Dyson Sphere Program

Dyson Sphere Program

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flacwby Aug 15, 2024 @ 6:50am
"Dive" transport belts?
I typically never disparage game improvements, but "dive" belts is so unrealistic (even though floating belts above the ground isn't realistic already) but there should be some limitations to belt building.

At least the graphic should change to an elevator style with shelves holding the item. Better yet a new belt item called elevator or vertical would be even better.

Just my input.
Last edited by flacwby; Aug 15, 2024 @ 6:54am
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Showing 1-15 of 19 comments
Coops Aug 15, 2024 @ 6:51am 
They lost me on "tilt" belts but I will give dive belts a look.
Stormwind Aug 15, 2024 @ 9:48am 
Originally posted by flacwby:
I typically never disparage game improvements, but "dive" belts is so unrealistic (even though floating belts above the ground isn't realistic already) but there should be some limitations to belt building.

At least the graphic should change to an elevator style with shelves holding the item. Better yet a new belt item called elevator or vertical would be even better.

Just my input.

Just pretend its an elevator. Or an orthogonal gravity processor.
FurFanatic Aug 15, 2024 @ 10:17am 
This really isn't a big concern considering the sci-fi nature of the game.
Stormwind Aug 15, 2024 @ 10:37am 
A vertical belt is about 610% more probable than warp drive
Cybermantas Aug 15, 2024 @ 10:51am 
Jokes aside, whats the point ? How relevant is this spaghetti beyond red / yellow science ? Or is it all serving towards the purpose of compact designs ? Any other considerations that I am missing ?
pemmons1 Aug 15, 2024 @ 11:27am 
I suppose it's a question of how willing one is to scrap everything on the home planet and start over. I'm inclined to keep what I have, even if it's minimal, for the sake of the mall among other reasons. Except for science, expansion and major industry happens on other planets. Production at home is supplemented by imports via ILSes. But sometimes feeding imports into the system creates a bit more spaghetti. I discovered the "dive belts" by accident today when constructing such a feeder for sulfuric acid. Hmm, interesting... there must be a new update.

Then a little later, I noticed the "Control panel" icon, which is the answer to my prayers. It will take awhile just to discover the wealth of information available there. Maybe I won't even need to keep a database of ILSes on another computer anymore.

Certainly no complaints here!

Edit: Well, one small complaint. The numbering system for logistical stations has changed. Each number is in two parts: nnnn-n. The four-digit prefix is a unique number for a planet (I don't know how it is derived). The second part is a number within the planet. So far, so good. (In a database or spreadsheet, we can express this as a single-precision real number with two decimal digits so that only one field is necessary for it). The only problem is that the second-part numbers are not consecutive. Evidently advanced miners participate in this numbering, which is sorta mixing apples and oranges.
Last edited by pemmons1; Aug 15, 2024 @ 6:58pm
dhitch89 Aug 15, 2024 @ 12:45pm 
Originally posted by Cybermantas:
Jokes aside, whats the point ? How relevant is this spaghetti beyond red / yellow science ? Or is it all serving towards the purpose of compact designs ? Any other considerations that I am missing ?
It could be for certain compact designs, but it can also just be for players who want to go crazy. After all, we can already "lift" belts to go above veins, buildings, and more (given proper space to do so) - this addition improves our vertical options in that regard, or that's what I'm thinking thus far.

Though personally, I'm just glad we have a research answer for the tilting. Seeing belts do so is a nice little whatever, but sorters being unable to attach to belts beyond a slight angle was rather irritating.
Last edited by dhitch89; Aug 15, 2024 @ 12:57pm
j_m_s_l Aug 15, 2024 @ 3:09pm 
In my mind the boxes are magnetically stuck to the belt until it reaches where it needs to go. They use magnet stuff to make it all so I think it makes sense.
Dragonmaster Aug 15, 2024 @ 3:24pm 
essentially this is a better idea then the current implemention of using splitters to get a more "vertical" belt layout.
Mowglia Aug 15, 2024 @ 4:34pm 
Uh, what's a "dive" belt?

Edit: Scratch that, just saw the new update :)
Last edited by Mowglia; Aug 15, 2024 @ 4:40pm
Edregol Aug 16, 2024 @ 1:57am 
I agree with OP. The idea of having an intended way around the slope limitation is good. But how they did it is just cheesy. For me that's extremely immersion breaking. I'm not about realism here but the game mechanics should withstand a basic amount of common sense, which this feature does not. Especially since there has been a lot of work invested in creating a physical approximation for simulating star systems within the generated star cluster. And then they come up with this? I'm disappointed. And there is even a very obvious fix. Change the visuals to a lift like satisfactory and overhaul the splitter mechanics to work with it, done.
Last edited by Edregol; Aug 16, 2024 @ 2:07am
Jay Aug 16, 2024 @ 2:01am 
In a game with faster than light travel, collecting energy to feed a machine holding the collected consciousness of our species, the immersion-breaking thing is that items stick on conveyor belts when the belt goes straight up?
Edregol Aug 16, 2024 @ 2:11am 
There is something called "science fiction" and there are things which do not make sense at all. In addition there would be an easy fix for this: change visuals to a lift, problem solved.
Last edited by Edregol; Aug 16, 2024 @ 2:16am
Jay Aug 16, 2024 @ 2:51am 
Originally posted by Edregol:
There is something called "science fiction" and there are things which do not make sense at all. In addition there would be an easy fix for this: change visuals to a lift, problem solved.

Agree, but I'd reverse the way you apply those two terms.

Put a strong enough magnet in the bottom of every box and it'll stay stuck to the belt when it goes uphill. Or some kind of clamp.
This is not in the realm of "does not make sense at all". We can have things stay attached upside down with our current technology. Port cranes, roller coasters, and various suspension railways in Germany or Japan each come to mind, but I'm sure there are many other better examples.

Warp drives are questionably possible as we understand the laws of physics, and uploaded consciousness is a stretch past that.
We accept each of them because people have written about them in sci-fi and the ideas are cool, but uploaded consciousness especially is nonsensical.

Still, that's the cool thing about imaginary worlds - we can each have our own view of what's plausible. :)
Mowglia Aug 16, 2024 @ 5:51am 
Originally posted by Jay:
In a game with faster than light travel, collecting energy to feed a machine holding the collected consciousness of our species, the immersion-breaking thing is that items stick on conveyor belts when the belt goes straight up?

Nah, most players won't have a problem with the drop belts. DSP is weird sometimes and that's part of the charm. Aesthetically they look kinda cool and cute, and that's what matters to me.

I would like to see a "realism" mode though.

It would have vastly bigger stars, much bigger gas giants, a greater range of planet sizes (maybe 50% to 200%), moons (50% ish) for the bigger planets (150%+), and massively increased distance between stars, with some really interesting places to explore far out on the fringes.

DSP feels kinda small in some respects (spacially speaking), and that's the only negative as far as immersion goes for me.

The drop belt thing can be explained with grav/mag-tech, and probably mag-tech considering where it is in the research tree.
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Date Posted: Aug 15, 2024 @ 6:50am
Posts: 19