I JUUUUST learned a basic Satisfactory skill that everyone else probably already knows, because I played so much Factorio I went in with the wrong concept.

In Factorio, the concept of a main bus has such power because things fill up. Things stop. So while things near the front of the bus have resource priority, they only produce what they need, and when they're done, they stop.

Satisfactory isn't supposed to be like that, and now that I know that, things are going great.

Satisfactory's "AWESOME" shop (the part of the game I despise) is built specifically to push you to have "always on" factories.

Nothing is ever done producing. Nothing is ever full. If something is full, it should be dumping its produce into the void in order to unlock advanced space age concepts like "gold paint" or "a mug".

This is a completely different resource paradigm, because now you have static resource loads.

This is something it seems most Satisfactory players just... inherently get. They don't even really talk about it.

If a factory needs 240 iron ore, you pipe in exactly that much and it's just... off the market entirely. Until you shut down the factory.

Now that I realize that, I've simply started leaving screens noting how many of a resource has been allocated for which factories, and it's really helped me build easier and more freely.

@Craigp oh yeaaah, never even thought to mention it. Yep absolutely every stockpile has to have programmable splitters at joins with an "overflow" path which dumps the excess into the bin for tickets. We had dedicated blueprint for it. It's just really important to balance your belt speeds - if you accidentally have one faster in belt than out it'll be dumping into the bin even when the containers aren't full because it's just trying to keep it all flowing