Satisfactory Update 5 Longplay pt29: Initial Nukes 1 (Road to Nuclear Pasta)

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Longplay through to megabase (hopefully)

Have not actually played Update 4 so a lot of this is new! I'm probably going to be doing spreadsheets/planning during stream (offscreen) so there's going to be a bit of dead time. Longplay will be unedited; I'm not particularly streaming this to build an audience but I'm mic'd up so feel free to come say hi or ask questions regarding this game or my work in general and I'll answer if I can.

Steam guide for Base Layout stuff here: https://steamcommunity.com/sharedfiles/filedetails/?id=2151025387

pt29: Initial Nukes 1
Alright, finally time for Nuclear power. Unfortunately the absolute first thing to do is map out a train line so it's a bit of a boring start. I don't intend to use this for the time being, but better to have that done now than realize the space doesn't work out later.

Then it's time to build the gazillion buildings worth of infrastructure to support both generating Uranium Rods and to process the waste to sink it- I really don't like dealing with permanent waste, even if there are cheaty ways to get rid of it. So we go on from the boring start to an equally boring second half, lol.

There are generally three parts to this layout- non-radioactive supply (closest towards base/North), radioactive supply chain (South) and the actual plants (East, over the sea). For this leg I'm semi-spaghetti-ing the non-radioactive chains because I can tweak them stress-free later, but I'm being incredibly rigid with footprint and belting etc for scaling up to a potential 2100 Uranium (and beyond, who knows) use because I really don't want to be retooling while exposure eats through my filters at lightspeed.

There are a few bottlenecks I'm spotting that I didn't cover, nitrogen being one of them, but that's all OK for now while getting the first 4-10 plants up, because I really want to get the grids separated out for redundancy's sake.

Anyway, next segment should be prime time!




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