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this post was submitted on 01 Oct 2024
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Satisfactory
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I think there are a couple flaws in this design that seem to be glossed over. Granted the video was very long for this kind of topic so perhaps I missed the counterpoints. But, to me they are:
A better strategy, to my mind, is to use floors dedicated to conveyors, or have floors that are so simple that there are only two or three things being moved on the floor (except for floors with manufacturers and the like with 5+ things). It really improves the "readability" of a factory. Plus you can use windows and glass to still allow for glance value assessments if desired
I'd encourage you to watch to the end, there are definitely counterpoints.:
This is not intended to be an all-encompassing method, just a rule of thumb that makes the task of hand-building the early factory much easier, which you can then scale and extend into the late game if you wish. Plenty of people are talking about logistics floors, but I don't use them because they obfuscate even more than a ceiling belt. If your problem is that you can't see what's on the belt well... you can't see through floors either. You can through glass floors, but then you're bringing back the visual noise anyway, and I've always found tracking belts through even glass floors to be much more work than following a belt to the ceiling.
Again, I'd encourage you to finish the video and also check the follow-up, where I roll this method into stackable blueprints, and I explain that these blueprints can easily be incorporated into logistics floors if that's your thing.
I also have a note in that video apologising for calling people babies :)