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I can't jump in game right now, but I can say that you are right, putting splitters not on ground level is tedious.
As for issues with the conveyor hopping system, it was recently changed, so there are probably still going to be issues. It behaved a fair amount differently even earlier this year. I'm not a fan of the current behaviour of it, and feel that it causes more problems that it solved. So you're also right on that one.
In order to make blueprints chainable/tileable/etc, belts need to be in identical positions, with the same level of belt. You should also be aware of changes to the adjacent belt tile (something that has become a fair bit more prevalent after the changes to belt hopping), and how close large structures (like splitters and refineries) are to the edges.
Another way of making blueprints tileable is more useful with bigger blueprints, where the end portion and the start portion are the same, since you can paste a blueprint over the top of existing buildings as long as they don't conflict (ie: a smelter will cleanly paste over the top of a smelter, but an assembler will not).
I actually have a series of blueprints I put together built to 6/s belt speed, but able to paste end to end for easy upgrading for higher belt speeds. They're quite wasteful space-wise, but pretty good for quickly getting started in the early game. This wouldn't be possible if belts didn't automatically connect to belts in blueprint pasting.
The game also does a fairly poor job of explaining the building system. Key actions being the recipe copy+paste (which is *briefly* covered), shift click to copy a building (recipe and sorter/inserter included), and click and drag to paste multiple copies (using tab to cycle through spacing changes). The latter combined with control+c for making a temporary blueprint can be very handy in upscaling, just being aware of the points I made earlier about tiling blueprints.
As to your earlier complaints about the logistics slots, I do actually agree with you that the current iteration is quite bad. I despise the changes made to it, and consider it borderline useless now. I only use it for bulk storage now, mostly when flying to new planets/systems.
I do apologize for my frustrated responses earlier, and do in fact agree that it isn't perfect right now (some things *are* downright bad), and part of my resistance to changes is that (from my perspective) almost all of the system changes in the last year or so have negatively impacted how well the systems work. When combined with my own sour experience with Factorio, it's perhaps not surprising that I do not react well (but that's also no excuse).
EDIT: I also fully understand your frustration in having the building system killing your fun. I've found the game less and less fun this year due to core system changes.
For belts to connect there must be only one tile of overlap - obviously if the two belts don't touch then they won't connect when you paste down the blueprint. But if you have more than a single pair of belt items overlapping the 2nd blueprint won't apply normally and if you force apply all overlapping belt segments there will be omitted again leading to the belts not being properly connected.
A subtle result of this limitation it that you can't have the belt connection point between blueprints be at a 3 way or 4 way belt connection as those automatically ensure more than 2 belt items are overlapping.
Sorters will just silently disappear when a blueprint is applied if either their source or destination is not present (either already built; not just ghost outlines) or included in the blueprint you're applying.
(That combo means the best place to join blueprints is just before the belt reaches a building - there shouldn't be any junctions and the overlap spot shouldn't have any sorters attached to it)
Collision is also a problem when you try to make the connection point any building that directly accepts a belt. Either the building will collide with the belt, or the belt with the building (depending on which is placed 2nd). Instead you need to make sure that the blueprint that contains such a building contains a short 2 or 3 grid stub of belt so the other blueprint has a non-collision target they can connect to (a single overlap of belt).
Collision is also why you can't successfully split a blueprint on a belt slope - you need to make the overlap point a flat section (it can be at any height, including any half-height, but it must be a flat stretch at that height)
--
Finally there are general collision issues that blueprints can suffer due to being placed onto a sphere. It's quite possible to build and blueprint a design in a 'wide' spot of the sphere grid that can't be pasted into spot where the grid is more tightly bunched as buildings will no longer have minimum acceptable clearance. (Or the subtler issue of placing on a less tightly bunched area of grid which may make buildings move just far enough away from power poles that they won't be powered.)
If you're trying to make a really solid blueprint it's best to test it out in both extremes and adjust as necessary until you've got one that won't give you trouble. (A quick throwaway sandbox game can be good for this testing and tweaking)
So while it's quite possible to build a tile-able blueprint (and I've made plenty of them) it is harder than it should be and you do have to bear the above limitations in mind
this is an expandable version of your blueprint, you will just have to manually connect the final corner where a splitter would go
as mentioned before, belts can only overlap by 1
BLUEPRINT:0,10,0,0,0,0,0,0,638692938814041039,0.10.31.24697,New%20Blueprint,"H4sIAAAAAAAAC41Xa0xcRRSeuyz7KM/lVZfXUnlYSgvIYvfF7p3l1kT/0EZtrIharCVGE6PGRI01YJqUpjGxaFNzbaIkakKipqmLUHZ/lPWRYtIak6aJ2K62WmkaC0ZBSi1lnHPvDAyUqd5ksw/mm++c7ztn5qAghGz0lY7MJ5O+MthnBRGExtjPGUil70cIIfD9jL0aofPEE00SFSvPdw1vQ80aYvvQNUQBOHuOmN9NkBVVRG2oBw8ukMgs8Wp80WogiwiqpSBg+upGrBUWFDOQZQUojb7/ZP9VQd9M6vjhueTxpJ4fH1uIaaOXdoSfnY9pUxM6brMeVN/wJkZ+eLkjvHf/2xE8EdPu5FIQvqFifIBNrTySGZITdSGMlYNuXw3LOVMSfroolAchrIy6hz5nOWdLQLalnPtxd2JqszL2qW9/7mArF4mYFiwD2cXwDKEo0y/EFMoiYXJwkBlOP+5z7wy5WE4tEpCTgyZJw6L5J8LbAqIlK0FrRKZqNIr79M7QaSaEQwLKEM23UxAw1bHw8iWgTFEIQ3Lq07eMySUBZXEQpVwss6+ZenYJKFsMbyvpVgG0nTHJfMoR1YOcdhf5W55+CI/Agg0SplxRvUKaU9/4zpCfCSFjcolCPIp6VBDi9/8IL4+DClBj1IFyo5BT2+n60O1A+UiocigjxX9mOMWYFElOBRx0knSbVf6Uzb/jD1NymwRUKAphp7IbkjMhyiWgIlFyXhGlz+01CtYpAa0VzeVCXGM5NUlAd4hMRkVQpvu3FMdhQZEE5BZ9Sgcm2rnTjKlWAioWmXjBHoieNMpokwRUIjIVQT/R8CxMvSoJqFRkor5EATT5wEAQFuRJQGUik0LD+xEhdY7lZJWAykVzL9e5onAacSEqJSCPWEZcCMukWUZBCahCNPcG+XmZEBkS0Dr6fsleY/7AhWjPrRribZGdk5O9+FfJAxvBLWN1qmbI/FJAqFcT+os+ryIeAIAqRXEK69Oiip4V4Ef1OhYyWhFylWiDlTXmZaZomSTPapFp5sPrWNHdATdj8jM2xbIcVLNkA1GtIA7tZo/TvLNCEqa7ELunwYbBJMIXTx2PT5F9mo/EtFdu0nu6PYXHHiFq4MGrifTiXu2vkaqhl9g9DVerXbin09im63kkrme2RjwQCRXq/FmzIMI8fGV5JLWiUNxbfoLVScLfgITOQOiC4WOy/PAwLCiVgOpEpgIAUSbuY4kEtFG0BGYPuD3HWHi5EtAmMbwJ8oFx07xVvN0HC3IkoHoOmoWugHaiFYOQ6WOWBNSAhB401KMDS0Ph7QeWRm4+gLZYP8Iv1OQnEBXi7GO/Dc1b2iJJpcdoaBjSDtmbtVN7Pg7f27F2GDoecqAT2S1D2t1iRXUNjuOkvidup611gU5/C9di2uszKTwQHccB79HErrJerYNOflBRsGEFfTlWqagmJJwWRnrUZ6dpWU+FRBMvB8Gww8+ldiZkvQTUzMOH4pg+/J6a1Dvjc7QhGmlDNM3GtPe1FC5/V1chfA9tiMfPxTTeEHDf24TwLWzTe8RNSyyjVJPS+D900yDd9LvaQ4Nfjqfw9e9P4EDsauI1qsnRztZhrglUpH2VTTfzTUN/6zj0p89w6WLBi+F3qKD3WdsisSkdX7nZTcm0+LErWkvlselgiBoARzJES9Ct7gHh4sFYAvfT/zgY/WJvPDGQMmZYPiSukQgNV7/uoG21D+ZXVualuw59sZxpCRBcqoF+007atnnMTq+EJcRBwGJlfcGbqUECahHzASbIp5Lls1ECCnPQZ9Y31SkLisKA6GJMNRJQhHvopSzxBUK9CtNmadbWf+IMdu1u8IENaP7cYmc6Djw5pLLCgPCVFf8m/QtAXNZESg4AAA=="5EB1FF7EDAFD7A00C563838296E5B468
Pressed 3 then F4 - and nothing happened!
Those are not hotkeys to "activate" one of the building menus.
Those are hotkeys to "toggle" one of the building menus.
If you already had the menu open, DSP would close it, thus F1/F2/etc do nothing.
As it stands, DSP doesn't have any kind of hotkeys in conventional sense of them. Because conventional sense is "activate something", not "toggle something".
So yes, the UI and UX is a mess. (Count how many times you need to press 'E' or 'Esc' to close the windows/dialogs. Screen might look identical, but depending on how you got there you might need 1-2-3 'E'/'Esc' press. This is precisely what is called 'mess'.)
The most common oops is go into dismantle mode, hold ctrl or shift to do something else,, and whoops delete an entire line.
Aiming at 3d models is the biggest obstacle. Buildings have height, and that height hides things behind it. It can be very difficult to point in a crowded base, because the mouse points at things instead of the grid.
Jay is absolutely right. This is EXACTLY how the hotkeys work. They ARE hotkeys. It isn't the game's fault if you wont believe it. Number to select category, FKey to select object, then place as normal. They are not toggles, and they do activate things. They are hotkeys. There may be possible improvements or alternatives to the system, but this is the one we have, and it works far better than most solutions I've seen out there.
God. I sure hope this isn't logistics slots all over again. Peoples' inability to understand that simple system got it made useless, if we get our hotkeys broken too, that would be an absolute disaster.
That's just not true, the F keys are the hotkeys and they activate the building in the active menu. Not all that different from say Alt+Scroll to activate different hot bars in Satisfactory, not sure what Factorio uses, but I seem to remember there were multiple hotbars so there must be a way to switch between them.
Originally, Logistics Bots delivered into Logistics Slots. Which meant that if you set your demand equal to your logistics stack size, you'd maintain full resources, without cluttering your inventory. I absolutely despise everything get shoved into my inventory at whatever order it wants. The only alternative is to manually set slot filters on the entire inventory, which itself causes even more problems.
This was changed because people couldn't understand why they couldn't build with the automatically resupplied buildings. I think the solution is to have a toggle in the logistics slot popup (like the building vs repair button in the mecha menu). Just set the default to the current behaviour. This way we can maintain an "easy" entry to the system, and yet have a "clean" option for the rest of us.
As for the hotkeys, I like the way it works right now, I just wish we could shuffle them (Say, move Belt III to slot F1, so we can maintain a muscle memory), no need to move between categories like most of the hotbar mods let you do.
(hopefully the devs don't ever use that as an excuse if part of the game function less intelligent...)