Dyson Sphere Program

Dyson Sphere Program

View Stats:
blueprints
not coming back until
< >
Showing 1-13 of 13 comments
Phantom Jul 2, 2021 @ 7:29pm 
yoda you speak like
TLHeart Jul 2, 2021 @ 8:39pm 
developers said by the end of July... Mod will not be updated by Brokenmass who wrote it.
Xilo The Odd Jul 3, 2021 @ 12:13am 
the current BPs are fine, i do look forward to conveyors being copied as well. but its not a 100% necessity.
pat Jul 3, 2021 @ 2:47am 
What "current BPs"?

Nothing is a "necessity", but blueprints will be a massive improvement and will give me incentive to play a lot further into the end game than I have interest in doing now.

The current setup offers little incentive toward innovative design. It's just stretch out several belts and then stretch out several production machines between them. It's one-dimensional and it's boring.

I'm also hoping that blueprints fix the problem you have with items that daisy-chain input, such as thermal power plants. Sometimes they'll stretch out ok, but so often, when you stretch them out, they want to position themselves too close for the sorters to fit.
TLHeart Jul 3, 2021 @ 3:57am 
Originally posted by pat:
What "current BPs"?

Nothing is a "necessity", but blueprints will be a massive improvement and will give me incentive to play a lot further into the end game than I have interest in doing now.

The current setup offers little incentive toward innovative design. It's just stretch out several belts and then stretch out several production machines between them. It's one-dimensional and it's boring.

I'm also hoping that blueprints fix the problem you have with items that daisy-chain input, such as thermal power plants. Sometimes they'll stretch out ok, but so often, when you stretch them out, they want to position themselves too close for the sorters to fit.
No the blueprints will not fix the problem of buildings being too close together for a sorter inbetween them.... all has to do with a grid on a sphere.

Blue prints once set up will be even more boring then. All it will be is click, move on while the robots build.
Ancient Jul 3, 2021 @ 4:16am 
Originally posted by tenderloveheart:
Originally posted by pat:
What "current BPs"?

Nothing is a "necessity", but blueprints will be a massive improvement and will give me incentive to play a lot further into the end game than I have interest in doing now.

The current setup offers little incentive toward innovative design. It's just stretch out several belts and then stretch out several production machines between them. It's one-dimensional and it's boring.

I'm also hoping that blueprints fix the problem you have with items that daisy-chain input, such as thermal power plants. Sometimes they'll stretch out ok, but so often, when you stretch them out, they want to position themselves too close for the sorters to fit.
No the blueprints will not fix the problem of buildings being too close together for a sorter inbetween them.... all has to do with a grid on a sphere.

Blue prints once set up will be even more boring then. All it will be is click, move on while the robots build.

Yeah, BPs are not going to fix the issues with people building across differing scales of latitude. Those specific "bad spots" will always be bad spots and BPs are not going to address them, but allow us to try and work around them, which we can already do now manually.

If one cannot do so manually, then BPs aren't going to help them at all.
Last edited by Ancient; Jul 3, 2021 @ 4:17am
pat Jul 3, 2021 @ 4:23am 
Originally posted by tenderloveheart:
No the blueprints will not fix the problem of buildings being too close together for a sorter inbetween them....

How do you know this?

Originally posted by tenderloveheart:
Blue prints once set up will be even more boring then. All it will be is click, move on while the robots build.

We obviously have a different idea of what is interesting. I wouldn't have stuck with Factorio for a fraction of how long I did if it hadn't been for blueprints. With blueprints, I can design a factory from the low level parts right up to the top. e.g., if I want to make a turbine factory, I'll create a blueprint with the right number of assemblers making magnetic coils and gears, feeding them to assemblers making motors and turbines.

The way the game is set up now, all you do is set up gargantuan magnetic coil factories and gear factories, which are nothing but long strips coming out of logistics towers and feeding back into logistics towers. Ship them to motor factories, which are exactly the same. Ship them to turbine factories, which are exactly the same. It's tedious and takes no thought process.

But if you don't like blueprints, no one will force you to use them.
Paph Jul 3, 2021 @ 6:47am 
The dev post titled 'Dyson Sphere Program Development Progress 2021.6.19 ', found at this link - https://steamcommunity.com/app/1366540/eventcomments/3073125301392540025/ - sort of addresses this issue.
In that post it says;

Blueprints created around the equator can be applied/restored to other locations:
When the players want to build the “equatorial Blueprint” near the poles, the amount of buildings in the blueprint won’t reduce, but the Latitude line will not be long enough to lay out the original buildings. There will be an error message for the head to tail collision situation.

It helps to read the post too because it includes gifs that show that the blueprints will adjust to latitude lines, until you get to a point that you might have more buildings than there's room for.
Xilo The Odd Jul 3, 2021 @ 11:21am 
Originally posted by pat:
What "current BPs"?

Nothing is a "necessity", but blueprints will be a massive improvement and will give me incentive to play a lot further into the end game than I have interest in doing now.

The current setup offers little incentive toward innovative design. It's just stretch out several belts and then stretch out several production machines between them. It's one-dimensional and it's boring.

I'm also hoping that blueprints fix the problem you have with items that daisy-chain input, such as thermal power plants. Sometimes they'll stretch out ok, but so often, when you stretch them out, they want to position themselves too close for the sorters to fit.
to clarify:

current BPs: buildings with a production selected, and its input and output sorters already built to be dropped en masse in an assembly line providing conveyors are in place.

and i'm not arguing against them, i'm simply stating with the systems we got, the game is completely doable and enjoyable. and being patient and letting the devs figure out how the hell blueprinting will work when conveyors have to snap to grid points, but buildings can kinda ignore them and dont change shape based on the latitude ring you built in. it could result in a complete rework of this system entirely to get it to work.

but who knows, i've been surprised before.
TLHeart Jul 3, 2021 @ 1:37pm 
Originally posted by pat:
Originally posted by tenderloveheart:
No the blueprints will not fix the problem of buildings being too close together for a sorter inbetween them....

How do you know this?

Originally posted by tenderloveheart:
Blue prints once set up will be even more boring then. All it will be is click, move on while the robots build.

We obviously have a different idea of what is interesting. I wouldn't have stuck with Factorio for a fraction of how long I did if it hadn't been for blueprints. With blueprints, I can design a factory from the low level parts right up to the top. e.g., if I want to make a turbine factory, I'll create a blueprint with the right number of assemblers making magnetic coils and gears, feeding them to assemblers making motors and turbines.

The way the game is set up now, all you do is set up gargantuan magnetic coil factories and gear factories, which are nothing but long strips coming out of logistics towers and feeding back into logistics towers. Ship them to motor factories, which are exactly the same. Ship them to turbine factories, which are exactly the same. It's tedious and takes no thought process.

But if you don't like blueprints, no one will force you to use them.

I dislike factorio, and felt it was a waste of my time and money. Enemies, and multiplayer.

That is how you have decided to play the game... nobody forces you to do that, nor is it the optimal way to play...

here is my factory for quantum chips, to power my 600/minute green cube science build.

https://steamcommunity.com/sharedfiles/filedetails/?id=2536127305

And it is very easy to track down why I am not currently supply enough Qchips for 600/min science... lack of silicon ingots coming into the tower.

I have two towers to the left that supply all the materials needed, Iron ingot, copper ingot, silicon ingot, titanium ingot, water, glass, hydrogen, optical crystals, graphine, all balanced for this exact need. Yes Blue prints will make it easier when I want to increase this to another planet, and another 600/minute green cube production. Or I may decide to redesign it, and make it differently.

How do I know that there will always be a problem with not enough space between buildings for a sorter, is due to the square grid on a sphere. And if you watch carefully with the current system, the sorter will either be red, and won't build, or white, and disappear if the buildings are too close... all up to you to pay attention to what you are building.
Regicide Jul 4, 2021 @ 12:20am 
Hm, always troublesome to compare games. Factorio (for me) was great, I'm on approx ~2000 hours playtime by now. But while you can compare SOME of it to DSP, you never should expect DSP to become 100% like Factorio.

In Factorio, Space never was a "real" problem. You were able to build insane big Mega Factories, and Blueprints were a "Must have" at this point, if you don't want to spend weeks by setup stuff manually.

But in DSP, you don't have the same freedom, due to the lack of that "kind" of building space, All Planets have the same (small) size. This makes it different.

I would like to get some sort of Blueprint feature, too. But if someone expects it will ever be the same as in Factorio, I think those are naive expectations. Since DSP simply IS different in some ways. And I like that to be honest. This makes the game special. So if I want to play Factorio, or Satisfactory, I'll stick with them, but if I want to play DSP, I play DSP. If you know what I mean.

And place/setup stuff manually will always be a part of DSP I think.
Last edited by Regicide; Jul 4, 2021 @ 12:23am
Double Deez Nuts Jul 4, 2021 @ 3:20am 
Originally posted by Regicide:
And place/setup stuff manually will always be a part of DSP I think.
thats more of a satisfactory thing. their devs dont even want blueprints
Dirkels Jul 4, 2021 @ 4:09am 
The problem in DSP is the way the planetary grid is setup. This will make it impossible to paste a blue print just anywhere, especially over 'fault lines'. Although from previews the Devs gave they are doing everything to reduce that as much as possible.
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Jul 2, 2021 @ 6:28pm
Posts: 13