Satisfactory layout planner not an efficiency
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Do you need to make changes to the design? Or just the implementation?.Does it actually work the way it needs to?.Does it actually work the way you thought it would?.Understand the solutions through modeling and experimentation.
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Take time to generate possible solutions.We turn abstract customer needs and ideas into concrete solutions that satisfy the customer and are delivered on time and on budget.Systems Thinking – How to think like a Systems Engineer Added links to videos by TotalXclipse and Createin that do an excllent job of describing factory design, both functionally and aesthetically.Embedded figures and videos now show correctly.Added bullet in Systems Thinking section about changes in one part of the system creating changes elsewhere, and how architecture helps us find the consequences.Meanwhile, roads have become easier to make with X3-Roads and mods that create customized curves, so road vehicles can be more useful as part of your transportation network. Trains are more sexy, but they only become available later in the game. Trying to be more inclusive of roads, tractors, and trucks.Added discussion in Operational Tradeoffs about using your transportation system among factories as a large-scale manifold, and cited circular train routes as an example.Minor edits throughout to increase readability and clarity.Augmented section on sizing your storage and included a simple formula.Conveyors are the most energy efficient, but vehicles provide much more throughput if you are willing to spend the energy. In running through the math for a transportation guide, I realized that I had misunderstood the benefit of conveyors over vehicle transport.Thanks to Drunken Lizard for pointing out that the coal *miners* and not the coal *generators* should be run on a separate electric grid if wanting to insulate the generators from stopping if the main grid trips.