Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
While, yes, if you don't have the things then the bottom menu can be annoying. But the nice thing about it is that it obviates your first complaint.
You don't need to get smelters out of your inventory, lay some down, then press a key to put them back. You just select build smelters from the bottom menu and simply start placing them -- they'll automatically pull from your inventory. And ESC, or a right click, or b (to exit build), or just selecting something else will change the cursor from place smelter and you're done.
And once you have one smelter placed, sorters added, and a recipe set you can select it and then deploy a chain of identical smelters, complete with sorters (assuming you have the belts/buildings for the sorters to attach to -- otherwise only the bare smelter gets placed)
Of course once you get into the game you're way less likely to make a missing smelter (or whatever) from the fabrication menu. You'd instead either have logistics bots constantly topping you up with them or you'd run over to the storage for the assembler that's been stockpiling them for you and grab a stack then quickly return to placing them. (Or you'd use blueprint which would paste down leaving ghosts of the buildings you're lacking and again you'd restock from ones your factory was building and come back over to let the missing items get filled it)
In DSP to place an inserter (aka 'sorter' in DSP) you:
hot key 3, F4 to select the type of belt, click where you want it and drag the direction.
Everything has its hotkey in the menu icon.
There's no need to open the inventory at any stage in building.
it seems that the developers did not plan that someone would be involved in modifying what was created. especially if you build a bus in several layers
I have three main types:
1) small generic blueprints for connecting to a bus, and that can chain onto each other, that I use at the beginning of a game, I have a set with yellow belts and sorters, and a set with blue belts and sorters. I don't use green belts and sorters.
2) module blueprints, each with a logistics station, that are set to make one product, that I start using when I get yellow science. The modules are possibly less efficient than a bus, but they save so much time.
3) special blueprints like my big mall blueprints that fit in polar regions for when I start using modules and tear down my original bus system, or a string of solar sail ejectors that chain onto each other, or an array of wind turbines
About the only place you can't use a blueprint is mining because the mineral deposits have random layouts.
It'd be nicer if you could just select and move things (especially if it could manage that without dumping the contents of storage and belts). But what we've got doesn't seem bad.
The camera, in space, can be locked with the tab button, making it so you can freely move your mouse.
The right-click to cancel build thing...I'm not sure how that's a gripe, I've always found it to be quite helpful, personally.
The Crafting Menu will make more sense when you have more stuff unlocked. It's actually sorted fairly well.
Copy and Paste do exist, they need to be researched.
Hopefully you are able to use the info from this thread to increase your enjoyment of the game!
They probably didn't anticipate buses since they're pretty sub optimal in DSP compared to something like factorio, it's all about the PLS and ILS
Or if you want to paste where the copied thing was then: ctrl+c, highlight, esc, delete the old thing, ctrl+v.
(Now those temporary blueprints only stay in the buffer a few minutes -- but you've enough time to do a little cleanup before pasting it down. Or if you're really worried [and have room] you can always immediately paste it down off to one side out of the way and then once you've cleaned up the actual destination do a copy & paste from the temporary spot back to the final one)
I miss the pipette function from Factorio and I agree that building in DSP is overall clunkier, but once you know all the shortcuts and get used to it, it's not so bad and shouldn't stop you from enjoying the game.
I really enjoy this game. Currently, I have about 100+ hours. However, certain aspects of the UX are preventing me from fully enjoying it:
- There’s no simple way to install sorters on an existing conveyor line.
- There’s no functionality to undo a false destruction.
- There's no way to flip the copied item
- The logistics slots are too few, even after upgrading. While building the factory, I constantly need conveyors, sorters, smelters, assembly machines, tesla towers, depots, mining machines, turrets, planetary logistics stations and so on. At the same time, I need outdated waste to be removed from the inventory for recycling by logistics robots during upgrades. Eight slots barely cover it, and even 16 feels insufficient.
- There’s no quick way to dump garbage items (like a "trash slot") from the inventory, so logistics robots can take them away without needing to set up a logistics slot.
- I still haven’t figured out how to drop an item from the inventory to the ground without Googling it. If this feature exists, it’s not very intuitive.
- Without cut-and-paste functionality, how do you all go about refactoring your factories?
- On most of my planets I have Mk2 depots at both poles to stash away junk basic materials, since I still do the silly thing of farming lots of fauna and surface rocks, leading to lots of junk basic materials in inventory, but if I didn't do that, nearly the only junk in inventory would be from Dark Fog pickups and I think you could set those to only be picked up by BABs and not Icarus (heck there's even an on-screen option to wipe currently existing (Dark Fog) litter from the world.)
[qoute]
- Without cut-and-paste functionality, how do you all go about refactoring your factories? [/quote]
If it doesn't suffice and isn't a whole/half world one, why not make a new factory, blueprint it and keep pasting the new one wherever it's needed. (and either keep the old one running, set it to zero input or scrap it, getting back all the buildings and build space [1]) .
I haven't got to that point yet at all, but late game some people dedicate whole planets to making a single product, probably renaming the planet to have the product type in the name, since that can be easier to manage than tens of planets all producing dozens of things each...
Personally, I don't feel like spreadsheeting/factoriolab-ing massive factories, so for my 4th and further starsystems, I'm thinking of neither keeping with my small/medium blueprints, nor re-inventing the wheel, but just downloading some large blueprints from www.dysonsphereblueprints.com
[1] I scrapped back my homeworld to just water, oil, combustion units(?) and matrices; all other factory buildings, belts etc. got recyled and used on other worlds.