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But I anyways decided again that this game is abolute trash, sadly.
Refinerys stop working for no reason also the fragmenter does, always need to manually start them again.
My tech was hit by lightning and i got the offer to use a repairkit, but that constructed back nothing but overriding the current tech save rendering it useless, no ways to backup anything. Not even the save game has an auto backup feature. Thats like 2 hours of coding to create backups of savegames at a certain retention rate. Yet there is not such a feature while they know about their current development / quality state.
I am really pissed not to be able to refund this game because of my AFK time, feels just like scamming offering a game in such a state.
Greetings
Though I feel your pain this kind of thing is what you should expect from an Early Access game. Things are always buggy, systems get altered or even whole systems get replaced. An Early Access game is not complete or stable by nature. Some times you may even have to throw away a complete save/world and start fresh from scratch. These things are quite normal.
That said I have been a bit dissapointed myself and decided to walk away for a few months. On the note of conduits you are not currently missing out by not seeing them, there is only a curve and a straight available at this time and they mostly do not work. Or at least not in a sensible intuitive way.
I attempted to use them a few times and at first they worked once in place but in all cases so far for me upon leaving the game then reloading the save to continue playing they have ceased to work entirely.
I just learnt the other day from another poster that as an example with the fragmenter each of the output slots on the right side needs it own conduit to empty. A bit over complicated if you ask me but that's just my IMO.
For any studio that startup a new game this is a fitting statement. For a Studio that is releasing version 2 of a game it is not. This is barely a tech demo, on every aspect, UI, configurations, stability, mechanics. This would have needed at least 2 more years before thinking about early access, and I am not even comparing it.
Lets do it tho: Factorio, early access, i played that game for straight 200hrs not encountering a single game breaking bug on EA. There where balancing issues, things where tedious but nothing has ruined the fun totally, that would be a nice to have EA title quality.
Satisfactory early access, not the first game of coffeestain at release but boy, it had bugs, at least playable. That would be a not so desirable EA start.
But this game is so far away from the Satisfactory EA start that it hurts that i payed for it.
Then you get games like Enshrouded, also EA but better quality than tripple A titles of really big companys. (I know it is supported by the german gov. but that was not as much of money as you might think)
That hits hard I can understand that I am also a developer but sometimes you really should say no to the greed and get back to the desk and just make a better game.
It was available in the demo but was quite clunky and you had to do science (or just look it up) just to figure out its quirks. If I remember correctly, the T junction only goes straight if the input at the end of the turn circuit is full, making the block only useful for merging circuits into one circuit (this would be still be very useful, example being having all 4 outputs of the scrapper all merge into a single input into a silo).
It was probably removed due to it being deemed to unstable for whatever reason (maybe if you made a large enough conveyor grid, the game became a lag hell or crash-volatile due to compounding complexity).
Or maybe because players (like me) would try to use it only to get frustrated by it being so unintuitive and proceed to complain to the devs (unlike me). These complaints pile up (hypothetically, I didn't monitor if it actually did) to such an extent that the devs remove it due to causing excessive aggravation as the complaints give a general message of "we did something wrong with this" (I am not and can not speak for if the devs actually view it this way). An example is the terrorizing lightning storms in the demo which where replaced by non-terrorizing and rare lighting storms only encounterable in a few small areas (effectively removing lightning storms as a whole). I had to conduct arduous testing to figure out how the junction block worked (which I gave up on after figuring out just how primitive the current automation is) which most people won't have the patients for. This lack of patients makes people complain in mass and some even drop the game thanks to it, giving the message that the junction is causing a lot of problems and must be removed until a better implementation replaces it. It was also was misleading (at least for me) for how the automation actually works which added to the frustration. Its absence makes it clear how primitive the current automation is and what it can and can't do.
I will also like to put a note that TerraTech's automation was one of the biggest challenges Payload Studio ever had with the game and took many years and reworks to get working then another good few years to get that model working in a server environment. Automation in TerraTech was and still is a nightmare of old code on top of old code where even today, still has issues. They had to start from scratch in TTW in order to implement what they have learned without old code stopping them as it did in TT. The system they have in TT is also archaic, held together by stitches, tape, and faith, not by proven practice. TTW is meant to be TerraTech but built on proven practice and expertise.
Also TTW is using Unreal Engine instead of Unity.
And one last defense for Payload. The game is in early access because they want the community to steer the wheel in its development. Not because they have a game nearing completion. The objective was to have the game be in a state where the community can start driving. Current automation is not here to be automation. Its here to be a method for players to progress and access other parts of the game such as base building, and it succeeds in this.
I hope this has been informal.
What's happening is that the Devs did not explain how it worked, and you never figured it out yourself.
You need to connect ALL outputs to either one large silo, or multiple small silos.