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:
- Vertical Bus Details https://hackertalks.com/post/4670602/5288896
- Demonstration of the Vertical Bus in a base: https://hackertalks.com/post/4670602/5288887
- Prototyping details https://hackertalks.com/post/4670602/5288866
R&D
Always be iterating on better ways to do vertical stacks! Fun note I can fit 41 floors into the map before hitting the skybox!
A mini-yeet cannon for throwing employees around the factory in a closed loop hyper cannon system
I don’t play satisfactory or understand this picture, but it does look cool.
This is what I would dream of making if my computer’s performance was any better. I’m amazed.
Sadly with significant lag incurred the last time I tried to make a mall even half this size, I ended up switching over to a distributed storage model kept at factories dotted around the map and tapped remotely via drones.
Coffee Stain has really improved the game performance lately, i’ve been happily impressed.
What Jet said, if it was over a year or more ago you should give it another shot. The optimizations they made around loading and lag has been a night and day difference. Same with multiplayer lag.
It is a thing of beauty. Thanks for the description and pictures. Any chance you can share the blueprints?
The Starter base itself
With 9 levels divided into north and south sides the starter based provides 18 independent work areas. By strictly only using the vertical bus for any floor inputs or outputs the starter base is easy to expand out for extra capacity and limits the amount of spaghetti due to the strict floor based API
Each floor pulls from the Vertical bus, has its own power priority switch.
As a dirty engineer, who loves floating platforms, I’ve found that walls don’t improve game performance much, its object density that really impacts FPS. I did experiment with walls, but didn’t see much of a performance change. So floating platforms for everyone!
A train station at the top of the base, provides access to remote resources. Train stations are HUGE, and the depot quickly became the largest single floor of the starter base.