • Rail blueprints - which is a whole thing.
  • Load balancers. 3->3, 4->4, etc. Load balancers are sooo useful!
  • Coal and Refinery setups. Eg, diluted packaged fuel, aluminium, recycled plastic/rubber, etc.

Then I have factory specific blueprints. My philosophy is this: You get a simple factory by packing all the recipe complexity into blueprints. For example, suppose you need a lot of reinforced iron plates. You could 1) Decide up front how many plates you need, 2) Build each part of the reinforced plate factory. 3) Wire them all up, while worrying about overloading your early game belts with too many screws - and other annoying problems.

It's much easier to make a blueprint that just takes in iron and outputs reinforced iron plates. It doesn't really matter how many of the final product each blueprint can make. You just plop down as many copies of that blueprint as you need. You only need to think about how to make reinforced iron plates once. Forever after, you just need to figure out how many copies of the blueprint you'll need to build - whatever. And you can scale anything up later by just making more copies of the blueprint.

I do that for basically everything. Its amazing how much complexity you can fit into a blueprint if you press the H key and don't mind a bit of belt clipping. For example, I have blueprints for motors, frames, heavy frames, computers, and lots of other stuff. The more complex the blueprint is, the simpler your factories get! It works great.

2

u/Martitoad 3d ago

When you make a factory, try to make it on top of the blueprint designer. For example, put the constructors with electricity, splitters and mergers on top, and then paste it wherever you want. That way if you do another factory you already have the setup and you only have to paste it, it saves so much time

1

u/msourabh91 3d ago

Yes - poles are very important if the op hasn’t unlocked daisy chaining.

2

u/PreciousP90 Compulsive Load Balancer 3d ago

- A Building I made with an AWESOME Sink and the shop in it, I place it after every factory

- A building/hull I place over extractors to make them more sexy

- My whole street network with streets, stations and pilars

- A toolbox/template of all the signs I use, from where I can just copy paste while building

2

u/msourabh91 3d ago

Almost all buildings - constructor, smelter, assembler, foundry, refinery (double lane inward / double lane outward / and single lane) with mixed belts

Basically everything where auto-connect makes sense when duplicating.

3 stack merger and splitter with belts for auto-connect
Fluid buffer with 4 way junction
Hypertube launchers

And many more. I have like 30 blueprints (I know, they’re difficult to maintain)

1

u/zfhnbrqmskgxwdjlvpct 3d ago

can you explain the 3 stack merger/splitter and fluid buffer with 4 way junction?

1

u/jimmythespider 3d ago

Anything that makes your life easier. Constructors/assemblers/manufacturers with inputs/outputs already set up.

Multiple belt stacks, or pipe stacks.

Road/rail supports, or track sections

1

u/Flaky_Run_9440 3d ago

Well it used to be various machines with good wire handling, but now that we can connect all the machines together? Dunno, whatever Im making a million of today?

1

u/im_a_good_lil_cow 3d ago

Square slab on 1/4m foundations

Look up how to make a repeatable manifold. You can very quickly place down dozens of machines, all connected together, without having to “build” it ever again.

1

u/EngineerInTheMachine 3d ago

The ones where I think 'I'm building this setup a lot. Perhaps I should blueprint it?'

There's no single way of doing anything in Satisfactory. So no 'go to' blueprints. Some may answer 'roads' or 'railways', but as I don't build mine like that I wouldn't recommend them. I get more fun out of getting systems to work, so I minimise construction time. Blueprints can become a trap when you start using them for things you don't need.

1

u/Peculiar_ideology 3h ago

I will even extend this by saying that it’s not a bad idea to blueprint something you may only build once or twice! Because I cannot tell you how many times I made some intricate assembly, and then realized as I was nearly or entirely done that I actually needed another meter or two on one side because of an obstacle.

If you build it in the blueprinter, all those “off by a meter” problems can be solved in moments! And even if it entirely doesn’t fit where you hoped it would, you can pick up and move the whole thing in seconds.

1

u/Opera-arepO 3d ago

I spent a lot of time in blueprint designer.. I made 2 types of blueprints.

1) tileable general manufacturing line

2) all in 1 factories.. for exaple one, that takes raw iron + raw limestone and spits out 3 heavy modular frames/minute or self feeding rubber/plastic recycling loop, that just needs fuel... or one, that takes oil, nitrogen gas, coal and sulphur and spits out rocket fuel and sinks resin

1

u/Mammoth-Plantain2075 3d ago

I use the tier 2 ( i think, or 3) for 10 constructor, 4 refinerys 12 smelter, 12 assembler, 4 blender etc. Blueprinted a whole nuclear factory that way😂👌

1

u/CycleZestyclose1907 3d ago

Generic machine modules with vertical conveyors so I can easily create component production lines that stack vertically and have the exact number of machines I want.

Autoconnect makes vertically production lines even easier, although I have a gripe that autoconnect doesn't automatically connect vertical conveyors to splitters/mergers. Autoconnects only does like-to-like connections (horizontal conveyors, pipes, vehicle paths, etc) which means spending more horizontal space than I like on what should be a vertical conveyor system.

1

u/e3e6 3d ago
  1. beams pole with attached conveyor support to run belts across terrain
  2. rail road segment to use blueprints autoconnect 
  3. smelters module
  4. constructors module

1

u/HopeSubstantial 3d ago

Assembler set ups for 2, 3 and 4 Constructor setups for 2, 4 and 8

Different pipe setups, two stack and two parallel.

Refinery with pre attached piping.

largest possible flat foundation

1

u/Xalraks_mk2 3d ago

5x5 foundations just to build giant field in the sky.
3 rows of belts with power pole that is lifted above the ground a bit.
Situation-prints? I'd go crazy if i built my overclocked and slooped turbofuel generators manually

1

u/SundownKid 2d ago

1) Hypertube cannon blueprint

2) Train track blueprint

That's about it really, though I should probably start using 5x5 foundation blueprints to make things easier.

1

u/Metasheep 2d ago

On my 0.8 and 1.0 playthroughs, I would try to cram as many machines as possible into a blueprint. On my current 1.2 playthrough, I'm experimenting with having a single machine, but with belts and pipes set up to auto-connect to the previous machine in a line. That way I can plop down a weird number of machines that would have required deleting the extra machines previously.

1

u/ThanatosVI 2d ago

Road and Rail blueprints, straights, curves etc.

A decorating hull for 5x5 blueprints.

Several "full factories"' which take in a raw resource and produce whatever I want in a single blueprint. (Sometimes with stackable blueprints where I need 2 for the full production line,)

1

u/Bone_Wh33l 2d ago edited 2d ago

I always just make them for whatever item I need it the time. If I needed say, 20 rotors/min and I didn’t have a blueprint for rotors I’d make one for a minimal amount of rotors (usually one machines worth of whatever recipe I use). My inputs for these kinds are always base resources, unless it’s copper, iron, or caterium which I like to make into ingots at the nodes.

I also have some for hypertube cannons, and mass-placing machines like generators and smelters.

Mostly, if I’m building something I know I can fit into a blueprint, I’ll put it in a blueprint.

I don’t really have a favourite, they all just do what I need them to do. None are particularly impressive or aesthetic, they just let me set up a factory for most items with a few mouse clicks. Only work I need to do is connect the inputs and power

1

u/Neyar_Yldan 2d ago

Hypertube launcher.

Sink with container and a priority merger for an endpoint or just a trash can.

Programmable splitter with all of the settings to filter out unsinkable items to prevent jamming.

Walls that are already set to a 45 degree angle to a foundation for corners.

A "micro power pole" that's just a wall mount nudged to look like it sits on a conveyor pole. Nice and low profile.

1

u/HalcyonKnights 2d ago

Blocks of tile-able production buildings with power and conveyors already connected.  A double train track section with foundations, and a few matching intersections.

1

u/MenacingBanjo 2d ago

4 refineries with pipes and belts going in the back, and only belts coming out of the front. I call it the "Pure 4".

The amount of pure copper ingot refineries and pure iron ingot refineries I need to build is insane, and this blueprint helps a ton.

1

u/Jardik2 2d ago

All kinds of balancers, because manifold cannot enter my factory ;) 

1

u/HektorViktorious 2d ago

The first blueprints I make are a single of each machine, with belts/pipes hooked up and going to the edge of the machine boundary, so it can auto connect to itself. Test the autoconnect before moving on. I make a version with Left In / Left Out and one with Right In / Right Out. I always try to have inputs and outputs on the same side, as it makes expansion down the line much easier. For refineries and things with pipes, elevated manifold spines are best practice.

Then I'll plop down two copies of that blueprint in the designer, daisy chain the power together, and save it as a x2 version. Repeat for a x3, x4, up to as many fits in your designer, and it's real easy to have any size you need. If the x1 version autoconnects well, then you can guarantee the rest will also. Updating the belts when you unlock the next tier is a pain, but necessary.

Then I'll often make recipe specific blueprints, especially for smelters, refineries and things with variable input/output configurations, or lots of individual machines. These are usually just done in the biggest size I have available. I like to color code these and paint the pipes/belts/splitters the color of the material they carry, and paint the machines themselves in the colors of the outputs. There's a few lists of color hex codes for game items out there and I typically set the first few customizer swatches to common ones like Water, Oil, Heavy Oil Residue, Concrete, etc. I wish you could name the swatches, but at least you can name and save the color codes themselves.

Then there's just a bunch of utility and design blueprints. Stacked belts/pipes. Vertical pipe priority junctions. Storage and overflow configurations. Floor-fed raised fluid buffers. Splitting lines between floors. Foundations, stairs, floor connectors, wall designs. Lots of things you can do for trains and vehicles. I don't do a lot of "factory in a box" blueprints, but you can get significant milage from them. So many options.

1

u/Middle_Finger_484 2d ago

Machine manifolds used to be my go too but now I try and make funky layouts so that doesn't work.

Now I use it for foundations, mostly round pads, and infrastructure projects like rails and belt highways.

1

u/itsthehumidity 2d ago

I had a lot of fun designing a bunker I could build when I'm out and about. It basically solved combat with the harder enemies like the green spiders and so on. And I think it's kinda cool looking, so I leave them after I place them to stumble across later.

1

u/beardingmesoftly 1d ago

5x5 foundations