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After moving from the foyer or lobby, there is a bathroom along with one bedroom. You will find multiple Bloxburg house layouts, and Happy Home Robloxia is one of the simplistic house layouts. The house has a tremendous charming outside, a cute interior design, a tiny little kitchen, one important living area, a bedroom that includes a dresser, bed, closet, and for hygiene, a small bathroom.

In the game, the design of the Cozy cottage is very much similar to the design layout of Happy Home Robloxia house. The Cozy Cottage has a very modern design along with a rustic theme.

In this cottage, you will find two bedrooms and two bathrooms which is a new feature. There is a better quality of appliances in the house and the living area for the family, and the front porch. Peaceful Layout contains one bedroom that is very peaceful and does have a suburban theme.

In the game, Peaceful Living is also one of the cheapest pre-built houses available in the garage. The Classic Family Home is a large Bloxburg house layouts compared to other places. In this small mansion with a big size bedroom and a living room. The kitchen size of this house, the layout is massive along with granite countertops and contains huge garage space for parking the vehicles.

Small Suburban is the second most expensive house in Bloxburg. Also adding videos much, much later to help demonstrate some of the concepts. Best accomplished alongside a 'mall' system for quick retrieval of various parts, generally lasts through at least automating some Alclad and Turbo Motors.

Exploring for HDDs for alt recipes 3 Late-game- Expanding all over the map to tap more nodes and essentially do the only thing left in the game- increase Turbo Motor production while slowly going insane. Framerate and save filesize become increasingly prominent considerations. As this guide deals mainly with orthogonal grids and maximizing space by building on foundations for alignment, it mostly benefits mid-game and late-game but the concepts definitely also speed up early-game by hopefuly reducing the amount of retrofitting and re-doing overall layouts.

Building Compact The entire concept of the guide is as such: Satisfactory is all about efficiency. Building compact for the main base is also advantageous as the less time you spend walking around the base, the more you'll get done in the same amount of time. Layouts that are easy to build is self-explanatory. The less time you spend aligning stuff, the faster you build, and the more you get done. This obviously gets more and more beneficial the more you scale up.

Taking time to put down 4 smelters is fine. Put down and suddenly every time-saver in the book makes life easier. Feeding into that is knowing generally how much space what you want to build would take before you even start building.

In general, once it's time to scale up it's very much worth examining the most basic design blocks for a given system and to optimize the number of components in each. Not only does this make things significantly faster to build, it makes ultra-late-game more viable as both FPS issues and total object limit get stretched just that much longer. There's no right or wrong way to play Satisfactory as long as the power keeps on and the parts keep flowing.

Obviously though, since we're focusing on efficiency, it's best to examine the different ways that things can be put together and the advantages and disadvantages to each. A manifold refers to a row of machines fed by a single belt with a splitter going into each, to mass-produce parts. Manifolds generally tile a lot better at a micro-level, are easier to expand based on increasing belt speed and resource availability, but can be hard to troubleshoot if something goes wrong.

A discrete unit refers to a series of machines that go through the entire series of recipes that creates a desired final output out of the input resources. For complex interdependent systems like bauxite, it's best to use discrete units as it makes troubleshooting much easier. While there's nothing wrong with having e. For certain recipes where machines will saturate a belt for a certain input e.

Ditto Bolted Frame and Bolted Plate alts. TODO: add pictures note: Load balancers are essentially equivalent to manifolds for the specific purposes of this discussion. While there are good compare-and-contrast discussions to be had w. A "mall" generally refers to a central area where various parts all dumped into containers, with a workbench, equipment workshop, MAM, etc handy. This is generally essential to cut down on the amount of time running around to retrieve parts for expansion or progression.

I've generally gotten by with 6 groups of 7 Industrial Storage TODO: add exact layout as reference which covers everything I need, with some still empty for future content. Swapping the ends of these arrays to Storage Containers stacked increases the number of discrete parts in the mall e. I don't think I'll ever need to have a double belt of Turbo Motors or HMF entering an Industrial Storage Container nor will I ever need an Industrial Storage Container's worth of those all at once, so that's not ever a bottleneck consideration Ingots can safely be excluded from mall considerations.

For now? All hazmats should be off at its own location far away rather than in the main mall, for obvious reasons. A good base layout is one where various part constructions have reasonably easy access to dump a portion of their output into the mall while also getting wherever else those parts need to get.

I generally use the same setup every run so knowing where everything is is second nature, but it does help if a little of the entry or exit belt is visible on the user-side of the mall for quick visual reference of which containers hold what.

There are very tangible benefits to separating out the process of setting up buildings into two distinct phases. Especially on when inventory space on the engineer is limited, carrying only mats needed for a particular phase helps cut down on supply runs back to the mall, e.

Limiting the initial task to just concrete and walls will also help assess footprint before putting down any complex setups. Nothing sucks more than putting down 3 manifolds, wanting to expand and then realizing the expansion is going to clip into terrain. I've found that around the main base, platforms of foundations 4-wide has always been enough for all kinds of manifold setups up to and including refineries and manufacturers.

These can be interspersed with margins of 1 foundation, then another platform 4-wide, etc. These fit rows 6 manufacturers, 15 assemblers a tight squeeze or 18 constructors comfortably.

TODO: pictures demonstrating the above As of update 3 with its clipping Manufacturers floors 3 blocks of 8x8x4 concrete high are sufficient for non-fluid manifolds. Refineries and generators generally need floors 8 blocks high. What a nice building Generally my multiple level "main base" building of 21x19 foundations sits on top of a larger square of 41x41 foundations and this is enough additional real estate to put train stations, temporary rows of machines etc.

Getting it all built is tedious and takes a ton of concrete, better have a bunch of that coming in all the time early-game! This section will double as a little bit of a dive into player dimensions Concrete are 8x8 as stated in their description duh , and understanding how to quickly eyeball where each of the 81 possible snap points on the concrete based on its texture will help with speedy building.

When placing anything on concrete, generally the center bottom origin of the building will be at the grid the cursor is pointing at. This is VERY helpful for placing conveyor stackers, splitters, etc. It is possible to speed-build large patches of concrete by building a temporary 'scaffolding' 2m lower than the desired elevation then using the opposing edge as the target point to quickly lay down rows of concrete Concrete rotates at intervals of 10 degrees when placed freely on ground, meaning outside of mods it is currently impossible to create 45' angles.

Anecdotally there can be rounding errors when placing concrete at anything other than cardinal directions i. I have not personally tried this but regardless since there's no harm I always build concrete with cardinal directions for my buildings.

Ugh :. Belts have a width of 2m and an orthogonal turn radius of 2m. This means that when making right-angles, belts will generally end up needing 1m of clearance to the side in the target direction to maintain orthogonality and keep its used spacing to exactly 2m across. Choose from a library of stock photos, images, vectors, and illustrations to maximize your design. Make YouTube Banner Now. What size is a YouTube banner? What to include in a YouTube channel banner?

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