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<shrug> If you want the behaviour of construction bots, then you need to have construction bots.
Balance i belive. If you really care - you can find mod for it. But yes, early game doesnt feels good.
May happend if you using legacy items or mods that disabled or changed.
In factorio expanding my base is tens of times easier.
they are also so easy to share using string, making them a tool for sharing designs.
pressing (B) will open a blueprint library with two tabs:
- my blueprints: to save your blueprints and using them across all games, very useful for universal blueprints.
- game blueprints: to save blueprints for your current world only, they are also shared among other players in that same session you are playing with, it's useful for designs specific to that run or a modded game to not mix blueprints together.
you can save all 3 type of planners in the book, including upgrade planner and deconstruction planner. you could also put them in folders called blueprint books.
Once you unlock Roboports, you can craft a modular armor or better, and Install a portable roboport in it. now if enabled, when ever you stamp a planner, the bots will do it for you, no clicking on anything required as long as you, or a nearby roboport with a logistic network have the required Item.
If you build the infrastructure for construction robots.. you will have a factory that expand it own self with out you moving there. be aware the robots feel underwhelming at first when you have like 10 of them with no upgrades, but later when you have hundreds with some speed upgrades they will work so fast it almost feel instant (in a satisfying way).
that being said, if you don't like how this work, there is mods that address the suggestions you mentioned.
extra: in the title screen there is a part where some solar panels blueprints around a port, and the bots quickly build it.
to clarify, I have already played this game for 1000+ hours, but still never got used how blueprints are organized, and it felt so much better in satisfactory where it was just one tab that everyone had without beeing able to move it accidently or deleting it.
I understand that having a category for yourself is nice and this doesn't contratict how it could be organized, but whenever I play factorio with anyone who doesn't play it that often, they always say the same thing, that blueprints are just super unintuitive as organized (not how they work themself).
And I also feel like this. I don't need it as physical item at all and it just gets sometimes lost when you click around. I know if you play this game always it makes sense to you, but coming from another perspective (in satisfactory) shows me that it could be a better UX
but calling the satisfactory way of making and handling blueprints "a better ux" or "a better system" is just hilarious
this very very limited system can barley handle anything because of its very limited scope
you mean the blueprint system where you are artificially limited to a cube in which you can barely fit one of the end-tier machines?
or the one that doesn't connect anything, so you are forced to clean up after it and actually connect your belts and pipes? The one where it is impossible to make a working blueprint of pipeline or rail because they don't connect to anything?
strange
Use the "pipette" hotkey and you can basically build it the way you described, the hot key is q by default, mouse over the building in the blueprint, press q, click. Repeat.
I'd say, suggest that in the official forums as a feature request.
What exactly do you mean by "drag between collection and multiplayer game"? What are the exact steps you do?
Open the blueprint library, take out the book, put it into your inventory, and use from there? Then put it back once finished?
You can simply put them into your hotbar from the library. And from there, they are purely virtual, linked to your blueprint library, and cannot be accidentally dropped. Removing them from the hotbar (middle click, just like the filter clear action) will merely remove them from the hotbar, and will not delete them from the library.
For the physical item route, blueprints, books, and the planners can be copied freely via the copy button available when opening them. So instead of moving them from library to inventory, you could also open them, copy them, and put the copy into the inventory.
As for organisation.... I dunno... Right now I have 3 books in my library: Rail, Array and balancer
> If I open rails there's 3 books in there: Stations, tracks and special (for stuff like bridges, depots, Bypasses etc).
>> If I open my Stations book there's 3 books in there: 3 Wagon, 5 Wagon and 7 Wagon
and on and on we can go for the other books
I think you complaining about organisation is a "you thing" OP
No they aren't, blueprints in satisfactory are done very well. The limited size is a fun puzzle to solve to get everything you want in a tight space, and the new mk 2 and 3 blueprints are so big you can put anything in them except like 1 or 2 end game buildings.
Blueprints somewhat solve aligment (on a small local scale) but still is tedious with belt/pipes (not even talking about railways)
CoffeeStain Studio reluctantly introduced BP after years of community begging and strangely enough, they botched it.
On the other hand, the copy and paste policy of Factorio, DSP or Shapez 2 are so convenient and intuitive that nobody even mention them except to argue on the library management.