this post was submitted on 20 Mar 2025
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Satisfactory

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Alright, so the realization I had right at the end of yesterday was that I've forgotten a pair of Refineries. Decided to plop them in next to these 4 in the center, and shifted the entire chunk over to the left, to help some of the piping line up.

With those in place, I was able to finish out most of the logistics work for all these machines in the middle of the facility. That's all the Heavy Oil Residue and Polymer Resin dealt with.

Now, I'm toying with the idea of an elevated central bus of some kind to handle the rest of the logistics work. Still not sure where I want to go with this, design-wise, but I think I'm gonna use this concept of pillar supports.

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[โ€“] [email protected] 1 points 3 days ago (1 children)

Having smoke wafting up through a floor is a hard no from me, in my builds. Lately, I'm not even okay with really TALL floors, that allow the smoke to dissipate. I only go for having smoke-generating machines expose their stacks, or sit underneath some kinda open-air vent hole.

We've seen now that we're getting vents and even FANS in 1.1, but I'm assuming they will have no affect at all on the way exhaust animates, since those animations are just super simple particle effects provided by the engine. That would be REALLY cool, though, if they do end up being functional in that regard.

I see basically no chance that they ever make dealing with exhaust a REQUIREMENT, as they're pretty consistent about wanting to allow people to play however they like, realism or no, but it would be a pretty cool challenge.

[โ€“] Rekorse 2 points 3 days ago

Just as a visual challenge of sorts. Also perhaps as a weather phenomenon like smog or something. Would make more sense if renewable energy existed in game too though.