I've been trying to keep my videos a bit more to the point, and therefore (a lot) shorter. That actually means it is more work to make them, but I do think it provides a more condensed guide for you guys, so if it is working like intended that is definitely worth it! Let me know if you feel anything important was left out, or if you have any questions!
I found it's useful to have jag left and jag right blueprints. It's equivalent of 90 degrees left followed by 90 degrees right or vice versa. It'll shift you left or right X foundations, depending on how large your 90 degree design is.
Got 1000 hours and somehow nearly always forget blueprints are a thing. Took me 15 mins of pissing around connecting belts to a 50 square long buss last night thanks to stella artois
The Bus Left and Bus Right at 2:16, the 5 belts in front of the Point of View are to far by 1 block. This caused the belts to be 1 block offset on the right/left ends. To make this work, just start on the edge of the 3x3 grid.
The bus design is great but just a bit more time on where to place things (other than visually guessing) would help. Also on the left and right if you had explained to use the base bus architecture, rotate it and place it in the same location as the starter location would help when trying to align everything. I ended up using the center line of the designer as the center of my bus. Then on left and right made sure the center was on the centerline of the designer in those directions.
In your left/right turn designs, you've got the actual turn section offset from center alignment by one "nudge"; I get that this had to be done because otherwise the innermost corner would be too sharp to connect, but how do you account for this coming out of the corner? Do you just let the two 3x3 gap platforms provide enough space to center everything back up without things looking too far from a proper right angle?
Thank you for this guide, it already gave me some inspiration. I do wonder how you manage terrain with this bus though, as you do not talk about doing sloped bus parts, what do you do when you 12m high bus encounters a 15m high cliff or hill ?
I try to put the bus high enough (planning ahead) to avoid this as much as possible. As I don't want the bus up too high, it's actually fairy easy to just manually build a sloped expansion to connect two horizontal pieces. Just try to avoid having to do that too much (blueprinting that is a bit annoying but also possible)
i have copied this design to the T... love the idea... but absaloutely cannot get it to work. tthe right and left hand turns do not marry up to the straight belts and i have no idea why. they are always half a square out and i cannot for the life of me get it to marry... i have moved the entire blue print in the designer but that half square and that changes nothing either... i believe it is because the corner is technically half a square bigger due to that turn.... but i am no expert to say the least. any ideas on what else i could try would be awesome
Love this! Can you explain how you are getting your blueprints to snap please? I can get the 3 x 3 to snap, but the blueprints with the bases wont drop down and snap with the glass, the only way i can get it to work it by zooping the foundations below at the corrrect height, which is tedious as hell!! Thanks
Blueprints connect together based on the same height as they were made in the designer. So any misalignment probably comes from there (assuming i'm understanding your issue here correctly)
Yeah I am not understanding how to do that either! It seems like any time the terrain underneath changes by like 2m, the blueprint wants to change elevation too and no longer snaps, making it only for covering incredibly flat areas?
I try to run my bus in a single direction. If you go both directions you need to pay much more attention to what is going in which direction, and how much of it. It keeps things simple mostly. Exceptions could be if you *really* need a particular resource in an 'older' part of your factory (so, upstream of the bus) - but I'd run a seperate dedicated belt for that rather than to try and fit it on the default bus.
Have you had to use your bus blocks over really uneven terrain? I'm in the Dune Desert and there can be large height changes that are shorter than your blueprint. Or, before I redesigned my bus blueprints, I tried running them from a Dune Desert entrance* where I started really high up and by the time I made it over to the big lake and waterfalls I was maybe 5-6m off the sand and a couple places where I was 1-2m up. So I don't include pillars or legs on my blueprints. My plan would be to run around under it after it's built and drop down frame foundations or one of the large pillars at intervals that look "realistic." * If you start at the Dune Desert's western high up pure caterium node, drop down to the dunes right below it, and head away from the waterfalls, the first entrance to the what kind of looks like a dry riverbed is where I started from. The last tight part of it the cliff on the same side as the waterfalls has a bit of a notch in it with enough flat space for a full foundation. That's about where I started then a series of 90 degree turns and jags to follow the cliffs until I can do straightaways along the waterfall lake a bit duneward from that impure limestone nearish the lake. I also had coal plants along the lake that helped me eyeball where I was going.
Bridging up and down isn't too difficult, although I try to avoid this as much as possible. If the terrain slopes down I simply continue with the bus ' as is ' (it still snaps) and extend the pillars a bit further down afterwards (similar to what you are describing). If the terrain slopes up to the extend where the bus would push into the ground, I simply build a ' stand alone ' pillar upwards and connect the previous pillar directly to it, sloping the floor accordingly. Using the world grid that shouldn't be too difficult, although a bit annoying at times. Initially I had a setup without any pillars whatsoever (sounds similar to what you are doing) but I found that I simply like a neatly designed pillar too much :D
Hey, this guide has been in fact pretty useful, I have built it and started using it, but I found a problem and I'm not quite sure how to solve it: how am I supposed to join a third road to this bus? Because I have left and right corners, but I don't know how to join the third road. I want to join the third road in a corner. If someone has the answer, I would appreaciate, thanks!
Honestly this is a bit of a pain if you're talking about combining a full secondary Bus into a second line, and you want to do so cleanly. The main issue is any belt from the secondary line that needs to connect to the 'main bus' belt in the back. An easy but rough way is just to have a normal corner, and have the secondary line connect to the main line through a merger, clipping through the other belts where needed. If you're allergic to clipping (I am!) then you'll have to bring the belts that need to connect to the opposite side under the belt across the bus to the other side, and then back up connecting them with a lift. That is a bit of work, but can look quite nice once done.
@@TheDutchActuary hey! I have fixed it once by following the path instead of trying to connect the third line into a corner, so in this way, the third line is connected as if it was a solo factory, just like the other of cases where factories are connected to main bus line through a single conveyor lifter. As it was expected, I had to connect another line to a corner of the main bus, and what I did was using a splitter at the end of each line of belts and send it with conveyors lifters to the needed belt line. I have only made it twice and so far it's useful, but not too much aesthetic, so I think I'll improve it eventually. For now I made it work, although there's a bit of clipping and too many conveyor lifters in the air, so that's why I'll improve it sooner than later. Thanks for the answer, hope my answer helps you in some way too!
This helped a lot honestly, I have been cracking my head trying to figure out how to connect all the factories and make an autonomous system, until with this video and some people on Reddit I could make it happen, and it's working right now. Thank you for the guide!
I've been trying to keep my videos a bit more to the point, and therefore (a lot) shorter. That actually means it is more work to make them, but I do think it provides a more condensed guide for you guys, so if it is working like intended that is definitely worth it! Let me know if you feel anything important was left out, or if you have any questions!
Great video, ive been struggling wanting to build a giant bus. BPs are definitely the answer
I found it's useful to have jag left and jag right blueprints. It's equivalent of 90 degrees left followed by 90 degrees right or vice versa. It'll shift you left or right X foundations, depending on how large your 90 degree design is.
Sure! That saves some time if you find yourself doing that often instead of simply doing the left-right-left corners a few times!
love the designs of the bus , keep it up
Cant wait for the devs to add busses and public transport
trains exist ;)
Got 1000 hours and somehow nearly always forget blueprints are a thing. Took me 15 mins of pissing around connecting belts to a 50 square long buss last night thanks to stella artois
The Bus Left and Bus Right at 2:16, the 5 belts in front of the Point of View are to far by 1 block. This caused the belts to be 1 block offset on the right/left ends. To make this work, just start on the edge of the 3x3 grid.
The bus design is great but just a bit more time on where to place things (other than visually guessing) would help. Also on the left and right if you had explained to use the base bus architecture, rotate it and place it in the same location as the starter location would help when trying to align everything. I ended up using the center line of the designer as the center of my bus. Then on left and right made sure the center was on the centerline of the designer in those directions.
Exactly what I was looking for!
In your left/right turn designs, you've got the actual turn section offset from center alignment by one "nudge"; I get that this had to be done because otherwise the innermost corner would be too sharp to connect, but how do you account for this coming out of the corner? Do you just let the two 3x3 gap platforms provide enough space to center everything back up without things looking too far from a proper right angle?
Hello huge fan of this design.
Any possibility of uploading the blueprints to satisfactory calculator for use?
great guide
Thank you!
Thank you for this guide, it already gave me some inspiration. I do wonder how you manage terrain with this bus though, as you do not talk about doing sloped bus parts, what do you do when you 12m high bus encounters a 15m high cliff or hill ?
I try to put the bus high enough (planning ahead) to avoid this as much as possible. As I don't want the bus up too high, it's actually fairy easy to just manually build a sloped expansion to connect two horizontal pieces. Just try to avoid having to do that too much (blueprinting that is a bit annoying but also possible)
How can you use the blueprints in the designer? When I do it it switches the current loaded blueprint
Yeah it seems a bit buggy. If I reload the game and/or move far enough away from the designer, that usually fixes it.
thx!
i have copied this design to the T... love the idea... but absaloutely cannot get it to work. tthe right and left hand turns do not marry up to the straight belts and i have no idea why. they are always half a square out and i cannot for the life of me get it to marry... i have moved the entire blue print in the designer but that half square and that changes nothing either... i believe it is because the corner is technically half a square bigger due to that turn.... but i am no expert to say the least. any ideas on what else i could try would be awesome
Love this! Can you explain how you are getting your blueprints to snap please? I can get the 3 x 3 to snap, but the blueprints with the bases wont drop down and snap with the glass, the only way i can get it to work it by zooping the foundations below at the corrrect height, which is tedious as hell!! Thanks
Blueprints connect together based on the same height as they were made in the designer. So any misalignment probably comes from there (assuming i'm understanding your issue here correctly)
Yeah I am not understanding how to do that either! It seems like any time the terrain underneath changes by like 2m, the blueprint wants to change elevation too and no longer snaps, making it only for covering incredibly flat areas?
Thanks snu... ahem i mean thanks The Dutch Actuary helps alot ☺
Do you run conveyers in only one direction? Or should a bus include conveyers going backwards as well?
I try to run my bus in a single direction. If you go both directions you need to pay much more attention to what is going in which direction, and how much of it.
It keeps things simple mostly. Exceptions could be if you *really* need a particular resource in an 'older' part of your factory (so, upstream of the bus) - but I'd run a seperate dedicated belt for that rather than to try and fit it on the default bus.
Have you had to use your bus blocks over really uneven terrain? I'm in the Dune Desert and there can be large height changes that are shorter than your blueprint. Or, before I redesigned my bus blueprints, I tried running them from a Dune Desert entrance* where I started really high up and by the time I made it over to the big lake and waterfalls I was maybe 5-6m off the sand and a couple places where I was 1-2m up. So I don't include pillars or legs on my blueprints. My plan would be to run around under it after it's built and drop down frame foundations or one of the large pillars at intervals that look "realistic."
* If you start at the Dune Desert's western high up pure caterium node, drop down to the dunes right below it, and head away from the waterfalls, the first entrance to the what kind of looks like a dry riverbed is where I started from. The last tight part of it the cliff on the same side as the waterfalls has a bit of a notch in it with enough flat space for a full foundation. That's about where I started then a series of 90 degree turns and jags to follow the cliffs until I can do straightaways along the waterfall lake a bit duneward from that impure limestone nearish the lake. I also had coal plants along the lake that helped me eyeball where I was going.
Bridging up and down isn't too difficult, although I try to avoid this as much as possible. If the terrain slopes down I simply continue with the bus ' as is ' (it still snaps) and extend the pillars a bit further down afterwards (similar to what you are describing). If the terrain slopes up to the extend where the bus would push into the ground, I simply build a ' stand alone ' pillar upwards and connect the previous pillar directly to it, sloping the floor accordingly. Using the world grid that shouldn't be too difficult, although a bit annoying at times.
Initially I had a setup without any pillars whatsoever (sounds similar to what you are doing) but I found that I simply like a neatly designed pillar too much :D
Hey, this guide has been in fact pretty useful, I have built it and started using it, but I found a problem and I'm not quite sure how to solve it: how am I supposed to join a third road to this bus? Because I have left and right corners, but I don't know how to join the third road. I want to join the third road in a corner. If someone has the answer, I would appreaciate, thanks!
Honestly this is a bit of a pain if you're talking about combining a full secondary Bus into a second line, and you want to do so cleanly. The main issue is any belt from the secondary line that needs to connect to the 'main bus' belt in the back.
An easy but rough way is just to have a normal corner, and have the secondary line connect to the main line through a merger, clipping through the other belts where needed.
If you're allergic to clipping (I am!) then you'll have to bring the belts that need to connect to the opposite side under the belt across the bus to the other side, and then back up connecting them with a lift. That is a bit of work, but can look quite nice once done.
@@TheDutchActuary hey! I have fixed it once by following the path instead of trying to connect the third line into a corner, so in this way, the third line is connected as if it was a solo factory, just like the other of cases where factories are connected to main bus line through a single conveyor lifter. As it was expected, I had to connect another line to a corner of the main bus, and what I did was using a splitter at the end of each line of belts and send it with conveyors lifters to the needed belt line. I have only made it twice and so far it's useful, but not too much aesthetic, so I think I'll improve it eventually. For now I made it work, although there's a bit of clipping and too many conveyor lifters in the air, so that's why I'll improve it sooner than later.
Thanks for the answer, hope my answer helps you in some way too!
@@Lord_Vulkano I like that you took this idea and have started to make it your own. That is what this game is about!
This helped a lot honestly, I have been cracking my head trying to figure out how to connect all the factories and make an autonomous system, until with this video and some people on Reddit I could make it happen, and it's working right now. Thank you for the guide!
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