Good Company
Conveyor Belt System Issues
The first level where you encounter conveyor belts, it is a bit of a mess. It's almost impossible to extend the current belt lines and I find the belt system in general not intuitive. If you drag from the current system in the level is just doesn't connect and also you can't delete the belts that are already in the level.

A big problem I have is you can't rotate the conveyor. You have to drag in the direction for it to go which is not helpful when I just want to add 1 tile.

Also you can't make a T shape with two belt systems. The items just stop when they get to the end of first conveyor instead of transferring onto the second.

Other than that the game has been amazing so far. :)
Last edited by dr_groove_69; Apr 4, 2020 @ 7:19pm
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Showing 1-6 of 6 comments
Kigre Apr 4, 2020 @ 7:35pm 
Im on the same map atm, just tested it a bit now before going to bed and i have a quick question you might be able to answer.

Do i have to do the research while losing money? I just tried using the first building for nothing but the production of motors, as the first milestone was just that. I am not going into a positive income. If i HAVE to do the research while losing money i think im done with this game...

They are after all introducing me to the conveyors for the first time and the first milestone on that map puts me at a loss and the next milestone is research!? Wich will make me lose even more money... its just... why cant the game allow me to play at my own pace to begin with when they are giving me new stuff to play with!!! Frustrating af.

Ranty question over. :) Havent even gotten to conveyor problems yet besides not being able to pull anything from the top starter conveyor, my character CAN but not any workers even though its connected the same way as the bottom one!?


Overeagerdragon Apr 4, 2020 @ 9:54pm 
You SHOULD be able to turn a meager profit when building those motors (IIRC) if you set it up to produce tthem with 4 benches and ratio-perfect materials. The point of the level, I think is to show you you CAN turn a profit by selling modules but ever only to maybe support paying the wages for your production+research team.
Cleaver of OZ Apr 5, 2020 @ 4:54am 
In relation to conveyors - If you use the move option in the build menu you can run more conveyor at the end. If you want to change it up I from memory you can right click to remove a piece or totally destroy it and start again.
Make sure you start on the square where you want the conveyor to run from and then drag it in the direction you want it to go.
Yes I would have preferred an option to select the whole conveyor and then edit it so you could add pieces to the start or the end with an option to rotate the piece to the desired direction.
Stryderunknown Apr 5, 2020 @ 7:54am 
If you want to use a conveyor in a production line environment (which needs room to do so). You can make the belt in segments, this increases the nodes that logistics can interact with (one node at the end of a belt segment for picking up and the starting node of the next segment for putting the end result back on). So you can put bench along the sides of the belt and have their mass craft parts.

I tested a version that created Gears, Rods, Mechanical Parts and Metal Sundries with Metal being fed in at the beginning of the belt. It worked quite well but the metal once it got to the end of the belt had to be re-fed onto the belt so as to use it up (in fact some of the produced parts also needed that)

To effectively use a belt this way, you need to work out the balance of what parts are needed and made so as to not flood the belt with one part. (One method is to have a storage for the parts and unassign the employee operating the bench that has overproduced for a short while to allow the overstock to be used up)

It would be nice it it was possible to track a benches overall return time (from picking up supplies, making the product and placing it on it's output) as that would aid in making more efficient supply chains and cut out instances where you've overproduced a fuse that can't be resold etc. In fact having a Return time and a Target time (that can't go lower than the return time but can be adjusted if you want to slow the process down) would be handy.
Hansgruber Apr 22, 2020 @ 7:52am 
Too bad the belts can't be like in Factorio :D
sara.humphries Aug 19, 2020 @ 11:06am 
Anyone else experiencing a glitch with deleting conveyor belt parts? Yesterday I deleted a conveyor belt setup that was no longer useful and was able to delete all but one piece. It just sits there taking up space.
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Date Posted: Apr 4, 2020 @ 7:18pm
Posts: 6