Loved the video! Just one tip: The world grid aligns to the middle of the foundation you are placing. This means that if you are placing a 4m foundation, it aligns in the middle (2 meters), and a 2m foundation aligns at 1m. The issue you are seeing where it doesn't line up is because you are using 1m foundations in the world grid, which means it's aligning with a 0.5m offset. In order to prevent this, NEVER start aligning to the world grid using a 1m foundation. Always use 2m or 4m foundations and you will never run into this issue again :)
Ah! Thanks so much, I've been wondering why that was happening ever since they added the world grid. Makes sense now.... In hindsight, it seems obvious :P
"Man roads are really easy." Proceeds with 30 minute tutorial on how to do roads! Kind of wish they'd add some tools to make this a bit easier without having to finagle it.
Ehh, they aren't that bad :) The basics are pretty easy, once you do it a couple times, it flies along. But yea, I wouldn't be against a tool to speed things up a bit.
yeah agree. Calling this easy is bs. It's tedious af and I am out of words why this game doesnt have roads. Also, driving on the roads bumbs and its literally smoother to drive offroad.
@@Henry-sv3wv I like the devs and the game, but they have so much shit in the game that has nothing to do with what people actually enjoy doing. The fact that they don't have proper road system alone, is a mystery.
@@teipkep There is no mystery: this game is about automating tasks, in the form of factories, not about building beautifully curved roads. There is no added value to having curved roads except for the aesthetic of it, which again, is not the core of the game. Mind you, I'm not saying you can't do beautifull things in this game. I'm just saying it wasn't designed with that specific purpose in mind. Also try to keep in mind that you don't actually know what other people enjoy doing.
This is the best road curving tutorial that I've found! One suggestion that I found useful as a noobie is that leaving the default Ficsit texture on foundations helps with "debugging" the roads because the clipping lines leave a visible 5 or 10 degree angle at each intersection. This helped me a lot with catching small mistakes before they snowballed and also provided a clear stopping point for 45 and 90 degree turns; you can just count up the number of intersections and you know where to stop ie 18 intersections of 5 degree angles means a complete 90 degree turn.
Thanks, and yea planning out roads can be a challenge. What I'll do is just scaffold out my roads quickly, without working on the side walls. Keeping the effort to a minimum until I know where I'm taking it. With this method, it can be easier to move "off grid" and let the roads decide where you place your factory. Which can lead to some very interesting designs. But certainly not a requirement. As for elevation, I tend to stick to the 2m (or 1m sometimes) ramps where possible. It looks pretty good and doesn't hinder the Tractor very much (as it is really slow on 4m ramps). But, if you are in a tight space, 4m ramps work fine. Just play around with it a bit, sometimes it takes a little trial and error. But eventually you'll settle in on something you like.
Best roads guide ever! Really enjoyed this video. Can we see some bloopers at the end of your videos? Just a thought, sometimes it gives a personal touch :)
Up from me! I Love this game, and I Love when somebody makes a newish point about how this game can be played, and what you are showing is just one small part of the myriad of things you can do in this game. To lil old me, this is so reminiscent of playing with huge hemp bag full of absolutely Everything Lego. My mind did actually got lost in this 5.4 km x 5.4 km area. Btw, when this game was early released, it took a while, before you even got a map, so you had to navigate by compass, and remembering land marks.
Yea, it's amazing the cool things members of the community keep coming up with. That's why I love seeing other people's builds, so much creativity out there.
gaps in the border of curves isn't bad if you have a good excuse: the water from rain will not stay on the road but can drain through those gaps. ... if someone states that there won't be rainwater, you can reply that your method already has helped :-)
This honestly inspires me to try get back into Satisfactory. I loved setting up roads. only problem was that it took me 70 hours to get to steel and I got burned out...
That's great you are thinking about getting back into Satisfactory. The thing I always recommend is play to have fun. If you do pick it up again and have any questions, feel free to hit me up on my Discord.
You could download a starter save. Most of them have everything up to coal power unlocked so you don't have to slog through biofuel and early spaghetti.
Man... This was truly enlightening... I genuinely think my quality of life is better now that I know this... I've been stuck on 45/90 degree turns everywhere in my world... ugh... Now if only you could do a video on a central storage facility/philosophy cuz I'm struggling trying to figure it out myself.
Hey DrkNinja! :) There are plenty of great ways to do a central storage. I will definitely do a video on one at some point :) There are so many great way to do them though, it's really just about what flavor you like.
I've got 600 or so hours in Satisfac. Currently on a total break until 1.0 to start a fresh save file and I've still never bothered learning how to do curves and roads properly. I really should watch this vid and get some practice in ready for 1.0. They look so much better than just straight lines
Thanks for the guide it really helped me and my friend out because we've only started playing a week ago and didn't really understand the grids but this video explains everything perfectly
While I agree it would be nice, the issue is that there are so many different ways people would like to do their roads. 2 Lanes, 3 Lanes, 4 Lanes, split middles, intersections, etc. A simple spline system might work, but it would force you into whatever road look they design. How would you do intersections and traffic circles. There is a lot of options, features, and design work that would go into such a system and there is a lot of other areas they probably want to work on. With any luck, we might see something in the future. I just want them to figure out how to merge the foundations, so that vehicles will drive better on them. A spline system would be great though. Until then, we have to make do with what we've got.
@@relyengaming I don't know how they could do it, but Cities: Skylines has some of the best road building mechanics I have ever used. I think if they played around with it a bit, the could be inspired to at least allow this to be much faster.
@@bergeronstudios2 Agreed, they definitely could, and that would be sweet. But I get the feeling it would be pretty low on their priority list at the moment. There is probably a bunch of other stuff they want to get done.
this is a lot of great info for detailing roads. i appreciate the time you to take to show the nuances in placing each piece, because at the end of the day that is definitely the largest part of every detail-intensive project in this game! not to be overlooked! thanks and take care
Glad it was helpful! Even with the blueprints version, knowing how to handle them manually can help fill in the gaps where the blueprints don't quite do it.
I started a new save last week and im really happy to have come across this video before unlocking trucks. Appreciate the cool tutorial dude, you've given me some great road design inspiration. Subbed!
My pleasure! The great thing about roads is you can start building them before you even unlock asphalt. Thanks to the customizers' ability to quickly switch material types :) When you get a little further along be sure to stop by my discord at some point and post some screenshots, would love to see what you come up with! There is also some great tips a few folks post from time to time there. Someone recently found a way to eliminate z-fighting in the roads (and anywhere really).
@@relyengaming i'm probably not gonna start them yet until i get more confident in how I want the logistics of my road design to be (also need coupons for beams and ramps). But with this video in mind, I can already think about the spacing and entrance heights of my factories :D. I'll check out disc!
I really wish my brain would let me think like this. My building is so dull compared to yours. It does give me inspiration to use the builds though. Keep up the awesome work. I'll be watching every single one.
Thank you Blackchaos :) But, you should see my builds before I started CZcams. I made a lot of boxes, with a couple of windows. I'm no different, I see something that inspires me and I see if I can make it work the way I'd like to do it. When you build something new, just try to change 1 or 2 things that you normally don't do. Don't worry if it works out or not, you can try something different on the next build. You'll naturally learn new patterns for yourself, just like your factories. You can do it, just keep it fun :)
I suggest a mod to help fine-tune placement and scaling: Micro-Manager. It's a non-game-breaking mod. If the mod stops working in a future update, the objects placed with the mod won't go away. The mod only affects existing things and their scale and placement. In other words, one can use the mod to build stuff, and then remove the mod once finished.
The reason for the beam distance showing 7.999 or 8.001 is the diagonal. Every time you place something on the map, its exact position is calculated using trigonometry. There's just no helping it. Even with 20 digits after the comma, there is going to be some level of rounding error. Foundations or beams that are perfectly in line with the grid of the map are the only ones that won't show this rounding error.
yes, and this was already a tip/trick in update 4 or before (when there was no worldgrid yet), to build new foundations exactly oriented NSEW instead of at some random angle. some people had tried building a huge square of platforms (eg for a traintrack or belts going around half the world), and when they came back to the start faced either a small gap or (even worse) couldn't fit the last foundation or conveyor support in the available space.
Yea, I used to set the first foundation down and then use SCIM to make sure that the X/Y axis was divisible by 800 and the Z axis was divisible by 100. This basically made sure your foundations were on a grid you could setup anywhere. Without having to drag a line of foundations across the map. Happened to line up with the future world grid too :P
Glad you enjoyed it! Satisfactory is an absolutely fantastic open world factory building game. If you try it out, come back and let me know what you think!
Hey man really nice vid just want to point out you can make any beam parallel by using the concrete pillar. So you draw your line like you normally do for the inner edge or going down. were you start this beam is the the face you want so if you snap a pillar to the end of it and extend it back by 2. you can delete the beam and the pillar that is touching the beam. now on the remaining pillar you snap a beam in default mode to the closet edge to your road. and scroll it out to 4 m (it doesn't have to be 4 meters as you attach it to the other end anyway) as said above snap a pillar to the end of the new beam and extend it out till your happy. then just clean up the reaming jig parts. this is the same as drawing your beam 4m, 1m, 4m C looking thing but will work with any angel. I hope you can make senses of this its hard to explain with out pictures.
Gave it a try and had to fiddle a bit to try and repeat what you were saying. I had some success, and it does a nice job matching up the starting point. But when I did both ends, it didn't quite line up quite right in the middle. But definitely cleaner than the way I was doing the ramps with the big gaps. Great job, thanks! p.s. Sorry for the late reply :P
@@relyengaming yea think that is due to the angel of which the inclines are as they not as smooth or gradual as the 10degs. (I'm not really sure what they different foundations angel are and feeling a bit lazy to do the trig haha) Glad you were able to understand what i was trying to say tho.
Thank you for this video! I find the tactors and trucks much better than the trains. Even if trains are faster and more effective. Unfortunately, I'm not creative enough myself to figure something like this out. I now have to rebuild my entire map and I'm looking forward to it!
Haha, sorry about having to rebuilding your entire map :P I'm glad you enjoyed it. It was just something I worked on in my playthrough world for several hours, trying to figure it out. After I had it, I thought they looked so good I had to dedicate a video on how to do them. Good luck with the upgrades, I'd love to see progress later :)
Thanks 50 Shades of Skittles! I went all in with vehicles in Update 5, these were the result of wanting something clean :) I have blueprints for them now in the updated video, huge time saver. Although, knowing how they are put together is a good thing for when the blueprints just don't quite cover something.
Glad this video posted when it did. Have a small section of road I'm using, but was ready to extend it. I am curious, will this curve method work with a 5 foundation road. I use the chungus trucks. 5 is probably overkill, Maybe I'll just try 3 foundations going forward. Great video, thanks for putting it out so soon after your last one.
Absolutely, you can pretty much do any size road with this method. The quick method works best with 3 foundation width roads, because it simplifies both the outside and inside of the turn. But you can use the 2nd method with just about any size road or angle. If your 5 foundation width roads uses the catwalk 10 degree turns, the outside part of the road will be pretty fast. But the inside you'll have to spend a little more time on using the 2nd method.
Just remember: The square of the hypoteneuse is equal to the sum of the squares of the other two sides...ohmmmm. (And if you get that reference, you're an awesome person, dear reader.) That would be why the ramp surface is not, in fact, 8 meters long.
Not sure if you've figured out how to cover the seem on inclines after 2 years, but you could try putting a beam like you did in 20:53 and putting a pillar on top, delete the beam and snap a pillar going down diagonally to cover the seem and delete the top pillar. Hope that makes sense lol
I appreciate the suggestion, I did get a solution from a community member named Janno. I have a "Better Ramps" video which covers the elegant solution in detail, along with a few extra items.
using the worldgrid only works if you start with a 2m or 4m foundation because the height will snap to half that value (1m or 2m). if you use a 1m foundation as first foundation, they may have a difference of 0.5m, apparently exactly what happened to your road where the worldgrid didn't match. this still is no problem if you want to use 1m foundations for a road: start with one 2m or 4m foundation, attach your 1m foundation to it and remove the thicker foundation (they are only needed to snap the height of new sections to increments of at least 1m on the worldgrid).
For newer players watching this. You later unlock a blueprint maker. So this process has to be made once with 2 blueprints. So in two clicks its build and you only have to remove stuff.
I realize this is old, but I've seen in a few videos on making curved foundations people saying that foundations and catwalks rotate in 5 degree increments. Just wondering if something changed since these videos were made or I am messing something up, because I can only get them to rotate in 10 degree increments. It would be nice to be able to make legit 90 degree turns.
Hi thnx for video - having issues with 3rd option for curves with the catwalk technique - it snaps to centre of catwalk not end corner for pivoting - what am i missing?
for the sidewalk inner roads, the measurements arent making sense and arent working for my road. Is this because my road is 2 wide instead of three? if so, do you have lenghts for beams for inner sidewalks? Edit: when i do 6 meters with 4 meters inbetween, i can fix it by leaving a 1 meter space inbetween each pillar, which looks really weird
The "quick" method I talk about in the video works out well with 3 foundation width roads, this is just where the numbers get close enough that it ends up looking good. I'm sure there are other breakpoints that work out well. However, the 2nd method (advanced method) I discuss is for dealing with issues like this, where things don't line up great. The best thing to do is just get some pillars down, whether they are bad or decent, it doesn't matter. Then you can just start fixing all the seems with the advanced method. That said, obviously cleaner starting pillars makes this a bit easier, but it's easy to remove and correct as you go. Feel free to ping me on my discord and we can always hop in a channel and figure it out.
@@relyengaming I might have thought of a solution. I haven’t tested it yet So the issue I was running into was I could fit a pillar onto the beams, but there would be 1 meter gaps on either side since the beam needs to be 6 meters long because it’s a 2lane road So, I think if I made each beam 6 meters, and then placed a pillar on both end sides of every beam, then brought each end in one, I could get pillars that were 6 meters long. They would be clipping in the middle, but it would look decent I think
@@Ballen355 Yea that would work fine. If the ends don’t line up the way you like, you can just use the advanced method to clean it up. I do something similar in different places, especially when I want the final product to be as neat and even as possible.
Ive been using this method to try and create some roads for my trucks to travel on do you have any tips on connecting this road to a factory that's on the world grid or should i build off the road and make it easy? i like the idea of having everything on the world grid but cant get the road to re-align.
There is a couple of ways to deal with this. One is to play with the curves a bit when you are close to the factory. With a little trial and error, you can probably get the road lined up with the grid, it might overlap at the join, but it is possible to get it close. Another is to build the road out from you other factory and do some on/off ramp merger somewhere with the road. If you stick to 90 turns, you can use the radial method to stay on grid, although it doesn’t look as great as the little curves do. Feel free to ping me on my discord if you have more questions.
Lifesaving video mate! Thank youuuuu... But wait, you say triangles...are you talking about inverted ramps? I dont have any other triangles...did I get jipped?? I WANT TRIANGLES
Hey thanks for replying. I gotcha lol the void filling triangles. Now I'm wondering if anyone else has a problem with vehicles (especially Explorers) having a traction/collision issue with the edges of the tiles. It drops my speed to a very highway firendly 75-ish MPH but acts like I'm driving on bricks
@@shiznitts Yep, this is something I’d really like for Coffee Stain to fix, it definitely makes the explorer less enjoyable on roads vs regular terrain. I could see myself building a fun race track if we could get the explorer up to full speed on foundations.
@@relyengaming That would be AWESOME lol so it isn't something I'm doing wrong or something wrong with my game at least. Appreciate the replies and the much needed tutorials!
I'm trying to follow the outer curve sidewalls quick method but whenever I do it, it isn't sitting flush like in the video. It has a gap between the outer side of the concrete. What am I doing wrong?
I would probably have to see it to give you an accurate answer. Feel free to hop on my discord and post some screenshots. Outside that, remember the quick method here is designed for 10 degree turns with the catwalks (works fine with radial method too). The beams should be crossing, if they aren’t your pillars won’t either. On a side note I’m working on a blueprint version for this, which should help save some time.
Well, I've tried doing that by adding another freeform beam to the other side of the pillar so that you can snap from one side to the other. And it kind works for the angled side, but not so much for the side that is parallel to the ground. I've found a couple methods that get the whole process close, but nothing that gets it as clean. Interesting note though, you can get a beam to go perpendicular to a pillar in the Z (up/down) access, just not for another beam for some reason.
Yea, I'd love to know. Someone showed me a method using pillars, which is pretty cool. But we discovered it doesn't work in multiplayer (for clients). So, if you have another method I'd love to learn :) (more tools = better)
I am having an issue with the second method when pressing control to rotate the second scaffold that it snaps to the center of the first scaffold. How do I correct this? It doe snot seem like you have this issue at all.
I'm not 100% sure what you are referring to on the 2nd method, when it comes to rotation. Is this for creating road curves or the pillar sidewalls? If you have Discord you can hop onto mine and we can work this out. Maybe some screenshots would add some clarity. Otherwise, if you could provide some more specifics here I'll do my best to identify your issue.
hi, I've searched all over CZcams, there's no one who has done any tutorials on flying endlessly, sorry, I watched your video, I noticed that you don't use the jetpak or even the hover pack, can you tell me how you manage to fly endlessly.
Ah yes, for some of the guides i've done, I've used a mod called PAK. It has a flying command along with others. I don't use them in my playthrough world, but they make demonstrating stuff in certain guide videos a little easier.
Yea, I've heard that a lot, but so far, the developers don't have any plans to add roads specifically in 1.0. Maybe after 1.0 it could happen. My blueprint video shows how to do all these roads with blueprints, which can save a chunk of time over the original DIY method in this video. But, it's still good to know the stuff in this video, as blueprints won't cover every single situation and being able to touch it up helps.
Agreed, curves would be nice. But depending on how you want to do your roads, that can leave a lot of variables. Specific curves would limit you to certain angles and certain road widths. With any luck we will get some form of splined roads. But again we end up with a fixed width and limited choices. Hopefully, if we ever get them, Coffee Stain will come up with a good solution. Regardless, the techniques in this video can be used on other projects outside of roads. Good luck! 👍
So im trying to mimic a lot of what I see starting with the basics. The needed Shop unlocks. Im guessing the foundations are asphalt? The roads look darker than what I have though. Is there a way to paint them darker or am I using the wrong unlock? lol. I think I have the rest of the parts 🙂
@@relyengaming thx! I chalked or up to my colors being different. Great video! I think I've applied all the lessons. I'm just trying to figure out the side pillars for a 2 lane off ramp.
@@Aprime86 Outstanding :) Once you get the 2nd method (adv method) down, you can probably much tackle most situations where the 1st method fails. And the 3rd method (the Janno method, from the 2nd video) can handle the rest :)
is there method for 1 and half foundation? im find that 2 foundation wide is to big but having 1 and half , is perfect, tet i cant make the correct turns, the outside of the curve road keep stick out.
If I'm understanding you right, then you could probably use the DC Wan method of making a turn on the 2nd (half) foundation. Since it does a perfect turn on the foundation corner, you shouldn't have any "sticking out" issue. But now that I think about it, I think you could also use 3 walkways (instead of 2). That would give you an easy way to create the 1 1/2 foundations, but still get the same "turn" that I use in the video. Hopefully one of these ideas helps.
I made a mistake. I actualy made my 1 lane roads 1 foundation + 1 catwalk wide with clipping. I made my roads 4 catwalks wide. While having 1 extra catwalk on the inside aswell as on the outside of the road were i then started making the curve inwards or outwards. I made it so be placing 6 catwalks wide and remove the 4 in between to replace them with road foundations. With this i do get foundation sticking out. I do wonder if dont want to redo this. If i can hide the foundations with pillar?
I'm trying to imagine exactly what you mean, so if I'm misunderstanding, just let me know. If you are going for 1 1/2 foundations wide, I would follow the 2 cat walk method I demonstrate in the video for curves. Since, 2 catwalks forward, 10 degree turn, 2 catwalks, etc etc. To get the half foundation, you can add a catwalk on the inside of each set of 2... Making a right angle out of catwalks so to speak. You should be able to attach a foundation to this additional catwalk, which in essence is half a foundation over. Then remove the extra catwalk and attach a foundation to the original 2 catwalks. You should then have a 1 1/2 wide foundation road. If done correctly, you shouldn't have anything sticking out. I just did some tests. Feel free to hop on my discord and we can throw some screenshots back and forth.
Personally I want to see this method repeated outside of creative mode. Reason being I've seen building things behave differently at times between the two modes.
Does anyone else have an issue with driving vehicles round the bends? Wheels start clipping into the floor and stopping them moving Not sure if anyones found a fix to this
This is pretty much an issue with vehicles on foundations. It’s the one thing I want fixed, as it would make driving on your hard work that much more enjoyable.
Update 7 needs roadworks, this is way to convoluted and takes 100 pieces to achieve a simple good looking road. Good tut for those willing to put in the work but this will go , as trucks are a major feature they intend to apice up
Well, I wouldn't mind some better tools and smoother roads. I still want to see the explorer run better on foundations. That said, until they add roads, the folks that really want them will find ways to do it. You can easily keep it much more simple by sticking to a grid. This was an attempt to combine several methods to create something that goes the extra mile :) Well, at least until they implement something more official (if they do).
Blueprints definitely made it easier, I have another more recent video where I did all this in blueprints. Definitely a huge time saver over my original methods in this video, although these methods are still useful in situations the blueprints don't quite cover. I'm looking forward to the U8 blueprint changes, will definitely help with some of the blueprint quirks.
I play this game totally different. Don't care about "clean" builds or pretty roads. Just belts, belts everywhere and tons of spaghetti! I can't be bothered to waste hours making things look nice when it has no effect on gameplay at all.
What I'm currently having issues with is being able to rotate snapped foundations. I can't rotate them 45 degrees, and the snapped catwalks don't rotate 10 degrees. They all "rotate" 90 degrees when snapped no matter what... Is it a mod, or am I finagling wrong?
Sorry for the late reply. Make sure you are holding CTRL when attempting to rotate foundations and catwalks for more fine-grain control of the rotation. With foundations you should get 5 degree increments of rotation and with catwalks, you'll get 10 degree increments.
Yea, it really depends how far you take it. The example build I made is certainly a little more work than some straights with a curve here or there to get around obstacles. But It was more of a demonstration of what is possible. That said the techniques in the video still have used outside of road building Good luck!
how do i join the pillars at sharp corners like the inside of the onramps/offramps? you showed putting a pillar vertically to cover it up but I don't like that >_
You have to remember you are dealing with squares, so merging to create an angle less than 90 degrees just won't work. So, you just have to get them to merge at an angle you are happy with or create a more open connection. I was just showing you could put a pillar down if you wanted to to cover it up.
@@relyengaming thanks I really liked this video because it helped me a lot with merging roads and everything. But man, some angles just seem impossible to get looking good. Thanks for the video!
@@angrygreek1985 Glad to hear it and yea I understand. My tip there is to try and be consistent. You'll find consistency leads to a feeling of normalcy :P
@@relyengaming I liked the bit about offramps, however it's not really possible to make offramps using the catwalk method and be able to save them as a BP and attach them to your highway. Since the foundations clip into the main highway, when you go to place the BP, it's too far away from the edge of the highway and the "maximum" nudge amount isn't enough to nudge it into place, unfortunately, from what I have been able to see anyway. Whereas the 45 degree one with the triangle edges can be nudged into place. But then, as you say, you run into the issue of merging with curves you've made with the catwalk method. however, with your method of merging roads with beams, you can easily merge those roads together. What I usually do with my offramps is I use the 45 degree, then I bring it right back to the same angle as the highway itself, but 1 foundation or half foundation away from the highway so it is parallel. Then I go up or down as needed from there, or if I need to make turns, etc. Also when it comes to the ramped roads and pillar sidewalls not having a solution, what I do is at the top of those ramps where you attached a pillar that sticks out quite far, I use beams to put a pillar 3m back from the edge, so that when I place it it only sticks out a little bit as isn't much of an eyesore. Exactly the same way you have done it, but just clipped further back into the existing pillars.
@@angrygreek1985 I demonstrate one that I did in my blueprint roads video. They were manually built with a 50 degree angle. czcams.com/video/2ye_GiB9bC0/video.htmlsi=qBV_0ZxmP5J_3oOu&t=848
I've only watched 5 minutes, but not watching any more. Lots of comments say that the explanations are very clear, however you haven't acknowledged what the foundations are made of and how to get the correct colours. Are you able to help? Or refer me to a video that actually shows how to make roads in satisfactory?
I am not a fan of it either, but it’s barely noticeable with asphalt. Someone found you can drop a pillar on the center of a foundation, remove the foundation and then snap a new foundation to the pillar.. this raises the foundation by like .01 and causes it to sit above the others. Thus, removing the z-fighting ugliness.
Yea, as Hans Li said, that video covers how to do a decent curved ramp. My follow up roads video covers how to do the pillar side walls for it as well as fixing the ramp issue.
Unfortunately no, not with the current foundations available, as much as I wish there was. That said, with certain mods, such as the micromanager mod, there might be a creative way to achieve something similar. But I haven't been playing with it.
Agreed, but that's why I stuck to vanilla methods for these roads. While we can't get a good curved ramp, we can still create some pretty great looking roads.
What part are you having issues with? I was building roads on the experimental version, so I’m fairly certain they still work. (Granted I haven’t tried on the most recent patch 😅)
this is nice but untill they fix overlapping texture issue with blended textures/meshes/shaders what others game use, not gona play, untill they fix all the overlapping texture issues, other games do it fine
There is a fairly easy way to deal with the z-fighting by using a pillar to raise up the foundation by like 0.01. Which fixes the issue :P Really opens up curves for other builds.
Loved the video! Just one tip: The world grid aligns to the middle of the foundation you are placing. This means that if you are placing a 4m foundation, it aligns in the middle (2 meters), and a 2m foundation aligns at 1m. The issue you are seeing where it doesn't line up is because you are using 1m foundations in the world grid, which means it's aligning with a 0.5m offset. In order to prevent this, NEVER start aligning to the world grid using a 1m foundation. Always use 2m or 4m foundations and you will never run into this issue again :)
Ah! Thanks so much, I've been wondering why that was happening ever since they added the world grid. Makes sense now.... In hindsight, it seems obvious :P
why would anyone go through this much trouble for when all the youtubers just use that flying cheat mod anyway
@@Paperclown it's not a flying cheat mod, it's an advanced vanilla game setting
@@Paperclown ✨Hover Pack✨
"Man roads are really easy." Proceeds with 30 minute tutorial on how to do roads! Kind of wish they'd add some tools to make this a bit easier without having to finagle it.
Ehh, they aren't that bad :) The basics are pretty easy, once you do it a couple times, it flies along. But yea, I wouldn't be against a tool to speed things up a bit.
yeah agree. Calling this easy is bs. It's tedious af and I am out of words why this game doesnt have roads. Also, driving on the roads bumbs and its literally smoother to drive offroad.
i want to be inside the vehicle with auto mode on as a taxi service :(
@@Henry-sv3wv I like the devs and the game, but they have so much shit in the game that has nothing to do with what people actually enjoy doing. The fact that they don't have proper road system alone, is a mystery.
@@teipkep There is no mystery: this game is about automating tasks, in the form of factories, not about building beautifully curved roads. There is no added value to having curved roads except for the aesthetic of it, which again, is not the core of the game. Mind you, I'm not saying you can't do beautifull things in this game. I'm just saying it wasn't designed with that specific purpose in mind.
Also try to keep in mind that you don't actually know what other people enjoy doing.
This is the best road curving tutorial that I've found!
One suggestion that I found useful as a noobie is that leaving the default Ficsit texture on foundations helps with "debugging" the roads because the clipping lines leave a visible 5 or 10 degree angle at each intersection. This helped me a lot with catching small mistakes before they snowballed and also provided a clear stopping point for 45 and 90 degree turns; you can just count up the number of intersections and you know where to stop ie 18 intersections of 5 degree angles means a complete 90 degree turn.
22:45 mind = blown, that's so clean for the predicament you were in, thanks for all of this helpful building guidance!
Thanks, I'm happy that it helps!
How to build 1/8 of a corner in 26 easy steps! :D
- Sincerely, a person with little patience watching this video after the blueprint drop
A spline based system for roads, the same as how it works with conveyors, would be ideal. Really hope they add it.
Nice techniques and clear explanation. One thing I have trouble with is planning where the roads should go, especially with elevation changes.
Thanks, and yea planning out roads can be a challenge. What I'll do is just scaffold out my roads quickly, without working on the side walls. Keeping the effort to a minimum until I know where I'm taking it. With this method, it can be easier to move "off grid" and let the roads decide where you place your factory. Which can lead to some very interesting designs. But certainly not a requirement.
As for elevation, I tend to stick to the 2m (or 1m sometimes) ramps where possible. It looks pretty good and doesn't hinder the Tractor very much (as it is really slow on 4m ramps). But, if you are in a tight space, 4m ramps work fine.
Just play around with it a bit, sometimes it takes a little trial and error. But eventually you'll settle in on something you like.
@@relyengaming I assume it may be beneficial for tractors to build ramps up 1m, then 2m and then 4m, to keep some momentum of a vehicle :)
Quit playing again for a while and had to come back here to get a refresher on how to build my roads again. Thanks again for this!
Best roads guide ever! Really enjoyed this video. Can we see some bloopers at the end of your videos? Just a thought, sometimes it gives a personal touch :)
Thanks André! And yea, absolutely. I'm sure there is always some messy things that I can find while editing :P
Up from me!
I Love this game, and I Love when somebody makes a newish point about how this game can be played, and what you are showing is just one small part of the myriad of things you can do in this game. To lil old me, this is so reminiscent of playing with huge hemp bag full of absolutely Everything Lego. My mind did actually got lost in this 5.4 km x 5.4 km area. Btw, when this game was early released, it took a while, before you even got a map, so you had to navigate by compass, and remembering land marks.
Yea, it's amazing the cool things members of the community keep coming up with. That's why I love seeing other people's builds, so much creativity out there.
gaps in the border of curves isn't bad if you have a good excuse: the water from rain will not stay on the road but can drain through those gaps. ... if someone states that there won't be rainwater, you can reply that your method already has helped :-)
I am looking forward to seeing how their rain system works out. :)
This honestly inspires me to try get back into Satisfactory. I loved setting up roads. only problem was that it took me 70 hours to get to steel and I got burned out...
That's great you are thinking about getting back into Satisfactory. The thing I always recommend is play to have fun. If you do pick it up again and have any questions, feel free to hit me up on my Discord.
You could download a starter save. Most of them have everything up to coal power unlocked so you don't have to slog through biofuel and early spaghetti.
Man... This was truly enlightening... I genuinely think my quality of life is better now that I know this... I've been stuck on 45/90 degree turns everywhere in my world... ugh... Now if only you could do a video on a central storage facility/philosophy cuz I'm struggling trying to figure it out myself.
Hey DrkNinja! :) There are plenty of great ways to do a central storage. I will definitely do a video on one at some point :) There are so many great way to do them though, it's really just about what flavor you like.
I've got 600 or so hours in Satisfac. Currently on a total break until 1.0 to start a fresh save file and I've still never bothered learning how to do curves and roads properly. I really should watch this vid and get some practice in ready for 1.0. They look so much better than just straight lines
Thanks for the guide it really helped me and my friend out because we've only started playing a week ago and didn't really understand the grids but this video explains everything perfectly
Glad to hear it. I look forward to seeing your future builds👍
And this is why I wish Coffee Stain would make spline based road creation like their train tracks.
While I agree it would be nice, the issue is that there are so many different ways people would like to do their roads. 2 Lanes, 3 Lanes, 4 Lanes, split middles, intersections, etc. A simple spline system might work, but it would force you into whatever road look they design. How would you do intersections and traffic circles. There is a lot of options, features, and design work that would go into such a system and there is a lot of other areas they probably want to work on. With any luck, we might see something in the future.
I just want them to figure out how to merge the foundations, so that vehicles will drive better on them. A spline system would be great though. Until then, we have to make do with what we've got.
@@relyengaming I don't know how they could do it, but Cities: Skylines has some of the best road building mechanics I have ever used. I think if they played around with it a bit, the could be inspired to at least allow this to be much faster.
@@bergeronstudios2 Agreed, they definitely could, and that would be sweet. But I get the feeling it would be pretty low on their priority list at the moment. There is probably a bunch of other stuff they want to get done.
this is a lot of great info for detailing roads. i appreciate the time you to take to show the nuances in placing each piece, because at the end of the day that is definitely the largest part of every detail-intensive project in this game! not to be overlooked! thanks and take care
Glad it was helpful! Even with the blueprints version, knowing how to handle them manually can help fill in the gaps where the blueprints don't quite do it.
This is by far the best method for outer curved sidewalls.
Thanks Joe, I appreciate it. I know there is a lot in the video, but I wanted to make sure all the useful stuff was there that I could think of.
I started a new save last week and im really happy to have come across this video before unlocking trucks. Appreciate the cool tutorial dude, you've given me some great road design inspiration. Subbed!
My pleasure! The great thing about roads is you can start building them before you even unlock asphalt. Thanks to the customizers' ability to quickly switch material types :) When you get a little further along be sure to stop by my discord at some point and post some screenshots, would love to see what you come up with! There is also some great tips a few folks post from time to time there. Someone recently found a way to eliminate z-fighting in the roads (and anywhere really).
@@relyengaming i'm probably not gonna start them yet until i get more confident in how I want the logistics of my road design to be (also need coupons for beams and ramps). But with this video in mind, I can already think about the spacing and entrance heights of my factories :D. I'll check out disc!
I really wish my brain would let me think like this. My building is so dull compared to yours. It does give me inspiration to use the builds though. Keep up the awesome work. I'll be watching every single one.
Thank you Blackchaos :) But, you should see my builds before I started CZcams. I made a lot of boxes, with a couple of windows. I'm no different, I see something that inspires me and I see if I can make it work the way I'd like to do it. When you build something new, just try to change 1 or 2 things that you normally don't do. Don't worry if it works out or not, you can try something different on the next build. You'll naturally learn new patterns for yourself, just like your factories. You can do it, just keep it fun :)
Great guide, brushing up on building techniques before 1.0
A very Satisfactory road tutorial. Definitely worth a thumbs-up. Also, this is the 69th comment.
LOL 😂 Thanks! And I actually have a follow up video coming tomorrow (hopefully) that has the solution to the ramp issues.
Huh, at first I thought this would be more of a pain, but its actually quite manageable. Nice tutorial!
I suggest a mod to help fine-tune placement and scaling: Micro-Manager.
It's a non-game-breaking mod. If the mod stops working in a future update, the objects placed with the mod won't go away. The mod only affects existing things and their scale and placement. In other words, one can use the mod to build stuff, and then remove the mod once finished.
Yea, excellent point! Micro Manage is a fantastic mod and a great solution to some of the vanilla issues for those that use mods.
The reason for the beam distance showing 7.999 or 8.001 is the diagonal. Every time you place something on the map, its exact position is calculated using trigonometry. There's just no helping it. Even with 20 digits after the comma, there is going to be some level of rounding error. Foundations or beams that are perfectly in line with the grid of the map are the only ones that won't show this rounding error.
Ah, excellent info, thanks for that. I knew it was some kind of precision detail, but didn't know exactly what.
yes, and this was already a tip/trick in update 4 or before (when there was no worldgrid yet), to build new foundations exactly oriented NSEW instead of at some random angle. some people had tried building a huge square of platforms (eg for a traintrack or belts going around half the world), and when they came back to the start faced either a small gap or (even worse) couldn't fit the last foundation or conveyor support in the available space.
Yea, I used to set the first foundation down and then use SCIM to make sure that the X/Y axis was divisible by 800 and the Z axis was divisible by 100. This basically made sure your foundations were on a grid you could setup anywhere. Without having to drag a line of foundations across the map. Happened to line up with the future world grid too :P
Fantastic! i love this, roads are always the hardest thing for me to do. this will help immensely
Thanks Vandal, I’m glad it proves useful. Would love to see what you build with it, feel free to post screenshots on my discord in the future!
thx for the explain , i'm randomly come into this video, and Satisfactory looks interesting, i will check it out
Glad you enjoyed it! Satisfactory is an absolutely fantastic open world factory building game. If you try it out, come back and let me know what you think!
Hey man really nice vid just want to point out you can make any beam parallel by using the concrete pillar.
So you draw your line like you normally do for the inner edge or going down.
were you start this beam is the the face you want so if you snap a pillar to the end of it and extend it back by 2.
you can delete the beam and the pillar that is touching the beam.
now on the remaining pillar you snap a beam in default mode to the closet edge to your road. and scroll it out to 4 m (it doesn't have to be 4 meters as you attach it to the other end anyway)
as said above snap a pillar to the end of the new beam and extend it out till your happy.
then just clean up the reaming jig parts.
this is the same as drawing your beam 4m, 1m, 4m C looking thing but will work with any angel.
I hope you can make senses of this its hard to explain with out pictures.
Gave it a try and had to fiddle a bit to try and repeat what you were saying. I had some success, and it does a nice job matching up the starting point. But when I did both ends, it didn't quite line up quite right in the middle. But definitely cleaner than the way I was doing the ramps with the big gaps. Great job, thanks! p.s. Sorry for the late reply :P
@@relyengaming yea think that is due to the angel of which the inclines are as they not as smooth or gradual as the 10degs. (I'm not really sure what they different foundations angel are and feeling a bit lazy to do the trig haha)
Glad you were able to understand what i was trying to say tho.
Great video and just in time too I was about to start my road project
Thanks and good luck on the road project :)
GREAT VID! ... Thanks
Thanks Dan! Glad you liked it!
Thank you for this video! I find the tactors and trucks much better than the trains. Even if trains are faster and more effective. Unfortunately, I'm not creative enough myself to figure something like this out. I now have to rebuild my entire map and I'm looking forward to it!
Haha, sorry about having to rebuilding your entire map :P I'm glad you enjoyed it. It was just something I worked on in my playthrough world for several hours, trying to figure it out. After I had it, I thought they looked so good I had to dedicate a video on how to do them. Good luck with the upgrades, I'd love to see progress later :)
By far the best roads tutorial
Thanks 50 Shades of Skittles! I went all in with vehicles in Update 5, these were the result of wanting something clean :) I have blueprints for them now in the updated video, huge time saver. Although, knowing how they are put together is a good thing for when the blueprints just don't quite cover something.
@@relyengaming yep, I see them in your discord too. ❤️
Glad this video posted when it did. Have a small section of road I'm using, but was ready to extend it. I am curious, will this curve method work with a 5 foundation road. I use the chungus trucks. 5 is probably overkill, Maybe I'll just try 3 foundations going forward. Great video, thanks for putting it out so soon after your last one.
Absolutely, you can pretty much do any size road with this method. The quick method works best with 3 foundation width roads, because it simplifies both the outside and inside of the turn. But you can use the 2nd method with just about any size road or angle.
If your 5 foundation width roads uses the catwalk 10 degree turns, the outside part of the road will be pretty fast. But the inside you'll have to spend a little more time on using the 2nd method.
Just remember: The square of the hypoteneuse is equal to the sum of the squares of the other two sides...ohmmmm. (And if you get that reference, you're an awesome person, dear reader.) That would be why the ramp surface is not, in fact, 8 meters long.
Not sure if you've figured out how to cover the seem on inclines after 2 years, but you could try putting a beam like you did in 20:53 and putting a pillar on top, delete the beam and snap a pillar going down diagonally to cover the seem and delete the top pillar. Hope that makes sense lol
I appreciate the suggestion, I did get a solution from a community member named Janno. I have a "Better Ramps" video which covers the elegant solution in detail, along with a few extra items.
using the worldgrid only works if you start with a 2m or 4m foundation because the height will snap to half that value (1m or 2m). if you use a 1m foundation as first foundation, they may have a difference of 0.5m, apparently exactly what happened to your road where the worldgrid didn't match. this still is no problem if you want to use 1m foundations for a road: start with one 2m or 4m foundation, attach your 1m foundation to it and remove the thicker foundation (they are only needed to snap the height of new sections to increments of at least 1m on the worldgrid).
That would explain the strangeness of the world grid with 1m foundations :) Thanks :)
Really great work. Thanks for sharing!
Thanks for the video!
You bet! Glad you enjoyed it!
For newer players watching this. You later unlock a blueprint maker. So this process has to be made once with 2 blueprints. So in two clicks its build and you only have to remove stuff.
If I ever want to be an architectural engineer, I can write on my Resume “I played Satisfactory”
Lol, I always love those threads that show real life pipes or electrical work that’s looks like a satisfactory player.
The 2nd catwalk can be tacked onto the bottom of the turned foundation so that you can place the final bottom foundation right away.
Not sure which party you are referring to, got a time stamp?
I realize this is old, but I've seen in a few videos on making curved foundations people saying that foundations and catwalks rotate in 5 degree increments. Just wondering if something changed since these videos were made or I am messing something up, because I can only get them to rotate in 10 degree increments. It would be nice to be able to make legit 90 degree turns.
It is very very time consuming! But it looks great!
The blueprint version is much faster ;)
Hi thnx for video - having issues with 3rd option for curves with the catwalk technique - it snaps to centre of catwalk not end corner for pivoting - what am i missing?
The catwalk is just over rotated, happens to me all the time. Just keep rotating it and it will line back up
for the sidewalk inner roads, the measurements arent making sense and arent working for my road. Is this because my road is 2 wide instead of three? if so, do you have lenghts for beams for inner sidewalks?
Edit: when i do 6 meters with 4 meters inbetween, i can fix it by leaving a 1 meter space inbetween each pillar, which looks really weird
The "quick" method I talk about in the video works out well with 3 foundation width roads, this is just where the numbers get close enough that it ends up looking good. I'm sure there are other breakpoints that work out well. However, the 2nd method (advanced method) I discuss is for dealing with issues like this, where things don't line up great. The best thing to do is just get some pillars down, whether they are bad or decent, it doesn't matter. Then you can just start fixing all the seems with the advanced method. That said, obviously cleaner starting pillars makes this a bit easier, but it's easy to remove and correct as you go.
Feel free to ping me on my discord and we can always hop in a channel and figure it out.
@@relyengaming I might have thought of a solution. I haven’t tested it yet
So the issue I was running into was I could fit a pillar onto the beams, but there would be 1 meter gaps on either side since the beam needs to be 6 meters long because it’s a 2lane road
So, I think if I made each beam 6 meters, and then placed a pillar on both end sides of every beam, then brought each end in one, I could get pillars that were 6 meters long. They would be clipping in the middle, but it would look decent I think
@@Ballen355 Yea that would work fine. If the ends don’t line up the way you like, you can just use the advanced method to clean it up. I do something similar in different places, especially when I want the final product to be as neat and even as possible.
I just wish u had made timestamps so we could skip to what we wanted but overall great help
Quite right. I had intended to do that when I added the ramps follow up. I’ll add some soon.
It would be nice if they made the Pillar's work like the beams do!
Oh trust would be so nice, would definitely cut down on the item count for this build style too.
It seems like it would be worth investing the time in doing junctions in blueprints if you're doing tons of roads
Is there any solution for the clipping issue of overlapping street lines already?
amazing!thank you so much!
Welcome! Glad you enjoyed it :)
That's what i looking for
Happy to be of service :)
Ive been using this method to try and create some roads for my trucks to travel on do you have any tips on connecting this road to a factory that's on the world grid or should i build off the road and make it easy? i like the idea of having everything on the world grid but cant get the road to re-align.
There is a couple of ways to deal with this. One is to play with the curves a bit when you are close to the factory. With a little trial and error, you can probably get the road lined up with the grid, it might overlap at the join, but it is possible to get it close. Another is to build the road out from you other factory and do some on/off ramp merger somewhere with the road.
If you stick to 90 turns, you can use the radial method to stay on grid, although it doesn’t look as great as the little curves do.
Feel free to ping me on my discord if you have more questions.
Lifesaving video mate! Thank youuuuu... But wait, you say triangles...are you talking about inverted ramps? I dont have any other triangles...did I get jipped??
I WANT TRIANGLES
Lol, did I say Triangles? I meant three dimensional polygons that just make things work :P
Hey thanks for replying. I gotcha lol the void filling triangles. Now I'm wondering if anyone else has a problem with vehicles (especially Explorers) having a traction/collision issue with the edges of the tiles. It drops my speed to a very highway firendly 75-ish MPH but acts like I'm driving on bricks
@@shiznitts Yep, this is something I’d really like for Coffee Stain to fix, it definitely makes the explorer less enjoyable on roads vs regular terrain. I could see myself building a fun race track if we could get the explorer up to full speed on foundations.
@@relyengaming That would be AWESOME lol so it isn't something I'm doing wrong or something wrong with my game at least. Appreciate the replies and the much needed tutorials!
Thank you soo much
You're welcome!
I always use the 1m wall on the sides of my roads and then place barricades on top of them or rails depending on the theme
This video is a life saver, thank you so much!
Glad it helped! I hope you've built some magnificent roads :)
@@relyengaming my roads are so much better now because of your videos!
@@MrFishstxx And they are going to be even better to drive on come Update 8 with the new vehicle physics updates :)
@@relyengaming I heard! I am very excited about that.
I'm trying to follow the outer curve sidewalls quick method but whenever I do it, it isn't sitting flush like in the video. It has a gap between the outer side of the concrete. What am I doing wrong?
I would probably have to see it to give you an accurate answer. Feel free to hop on my discord and post some screenshots. Outside that, remember the quick method here is designed for 10 degree turns with the catwalks (works fine with radial method too). The beams should be crossing, if they aren’t your pillars won’t either. On a side note I’m working on a blueprint version for this, which should help save some time.
I wonder if it is possible to freeform down so it is perpendicular to the parallel beam for the ramp ending part?
Well, I've tried doing that by adding another freeform beam to the other side of the pillar so that you can snap from one side to the other. And it kind works for the angled side, but not so much for the side that is parallel to the ground. I've found a couple methods that get the whole process close, but nothing that gets it as clean. Interesting note though, you can get a beam to go perpendicular to a pillar in the Z (up/down) access, just not for another beam for some reason.
@@relyengaming i found a method that i posted just before that works
Super information, I learnt so much! Subscribed :)
Awesome, thank you!
13:12 Got a solution for your clipping/flicker lines on foundations if you want it. Found it when I watched this video :)
Yea, I'd love to know. Someone showed me a method using pillars, which is pretty cool. But we discovered it doesn't work in multiplayer (for clients). So, if you have another method I'd love to learn :) (more tools = better)
@@relyengaming Did the solution he mentioned worked? How is it?
I am having an issue with the second method when pressing control to rotate the second scaffold that it snaps to the center of the first scaffold. How do I correct this? It doe snot seem like you have this issue at all.
I'm not 100% sure what you are referring to on the 2nd method, when it comes to rotation. Is this for creating road curves or the pillar sidewalls? If you have Discord you can hop onto mine and we can work this out. Maybe some screenshots would add some clarity. Otherwise, if you could provide some more specifics here I'll do my best to identify your issue.
hi, I've searched all over CZcams, there's no one who has done any tutorials on flying endlessly, sorry, I watched your video, I noticed that you don't use the jetpak or even the hover pack, can you tell me how you manage to fly endlessly.
Ah yes, for some of the guides i've done, I've used a mod called PAK. It has a flying command along with others. I don't use them in my playthrough world, but they make demonstrating stuff in certain guide videos a little easier.
Wish there were a road buildable that follows a spline, like the railway
Yea, I've heard that a lot, but so far, the developers don't have any plans to add roads specifically in 1.0. Maybe after 1.0 it could happen. My blueprint video shows how to do all these roads with blueprints, which can save a chunk of time over the original DIY method in this video. But, it's still good to know the stuff in this video, as blueprints won't cover every single situation and being able to touch it up helps.
Too convoluted to be enjoyable for me. hopefully we will get curves one day
Agreed, curves would be nice. But depending on how you want to do your roads, that can leave a lot of variables. Specific curves would limit you to certain angles and certain road widths. With any luck we will get some form of splined roads. But again we end up with a fixed width and limited choices.
Hopefully, if we ever get them, Coffee Stain will come up with a good solution.
Regardless, the techniques in this video can be used on other projects outside of roads. Good luck! 👍
So im trying to mimic a lot of what I see starting with the basics. The needed Shop unlocks. Im guessing the foundations are asphalt? The roads look darker than what I have though. Is there a way to paint them darker or am I using the wrong unlock? lol. I think I have the rest of the parts 🙂
Yes, they are just asphalt foundations. You can't really paint the top of the asphalt, but the sides are concrete and can be painted if desired.
@@relyengaming thx! I chalked or up to my colors being different. Great video! I think I've applied all the lessons. I'm just trying to figure out the side pillars for a 2 lane off ramp.
@@Aprime86 Outstanding :) Once you get the 2nd method (adv method) down, you can probably much tackle most situations where the 1st method fails. And the 3rd method (the Janno method, from the 2nd video) can handle the rest :)
"I'm not going to go too in depth on curves".
8Proceeds to go in depth on curves.
Haha, well, if I really went in depth, I'm sure the video would of doubled in length :P
@@relyengaming Nice video btw man. I used your style for my world.
@@Domtronic Glad to hear it, feel free to drop by my discord and post some screenshots at some point. Would love to see what you come up with :)
27:40 wouldn't using freeform instead of using default fix that?
Yea, freeform was definitely part of the solution. Just a different method.
a built in road tool would be great
is there method for 1 and half foundation? im find that 2 foundation wide is to big but having 1 and half , is perfect, tet i cant make the correct turns, the outside of the curve road keep stick out.
If I'm understanding you right, then you could probably use the DC Wan method of making a turn on the 2nd (half) foundation. Since it does a perfect turn on the foundation corner, you shouldn't have any "sticking out" issue. But now that I think about it, I think you could also use 3 walkways (instead of 2). That would give you an easy way to create the 1 1/2 foundations, but still get the same "turn" that I use in the video. Hopefully one of these ideas helps.
I made a mistake. I actualy made my 1 lane roads 1 foundation + 1 catwalk wide with clipping.
I made my roads 4 catwalks wide. While having 1 extra catwalk on the inside aswell as on the outside of the road were i then started making the curve inwards or outwards.
I made it so be placing 6 catwalks wide and remove the 4 in between to replace them with road foundations.
With this i do get foundation sticking out. I do wonder if dont want to redo this. If i can hide the foundations with pillar?
I'm trying to imagine exactly what you mean, so if I'm misunderstanding, just let me know. If you are going for 1 1/2 foundations wide, I would follow the 2 cat walk method I demonstrate in the video for curves. Since, 2 catwalks forward, 10 degree turn, 2 catwalks, etc etc. To get the half foundation, you can add a catwalk on the inside of each set of 2... Making a right angle out of catwalks so to speak.
You should be able to attach a foundation to this additional catwalk, which in essence is half a foundation over. Then remove the extra catwalk and attach a foundation to the original 2 catwalks. You should then have a 1 1/2 wide foundation road. If done correctly, you shouldn't have anything sticking out. I just did some tests.
Feel free to hop on my discord and we can throw some screenshots back and forth.
3:45 mine just doesnt turn that way, it doesnt align with the corner at all D:
Sometimes when you hold control it is rotated on top of itself. You just have to rotate it into position,
God bless!
Thank you Android :)
@@relyengaming No no no, thank YOU for this guide!
@@theandroid1575 Your welcome, I'm glad you found this little guide helpful :)
Personally I want to see this method repeated outside of creative mode. Reason being I've seen building things behave differently at times between the two modes.
Sure, I’ll throw something together and let you know.
How do you get roads? In my terminal it doesnt show any foundation upgrades and I only have the default foundations
You can unlock the pieces in the awesome shop
Does anyone else have an issue with driving vehicles round the bends? Wheels start clipping into the floor and stopping them moving
Not sure if anyones found a fix to this
This is pretty much an issue with vehicles on foundations. It’s the one thing I want fixed, as it would make driving on your hard work that much more enjoyable.
Thank you! I didn't know about the catwalk method of curving.
Update 7 needs roadworks, this is way to convoluted and takes 100 pieces to achieve a simple good looking road. Good tut for those willing to put in the work but this will go , as trucks are a major feature they intend to apice up
Well, I wouldn't mind some better tools and smoother roads. I still want to see the explorer run better on foundations. That said, until they add roads, the folks that really want them will find ways to do it. You can easily keep it much more simple by sticking to a grid. This was an attempt to combine several methods to create something that goes the extra mile :) Well, at least until they implement something more official (if they do).
Imagine they make it so that we dont have to do all this stuff. They just add triangles and curved peices.
Blueprints definitely made it easier, I have another more recent video where I did all this in blueprints. Definitely a huge time saver over my original methods in this video, although these methods are still useful in situations the blueprints don't quite cover. I'm looking forward to the U8 blueprint changes, will definitely help with some of the blueprint quirks.
I play this game totally different. Don't care about "clean" builds or pretty roads. Just belts, belts everywhere and tons of spaghetti! I can't be bothered to waste hours making things look nice when it has no effect on gameplay at all.
Nothing wrong with that ;) there is beauty in chaos.
How do you combine this with the world grid🤔? I made my base snap on the world grid and everything else with it
I have a video about merging grids perfectly, you can find it here => czcams.com/video/uX_2i8T3Dbw/video.html
What I'm currently having issues with is being able to rotate snapped foundations. I can't rotate them 45 degrees, and the snapped catwalks don't rotate 10 degrees. They all "rotate" 90 degrees when snapped no matter what...
Is it a mod, or am I finagling wrong?
Sorry for the late reply. Make sure you are holding CTRL when attempting to rotate foundations and catwalks for more fine-grain control of the rotation. With foundations you should get 5 degree increments of rotation and with catwalks, you'll get 10 degree increments.
@@relyengaming
So this is what I was doing, and it didn't seem to work.
Maybe a mod conflict? Gonna try again in vanilla
How do you do this black fondations ? I used black paint on mine and they still grey
Asphalt, unlockable from the awesome shop in the customizer tab I believe.
I wish we had a road tool, we alredly have a belt tool, we need just that but wider
I know the Dev’s have started they aren’t against doing roads. It’s just a matter of priorities and making sure the UX isn’t painful.
14:14 A 45 degree off-ramp could lead to a 45 degree on-ramp, to get the whole 90 degrees. Haven't tried it myself yet though
Absolutely, there are many ways to approach this. This leading to unique and wonderfully crafted solutions.
That is so much work there needs to be a mod or something...
Depends which part... roads are quick to build..
Depending on what barriers you go with can be time consuming
Yea, it really depends how far you take it. The example build I made is certainly a little more work than some straights with a curve here or there to get around obstacles. But It was more of a demonstration of what is possible.
That said the techniques in the video still have used outside of road building
Good luck!
Im gonna have to make this in the new blueprint editor
I’ve actually just finished a version of this for blueprints and will have a video out about it very soon.
how do you place asphalt painted platforms when all i get is base platforms that i have to paint afterwards???
Asphalt roads can be snagged from the awesome shop. Then you just add them to your hotbar.
@@relyengaming ty so much, been wrecking my brains all day over it lol
@@relyengaming oh yea i almost forgot, great video and subscribed.
I'll stick with square roads. Maybe they'll add rounded foundations someday. Lol
I hear that a lot, one could hope. But hopefully it will be a flexible enough system to support everyone’s different ideas.
I'm guessing the "triangles" are part of a mod, am I correct?
Negative, this is all vanilla pieces. You can acquire them from the Awesome Shop.
@@relyengaming Ah, of course! You're using the "Inv. Up Corner". Thanks.
You speak at 60 mi!es per hour for an easy road. And How do you get into diagonal mode with the beams?
Lol, sorry if I was talking too fast. As for beam build modes, when you are building them, hit the R button to switch the build mode for beams.
how do i join the pillars at sharp corners like the inside of the onramps/offramps? you showed putting a pillar vertically to cover it up but I don't like that >_
You have to remember you are dealing with squares, so merging to create an angle less than 90 degrees just won't work. So, you just have to get them to merge at an angle you are happy with or create a more open connection. I was just showing you could put a pillar down if you wanted to to cover it up.
@@relyengaming thanks I really liked this video because it helped me a lot with merging roads and everything. But man, some angles just seem impossible to get looking good. Thanks for the video!
@@angrygreek1985 Glad to hear it and yea I understand. My tip there is to try and be consistent. You'll find consistency leads to a feeling of normalcy :P
@@relyengaming I liked the bit about offramps, however it's not really possible to make offramps using the catwalk method and be able to save them as a BP and attach them to your highway. Since the foundations clip into the main highway, when you go to place the BP, it's too far away from the edge of the highway and the "maximum" nudge amount isn't enough to nudge it into place, unfortunately, from what I have been able to see anyway. Whereas the 45 degree one with the triangle edges can be nudged into place. But then, as you say, you run into the issue of merging with curves you've made with the catwalk method.
however, with your method of merging roads with beams, you can easily merge those roads together. What I usually do with my offramps is I use the 45 degree, then I bring it right back to the same angle as the highway itself, but 1 foundation or half foundation away from the highway so it is parallel. Then I go up or down as needed from there, or if I need to make turns, etc.
Also when it comes to the ramped roads and pillar sidewalls not having a solution, what I do is at the top of those ramps where you attached a pillar that sticks out quite far, I use beams to put a pillar 3m back from the edge, so that when I place it it only sticks out a little bit as isn't much of an eyesore. Exactly the same way you have done it, but just clipped further back into the existing pillars.
@@angrygreek1985 I demonstrate one that I did in my blueprint roads video. They were manually built with a 50 degree angle.
czcams.com/video/2ye_GiB9bC0/video.htmlsi=qBV_0ZxmP5J_3oOu&t=848
I've only watched 5 minutes, but not watching any more. Lots of comments say that the explanations are very clear, however you haven't acknowledged what the foundations are made of and how to get the correct colours. Are you able to help? Or refer me to a video that actually shows how to make roads in satisfactory?
The road foundations are Asphalt, you can unlock them from the Awesome shop.
the glitching out graphics drives me nuts with these roads
I am not a fan of it either, but it’s barely noticeable with asphalt. Someone found you can drop a pillar on the center of a foundation, remove the foundation and then snap a new foundation to the pillar.. this raises the foundation by like .01 and causes it to sit above the others. Thus, removing the z-fighting ugliness.
Damn I've been eyeballing it this whole time! 🤦♂
Is it possible to roatate the foundations 1 degree without any mods?
No, 5 degree is the minimum as far as I am aware. Although, I’ve been surprised before.
how do people do curved ramps? i wanna turn and go up/down at the same time and im really struggling.
You can look at it, but I think the new version about the foundation may cause it not to work.
czcams.com/video/gYQhPcpWqH0/video.html
Yea, as Hans Li said, that video covers how to do a decent curved ramp. My follow up roads video covers how to do the pillar side walls for it as well as fixing the ramp issue.
ok we need a curve tool xD
“Just rotate…” but doesn’t say HOW to rotate. That’s what I’ve been unable to do… all mine just snap together straight.
Hold control
Is there also a Method for curved inclines?
Unfortunately no, not with the current foundations available, as much as I wish there was. That said, with certain mods, such as the micromanager mod, there might be a creative way to achieve something similar. But I haven't been playing with it.
@@relyengaming Sadge. But its a Mod, that already makes it vulnerable to dicontinuation or Updates
Agreed, but that's why I stuck to vanilla methods for these roads. While we can't get a good curved ramp, we can still create some pretty great looking roads.
there is, found a way myself, will be doing a tips video on it soon.
@@Mgsgenesis I look forward to seeing it!
Maybe I don't need beautiful roads 😮
I don't think these techniques work anymore on update 8 :(
What part are you having issues with? I was building roads on the experimental version, so I’m fairly certain they still work. (Granted I haven’t tried on the most recent patch 😅)
this is nice but untill they fix overlapping texture issue with blended textures/meshes/shaders what others game use, not gona play, untill they fix all the overlapping texture issues, other games do it fine
There is a fairly easy way to deal with the z-fighting by using a pillar to raise up the foundation by like 0.01. Which fixes the issue :P Really opens up curves for other builds.