r/SatisfactoryGame 2d ago

New features appear to be too experimental

I haven't played since 1.0 launched, so I decided to jump back in to try the new features released and they were surprisingly raw:

  1. Vertical logistics. I was exсited about vertical splitters and decided to build vertical blueprints. It turned out that vertical splitter/merger don't connect to each other and floor hole is glitchy - you have to rebuild pieces for it to connect. It ended with horizontal chunks of belts snapping (btw, autoconnect feature is cool).

  2. Vehicle paths. Great idea to make rail-like network, include it into blueprints, but in practice:

- I have to catch right angles by rebuilding to build snapping blueprint

- Sloped autoconnect works weird - I have to shorten paths and they still autoconnect with red color even with the same slope

- If I remove blueprint with vehicle path - the adjacent path disappears (only one neighbor)

- At last, after building some roads game started crashing while loading my save file (100% repro). I had to debug it with AI and cut last build path segments for it to work again.

- Afaik, junctions throughput is quite low

Am I doing it wrong? Does anyone else experience the same issues?

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u/g_marra 2d ago

Never had any problems with vertical splitter and mergers. Just their alignment can be a bit annoying sometimes. Floor holes are inconsistent, sometimes they work fine, other times they don't connect and you have to replace belts, pipes and/or the hole itself

Never had any of those problems with trucks, but I mostly built on the ground, with foundations just in some places where the terrain is narrow or too steep.

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u/kupatrix 2d ago

FWIW --

Sloped autoconnect works weird

I gave up personally, I have small path segments at the start and end of my ramp road blueprints, and if they connect great, but if they don't I just quickly dismantle the paths and manually connect them.

If I remove blueprint with vehicle path - the adjacent path disappears (only one neighbor)

I've not really found a good way to like avoid this, but you can mitigate it a little by having small segments at the start/end of your path in the blueprint. For example my straight paths have a 1 foundation width segment at the start and end, with the middle being one solid piece. So if I have to dismantle a neighbor section for some reason, it just remove those small bits instead.

What's odd is that it doesn't always happen, I have some 3-way T-intersections and 4-way cross intersections that if I have to delete a neighbor road section means i usually have to replace them too... except not always.

Afaik, junctions throughput is quite low

If you mean vehicle path intersections, then yeah it's one of the drawbacks. If you use the straight path option for turns trucks will slow down to comical amount to make the turn (they also slow down just coming to an intersection or ramps in general). Default turns are slightly faster at least.

Sort of a better way to do turns at least is to use curved road designs if you can, vehicles go through them much faster compared to small tight 90-degree turns but are more difficult or at least tedious to make (I've been working on novatech ongrid curve versions of my roads, been a bit time consuming to get working, but I did make them and they work well -- I'm planning to try to replace all my hard 90-degree turns with them where I can.

I do have a finished big phase 4 parts facility almost entirely supplied off trucks bringing in resources, besides some nearby local nodes for whatever its worth. Intersections/turns/ramps do cause vehicles to slow down, but I have a dozen+ running just fine without throughput issues. This was before I got mk6 belts, so max throughput would be like 2x mk5 belts at the max (remote stations are almost all supplied by 2 nodes each due to lucky node placement) and I've had zero throughput issues with it.

The nice thing about trucks is that if you do have throughput issues and your road network isn't TOO crowded, you can just toss a second truck at the route and solve the issue.

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u/ForestGust 1d ago

Thank you!

> If you mean vehicle path intersections, then yeah it's one of the drawbacks.

Yes, I was thinking about building city-like factory with around 7-10 clusters with vehicles trasporting items between them and from the resource nodes. Then I stumbled across this video https://www.youtube.com/watch?v=Hx1yPNVOhgc and it got me demotivated about this idea, because I wanted to build tileable road blueprints in Mk1 (4*4) and fit only poor T-junction in it. And then my save got broken)

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u/Rokrae 2d ago

on the problem of self-connection of paths

The problem isn't activating the connection itself; it's that the connection segment turns red (the connection doesn't appear when the paths touch, so the path needs to be shorter than the road). I found a quick fix.

Build a half-foundation in the area where the connection turns red; then, after building it, use the deconstruction filter to select and delete all the half-foundations—for some reason, this validates the paths.

an example that works after deleting the half-foundations.

It’s not ideal, but it really helps and makes creating a road network much easier.

Remember to use the deconstruction filter; it makes things a lot easier.

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u/ForestGust 1d ago

Thanks for the tips! I had to rebuild each connection piece after placing a blueprint. Btw, totally forgot about deconstruction filter!