Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
https://www.youtube.com/watch?v=1dUNmBBbExs
Tier one belts would probably be unpowered, to help new people and keep biomass burners from needing to be run too much.
I really don't see how this would change the game much, especially when you are just building a factory - you already need to deal with the machine's power costs the belts are for anyway.
This would reduce their main advantage of being free and easy to set up. You can easily make trains faster yourself by just adding more cars and stations and gaining insane throughput, increasing their base stats wouldn't solve your problem at all.
Making belts take power would break the balance of energy production in the game, but it doesn't seem that hard to fix. Just find the average amount of belts in a base, and increase power production to cover the cost of that.
"Make number go up" for no good reason?
Belts slow down dramatically after a few sections. You can "weld" them at the joints by applying/deleting a splitter - but what a PITA for "belts across the map" =D
Here's a little something that describes the phenomena:
https://www.reddit.com/r/SatisfactoryGame/comments/m4gpyc/belt_throughput_bug_and_some_solutions/
I HATED how I forced myself to use trucks to transport oil products back to my base, wishing I just gritted my teeth and gone with the better option. I later replaced them with a one-line train network that easily connected between oil, quartz, aluminium, and whatever else. Now that trains have collision I think I would have just laid a few belts instead, because compared to everything else they are just going to be the best option. If there was even a small cost that mattered, the whole experience would be much more enjoyable.
Of course belts will still be used as long distance transport even with power costs, and with some changes maybe it will even get easier to if you plan right. Using a logistics hub system you would be rewarded by grouping up belt lines into superhighways by planning a route, adding more strategy even for people who despise vehicles.
It wouldn't be a big change, but I believe it would improve the game.
To get essentially the same functionality try finding/asking for a mod to randomise ore locations and stuff, that I could see at least.
You get mk3 normal miner get 240
Mix with water extractors and Electrode Al scrap water by product
Add coal for Electrode Al scrap
Foundry the ingor with Scrap and Silica + some extra from mk2 quarts and constructors
Mix with some copper
Now with pure mk3 you get 480, which is pretty much mk4 belt capacity.
As for monorail - you are not limited to a single wagon, as I am not limited to single belt. I simply rembmer my 1st try at desert and making belts from double pure coal and double quartz all over the desert. Than i found oil in spires and decived to concrete the canyon and run it on noveyour belts - yes plastics and rubber from Spire nodes towards spawn point in desert, just sough of the big lake. And yes, sulfure was conveyour belted to lake, because i was lazy to notice coal deposits on the way for powder. Ow and Bauxite was mk4 belted from swamps. Actualy mk3 as i run out of industrial beams.
Remote-controlled pipe valves - Building a 399.9 Fuel Gen power plant and would like to be able to control what sections get fuel
But batteries are backups which kicks automaticaly in, if you production do not produce enough energy and at the other times they only recharge or do nothing.
What would be good insted is a message, when the batteries are drainig so you can go and build more powergenerators.