Satisfactory

Satisfactory

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Isamin Sep 27, 2024 @ 5:19am
conveyor belt on a slope
Is there a way to have a conveyor move smoothly up a slope? When you place supports the belt is stepped at each support but I'd rather a smooth slope. My slope is too long to not use supports. I'm assuming there is a way but I cannot work it out. Thanks.
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Khirareq Sep 27, 2024 @ 5:23am 
There was a method where you could place the belt, then place a splitter on that belt, then delete the splitter and one part of the belt, and it would leave you with a clean edge to attach a new conveyor segment and avoid the bump you get from supports
Helen Carnate Sep 27, 2024 @ 5:25am 
Its not perfect but looks better than the constant dips every 6 blocks. For this always use default and not straight mode.

Get a pole at the very bottom of the ramp at the seam elevated 1 click up. Close to the floor can work but is more difficult.

Next bring the belt up 5 full bricks and place the belt at the seam again. Yes the number 5 is important. That is the longest you can go with this method and still make it look good. Repeat as high as you need to go for the ramp.

Now right below each seam where you have that dip put in a splitter. If you didn't elevate the belts then this can be tricky because the splitter will not want to attach directly to the belt, but it is possible. Drag the splitter back until it shows it is not clipping which should look like this. If you chose to not elevate the bets it will always show it is clipping so bring it so the edge of the square where the bets attach is on the seam between the 2 blocks.

https://steamcommunity.com/sharedfiles/filedetails/?id=3338691168

Once that is done, delete the next 2 belt sections and the stand that is is by the splitter. Then delete the splitter. That should leave you with a belt floating in the air that looks like this.

https://steamcommunity.com/sharedfiles/filedetails/?id=3338693246

Then connect the 2 belt sectsions. They should be about 6 blocks apart which is right at the maximum limit to how far you can go for 1 belt.

Now you have 2 belts connected that are pretty flat. Bring up your delete tool and you can highlight the bets to see exactly where they merge together. Stick another splitter right over that seam and then delete the splitter and poof. You have one long belt that is straight. Repeat as you go up for the same look.

This is 1 belt 20 bricks long. I have not found a way to make it perfectly flat the entire length but this gets it pretty close with minimal bumps.

https://steamcommunity.com/sharedfiles/filedetails/?id=3338698636
Last edited by Helen Carnate; Sep 27, 2024 @ 8:17am
Nordie Oct 19, 2024 @ 11:00am 
I do not know how I’ve done it, I’m trying to replicate it now. But while merging my conveyors over a slope, they “snapped” into a perfectly sloped (no bumps at all) section spanning nearly 30 tiles.

I have no internet at the moment, but will share a screenshot once available.
Kage Goomba Oct 19, 2024 @ 12:52pm 
Originally posted by Khirareq:
There was a method where you could place the belt, then place a splitter on that belt, then delete the splitter and one part of the belt, and it would leave you with a clean edge to attach a new conveyor segment and avoid the bump you get from supports

It's called fusing.

The tricky bit is a belt gets too long it could "potentially" crash the game engine.

Also belts get VERY fickle/weird when you do them at an angle - the trick is basically splicing a splitter/merger onto the gap of a belt then deleting said splitter - in simple terms.

Takes a few tries - some you tube videos out there that show it - not sure how relevant it is post 1.0.

not tried - decided not to fight it.

I keep to lifters for mass elevations and only go up or down when bouncing under or over belts under the foundation tiles.

Granted I've got some belts running under road ways that have 2m ramps but your not going to being staring at it so yeah - its under the road - don't care and if its that bad I can wall it off.
Last edited by Kage Goomba; Oct 19, 2024 @ 12:53pm
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Date Posted: Sep 27, 2024 @ 5:19am
Posts: 4