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Relatar um problema com a tradução
Example: https://www.dysonsphereblueprints.com/blueprints/factory-early-mid-game-mall-v2
When it gets to late game, I plop down a more advanced mall blueprint a fair distance away (half way around the planet ideally) allowing coverage of the whole planet by logistics bots within a reasonable timescale travel wise. The advanced mall supplies everything including assemblers, depots, smelters, logistic bots + drones.
Around the planet there will be other production facilities going to factories that need it and to a PLS, but each with a splitter on the output, and the split going to their own supply boxes for logistic delivery to Icarus (CPU production for example).
The game changer I needed on this run was a corvette production facility going to logistic supply, meant I could repeatedly attack the hive without delay until it was destroyed.
My bigger mall:
https://steamcommunity.com/sharedfiles/filedetails/?id=3123184768
But seriously. If you want a mall it takes planning out 1 time. Then save the blueprint. I have a basic one for the start that just spits out boards and magnets to make blue science, and belts and sorters and gears on the side.
Then my main one for the early game makes most everything you will need through red science. I have a blueprint with just the machines and boxes with no belts or sorters except for 1 patch of belt in front of each machine to act as a marker of what goes where so I can stay under the absurd 300 item early game limit.
Although because of the speed of the logibots pocket crafting is faster in the early phases
i mean literarly from ingame. like having a list from peoples with the blueprint menu ingame.
not from outside of the game.
i know that i could just copy my txt stuff in here and voila, you have x3
First, you have to remember that the game is being developed by a small studio; Youthcat Games has, I believe, less than a dozen people on their team. Integrating a blueprint database from all players on all platforms is not as simple as constructing the community leader board (i.e the in-game Milky Way Galaxy view). With a leader board, all that has to be maintained for each individual player are the specific star clusters and their energy contribution to COSMO -- essentially three small pieces of information; their user name (or unique Steam ID), the full star cluster code, and their Dyson Sphere energy contribution.
On the other hand, each blueprint file can be several KB -- largest one that I currently have is 5KB but almost all of mine are still well under the 150 building limit for the first tier of Mass Construction. Imagine someone with several dozen blueprints -- the drive space for their blueprints alone could easily reach 1MB or beyond. Then multiply this by the approximately 25,000 active players and there could be over 24GB of data that would have to be indexed, sorted and stored. Beyond that, the team would have to create another user interface layer to be able to shift through and access those individual blueprints. Then there is the question of exactly how many players would interact with the whole community of blueprints and, of course, how many of the blueprints would really be worth using -- recall the disaster of Bethesda's unregulated Creation Club for The Elder Scrolls V: Skyrim where game mods for the addition of a single apple were selling for (or at least priced at) $$$.
While it is not impossible, I would rather that the Youthcat team continues developing the game features that benefits everyone.
https://youtu.be/5zaWi7j5UKY
It's only using 2 Blueprints, where 1 is the start, and the other one is the repeatable blueprint.