Starting this on a different footing. I really like the tools in Factorio. Space Age added a bunch of different puzzles, and through a serious amount of applied logic, you can do almost anything. The tools present mean that you spend very little time with finicky placement and instead solve math problems. The friction points have all but been removed. Dyson Sphere Program is 2.5D and has a very similar set of tools.
Satisfactory does have blueprints, which aid in growing scale, but they operate independently. You need to manually connect them together. At scale, this is super annoying.
1.1 Changes
Sweet baby carrots is this a massive quality of life boost! To get the auto-connect to work, you need to be within 2 spaces between the in-world item and your blueprint… not really an issue for belts but much harder for rails. This is entirely due to the Z axis (vertical) and how items need to be touching something. Belts work best when on the ground as they need to connect a machine… which should also be on the ground. Rails… they are meant to not be on the ground as you want to move across complicated terrain.
The general rule of thumb is that if only 1 axis moves, it looks really good. If 2 axes move, then it looks ok. If all 3 axes move, it looks like a 2 year old drew with crayons.
The impact for normal production blueprints is small. There’s a minimum distance for belts to run, so it is possible that blueprints need to be adjusted to ensure connections are larger than the limit. In my testing so far, belts set up to the limit of the blueprint box work just fine.
There are now 2 new types of valid blueprints – one for a belt bus and another for rails.
Belt Bus Blueprint
The idea is simple but building it is a bit weird. My take on this is to use a 4×4 blueprint and put in double belt holder equally spaced. Belts need to be on something. I added temporary poles next to them, ran the minimum belt length and then deleted the temp poles.
Placing this blueprint brought a tear to my eye. In the time it took to lay 1 extension, I can lay 20+.

Rail Blueprint
Rails should not be on the ground, and rails also have a minimum length. That means a small pillar with foundations on top that have 2 parallel rails. A very simple blueprint. It won’t look good as you’ll have rails floating in the air, but it is extremely quick and practical.
Placing this blueprint is not fun. You need to ‘lock it’ (press H), then nudge it close enough to the existing rails so that it connects. Then you click. And then you make a choice.
If you want to manually place the rail extension because you have terrain nearby, press H again, rotate and place the extension. This works for about 50% of the time you’ll use rails.
If you do not have terrain nearby (say you are trying to elevate a rail), then you need to manually nudge the rail blueprint (up/down, left/right, pgUp/pgDwn). The downside to this is that you cannot rotate the blueprint to make turns, so you may want to build a 45/90 degree turn blueprint as well. The crayon downside here is that your rails will have ‘humps’ rather than a smooth incline.
The net result is rails that work, placed in a tiny fraction of the time. This will save hours and hours and hours. And a few more hours.
Summary
I’ve been playing Satisfactory for a long time, and I’ve hit numerous quit walls over the years. All of those were related to a perception of wasted time. I had goals and would find myself stuck in minutiae for 80%+ of the time rather than the fun stuff. Blueprints were a HUGE boost in 0.7, if limited. Dimensional Storage removed the need for central storage in 1.0, saving dozens of hours in the late game running around for materials. Connecting Blueprints, to me, is the final QoL change which will dramatically remove friction in building factories.
While there are other tweaks I could suggest here that would aid in QoL, they are generally low friction events. (This is aside from the HD/Sommersloop/Mercer Sphere 4-hour scavenger hunt.) Finicky tweaks, for sure, but big system changes are pretty much all there now. Satisfactory is essentially ‘complete’. A heck of a journey to get here.



