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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
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
Good luck.
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.
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.
I'm certainly no coding genius, but it seems like extruding catwalks, barriers, & foundations would be WAY simpler than belts.
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.
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.
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.)
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.