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Maybe in another 4 years they will get over themselves and actually listen.
Shame I can't copy/paste a copper factory for example. Gets tedious building it again and again.
Why is it sad that you have to use a Mod to add a feature you want?
SML/SMM make it so easy to choose and use Mods and the support of the Modding community is far above that of the game maker in responsiveness.
The game should be good without third party modifications. Blueprints was the single most requested function for the entire lifespan of the game. At first they said they would never ever add them, stop asking.
People kept asking.
Then it was " ok, we will think about it"
people asked even harder
"ok FINE .... but its going to be hyper limited cause reasons...."
They are salty the community never let up, so gave us a super limp d*ck version to try to shut people up.
Just make it a usable size and be done with it.
I mean the whole blueprint designer is really huge (I can't imagine that 4x4 is all it can do) and I was reading this week somewhere that blueprints get an upgrad at higher tiers ...
My first real disappointment was the map marker limit. I was so carefully crafting and precisely placng them but after about 1/3 - 1/2 of the map the pointless limit of 250 was reached. From there on I had to everytime erase one of my dear map marker to set a new one. You can imagine my joy .. !
Only modded, else 4x4 is the limit CSS wants player to have.
You can easily fit bootstrap factories in a single blueprint, which is very useful for outposts or starter setups. But the even better use case is for modules, for example my first update 8 steel foundry I made which I made almost entirely out of blueprint modules which greatly sped up the construction process. It cut the build time by half compared to just placing by hand without sacrificing neatness and aesthetics. (I designed a base empty room module which included overhead girder and light aesthetics, a logistics floor space, and the hookups for anything I would need, then I could make copies of that blueprint for each step of the process, and could copy those blueprints for similar steps that only needed minor tweaks in machine setups, then use a main bus style routing system to connect it all together.)
https://steamcommunity.com/sharedfiles/filedetails/?id=2995239499
And that is what it is designed for. When you are creating a factory floor or asthetic features, each item is like a puzzle piece. Larger projects ask for an extreme amount of pieces, part of it is due to the space elevator being over calibrated since the final tier isn't added so you have a long term goal to go for but not everyone has 100 hours to build a single factory, even longer if you want it to look nice. What the blueprints allow you to do is spend a couple hours creating some tillable factory and decorative modules and then only spend like 10 hours total creating that big project instead of 100.
Believe it or not Satisfactory has a lot of key differences from a game like Factorio beyond being 3d. Just because large scale blueprints work in other games doesn't mean they automatically will work from a game design standpoint in this one. If you spent less time complaining about blueprint sizes and more time actually trying to use them the way they are intended then maybe you wouldn't have a massive hate boner about them.
But then it gets informative & useful and I can feel passion in his arguing