Satisfactory

Satisfactory

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zOldBulldog Sep 22, 2024 @ 4:42am
Curves and world grid
We typically learn to stick to the world grid to avoid issues connecting foundations and factories, then throw it all away when we discover curves for roads and trains.

Any advice on how to make blueprints that still keep roads and trains on the world grid?
Originally posted by Fenix:
I Created a AGS save, to get access to MK3 Blueprint designer
and after some doing I was able to make a near perfect 90 degree, on grid, road and rail.
https://steamcommunity.com/sharedfiles/filedetails/?id=3335736055
https://steamcommunity.com/sharedfiles/filedetails/?id=3335737657
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Showing 1-11 of 11 comments
Seedling Sep 22, 2024 @ 4:48am 
Check youtube. TotalXclipse did a tutorial on how to make smooth curves and how to merge them back onto the grid.
https://youtu.be/OPdYsM0pAfs?si=T4rzI2xMCNqqE6Jy

There are a bunch of others though, just search for Satisfactory curves and skip the non-game ones :P
The author of this thread has indicated that this post answers the original topic.
Fenix Sep 22, 2024 @ 4:48am 
I Created a AGS save, to get access to MK3 Blueprint designer
and after some doing I was able to make a near perfect 90 degree, on grid, road and rail.
https://steamcommunity.com/sharedfiles/filedetails/?id=3335736055
https://steamcommunity.com/sharedfiles/filedetails/?id=3335737657
Last edited by Fenix; Sep 22, 2024 @ 4:52am
PlecixZ Sep 22, 2024 @ 4:49am 
Check youtube for that stuff it's the best way to find out.
Good luck.
zOldBulldog Sep 22, 2024 @ 5:17am 
Thanks, I was not looking on how to "merge back to the grid" (I knew how to do that) but rather how to stay on the grid from the get-go.

Fenix's answer seems to be exactly what I need... the Mk3 blueprint designer so that a turn that stays on the grid can be made.
Evilsod Sep 22, 2024 @ 5:19am 
Looks good, though I guess you still can't put barriers and stuff on them without serious clipping issues :(
Fenix Sep 22, 2024 @ 5:29am 
Originally posted by Evilsod:
Looks good, though I guess you still can't put barriers and stuff on them without serious clipping issues :(
Yeah that is still an issue

Also on that Blueprint it was multiple step process, because the catwalk can't go over the Designers sides, so have fun making 4 or 5 blueprints to make this one.
Maehlice Sep 22, 2024 @ 6:25am 
I've often wondered why we can't extrude everything like how we already do for belts, pipes, & rails.

I'm certainly no coding genius, but it seems like extruding catwalks, barriers, & foundations would be WAY simpler than belts.
Evilsod Sep 22, 2024 @ 6:40am 
I think its just they were unhappy with how it came out.

A lot of it would be unnecessary if there were simply more options for building, like more foundation options. Seems so weird that they've given us this stuff like street lights and road barriers, yet the tools for creating a decent road are so incredibly convoluted.
Huren Ogeko Sep 22, 2024 @ 6:45am 
We can extrude other things but they call it zooping.
when you extrude a belt you are just making many belt segments into one. extruding rails wasnt even available until one of the later updates and that is limited to the length of ramped foundations. otherwise its just zooping.
I guess the main reason is that belts and pipes have a support requirement every so many meters but a minimum size that is well below that max length. so they place by extrusion up to a limit of that support requirement. But other things are self supported as a unit and as such you just use zooping to create a line of them.
Maehlice Sep 22, 2024 @ 7:26am 
Originally posted by Huren Ogeko:
We can extrude other things but they call it zooping.

Call it semantics, but zooping and extruding aren't the same:

Zooping is just additive. It's no different than if we repeatedly place one segment in "Default" mode. If we want a different size, shape, or direction, we need to switch to a different build-able entirely.

Extruding dynamically creates a design-built version of the build-able from start to finish with whatever custom parts & pieces it needs along the way (parts and pieces that are otherwise unattainable). Need a 20m belt that hooks around 180 degrees while going up in elevation 1.62m? Done. Need a beam at 126.7 degrees and 13.001m long? Done. Almost no amount of separate build-ables can replicate what "extruding" accomplishes.

What I want is to be able to point at a ledge for the beginning of a ramp, point at the end (just like a beam) and build the friggin ramp regardless of whatever weird spacing and elevation I may have just traveled. Same thing with foundation ramps, barriers, fences, railings, etc.

(They made it easier a while back by allowing us to snap to the world grid, but as Evilsod pointed out, it creates convoluted workaround processes to achieve what could be very straight-forward.)
Last edited by Maehlice; Sep 22, 2024 @ 7:29am
Huren Ogeko Sep 22, 2024 @ 7:32am 
but thing is that belts are and pipes are different in that they have variable sizes and a mounting requirement. Foundations on the other hand are fixed size as are railing with the exception of a railing on a ramp which you would just consider a variation.

So are you looking for a stretched foundation piece or something? So extruding foundations in the same way as you do a belt as oppose to zooping makes little sense.

but what they need is curved pieces that still respect the grid and still line up with one another.
I would just settle for some curved foundations at a couple different arc sizes then have railing and walls that can snap to and follow the curve.
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Date Posted: Sep 22, 2024 @ 4:42am
Posts: 11