for the Stubbies, I find the easiest way to make them is by stacking two splitters (or mergers) together, then placing the bottom of the lift at ground (or the part input). This gets you perfectly at the conveyor pole height too.
Stacked splitters / mergers is also the reason to use the reversed stubby lift at 1:55. You're moving stuff from a splitter to the splitter directly on top of it.
@@kwahujakquai6726 I tried it for the first time last night and it worked. Maybe your floor holes don't line up 100% perfectly? Otherwise, make sure you are connecting the two "inside" points of the holes and not the outside portion that you are able to rotate. In my example, 3 different parts are built separately. Exterior part of the lift > belt > Exterior part of the lift. In other words, the ends and the belt are separate builds.
So, first off, this video has actual, legitimately useful tips, thanks so much for that! It gets tiring watching the same 20 copy pasted "tips and trix for (beginner/advanced) players, where it makes no difference, theyre the same tips for both levels of expetience. Second, for the stubby lifts, the ones that turn and go the same direction as the input, is *exactly* what ive been looking for to help balance my screw lines in early game when ive got a big stack of conveyors, because theres always two belts that are too close to run lifts between!
I'm 30h into the game and I'm really glad to see this video now. I already made two relatively big factories (to an early-game standard: one took 15h and is capped at half throughput, for now, due to its power usage) and I can specifically think of how both of these factories could've benefited from some of your tricks at one point.
Glad you like them! Sounds like you've made great progress in 30h. I think I still had a horrible spaghetti mess with few foundations at that point lol. Good luck getting the power!
Agreed, I also use the in->out facing the same way when I'm reverse feeding from a splitter (feed out the backside of the splitter and into the input of the machine) usually because something else is in the way and I don't want to rework it.
That stubby lift is amazing, I can save so much height in my factories with that. I use a lot of belts and often they're 1-notch difference, well... to do stuff with a lift I gotta go up 2, this is much nicer!
That last one can be pretty useful for when you make a sushi belt to send things to storage and are splitting them up again. I'm using something very similar in my starter base that uploads everything up to encased beams. I have the stubby take all the overflow and the thing on top would be a merger that collects all of the overflows together to be sent to an awesome sink.
Good video, even if there is not a lot to learn from this for me, that "totem" with merger at the end was really good, i was trying to find a way to snap them like that for almost 3 hour and finally i found that in you video, really thank you!
Excellent video. The last one you showed and mentioned that you dont have a use for is perfect for my 3x3 logistics tower that I'm working on. I have a design that takes in 4 input lines, splits the lines off at every floor of the tower and takes the unused resources up to the next floors. My design is so crowded and clipping the lift into the merger / splitter will give me a lot more space to play with. Thank you!
You can use the floor hole exploit to clip lifts vertically through mountains (usefull for some quartz,uranium,sam deposits). You start the lift at the bottom, and use a highlighted world marker to line up the hole placement on the top of the mtn
Thank you for the fantastic suggestion! Someone mentioned this in one of my playthrough videos and I really like the idea, just totally forgot about it. I have a SAM node nearby in a cave that I think this would be a much better solution that trying to snake that belt through.
Thanks, that first trick I didn't know, and certainly would be an improvement on my 1.0 save where I have about 4 max-height conveyor lifts where 1 would've sufficed!
Glad it helped! I know that feeling, I didn’t understand this concept when I I first heard of it so I built 4 different floor holes and just deleted the foundations instead of just using 1 lift lol
3:42 I've started using splitters/mergers placed 1m higher for this, you can get it even more compact. Floating splitters can be easily made by using a blueprint built on a 1m foundation and then deleting the foundation
2:00 That one is useful when you are feeding an assembling line from both sides. 3:00 The reason is does that is because there are tiny variations in the model and its collision. This is why some building elements will collide with the limits of the blueprint designers when placed in one direction, but won't when placed the other way. It is also a fact that anything placed diagonally is still positioned according the the XYZ grid of the world. There's always going to be some level of inaccuracy in the placement off things that aren't perfectly lined up with the world grid. That's just how math works. The devs probably some level of play to account for that, but past a certain point, you will exceed the tolerance.
The stubbies snap best to splitters and mergers. Plus you can snap them on to each other and nudge. Also in your last example I don't think the splitter is actually connected to the lower part of the lift. It was connected to the conveyor pole lift but not the splitter. Just snap the splitter directly to the lift like you did at the top.
I've been playing this game since around update 4, and i didn't know a single tip from this video. Comment for the engagement, and i hope there's more on the way!
Personally I like to let the lifts "clip" into the splitter/merger, because CSS made that the official snapping point. But I definitely see why some people don't care for the look and consider it cheesing.
Thanks so much! haha I keep meaning to make some sort of title page because it's probably confusing. It's Moodida', The channel started out as somewhere to store my vods when I tried out streaming on twitch with that name. I told people to call me Moo for short and that's why the youtube is this name lol. So if I ever stream again it'll probably be to both here and on twitch: www.twitch.tv/moodida
@@moo121 Oh, cool! I read on your page that you're a fan of rouge-like games. Which ones are your favorites? I'm a massive fan of Hades myself, and I'm going to be trying more of Hades 2 as it becomes more developed. There's also a another really fun game that I've been playing over the past year, called "Tiny Rogues," which I thoroughly enjoy. Also, an idea for a Satisfactory video: large-scale logistics planning. The channel, "What Darren Plays," had a brief segment once on it, during his 8.0 Lets Play series, where he laid out his plan. Basically, he'd use a central resource/collection/storage hub with trucks that worked at short distance, with trains that connected to it and transported items to-and-from it at a long distance. But, I'm sure that you have your own thoughts on the subject.
@@ryanscottnix I absolutely love Hades. I put in a few hundred hours and then I found Satisfactory lol. I definitely plan on getting Hades 2. If I start to get burnt out with Satisfactory I'll probably pick up early access but I'm in no rush and I kind of want to be able to play it all the way through. When I just want something more mindless I'll play a couple rounds of Bloons TD6. I love What Darren Plays, great channel. I think it would be interesting to do a tips and trick style video on large scale planning. Thanks for the idea. I'm about to do that in my main playthrough, different playlist, where I finally start to delete all the temporary factories and build a real one with central storage. I'm gathering every node in the Dune Desert. It sounded like a good idea...lol
Thank you for the useful pro tips! You asked for content idea requests, and I apologize for this in advance lol, can you go over fluid dynamics and how to get blenders to push out fuel into a pipe network and not get backed up? I just did a deflating 14 hour shift and ficsit not even paying overtime rate or hazard protection
Thank you! That's a great idea, a tough one but I like it. You are definitely not alone in your frustrations with fluid dynamics. Ficsit is not helpful when it comes to this, but hey we have a working toilet now! Hope you've got some time off coming, good luck!
Man, I wish I knew the stubby thing earlier :) Is each variant a separate blueprint and are all those variants on your hotbar? Regardless, thanks for sharing!
Thank you! Each one is it's own blueprint, 6 in total. I have them all in their own 'Subcategory' in the blueprint menu. That way I can just put 1 on my hotbar and press 'E' to cycle through all of them. I couldn't think of names that would be descriptive enough to know which one is which so I end up just cycling through them till I find the right one lol
This is the most Satisfactory statement lol. I wonder how many times I've remade the same blueprints just slightly different after learning something new. Good luck!
not sure when I will have use for the stubby lifts as Im a fan of the default minimum height of the belts atm, maybe when I start making decent looking factories I'll use these
Hey Moo been using old stubby ever since you showed them on an earlier balanced play through series. On the extended lifts, I cannot get it to go that far with out an floor hole every 48 meters. Then I can delete the floor holes. I am playing in 1.0. So what gives. You make it look so easy in the video, and I have to really work to get the lift to go all the way.
I'm glad Old Stubby has been useful for you too! The extended lifts can be a little tricky, especially if you are going a far distance. The two things that throw me off are that they need to be perfectly aligned. That's why in the video I picked dead center of the foundation for the floor hole, and that's where I place the lift on the bottom. The other is that you will need to be somewhat close to the floor hole, once you are close enough it should snap into place. This is where I miss having the hover pack, soon™.
I have found it easier to match floor hole to floor hole, with what Moo has said ablout lining it up. I think it makes it look more realistic-ish when it has something to terminate into/from. I'll also build a ladder along the side so I can easily traverse up and down as the jetpack simply doens't go that high, and you need electrical infrastructure for the hoverpack. I've also done it with the parachute since it has a very slow decent rate and start at the top and go down.
great vid!! is there any way to fully remove the accordion piece? i really dont like the look of them. i can get it removed on one end by using these tips but theres always a 'connection' issue where stuff doesnt pass thru if i do it to the other end.
Thank you very much, already found some of them on my own, and that using conveyor walls can achieve the same seamless look (especially with storages, as that vertical offset drives me nuts - how isn't that been fixed already! x'D) But i couldn't find out how to make it seamless on both sides, while still connecting and functioning? (so that it's seamless on both the machine and the splitter/merger?)
Glad you found it useful! I think I’ve had pretty good luck with the conveyor wall holes so far, I haven’t noticed them being offset. I know I’ve had trouble with the pipe wall holes being slightly off and that has been frustrating although I haven’t tried in 1.0 yet. Sometimes if the splitter merger or machine is too close to the wall hole I’ve had to make sure it’s pointed at the machine to connect through the hole. Or place the wall after might work
@@moo121 nah, put a conveyor lift on a storage container and watch (not so) closely (actually xD) ;-) (fair bit of warning, you can't unsee it! xD Yep, those are anoying too, but i mostly ring in liquids from below, so idk if i ever used a wall connection... And yea, that connection issue broke MANY of my blueprints without me realizing, and wondering why the hell nothing get's trough xD
Great Video, thanks. However, my main question is, why do we need so many tips and tricks videos in this game. So many things work in an unintuitive way and could (IMHO) implemented better in the game. And it is mostly about QOL features when building. I mean, it is easy to add a splitter / merger to a lift, so the lift is completely inside. Why is it not easy possible the opposite way? Why isn't it in the game at 1st to simply build stubby lifts?
Thank you! Those are great questions. I think coffee stain has made great progress with stream lining things and adding QOL but there’s still plenty of things that could be improved!
I bet it the hit boxes and ray cast. Since first query hit to be snap I think. Plus they are not seen when trying to snap since there collision overlays and types.
I think I may have created a stubby by accident, putting only one splitter on top of a merger before attaching an elevator and being surprised I got a snap. Must be new?
Great question, thank you. You can switch between blueprints that are in the same Subcategory by pressing 'E'. If you hold 'E' it will bring up the radial menu. Blueprints on the hotbar like @synthonym suggested are another great way especially if they aren't in the same subcategory.
How much #%$!ery do we have to do before we just admit that this game lacks basic features or even consistent rules? You can't even connect an output to an input because the belt is "the wrong way".
A beautiful solution when you need to make a diversion from one conveyor, but very lazy to remove it completely - at a distance of 2 meters to put a splitter, input side to the conveyor, and then in construction mode select the new splitter and point it at the conveyor with clamped Ctrl - then the splitter and the conveyor will divide into two halves - and will be aligned relative to the already standing splitter. this also works for mergers.
The 'Ol Stubby' lifts can be found on the Google Drive:
drive.google.com/drive/folders/1jz-SHLPSsnI2RVXyC8CJgNKjtTww75yr?usp=sharing
Over 1000 hours and this has been the most original tips I've seen in a youtube video instead of the same things over and over. Well done.
Thank you so much!
Don’t forget to get some hard needed rest pioneer!
for the Stubbies, I find the easiest way to make them is by stacking two splitters (or mergers) together, then placing the bottom of the lift at ground (or the part input). This gets you perfectly at the conveyor pole height too.
That’s a great way to do it, I like it!
Same, I always mess with splitters and mergers to get them :D
Was about to comment the same thing.
Stacked splitters / mergers is also the reason to use the reversed stubby lift at 1:55. You're moving stuff from a splitter to the splitter directly on top of it.
@@gus.smedstadThat's something that is easy to do even without a blueprint.
Infinite lifts with floor holes... 500+ hours and I had no idea!! Thank you!!
I can't get this to work for some reason
@@Vybzxx I can't either. I don't play around in creative like all these folks do.
@@kwahujakquai6726 I tried it for the first time last night and it worked. Maybe your floor holes don't line up 100% perfectly? Otherwise, make sure you are connecting the two "inside" points of the holes and not the outside portion that you are able to rotate. In my example, 3 different parts are built separately. Exterior part of the lift > belt > Exterior part of the lift. In other words, the ends and the belt are separate builds.
So, first off, this video has actual, legitimately useful tips, thanks so much for that! It gets tiring watching the same 20 copy pasted "tips and trix for (beginner/advanced) players, where it makes no difference, theyre the same tips for both levels of expetience.
Second, for the stubby lifts, the ones that turn and go the same direction as the input, is *exactly* what ive been looking for to help balance my screw lines in early game when ive got a big stack of conveyors, because theres always two belts that are too close to run lifts between!
Thank you very much, I really appreciate that! I'm glad you have a use for that one!
I'm 30h into the game and I'm really glad to see this video now. I already made two relatively big factories (to an early-game standard: one took 15h and is capped at half throughput, for now, due to its power usage) and I can specifically think of how both of these factories could've benefited from some of your tricks at one point.
Glad you like them! Sounds like you've made great progress in 30h. I think I still had a horrible spaghetti mess with few foundations at that point lol. Good luck getting the power!
@1:55 I use this orientation frequently. It's the correct spacing for a merger placed directly on top of a splitter - or similar.
Agreed, I also use the in->out facing the same way when I'm reverse feeding from a splitter (feed out the backside of the splitter and into the input of the machine) usually because something else is in the way and I don't want to rework it.
That stubby lift is amazing, I can save so much height in my factories with that. I use a lot of belts and often they're 1-notch difference, well... to do stuff with a lift I gotta go up 2, this is much nicer!
I know what you mean! I didn’t like having to make a weird little ramp out of the belt to get it to that height. Enjoy!
Played so much of this game and never knew about Stubby lifts! Immediately ran off to make some blueprints of these.
Dude, those stubby lifts are exactly what I've wanted for so long. Thanks for the tips, you earned a like on this video!
How did I not realize stubby's were a thing? Great vid, cheers.
The tower ones, when it goes back the same direction as its beginning is really useful when you do compact load balancers and compressors.
That's a great idea! I'm going to have to play around with them more.
That last one can be pretty useful for when you make a sushi belt to send things to storage and are splitting them up again. I'm using something very similar in my starter base that uploads everything up to encased beams. I have the stubby take all the overflow and the thing on top would be a merger that collects all of the overflows together to be sent to an awesome sink.
That's a great idea! Thanks!
This is Awesome! its funny, the 180 stubby was the one I always wanted, so a merger can go to a stacked splitter for input/output balancing.
For the last one, with the stacked splitter and merger, I'd totally use that in a bus when I don't want to divert the whole belt. Thanks for the tips!
Good video, even if there is not a lot to learn from this for me, that "totem" with merger at the end was really good, i was trying to find a way to snap them like that for almost 3 hour and finally i found that in you video, really thank you!
Great scenery you picked out for this demonstration. GG's Moo!
Thank you!
This is like the best channel for satisfactory tips and tricks lol, keep doing what you are doing 👍
That’s very kind, thank you so much!
Excellent video. The last one you showed and mentioned that you dont have a use for is perfect for my 3x3 logistics tower that I'm working on. I have a design that takes in 4 input lines, splits the lines off at every floor of the tower and takes the unused resources up to the next floors. My design is so crowded and clipping the lift into the merger / splitter will give me a lot more space to play with. Thank you!
Thank you! I'm glad you found a use for that one!
Found the stubbies on accident trying to build some load balancers, they are awesome for tight corners with short height changes
I think I found them the same way. They have been surprisingly helpful
The stubby with input and output in the same direction is really good for vertical load balancing. Confusing to look at but saves tons of space.
For conveyor busses, I like to stack lines tightly packed against a wall at 1M height per line, and the stubbies will be most useful for this process.
You can use the floor hole exploit to clip lifts vertically through mountains (usefull for some quartz,uranium,sam deposits). You start the lift at the bottom, and use a highlighted world marker to line up the hole placement on the top of the mtn
Thank you for the fantastic suggestion! Someone mentioned this in one of my playthrough videos and I really like the idea, just totally forgot about it. I have a SAM node nearby in a cave that I think this would be a much better solution that trying to snake that belt through.
@@moo121 look up Builder Badger's fantastic underground train method. It's a game changer
Thanks, that first trick I didn't know, and certainly would be an improvement on my 1.0 save where I have about 4 max-height conveyor lifts where 1 would've sufficed!
Glad it helped! I know that feeling, I didn’t understand this concept when I I first heard of it so I built 4 different floor holes and just deleted the foundations instead of just using 1 lift lol
3:42 I've started using splitters/mergers placed 1m higher for this, you can get it even more compact. Floating splitters can be easily made by using a blueprint built on a 1m foundation and then deleting the foundation
Oh that’s interesting! I’ll have to play around with this, thanks!
Fantastic content. 2600 hours in, learned lots.
2:00 That one is useful when you are feeding an assembling line from both sides.
3:00 The reason is does that is because there are tiny variations in the model and its collision. This is why some building elements will collide with the limits of the blueprint designers when placed in one direction, but won't when placed the other way. It is also a fact that anything placed diagonally is still positioned according the the XYZ grid of the world. There's always going to be some level of inaccuracy in the placement off things that aren't perfectly lined up with the world grid. That's just how math works. The devs probably some level of play to account for that, but past a certain point, you will exceed the tolerance.
That’s a terrific explanation! Thank you
Hey Moo! i absolutely loved your video, keep it up!
The stubbies snap best to splitters and mergers. Plus you can snap them on to each other and nudge.
Also in your last example I don't think the splitter is actually connected to the lower part of the lift. It was connected to the conveyor pole lift but not the splitter. Just snap the splitter directly to the lift like you did at the top.
8:25 that's the coolest thing!
I've made these but never thought of just blueprinting 1 lift. Thanks.
I can't wait to see what else you have in store for uss❤❤❤❤
Thank you for giving me a finally consistent way to make these!
Side note, big miss on the pun of calling it a stubbL
Glad it was helpful! You're right, that would have been a good one!
Very useful tips !
I've been playing this game since around update 4, and i didn't know a single tip from this video. Comment for the engagement, and i hope there's more on the way!
Thank you, I’m glad it was helpful!
Thanks for the great video. pleas go on with the tips and tricks, because i can't get enough from satisfactory content :D
Thank you! Glad you enjoy them!
Personally I like to let the lifts "clip" into the splitter/merger, because CSS made that the official snapping point. But I definitely see why some people don't care for the look and consider it cheesing.
Thanks for "lifting"my game.. I will be sure to try it next time i need a lift 👍🤣
Well done, I love satisfactory puns!
This was a lot of help
The old stubby can be made from the bottom to top if the top pole has a conveyor belt attached.
So simple, genius! That's a great way to get around the inconsistent snapping. Thank you!
Love your videos, as always!
By the way, what are you calling yourself at the start of the video? Is it, "Moodita"?
Thanks so much! haha I keep meaning to make some sort of title page because it's probably confusing. It's Moodida', The channel started out as somewhere to store my vods when I tried out streaming on twitch with that name. I told people to call me Moo for short and that's why the youtube is this name lol.
So if I ever stream again it'll probably be to both here and on twitch:
www.twitch.tv/moodida
@@moo121 Oh, cool! I read on your page that you're a fan of rouge-like games. Which ones are your favorites?
I'm a massive fan of Hades myself, and I'm going to be trying more of Hades 2 as it becomes more developed. There's also a another really fun game that I've been playing over the past year, called "Tiny Rogues," which I thoroughly enjoy.
Also, an idea for a Satisfactory video: large-scale logistics planning. The channel, "What Darren Plays," had a brief segment once on it, during his 8.0 Lets Play series, where he laid out his plan. Basically, he'd use a central resource/collection/storage hub with trucks that worked at short distance, with trains that connected to it and transported items to-and-from it at a long distance. But, I'm sure that you have your own thoughts on the subject.
@@ryanscottnix I absolutely love Hades. I put in a few hundred hours and then I found Satisfactory lol. I definitely plan on getting Hades 2. If I start to get burnt out with Satisfactory I'll probably pick up early access but I'm in no rush and I kind of want to be able to play it all the way through.
When I just want something more mindless I'll play a couple rounds of Bloons TD6.
I love What Darren Plays, great channel. I think it would be interesting to do a tips and trick style video on large scale planning. Thanks for the idea. I'm about to do that in my main playthrough, different playlist, where I finally start to delete all the temporary factories and build a real one with central storage. I'm gathering every node in the Dune Desert. It sounded like a good idea...lol
New player, thanks for the useful tips.
left you a sub =)
Awesome, thank you!
Thank you for the useful pro tips! You asked for content idea requests, and I apologize for this in advance lol, can you go over fluid dynamics and how to get blenders to push out fuel into a pipe network and not get backed up? I just did a deflating 14 hour shift and ficsit not even paying overtime rate or hazard protection
Thank you!
That's a great idea, a tough one but I like it. You are definitely not alone in your frustrations with fluid dynamics. Ficsit is not helpful when it comes to this, but hey we have a working toilet now! Hope you've got some time off coming, good luck!
great video
Thanks so much (I kinda wondered about the height thing too) for sharing these very cool tools!
Edit: Can we call these Moo-Tastic! ? I Am.
Glad you like them! LOL that's too funny, I love it
Love it
Man, I wish I knew the stubby thing earlier :) Is each variant a separate blueprint and are all those variants on your hotbar? Regardless, thanks for sharing!
Thank you! Each one is it's own blueprint, 6 in total. I have them all in their own 'Subcategory' in the blueprint menu. That way I can just put 1 on my hotbar and press 'E' to cycle through all of them. I couldn't think of names that would be descriptive enough to know which one is which so I end up just cycling through them till I find the right one lol
@@moo121 Cool. I tried the infinite height lift a bit - works like a champ once you have the lift going the right direction ;) lol
Niiiiiiiiiiiiiiiiiiiiiiiiiiiice
Just finished doing my templates and only now I see this.... guess i gotta redo everything lol
This is the most Satisfactory statement lol. I wonder how many times I've remade the same blueprints just slightly different after learning something new. Good luck!
not sure when I will have use for the stubby lifts as Im a fan of the default minimum height of the belts atm, maybe when I start making decent looking factories I'll use these
Hey Moo been using old stubby ever since you showed them on an earlier balanced play through series. On the extended lifts, I cannot get it to go that far with out an floor hole every 48 meters. Then I can delete the floor holes. I am playing in 1.0. So what gives. You make it look so easy in the video, and I have to really work to get the lift to go all the way.
I'm glad Old Stubby has been useful for you too! The extended lifts can be a little tricky, especially if you are going a far distance. The two things that throw me off are that they need to be perfectly aligned. That's why in the video I picked dead center of the foundation for the floor hole, and that's where I place the lift on the bottom. The other is that you will need to be somewhat close to the floor hole, once you are close enough it should snap into place. This is where I miss having the hover pack, soon™.
I have found it easier to match floor hole to floor hole, with what Moo has said ablout lining it up. I think it makes it look more realistic-ish when it has something to terminate into/from. I'll also build a ladder along the side so I can easily traverse up and down as the jetpack simply doens't go that high, and you need electrical infrastructure for the hoverpack. I've also done it with the parachute since it has a very slow decent rate and start at the top and go down.
great vid!! is there any way to fully remove the accordion piece? i really dont like the look of them. i can get it removed on one end by using these tips but theres always a 'connection' issue where stuff doesnt pass thru if i do it to the other end.
Thank you! That’s a great question. I wish there was a way to eliminate it or change the appearance too.
Thank you very much, already found some of them on my own, and that using conveyor walls can achieve the same seamless look (especially with storages, as that vertical offset drives me nuts - how isn't that been fixed already! x'D)
But i couldn't find out how to make it seamless on both sides, while still connecting and functioning?
(so that it's seamless on both the machine and the splitter/merger?)
Glad you found it useful!
I think I’ve had pretty good luck with the conveyor wall holes so far, I haven’t noticed them being offset. I know I’ve had trouble with the pipe wall holes being slightly off and that has been frustrating although I haven’t tried in 1.0 yet. Sometimes if the splitter merger or machine is too close to the wall hole I’ve had to make sure it’s pointed at the machine to connect through the hole. Or place the wall after might work
@@moo121 nah, put a conveyor lift on a storage container and watch (not so) closely (actually xD) ;-)
(fair bit of warning, you can't unsee it! xD
Yep, those are anoying too, but i mostly ring in liquids from below, so idk if i ever used a wall connection...
And yea, that connection issue broke MANY of my blueprints without me realizing, and wondering why the hell nothing get's trough xD
Great Video, thanks. However, my main question is, why do we need so many tips and tricks videos in this game. So many things work in an unintuitive way and could (IMHO) implemented better in the game. And it is mostly about QOL features when building. I mean, it is easy to add a splitter / merger to a lift, so the lift is completely inside. Why is it not easy possible the opposite way? Why isn't it in the game at 1st to simply build stubby lifts?
Thank you! Those are great questions. I think coffee stain has made great progress with stream lining things and adding QOL but there’s still plenty of things that could be improved!
I bet it the hit boxes and ray cast. Since first query hit to be snap I think. Plus they are not seen when trying to snap since there collision overlays and types.
On not a fan off the looke of spliters on lift either but for my life i would never be able to direct feed any
machine without doing it that way.
I think I may have created a stubby by accident, putting only one splitter on top of a merger before attaching an elevator and being surprised I got a snap. Must be new?
That's a great question! I've been using them for a while now but I can't remember when I found them.
How do you switch between blueprints like that, very quickly?
You can assign blueprints to a hotbar
Great question, thank you. You can switch between blueprints that are in the same Subcategory by pressing 'E'. If you hold 'E' it will bring up the radial menu. Blueprints on the hotbar like @synthonym suggested are another great way especially if they aren't in the same subcategory.
Me remembering of course BPing exists :) fuuuu....
It took me way too long to even start using blueprints. I still feel like I don’t use them enough at times
anyway to get conveyors to go downward?
nvm place a conveyor hole on the bottom of a foundation and build from the bottom side
Moooo
Stubies and infinite height sgould be default so we dont have to waste time with little tricks
How much #%$!ery do we have to do before we just admit that this game lacks basic features or even consistent rules? You can't even connect an output to an input because the belt is "the wrong way".
A beautiful solution when you need to make a diversion from one conveyor, but very lazy to remove it completely - at a distance of 2 meters to put a splitter, input side to the conveyor, and then in construction mode select the new splitter and point it at the conveyor with clamped Ctrl - then the splitter and the conveyor will divide into two halves - and will be aligned relative to the already standing splitter. this also works for mergers.
That is an excellent tip! Thanks!
i expected to have to create floors with holes then build the lift then remove the floors and holes, that's way easier