cross-posted from: https://hackertalks.com/post/4670602

Introducing a vertical circular bus - A giant O of belts and lifters fully connected allowing for input / output anywhere along the bus.

Pros :

  • Modular, you can build anywhere on the vertical bus stack
  • Limits spaghetti by providing a clear and easy to access API for all players.
  • Very fast to reach all parts of the factory since everything is very concentrated into a cube of productivity.

Cons :

  • Satisfactory netcode doesn’t like SUPER dense areas, so it could become problematic for multiplayer.
  • There is no priority mergers yet in Satisfactory, so if you want to prioritize a input to the bus you downgrade the belts/lifters feeding INTO the priority input, that way the belt will back up and the priority input will provide the bulk of the material.

Details/Photo Galleries:

  • @[email protected]
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    1 day ago

    Oh look, a tech bro reinvented public transit.

    /s

    A video of it in action would be nice

  • @[email protected]
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    31 day ago

    Took a bit for me to figure out wtf this was but after seeing your other post this is super cool. I’ve never gotten far enough in satisfactory to implement something like this but everytime I see this giant base screenshots I want to dive in and finish the game.

    • @[email protected]OP
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      1 day ago

      Yeah, I don’t know how to make organized post galleries in lemmy; So I used comments in the satisfactory post to dive into details… that doesn’t jive well with cross-posting.

      7 days until factorio releases, so now is a great time to warm up and finish satisfactory!

      Massively different games, I think Satisfactory is more about factory painting and designing pleasing aesthetics; There are some puzzles, but mostly the puzzles are working around the UI’s clunky CAD.

      One reason I like using a well defined Interface in a factory building game is it makes it super easy for divide and conquer. The vertical bus grew slowly as I added elements to the Bus, each step in the factory chain was a single production line with well defined inputs and outputs. Very manageable.

      For initial production runs I only build a single machine, just get the hookups setup, only if I find the bus starving later will i expand out the line, but because its all vertical into the sky, there are no limits on expanding a production line. Honestly, I feel like I played the game on super easy mode. Add production to Bus, ohh, not going fast enough - whatever dependency is starving go to its production line and expand it a bit… That was the entirety of my planning, a very simple feedback loop

      I’m in AWE of the people who make a single monolithic factory to build one component at scale! That’s a ton of planning!

  • @[email protected]
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    223 hours ago

    Please tell me those splitters are just cosmetic and don’t actually work with lifts clipped that far in…

    • @[email protected]OP
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      323 hours ago

      Okay… It’s all cosmetic and it doesn’t actually work.

      but....

      It 100% works! Don’t think of the clipping, just think of it as the logical progression of a splitter in the vertical direction.

      • @[email protected]
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        220 hours ago

        I mean, I don’t even particularly think it looks bad, not with the riser sections actually being enclosed, but how on earth do you get that to connect?

        • @[email protected]OP
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          220 hours ago

          Lifter floor holes! They provide a snap point that the lifer will connect to, hence quite compact 3 lifter stack.

          I posted the blueprint in the satisfactory cross post above if you want to get your hands on it for experimentation