Satisfactory

Satisfactory

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sadarious Oct 21, 2024 @ 11:59am
Devs come here how to make roads
Guys you are able to make rail roads just make it stretched version with clean foundation skins.There will be no lines of drawings on these foundations and it will be on the new tab called roads.There will be 4 different type of them like 1x1,2x1,3x1,4x1.It will be able to connect to other foundations like rail roads connect each other.Why simple thing like that isnt in the game.Also they will have concerete,asphalt and covered skins on them with just the material they made from there will be no lines or anything on them just like railroads are pure metal line.
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Showing 31-45 of 48 comments
Originally posted by Fenix:
Originally posted by Kage Goomba:
It's called drag drop foundations - or make a blueprint for said roads.

Not sure why you have to make a "Self entitled" post about it.
I have, but I'm not happy with them, and want CSS to do something about it
https://steamcommunity.com/sharedfiles/filedetails/?id=3354174390

Worth checking out some BPs online or if you wanna make your own mods that allow for larger BP machines. You can make fairly seemless roads using BPs much larger after all. I wanted to make some but mods came out a little late, but I plan on going back to the save plenty.
Kage Goomba Oct 24, 2024 @ 3:10pm 
Originally posted by Fenix:
Originally posted by Kage Goomba:
It's called drag drop foundations - or make a blueprint for said roads.

Not sure why you have to make a "Self entitled" post about it.
I have, but I'm not happy with them, and want CSS to do something about it
https://steamcommunity.com/sharedfiles/filedetails/?id=3354174390

Frankly Id be happy if they gave us "nudge" for up/down in 3D Space - making roads would be a snap at that point.
Dr.Acula Oct 24, 2024 @ 3:27pm 
Originally posted by RadioIesbian Fluid:
you can just make your own roads using blueprints.
Here's the thing. Creating roads through blueprints sucks. It's a collection of overlapping and clipped pieces which immediately cause issues as soon as you to the surface level. It requires a ton of manual adjustments and in general is just less efficient that trains anyway.

So spending the time to create roads with the current mechanics feels incredibly bad.
Kage Goomba Oct 24, 2024 @ 3:39pm 
Originally posted by Dr.Acula:
Originally posted by RadioIesbian Fluid:
you can just make your own roads using blueprints.
Here's the thing. Creating roads through blueprints sucks. It's a collection of overlapping and clipped pieces which immediately cause issues as soon as you to the surface level. It requires a ton of manual adjustments and in general is just less efficient that trains anyway.

So spending the time to create roads with the current mechanics feels incredibly bad.

You're doing it wrong.

You need a consistent "Grid" to follow - you then make sure the ground is adjusted to meet your grid - you don't adjust your roadway to the ground. (just like in real life - building up foundations to level things out)

Doing this for my road ways and I've not had a problem with alignment yet. The only problem I've had is building ramps up - and dealing with no nudging of up/down in 3D.

But there are ways around it. (Without mods - but mods are there if you can't handle that)
Fenix Oct 24, 2024 @ 4:04pm 
Originally posted by Kage Goomba:
You're doing it wrong.
I don't think they are, roads, namely Curves are a complete pain and you really do have clip the stuff together, and without scuffing them slightly they do not align to the world grid at all...
Fenix Oct 24, 2024 @ 4:08pm 
see my blueprint (top) is on grid, but the standard way of making a curve just a hair off.
https://steamcommunity.com/sharedfiles/filedetails/?id=3354214216
Also to prevent Z-fighting or the wrong texture on top, I used a beam to put the Aphalt foundation 0.5m into the concrete one.
https://steamcommunity.com/sharedfiles/filedetails/?id=3354214936
If I put a pillar as a edge I get this on the on grid BP because I had to scuff it:
https://steamcommunity.com/sharedfiles/filedetails/?id=3354217855
SO I do this to hide it best I could.
https://steamcommunity.com/sharedfiles/filedetails/?id=3354217817
Last edited by Fenix; Oct 24, 2024 @ 4:22pm
Kage Goomba Oct 24, 2024 @ 4:24pm 
Originally posted by Fenix:
Originally posted by Kage Goomba:
You're doing it wrong.
I don't think they are, roads, namely Curves are a complete pain and you really do have clip the stuff together, and without scuffing them slightly they do not align to the world grid at all...

He's talking about alignment - and frankly he comes across as someone who is too lazy to put effort into things like you or myself at that rate.
sadarious Oct 25, 2024 @ 12:56am 
Atleat they could have added curved foundations like we used to make roads which dont flicker.
Originally posted by sadarious:
Atleat they could have added curved foundations like we used to make roads which dont flicker.

Asphalt shouldn't flicker if used cuz it matches the texture, past that clipping in most games causes flicker, the hame has a hard time deciding which texture should be prominent sometimes. However I wouldn't say no to proper curved or just more function and overall options lol
Doc✪Hollywood Oct 25, 2024 @ 10:38am 
Originally posted by Fenix:
Originally posted by Kage Goomba:
It's called drag drop foundations - or make a blueprint for said roads.

Not sure why you have to make a "Self entitled" post about it.
I have, but I'm not happy with them, and want CSS to do something about it
https://steamcommunity.com/sharedfiles/filedetails/?id=3354174390
everybody does.
just the the trolls speak against that for the sake of trolling
Kage Goomba Oct 25, 2024 @ 10:51am 
Originally posted by Gordon✪Gekko:
Originally posted by Fenix:
I have, but I'm not happy with them, and want CSS to do something about it
https://steamcommunity.com/sharedfiles/filedetails/?id=3354174390
everybody does.
just the the trolls speak against that for the sake of trolling

Try reading what Fenix said - you making presumptions is trolling in itself.
Pharaoh Oct 25, 2024 @ 1:30pm 
Yeah there are mods that do this with ease but I don't like them because they look too 3rd party. I've yet to see a mod that creates a road that looks like a road that doesn't involve laying and altering the rotation of thousands of foundations just to make it look curved and or some chincy taffy looking tar looking road laid across the map that can barely be manipulated. So simple enough, I just raise the foundations and create square straight platforms above all the things. lol
Dr.Acula Oct 25, 2024 @ 2:58pm 
Originally posted by Kage Goomba:
You're doing it wrong.
There is little to do right and lots to do wrong with "roads" because it all depends on you either creating your own blueprints or using the ones made by others.

Blueprints are already a mess on their own with lock on points that can easily drive you insane. And you just coming in here and blaming players for having problems with poorly designed systems is pretty silly.

"you just have to use them in that one specific way that works somewhat okay and then you can use it" and how to do that? Figure it out on your own or go watch tons of videos to maybe find something that is considered "right".

And btw. I'm using my own BP for example to create my train network because without my transport pillars creating a train network with be another headache to deal with (might just as well just use spaghetti conveyers at that point).

I'm also somewhat confused on why "roads" are considered such a problem. In reality a properly implemented road construction should make pathing for vehicles much much easier on a technical level. Look at business simulations like Transport Fever where most goes through roads and railways which are not exactly gridlocked neither.

If you implement actual roads as an entity from the game you could do with a singular or double lane which that creates direct connections along the road which vehicles can log onto. It would be similar to what trains do but a bit more flexible (tigher corners, smaller space requirements for stations). You could then create paths from station to station and just enter the destination for the road vehicle which could then simply move along the respective roads. The whole concept with recording paths and so on seems so unnecessarily complicated and from what I've seen breaks way to easily. There are so many games where pathing has been done well with objects and vehicles and I honestly do not understand why it seems to be such a problem in Satisfactory when there are already much complex systems in the game.
Kage Goomba Oct 25, 2024 @ 3:28pm 
Originally posted by Dr.Acula:
Originally posted by Kage Goomba:
You're doing it wrong.
There is little to do right and lots to do wrong with "roads" because it all depends on you either creating your own blueprints or using the ones made by others.

Blueprints are already a mess on their own with lock on points that can easily drive you insane. And you just coming in here and blaming players for having problems with poorly designed systems is pretty silly.

"you just have to use them in that one specific way that works somewhat okay and then you can use it" and how to do that? Figure it out on your own or go watch tons of videos to maybe find something that is considered "right".

And btw. I'm using my own BP for example to create my train network because without my transport pillars creating a train network with be another headache to deal with (might just as well just use spaghetti conveyers at that point).

I'm also somewhat confused on why "roads" are considered such a problem. In reality a properly implemented road construction should make pathing for vehicles much much easier on a technical level. Look at business simulations like Transport Fever where most goes through roads and railways which are not exactly gridlocked neither.

If you implement actual roads as an entity from the game you could do with a singular or double lane which that creates direct connections along the road which vehicles can log onto. It would be similar to what trains do but a bit more flexible (tigher corners, smaller space requirements for stations). You could then create paths from station to station and just enter the destination for the road vehicle which could then simply move along the respective roads. The whole concept with recording paths and so on seems so unnecessarily complicated and from what I've seen breaks way to easily. There are so many games where pathing has been done well with objects and vehicles and I honestly do not understand why it seems to be such a problem in Satisfactory when there are already much complex systems in the game.

I was talking about construction - but since your on a rant fest - I'll just move along.
Dr.Acula Oct 25, 2024 @ 3:44pm 
Originally posted by Kage Goomba:
I was talking about construction - but since your on a rant fest - I'll just move along.
So your answer to me saying that building roads with blueprints sucks is using basic construction which is even more restrictive and requires even more fiddling around to make something decent looking and actually usable?

I know how to place foundations onto the world grid. That doesn't mean it makes road construction suddenly nice and easy. Have you tried creating a a round corner without blueprints wich you can actually drive through in a normal speed and not having to basically stop because it's a 90 degree turn? Have you tried creating anythying that isn't at 90 or 45 degree angles that doesn't require a lot of time investment?

You should realize that basic construction allows you to do a lot of things with clipping and so on but it also is an extremely time consuming AND becomes very tedious with larger projects.

I've just finished building multiple factories to get 30 HMF per minute and I spent about 40-50 hours just for the construction of the various factories and infrastructure alone. And while I'm happy that I could make it work (even though I spent multiple hours to fix and fine tune stuff before it started running well) but at times it was also a pretty frustrating experience. So excuse me for "ranting" about the technical limitations...
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Date Posted: Oct 21, 2024 @ 11:59am
Posts: 48