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Satisfactory conveyor
Satisfactory conveyor












satisfactory conveyor

There's a new building mode called zooping that lets you lay down 10 foundation or wall pieces in a row, whereas before you had to place one at a time, which will be a huge time-saver when putting together new facilities.

satisfactory conveyor

There are a ton of other overdue cosmetic parts for making factories look really nice-I'm embarrassingly excited about being able to put angled roofs on buildings instead of making everything a rectangle. Megaton, am I right? I've become one of Those Guys who's so deep into a game that I could tell you why inclined railings are a Really Big Deal. I mean, here's a literal game-changer: Railings can snap to ramps now, instead of just flat foundations. The new train system is probably the flashiest bit of this Satisfactory update, but there are some other new features I'm even more excited about. With great locomotive power comes great locomotive responsibility, or something. It's not meant to be a major crisis more like the train equivalent of messing up your conveyor belts and sending resources into the wrong ore refinery. It's not really as punitive as it sounds, though: Resources in Satisfactory are unlimited, and you can walk up to a derailed train and click a few buttons to set things right again. The increased flexibility added with the new signals (and a much better train scheduling interface) comes hand-in-hand with the threat that if you don't use them properly, your trains can now smash into each other and spill your cargo all over the place. Seriously, look at this example intersection from the video where Coffee Stain first showed off this train update:

Satisfactory conveyor update#

With Update 5, trains can now tap into both of those modes of play. Satisfactory is all about building elaborate constructs as efficiently as possible or making them look so over-the-top you can turn around and marvel at the fact that the monstrosity you just designed actually works. Without any tools like these signals, I didn't see much appeal in having trains that ran in loops or split off in different directions, because it was just more complication without any real payoff. Before, the only real planning I did for my trains was ensuring the stations at each end were efficiently loading and unloading cargo. These signals are really cool, because they dramatically expand the planning and design you can put into trains. The other signal is more complicated, letting multiple trains pass through an intersection as long as their paths won't intersect. One's simpler-basically a red light for trains that flips on whenever the space ahead of it is occupied, to avoid the next one on the track rear-ending the caboose. Update 5 introduces two different types of signals for controlling train traffic.














Satisfactory conveyor