Very informational video! Thanks for putting it together. I built a road section blueprint but ran into trouble when I had to change elevation. I added all sorts of detail to it with utilities, hyper tubes, train tracks, street lights, power poles and an under road access corridor. It works great in a straight line but not so good if you have to turn or go up/down!
Yea, the way blueprint snapping works is that it looks at the very center of the blueprint. So, if the blueprint gets taller, that moves the vertical snapping point. It took some testing, learning, and playing to get things to where they were. And the ramps were the hardest part due to the change in elevation and dealing with the vertical issues. I find using default snapping the best, then just finding the right elevation below them to snap to can deal with most issues (unless that point is below the ground level). That said, if you send me the blueprints you made I can play with them and maybe see if I can figure it out. Also, the original 2 road videos (the 2nd video covers ramps) is useful in the scenarios where the blueprints fail you. As you could build those small sections by hand. I still hope we'll see some improved snapping options in the future that can help minimize these issues.
I forgot to mention turns from your comment. Turns would be the same, if your custom BP turn has a change in elevation, you'll need to prep your turn base lower than what I showed in the video. That way the BP can sit nicely on top of it. As long as that point isn't under the world, it should still work fine.
@@relyengaming thank you for such a detailed reply! I appreciate you taking the time to explain all that. I'd be interested to see what your take on it would be. How would you handle it on the section you built that was tall with 2 train tracks under it with utilities on the sides? Mine is very similar to that one. If I saw how you'd handle that one it would work for mine to I bet.
Sure, I'll go play around a little later today and see how I might handle them. The biggest challenge I see in my head is the walls for turns (more specifically the inside of the turn wall). But maybe there is a way to get the inside of the turn in a blueprint and then make something that can be snapped to the turn after the fact. I did this originally with 90 degree turn before I figured out how to get the whole thing in a blueprint. I'll have to see what happens. You've got me curious :P
Although, note to self, a vertical pillar might be cool. To see the trains in the turn (and easy). But I'm still curious how I might do the walls.... I also bet it would be interesting to do the underside with half pipes, but I think I didn't do that in the video as it was too small for 2 trains. If only the BPs were 5x5 :P
I love how you also give the reason why something happens, why you picked the way you did and problems you may run into. Easy and simple directions. Thanks!
It is criminal that you have so few views. This was a perfect tutorial and you explained everything so well that I am now making my own blueprints with some individual spice. You got my subscription 😊
wow these are amazing! I want to make my own but this has absolutely saved me some time in concept. I think I want to make 45 degree turns that stay on grid when used in 2s. I love how you did the ramps too.
OMG.. right on point. Now I have all the factories running but the tracks are awful. I will have to replace all of them. It's wonderful that I found your channel, a great help.. a thousand THANKS and greetings from Germany....
Huge thumbs up for your video. I ran into the dreaded down-ramp issue not snapping with some BPs I tried, so this is just what the Dr ordered. I tried Satisfactory after Update 4 came out but gave up when I couldn't even keep my coal plants working! Update 8 is going well and I will get that last package sent this go 'round. I read one of your comment/posts that you haven't tried the grand-daddy of logistic games Factorio. I liked it and completed it but Satisfactory allows for more individual creativity and 1st person perspective in a 3D world is more immersive than a top-down number crunching game like Factorio
I hope so too. Jace and Snutt on the most recent dev stream did say it could happen. It just depends on if they could do something that is good and if it fits within priorities.
Awesome work Dan! Haven't had the time to follow the streams lately but the quality of the videos & info is excellent! Love your content & I can't wait to create similar blueprints on my save as well. I'll use more simple designs with less items as I play on older laptop with not so great performance, but still enjoying it as much as I can. Cheers!
For once I got a great video recommended. Im amazed that you didn't yet blow up in subscriber :you are on point on everything the quality is really good, the editing that I saw so far is great you know how to speach (yes it sound stupid but thrust me most people dont even make the effort to speach in a clear manner) keep it up!
This is fantastic! Two things - 1. Could you add chapters the to video? Makes it easier to find a specific technique when revisiting this video later 2. Could upload add these blueprints to the satisfactory calculator website?
The one thing that I would really like is something similar for railways, but my understanding is that they do not connect. Hence, a frame and pillar set would be the way to go so that you can just lay the rails on top.
Yea, that's why I added that 1 single piece that has an arch made of frames and some half foundations (train tracks snap better). At least as an example for folks to come up with even better ideas. I'm also working on an under road train tunnel set at the moment for fun. Have to take into account the train mergers and crossings when building the pieces. So it's interesting. Train tracks also work surprisingly well with foundation curves made with the catwalk method.
You saved me a lot of headache, ty for this well made video. Although, I would have liked an explanation as to how to the 90° on grid curves. I'd rather learn how to do them, than take your blueprint directly.
Thanks Charlie! I like it simple, helps keep my sanity in check 😀. Now we just need some snapping improvements for blueprints and these will be even better!
Thank you so much you have inspired me to build road as I was a train wreck before lol. minor note for me personally the dimention were a little confusing 3X4X1 as an example would have made it much more clear, for me anyway. seriously thank you tho, just trying to help:)
Thanks for the video! But I'm having a hard time reproducing your results. Did you create the original blueprints at ground level? Also, are all of them 3 foundations wide?
This is really incredible! One question, I downloaded the blueprints and was using them, but I could not figure out the 2 wide ramps. I could not figure out how to get the mid ramp to snap to the bottom ramp piece. Finally gave up and built the road the old fashioned way.
Sorry about that, I believe I left the inverted ramp prebuilt into the 2-wide ramps. You can just snap them on top of each other. You can remove the inverted ramps from the blueprint and they will act like the 3-wide. I have a couple of fixes to make, so I’ll update the blueprints this week to fix this as well.
You know how you have to add the additional ramp pieces in the center of the last blueprint you placed to carry them on, I wonder if you can add those to the blueprint and then delete them after placement?
Yea, great point. It does work, but it does change the center point of the blueprint. So, the snapping isn't quite as easy, but definitely works. I encourage people to try it and find out which method they prefer.
After many trial and errors.... i've figured out how to do that 90 degree Grid turn.... all comes to small adjustment. hint: To turn a single piece 90 degress while holding CTRL (And positioned on another foundation piece to allow small turns) it takes 18 scrolls.
They absolutely work in 1.0, although I do have plans to do some updated versions. So you can still use the existing ones till then. Newer ones will still match up, I’ll just add more stuff.
@@relyengaming that would be awesome. As a father of 2 children i can only thank u cause u dont have time to try to do such cool stuff. Thanks to you i can have cool roads to in my game =)
Hey Relyen, First off, great video! I was wondering before I tried it, but I just downloaded the blueprints from your discord, (thank you so much for the work you did😊) do these blueprints work in update 8 experimental? No problem if they don't. I mostly wanted to use themn as reference point so I can make my own. I always struggle with curves, so having something I can reverse engineer would probably help. I can pull them up in my creative world in U7 if they won't load in U8. Thanks again for the inspirations
Yep, they work fine in U8. Nudge mode makes them even easier to use honestly. If they would just add a vertical nudge mode, it would be even better. I know there was a bug that caused pillars on the edge to have an issue loading in the bp designer, but i believe that was fixed
You can use the radial turn method. Where you have a center foundation and then put a zoop a foundation from on top of that out 4 foundations. Then delete the first of the four and start another by rotating the foundation 3 clicks and zooping another 4. After repeating this several times you'll have a finished turn. Doing this inside a BP machine was more difficult. I had to create a template in the center of the BP designer by zooping only 2 foundations at a time. Then placing that templated bp inside another bp designer to finish the turn.
I know this was a year ago but with the 1.0 release this are super handy but its the corners that are stressing me out, I cant get a 2 or 3 lane to fit at all into the blueprint area, no matter where I start inside the designer some part of it sticks out during the build process and stops my progress, How did you get yours to fit? You're the second youtuber now who ive seen with these curved roads as blueprints, its really annoying the F out of me. Great designs at the end by the way.
It was a bit of a pain to get the 90 degree turn in the original 4x4 designer. I had to start the turn in the middle and save it, then place it in the corner to finish it.
I have a video on curved incline roads, just not a blueprint version. I did experiment with them, but couldn't quite get a blueprint with the sidewalls yet. I have to play with them further. You can find my original video here: ruclips.net/video/sRRWfdQWMTQ/видео.html
I’ve been using these for a few days and has been great very useful but now have an issue with the catwalk snapping for the 10° angles I have done 3 of them so far but now the catwalk snaps to the corners of the catwalk instead of the end to make the 10° turn any tips on how to make it snap on the end and not the corners if you have ever encountered this? As I said Iv made 3 10° roads and this didn’t happen now doing my 4th and it isn’t snapping on like normal I tried a bunch of things and I can’t seem to figure it out TIA
I have been trying to use these awesome blueprints but I can’t get the 3*1 10° turns to snap in either snapping mode. Am I doing something wrong or does it just not work anymore?
Ive only built flat roads and 2m ramped road blueprint, but its incredibly annoying that the ramps won't snap to another downward sloping ramp....even in default or bp mode.
My “current” recommendation is to use a single ramp piece to build down to where you want to stop. Build a straight road piece there, then build the ramp back up from there. Since going up seems to be way easier than going down.
What i didnt get: when i tried to fit in a train underneth, i needed 3 walls to make enough room overhead to not clip through the road with a train. How did you do the 2 wall verson without clipping?
I hear that a lot. :) Maybe we'll get official road support at some point, but until then we just need to make due. That said, snapping works a little better since I updated this video. Ramps are definitely easier than I demonstrated. I'll have an updated set soon.
The Road_Blueprints_Video_Version downloaded from discord seems to have a slightly different content than the current video. I'm watching the "curve" description in this RUclips video Here it's called [roads 3x1 left 10] But the one I received is called [roads left 10 pre-turned], and the pole on the left sidewall is one longer when building. Did I receive the wrong version?
I just wanna know how the hell you put those concrete pillars angled on an incline like that. Mine won’t do it. I can’t figure it out. I wanna build sidewalls on an incline but just can’t for the life of me get it to do it
@@relyengaming the double ramp 4m actually goes up 2 m. It's like a 2m ramp and 2m inverted ramp in one piece. I think it's called 4m for the total vertical height from bottom edge to top edge. Confusing as hell.
@@sneezyfidoSorry, thought you were referring to the 8m double ramp for some reason. I believe I didn’t use the double ramps at the time due to the way I was constructing the ramps initially and some limitations with the blueprint system back in U7 when I did it. That said, the new ones I have coming use double ramps whenever possible.
@@relyengaming actually watching this.. I do see one reason to use two pieces. You can put a wall mount on the bottom of the regular ramp, then cover it up with the inverted ramp. Nice if you want your roads to transport electricity without showing any.
If you go into the key bindings, there is an option for "Toggle Specified Multi Select Dismantle", which for me is bound to my thumb mouse button. But you just set that to whatever you want and when doing a mass dismantle, just press and hold on the object to filter by and as you continue to highlight objects it will only mark matching objects for dismantle.
Holy crap thats huge, thank you so much! Also im loving the blueprints, made a bridge with them and posted it in the screenshots channel of your discord :D
You basically extend some foundations straight out from where you are turning, no turning required. Since the BP is "pre-turned" it does the turning for you, so you just line it up. But I feel it's a lot of up and down, adding and removing. So I like the catwalk method better.
Yes, they are still available for 1.0. I just tested the discord link and it worked for me (there have been quite a few people coming to snag the blueprints since 1.0). Here is another link for you discord.gg/DBybMG2B
It’s actually a lot easier now to both nudge the turns and snap the ramps since update 8. When I did the video it was definitely more of a pain. I’ll probably do an updated video once 1.0 comes out.
@@relyengaming thanks., Not playing Satisfactory at the moment waiting for 1.0, Those blueprints a brilliant especially as many will want modify them and as they are a reasonably simple design that should be easy. I want trains on top of my roads where they are required and you blueprints will be perfect. One again thank you.
Man I wish building road ramps up was easier. Made beautiful 16m ramp blueprints but they absolutely refuse to snap nicely to each other and you have a little dip after each one -.-
This whole ordeal would have been so, soo easier if only we could select the snapping/attaching points on our blueprints. Especially with downward sections of the road.
Well the snapping did get a lot better in U8, ramps didn’t need all the fancy stuff. Things got a little wonky in 1.0 though, waiting for CS to fix it.
@@relyengaming hm, maybe I misunderstood something about how this works. I've tried to make road blueprints in 1.0 and it seems like it always tries to attach via lowest point of the 'blueprint bounding box', which in turn means that you cannot have a blueprint that does lower than your existing structure => you have to prebuild temporary foundations and attach to them
@@sergeysapozhnikov5717 That's pretty much how I understood it back in U7, which is why I demonstrated the roads in the video the way I did. However, in U8, snapping was improved and I could snap the ramp pieces together without the added work. In 1.0, it works...from some angles. Other angles it's real wonky. Snapping in generally in 1.0 for blueprints seems real wonky. I think it needs a bit of tweaking from CS. At least, this has been my experience so far, with the roads.
This was intended to be the blueprint version of my roads guide. It does a great job of saving time over the manual process. That said, still knowing how to build the roads by hand is a good thing, as the blueprints won't cover every possible scenario. So, being able to patch it up by hand allows you to do even more :)
My god, this is so complicated. I appreciate the work you’ve put into this, but I really don’t want to spend my time in game doing this. It just does not look fun.
Much appreciated :) And definitely, you should play the game in a way that is fun for you :) Although I should mention, things snap way better than they did back in U7 when I made this video. You don't have to do all the fancy foundations for ramps to snap nicely.
@@relyengaming Oh, everything you describe works fine or better in 1.0. Following an earlier of your videos, I’ve been using your method trying to build a road that follows a windy climbing path. I only had to abandon that project once I realized I couldn’t have ramps and turns at the same time... I think what you’re showcasing is actually incredibly clever, but it is trying to work with some very, very limited tools. One of the essential feature of a road is that they naturally follow the terrain - the basic result of laying down tar! - something that simply does not exist in the game. I still like to watch them because a lot of the techniques are useful elsewhere and you make great content. It’s just the roads that aren’t for me. 😊
There is technically a way to do a curved ramp. It’s not perfect, but it works pretty well considering the buildables we have. You can find it on mgsgenesis channel. I did sidewalls for it in my Better Ramps video.
It’s actually a lot easier in U8, the ramps snap together much easier. I’m sure they aren’t against adding roads, but they’ve had other priorities and it’s about doing it well enough for everyone. Which is pretty challenging when you consider all the different ways people do roads. How do you make an easy one size fits all.
What sort of road do you want? 1, 2, 3, 4 tiles wide? How many options do you want? What degrees do you want your junctions at? 15°? 30°? 45°? 67.5°? 90°? In a game that gets exponentially more complicated the further in you get your really going to complain about it being complicated.
Why does every one of these videos have 10 minutes of useless yapping, but when its time to actually show the subtle things you're trying to do, like fixing, its always cut? Always? I do not understand how to "fix the edge" on the curves, and this video does a horrible job of explaining it. i don't want to go watch another 30 minute video when you could just show it here.
Sorry that you are annoyed by the presentation. You can find the exact think you are looking for at 17:48 in my other roads video. Here's a link ruclips.net/video/ewPScvGuehQ/видео.html I hope this helps.
They are a little easier to work with in Update 8. Especially the ramps. They are still a great time saver for good looking roads. Obviously, if I come across better ways to do it in the future I’ll do another video 😝
@@relyengaming I see that. Your video was great. Just not going to use blueprints for roads right now. I want speed not aesthetics. For context this is my first automation game so I'm no veteran of this genre that is for sure.
Not yet, every time I start working on it. The idea of having to do multiple screenshots, file uploads, icon fixes and other things for each one of the blueprints, my mind groans. I'll try to schedule a few hours to take care of this soon.
Very informational video! Thanks for putting it together. I built a road section blueprint but ran into trouble when I had to change elevation. I added all sorts of detail to it with utilities, hyper tubes, train tracks, street lights, power poles and an under road access corridor. It works great in a straight line but not so good if you have to turn or go up/down!
Yea, the way blueprint snapping works is that it looks at the very center of the blueprint. So, if the blueprint gets taller, that moves the vertical snapping point. It took some testing, learning, and playing to get things to where they were. And the ramps were the hardest part due to the change in elevation and dealing with the vertical issues. I find using default snapping the best, then just finding the right elevation below them to snap to can deal with most issues (unless that point is below the ground level).
That said, if you send me the blueprints you made I can play with them and maybe see if I can figure it out.
Also, the original 2 road videos (the 2nd video covers ramps) is useful in the scenarios where the blueprints fail you. As you could build those small sections by hand. I still hope we'll see some improved snapping options in the future that can help minimize these issues.
I forgot to mention turns from your comment. Turns would be the same, if your custom BP turn has a change in elevation, you'll need to prep your turn base lower than what I showed in the video. That way the BP can sit nicely on top of it. As long as that point isn't under the world, it should still work fine.
@@relyengaming thank you for such a detailed reply! I appreciate you taking the time to explain all that. I'd be interested to see what your take on it would be. How would you handle it on the section you built that was tall with 2 train tracks under it with utilities on the sides? Mine is very similar to that one. If I saw how you'd handle that one it would work for mine to I bet.
Sure, I'll go play around a little later today and see how I might handle them. The biggest challenge I see in my head is the walls for turns (more specifically the inside of the turn wall). But maybe there is a way to get the inside of the turn in a blueprint and then make something that can be snapped to the turn after the fact. I did this originally with 90 degree turn before I figured out how to get the whole thing in a blueprint. I'll have to see what happens. You've got me curious :P
Although, note to self, a vertical pillar might be cool. To see the trains in the turn (and easy). But I'm still curious how I might do the walls.... I also bet it would be interesting to do the underside with half pipes, but I think I didn't do that in the video as it was too small for 2 trains. If only the BPs were 5x5 :P
I love how you also give the reason why something happens, why you picked the way you did and problems you may run into. Easy and simple directions. Thanks!
Yea, I'm always a big fan of knowing the problem that a solution is for. Otherwise it's just a solution in search of a problem.
It is criminal that you have so few views. This was a perfect tutorial and you explained everything so well that I am now making my own blueprints with some individual spice. You got my subscription 😊
Much appreciated! Couldn't get my ramps working, and this is great!
This is awesome!! This looks like it took a LOT of time and effort. Even if I don’t end up using any of these bloops myself, thanks!! 🙏🏻🙌🏻🤘🏻
I appreciate it Tesselate! They were a lot of work, but totally worth it. I ended up learning a lot about the blueprint system while I was at it.
yo i just wanna say after fiddling around with my own roads blueprints for hours these are seriously top notch and super well explained. great job!
Much appreciated! I have a new 1.0 set and tips coming soon! (Still compatible with the old set 👍)
wow these are amazing! I want to make my own but this has absolutely saved me some time in concept. I think I want to make 45 degree turns that stay on grid when used in 2s. I love how you did the ramps too.
Awesome, glad to hear it! If you do end up with a good 45 degree turn for blueprints that you can use in pairs, I'd love to see your results :)
OMG.. right on point. Now I have all the factories running but the tracks are awful. I will have to replace all of them. It's wonderful that I found your channel, a great help.. a thousand THANKS and greetings from Germany....
Glad you like them! And welcome!
Great job putting all these together. Nice work!
Thank you Caset! Cheers!
Absolutely gorgeous modularity of design.
Thanks warp! I’m really glad they turned out so well. I know these are going to save folks so much time over the original.
Huge thumbs up for your video. I ran into the dreaded down-ramp issue not snapping with some BPs I tried, so this is just what the Dr ordered. I tried Satisfactory after Update 4 came out but gave up when I couldn't even keep my coal plants working! Update 8 is going well and I will get that last package sent this go 'round.
I read one of your comment/posts that you haven't tried the grand-daddy of logistic games Factorio. I liked it and completed it but Satisfactory allows for more individual creativity and 1st person perspective in a 3D world is more immersive than a top-down number crunching game like Factorio
Cool. I hope they will add roads in 1.0. If it could work in a similar way like the conveyor belts it would be great.
I hope so too. Jace and Snutt on the most recent dev stream did say it could happen. It just depends on if they could do something that is good and if it fits within priorities.
Awesome work Dan! Haven't had the time to follow the streams lately but the quality of the videos & info is excellent! Love your content & I can't wait to create similar blueprints on my save as well. I'll use more simple designs with less items as I play on older laptop with not so great performance, but still enjoying it as much as I can. Cheers!
Thanks Tudor! No worries about the streams, I know life gets busy! We've been doing Satisfactory Plus on the last 2 streams, definitely a fun mod.
Great work & Nice tutorial!
Thanks to you I'll give it a go on trying to make a nice and cosy road :)
Thanks Co6! How'd did it turn out for you?
For once I got a great video recommended.
Im amazed that you didn't yet blow up in subscriber :you are on point on everything the quality is really good, the editing that I saw so far is great you know how to speach (yes it sound stupid but thrust me most people dont even make the effort to speach in a clear manner)
keep it up!
Thanks Lahaire, I really appreciate that! I'll do my best to work harder :)
This is fantastic! Two things -
1. Could you add chapters the to video? Makes it easier to find a specific technique when revisiting this video later
2. Could upload add these blueprints to the satisfactory calculator website?
1. Yes, good point. I’ll add that today.
2. I’ve planning to, I’ve just been a little busy. I’ll see if I can get to it today as well.
Truly incredible work. Thank you!!!
Any tips for getting back onto grid after snaking a road through some tricky terrain?
Yep, check out this other video I posted, it should help you solve all your grid issues! ruclips.net/video/uX_2i8T3Dbw/видео.html
@@relyengaming My guy...! 👊
this is amazing , thank you so much
You're very welcome! Feel free to let me know if you run into any issues. :)
The one thing that I would really like is something similar for railways, but my understanding is that they do not connect. Hence, a frame and pillar set would be the way to go so that you can just lay the rails on top.
Yea, that's why I added that 1 single piece that has an arch made of frames and some half foundations (train tracks snap better). At least as an example for folks to come up with even better ideas. I'm also working on an under road train tunnel set at the moment for fun. Have to take into account the train mergers and crossings when building the pieces. So it's interesting. Train tracks also work surprisingly well with foundation curves made with the catwalk method.
@@relyengaming I might mess with it eventually, but right now, Factorio has got its hook into me.
@@jonathanlanglois2742 Factorio is still something I haven't yet tried. I know it will be fun, I definitely need to tackle it at some point.
You saved me a lot of headache, ty for this well made video. Although, I would have liked an explanation as to how to the 90° on grid curves. I'd rather learn how to do them, than take your blueprint directly.
The 90 on grid turns are done with the radial turn method since it stays on grid. I should do a dedicated video about them at some point :P
u saved my life thank u
sweet simple absolutly awesome
Thanks Charlie! I like it simple, helps keep my sanity in check 😀. Now we just need some snapping improvements for blueprints and these will be even better!
Thank you so much you have inspired me to build road as I was a train wreck before lol. minor note for me personally the dimention were a little confusing 3X4X1 as an example would have made it much more clear, for me anyway. seriously thank you tho, just trying to help:)
Yea that is a fair critique 😜
Thanks for the video! But I'm having a hard time reproducing your results. Did you create the original blueprints at ground level? Also, are all of them 3 foundations wide?
Yea, I built them all at ground level, except some of the ramps. The blueprints have both 2 and 3 width road variations
This is really incredible!
One question, I downloaded the blueprints and was using them, but I could not figure out the 2 wide ramps. I could not figure out how to get the mid ramp to snap to the bottom ramp piece. Finally gave up and built the road the old fashioned way.
Sorry about that, I believe I left the inverted ramp prebuilt into the 2-wide ramps. You can just snap them on top of each other. You can remove the inverted ramps from the blueprint and they will act like the 3-wide. I have a couple of fixes to make, so I’ll update the blueprints this week to fix this as well.
You know how you have to add the additional ramp pieces in the center of the last blueprint you placed to carry them on, I wonder if you can add those to the blueprint and then delete them after placement?
Yea, great point. It does work, but it does change the center point of the blueprint. So, the snapping isn't quite as easy, but definitely works. I encourage people to try it and find out which method they prefer.
After many trial and errors.... i've figured out how to do that 90 degree Grid turn.... all comes to small adjustment.
hint: To turn a single piece 90 degress while holding CTRL (And positioned on another foundation piece to allow small turns) it takes 18 scrolls.
Does this work in 1.0 or will you do an updated Version ? Rly like those blueprints
They absolutely work in 1.0, although I do have plans to do some updated versions. So you can still use the existing ones till then. Newer ones will still match up, I’ll just add more stuff.
@@relyengaming that would be awesome. As a father of 2 children i can only thank u cause u dont have time to try to do such cool stuff. Thanks to you i can have cool roads to in my game =)
I love your vids. So helpful :D Thank you!
Glad to hear it, I appreciate that!
Hey Relyen,
First off, great video! I was wondering before I tried it, but I just downloaded the blueprints from your discord, (thank you so much for the work you did😊) do these blueprints work in update 8 experimental? No problem if they don't. I mostly wanted to use themn as reference point so I can make my own. I always struggle with curves, so having something I can reverse engineer would probably help. I can pull them up in my creative world in U7 if they won't load in U8. Thanks again for the inspirations
Yep, they work fine in U8. Nudge mode makes them even easier to use honestly. If they would just add a vertical nudge mode, it would be even better. I know there was a bug that caused pillars on the edge to have an issue loading in the bp designer, but i believe that was fixed
Amazing work
Thanks Void!
This message is brought to you by the better late than never response team 😜
You are a fucking legend for doing this. Sub is way more than deserved. Thank you for being such an awesome human being ❤
Thanks Teta! I'm glad that the effort is helping out, makes it all worth it :)
Hi, thanks for the awesome video! I just have one question, how did you make the 90 degree on grid road turn?
You can use the radial turn method. Where you have a center foundation and then put a zoop a foundation from on top of that out 4 foundations. Then delete the first of the four and start another by rotating the foundation 3 clicks and zooping another 4. After repeating this several times you'll have a finished turn.
Doing this inside a BP machine was more difficult. I had to create a template in the center of the BP designer by zooping only 2 foundations at a time. Then placing that templated bp inside another bp designer to finish the turn.
Thanks, thanks work like a charm.
The BP part, that i'm not going to mess with ;)
Once again thank you
@@relyengaming
Welcome, glad I could help :)@@placebian6563
I know this was a year ago but with the 1.0 release this are super handy but its the corners that are stressing me out, I cant get a 2 or 3 lane to fit at all into the blueprint area, no matter where I start inside the designer some part of it sticks out during the build process and stops my progress, How did you get yours to fit? You're the second youtuber now who ive seen with these curved roads as blueprints, its really annoying the F out of me.
Great designs at the end by the way.
It was a bit of a pain to get the 90 degree turn in the original 4x4 designer. I had to start the turn in the middle and save it, then place it in the corner to finish it.
Curved incline roads. Can you do a video on that.
I have a video on curved incline roads, just not a blueprint version. I did experiment with them, but couldn't quite get a blueprint with the sidewalls yet. I have to play with them further. You can find my original video here: ruclips.net/video/sRRWfdQWMTQ/видео.html
I’ve been using these for a few days and has been great very useful but now have an issue with the catwalk snapping for the 10° angles I have done 3 of them so far but now the catwalk snaps to the corners of the catwalk instead of the end to make the 10° turn any tips on how to make it snap on the end and not the corners if you have ever encountered this? As I said Iv made 3 10° roads and this didn’t happen now doing my 4th and it isn’t snapping on like normal I tried a bunch of things and I can’t seem to figure it out TIA
Sometimes the catwalks are over-rotated and can look like they are snapping wrong. You should be able to just to rotate it back into position.
solid!
Glad you like Alex! I've had so much fun building that little road and drifting around on it in the Explorer :P
Great video. Very useful info.
Thanks Kregan, if you used it to create anything I’d love to see it!
@@relyengaming Just restarted as my last base sucked and had no roads lol. Starting over but when done will upload it.
I have been trying to use these awesome blueprints but I can’t get the 3*1 10° turns to snap in either snapping mode. Am I doing something wrong or does it just not work anymore?
Ive only built flat roads and 2m ramped road blueprint, but its incredibly annoying that the ramps won't snap to another downward sloping ramp....even in default or bp mode.
My “current” recommendation is to use a single ramp piece to build down to where you want to stop. Build a straight road piece there, then build the ramp back up from there. Since going up seems to be way easier than going down.
What i didnt get: when i tried to fit in a train underneth, i needed 3 walls to make enough room overhead to not clip through the road with a train. How did you do the 2 wall verson without clipping?
The 2 wall version worked, but that was before I tried adding signals (at least I think it was 2 walls? Been a while)
I love the ingenuity of this, but this is a solution to a problem that shouldn't exist.
I hear that a lot. :) Maybe we'll get official road support at some point, but until then we just need to make due. That said, snapping works a little better since I updated this video. Ramps are definitely easier than I demonstrated. I'll have an updated set soon.
The Road_Blueprints_Video_Version downloaded from discord seems to have a slightly different content than the current video.
I'm watching the "curve" description in this RUclips video
Here it's called [roads 3x1 left 10]
But the one I received is called [roads left 10 pre-turned], and the pole on the left sidewall is one longer when building. Did I receive the wrong version?
The pre turn is shown later in the video, it’s just a different option for doing turns. The zip should have both turns.
I just wanna know how the hell you put those concrete pillars angled on an incline like that. Mine won’t do it. I can’t figure it out. I wanna build sidewalls on an incline but just can’t for the life of me get it to do it
If I’m understanding your question correctly, I just used a beam in Freeform mode along the edge of the ramp piece and snapped the pillar to it.
Is there a particular reason why you didn't use the double ramp 4m?
I think back at the time, some vehicles really struggled on 4m ramps. That’s said, they will be included in the new set.
@@relyengaming the double ramp 4m actually goes up 2 m.
It's like a 2m ramp and 2m inverted ramp in one piece.
I think it's called 4m for the total vertical height from bottom edge to top edge.
Confusing as hell.
@@sneezyfidoSorry, thought you were referring to the 8m double ramp for some reason.
I believe I didn’t use the double ramps at the time due to the way I was constructing the ramps initially and some limitations with the blueprint system back in U7 when I did it.
That said, the new ones I have coming use double ramps whenever possible.
@@relyengaming actually watching this.. I do see one reason to use two pieces.
You can put a wall mount on the bottom of the regular ramp, then cover it up with the inverted ramp.
Nice if you want your roads to transport electricity without showing any.
8:25 filter mass dismantle? How? And why did i not know? :0
If you go into the key bindings, there is an option for "Toggle Specified Multi Select Dismantle", which for me is bound to my thumb mouse button. But you just set that to whatever you want and when doing a mass dismantle, just press and hold on the object to filter by and as you continue to highlight objects it will only mark matching objects for dismantle.
Holy crap thats huge, thank you so much!
Also im loving the blueprints, made a bridge with them and posted it in the screenshots channel of your discord :D
How do we use the preturn left and preturn right
You basically extend some foundations straight out from where you are turning, no turning required. Since the BP is "pre-turned" it does the turning for you, so you just line it up. But I feel it's a lot of up and down, adding and removing. So I like the catwalk method better.
Are these blueprints still available in 1.0?! your discord link doesnt work.
Yes, they are still available for 1.0. I just tested the discord link and it worked for me (there have been quite a few people coming to snag the blueprints since 1.0).
Here is another link for you discord.gg/DBybMG2B
5x5 BPgrid 2 gonna make some if these a littler better.
Agreed, there was definitely concessions I had to make due to the original 4x4. Can’t wait to play around with the larger 5x5!
is it not possible to nudge those blueprints into place?
It’s actually a lot easier now to both nudge the turns and snap the ramps since update 8. When I did the video it was definitely more of a pain. I’ll probably do an updated video once 1.0 comes out.
@@relyengaming thanks., Not playing Satisfactory at the moment waiting for 1.0, Those blueprints a brilliant especially as many will want modify them and as they are a reasonably simple design that should be easy. I want trains on top of my roads where they are required and you blueprints will be perfect. One again thank you.
Man I wish building road ramps up was easier. Made beautiful 16m ramp blueprints but they absolutely refuse to snap nicely to each other and you have a little dip after each one -.-
I found they were a little easier to work with the ramp pieces in update 8. Much easier than I demonstrated in the video.
I need a better explanation on "Diagonal Mode" small concrete pillars...
Basically just extend them from the top and bottom. They will line up.
roundabout?
This whole ordeal would have been so, soo easier if only we could select the snapping/attaching points on our blueprints. Especially with downward sections of the road.
Well the snapping did get a lot better in U8, ramps didn’t need all the fancy stuff. Things got a little wonky in 1.0 though, waiting for CS to fix it.
@@relyengaming hm, maybe I misunderstood something about how this works. I've tried to make road blueprints in 1.0 and it seems like it always tries to attach via lowest point of the 'blueprint bounding box', which in turn means that you cannot have a blueprint that does lower than your existing structure => you have to prebuild temporary foundations and attach to them
@@sergeysapozhnikov5717 That's pretty much how I understood it back in U7, which is why I demonstrated the roads in the video the way I did.
However, in U8, snapping was improved and I could snap the ramp pieces together without the added work.
In 1.0, it works...from some angles. Other angles it's real wonky. Snapping in generally in 1.0 for blueprints seems real wonky. I think it needs a bit of tweaking from CS.
At least, this has been my experience so far, with the roads.
I love this ! U said on your description (link below), but i dont see a link? Or am i blind?
U can find them on his discord server (link in description)
@@Liquidor89 ooh thank u !
Cheers, glad you found them. Your customized variants are coming along great :)
it looks like building this manually is just the as blueprint
This was intended to be the blueprint version of my roads guide. It does a great job of saving time over the manual process. That said, still knowing how to build the roads by hand is a good thing, as the blueprints won't cover every possible scenario. So, being able to patch it up by hand allows you to do even more :)
i like ground level rods that looks natural and usually it should be done manually the blueprints don't help so much @@relyengaming
My god, this is so complicated. I appreciate the work you’ve put into this, but I really don’t want to spend my time in game doing this. It just does not look fun.
Much appreciated :) And definitely, you should play the game in a way that is fun for you :) Although I should mention, things snap way better than they did back in U7 when I made this video. You don't have to do all the fancy foundations for ramps to snap nicely.
@@relyengaming Oh, everything you describe works fine or better in 1.0. Following an earlier of your videos, I’ve been using your method trying to build a road that follows a windy climbing path. I only had to abandon that project once I realized I couldn’t have ramps and turns at the same time...
I think what you’re showcasing is actually incredibly clever, but it is trying to work with some very, very limited tools. One of the essential feature of a road is that they naturally follow the terrain - the basic result of laying down tar! - something that simply does not exist in the game. I still like to watch them because a lot of the techniques are useful elsewhere and you make great content. It’s just the roads that aren’t for me. 😊
There is technically a way to do a curved ramp. It’s not perfect, but it works pretty well considering the buildables we have. You can find it on mgsgenesis channel. I did sidewalls for it in my Better Ramps video.
This is a nightmare. Why don't they just put roads in the fucking game?
It’s actually a lot easier in U8, the ramps snap together much easier. I’m sure they aren’t against adding roads, but they’ve had other priorities and it’s about doing it well enough for everyone. Which is pretty challenging when you consider all the different ways people do roads. How do you make an easy one size fits all.
Because it's just an aesthetic choice any foundation works fine and tractors have no problems with 90° turns
What sort of road do you want? 1, 2, 3, 4 tiles wide?
How many options do you want?
What degrees do you want your junctions at? 15°? 30°? 45°? 67.5°? 90°?
In a game that gets exponentially more complicated the further in you get your really going to complain about it being complicated.
2:51 DON'T WORK. BP hovers above snap point.
Make sure you are using default snapping.
my opinion is simple road are stupid in this game have a good day
Depending on how you play, you aren’t wrong. But, they make a great race/drift track too 😉
@@relyengaming and when i said that is about building i expected belt like building
*Promo SM*
Cheers
Why?
Because Vroom Vroom... ;)
Why does every one of these videos have 10 minutes of useless yapping, but when its time to actually show the subtle things you're trying to do, like fixing, its always cut? Always? I do not understand how to "fix the edge" on the curves, and this video does a horrible job of explaining it. i don't want to go watch another 30 minute video when you could just show it here.
Sorry that you are annoyed by the presentation. You can find the exact think you are looking for at 17:48 in my other roads video. Here's a link ruclips.net/video/ewPScvGuehQ/видео.html
I hope this helps.
why even make a blueprint when its this bad. Thank you for the info but they need to fix blueprints in my opinion. It should not be this jank.
They are a little easier to work with in Update 8. Especially the ramps. They are still a great time saver for good looking roads. Obviously, if I come across better ways to do it in the future I’ll do another video 😝
@@relyengaming I see that. Your video was great. Just not going to use blueprints for roads right now. I want speed not aesthetics. For context this is my first automation game so I'm no veteran of this genre that is for sure.
Makes total sense. These are great if you get more into the aesthetic portion. Straight roads are definitely much faster 😊
Any link to Satisfactory Calculator yet?
Not yet, every time I start working on it. The idea of having to do multiple screenshots, file uploads, icon fixes and other things for each one of the blueprints, my mind groans. I'll try to schedule a few hours to take care of this soon.