Conveyor Vertical Lifts
Vertical lift and descent segments for conveyors to go up and down without ramps, so only occupying 1 square. Could use higher tier construction materials.
Comments: 15
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19 Dec, '21
YandersenEven better if those microstructures got autoplaced in situations where user plans conveyor line segment going uphill too steeply.
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12 Jan, '22
RyanScrew or bucket conveyors would work well and fit in to the game look as well.
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07 Jun, '22
EricI like the idea, some of my conveyors just don't feel right. Especially the 4 tile incline. I would prefer 3 tiles to reach height 2.
Besides that, these type of lifts could be used for molten metal as well maybe? Ok there are ramps, but still, might make for some nice builds. -
08 Jun, '22
DarkaiserI like it! Perhaps as an upgrade to conveyors?
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08 Jun, '22
L32I disagree with "vertical" lifts, as this will loosen current building restrictions too much. They will be too overpowered in other words.
Instead, I suggest to add diagonal conveyors and pipes, which go in parallel with mining ramps. So that we don't have to go zig-zag when we want to go up a mountain. -
10 Jun, '22
rolarI think it's worth separating the supply of buildings and transportation.
For buildings - and to save space, we need "lifts" in one cell with a size and height of 2-5.
For transportation - you can have something bigger -
23 Jun, '22
PatLike this idea, would disagree with molten metals, as they are always gravity machines. Moving parts and molten metal dont ever mix
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27 Jun, '22
Captain Zuff Admin"Vertical input adapter" (suggested by Captain Zuff on 2022-06-27), including upvotes (8) and comments (0), was merged into this suggestion.
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28 Oct, '22
Stephen NicholasOf course there is the risk that the game will become too easy withing the limited space with these? Like simply being able to lower products down a cliff?
They maybe can´t simply copy Satisfactory regarding all the tricks and ideas? Yet maybe a simple one that goes up only one segment? -
01 Jan, '23
Gr8scottoI like this one. A method of implementing could be rather than lifts per se, in real-life conveyor implementations, they make "corkscrew" conveyors. So model those and have them only occupy one "cell" to go up a level? It would allow OCD-style players to clean up our conveyor layouts? :o)
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10 Nov, '23
FiloA vertical conveyor lift could be standalone a structure able to be attached to conveyor belts and (maybe) structures.
For balancing and realistic purposes the lifters could have a reduced speed (like 1/2 or less of the same tier conveyor belt), so you must build more conveyor lifter per conveyor line.
I find this solution really interesting for deep mines, avoiding conveyor lines on ramps. -
22 Nov, '23
Thomashttps://github.com/Hauklotz/avenzos-coi-vertical-balancers/releases/tag/0.0.2
This is the mod I use personally. Verticle balancers. -
24 Nov, '23
João EduardoPls make it so that the lift start point can have a different orientation than the end point. Example, assuming a cell that is a square with 4 directions on the start point where the items will enter is pointing to the north, but the end point can point to any of the 4 directions independently. This kind of flexibility is what I like the most and it really does come in handy for more elaborate stuff like trying to compact a section of factories.
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13 Jan
PhooenixificationI would guess corkscrew for loose materials, a lift similar to satisfactory for flat, and a limit on height 2-3 like someone suggested. Balance it by requiring maintenence so you only use it where you really need it (also realistic because i would guess they would require some love now and then). But i wouldn't make it 1 tile, i would make the bottom section 2 tiles (the first for the input, the second for the lift, and then at the top you have the same and the output section goes in the direction you choose. So if you wanted from an output on a building go up 3 and straight forward it would be 3 tile long. A 3 high sloped conveyor is now 7 tiles long, and a 2 high is 4. A 1 high conveyor is 3 tiles long so you wouldn't benefit much from having a lower lift than 2.
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08 Apr
PraefatorLove the U2 implementation, but i feel it's only one half of having true verticality for conveyors as well.
Rather than having up to 15 squares of empty space to route up to height 3 pre-U2, that's now down to 9-12. Ideally, as "everything that goes up must also come down", that could be brought down to 5-6. Something which would go a long way to make builds far more compact and open up the possibility of fairly even spaced steps between intermediaries - you could just remember "storage - 6 blocks - processor - 6 blocks - storage" across the board, rather than always having to measure how much space you'll need.