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A bit tedious.
But maybe they are afraid, not without reason, that too much building blows up savegames and slow down game performance. Many say after tier 6 it begins ...
That is actually exactly how they want it, they have said as much online when talking about the size comments. I think Factorio actually suffers from base-in-a-book style blueprints simply being too easy for a complete beginner to find and use and never actually learn how to play the game. But at least in Factorio you need to setup logistics before automating blueprint building and have stuff like limited resources and an arms race to worry about independent of blueprints. In Satisfactory however you can instabuild blueprints the second you unlock them, and don't have to worry running out of resources, or monsters attacking your base, and the worldmap is the exact same each time, so your game is essentially solved and you could prolly beat the game in less then ten hours with no actual thought required
A compromise I think would work is in tier 8 or 9 when the game comes out to version 1.0 being able to unlock a 6x6 or 8x8 blueprint builder. It would be much larger, but it would be balanced by the scale of factories you are creating at that point.
Although no matter what, I think the ability to "zoop" blueprints should be added, the blueprint system is clearly meant to create tillable designs and being able to zoop them would further encourage that.
So what's the point of writing such detailed posts if you already know that I'm not gonna read the whole thing? I mean, I appreciate the efforts but your post was not entirely relevant to my question as you elaborated on boostrap factories, etc., while my interest was strictly in long road, rail and bridge pieces. Sometimes being concise, short, down to the point is better than such long elaborate writeup that mostly misses the question.
Modular design can still be applied to roads and such. One click bridges sound great until to realize you will need to create separate blueprints for different gap lengths. And gap lengths aren't exactly uniform around the map, and at that point you might as well build on site. Longer blueprints would most likely just lead to you zooping anyways for simpler designs like the ones you want to build. For more complex bridge designs, snapping woes are a solvable problem, and I think being able to zoop blueprints is something they should add to the game regardless.
That being said the discussion quickly turns into a general blueprint complaining post rather than your specific post inquiring about bridges. I was replying to the current state of the discussion rather than the one it started out as. And those were the people the insults were aimed at anyways, not you just to be clear.
Also, any rail tracks laid on top of blueprints don't connect so this requires fair amount of tinkering to build railroads this way which also nullifies any time savings from making blueprints.
I was hoping the blueprints would speed up the process of building roads and bridges, not make them look better.
So I believe you that blueprints might be useful, but I'm pretty convinced that they're not useful for my use case.
https://steamcommunity.com/sharedfiles/filedetails/?id=3084601367
https://steamcommunity.com/sharedfiles/filedetails/?id=3084601252
https://steamcommunity.com/sharedfiles/filedetails/?id=3084601188
https://steamcommunity.com/sharedfiles/filedetails/?id=3084601137
This is how the factory looks from the inside. Each one of those "alcoves" is a single blueprint. No belt clipping needed, even inside the logistics walls and floors. And I made sure there was plenty of room to walk around. I simply used the blueprint system how the devs described it was intended to be used, and saved several hours doing so.
Regardless of how nice it looks, its still hyper small. Up it. No getting around that, and saying "well thats how the devs intended hur dur" is pointless for a function they had to be bullied into adding in the first place. Their "intention" was for it never to be a thing in the first place till the entire playerbase smacked them upside the head for YEARS.
their intention is hogwash.
I dont mess with trains but have you seen the sorts of interchanges done in a large designer? Try some of that in the vanilla, lol.
If someone wants to limit themselves in a game that is there choice and I would not hold that against them.
Hyper small is subjective.
And I don't get how it's pointless. Game design is an iterative process. They refused for years because having one click endgame factories like you can in factorio simply wouldn't work well in this game. Honestly I don't think it works well in Factorio either but the nature of the overall design in Satisfactory would make it 10 times worse. But never the less the players wanted it, so they worked on an implementation that works well for this specific games design. Their intention of the feature is to bring the parts of blueprints that would positively effect the game (saving time and lowering boredom on repeated designs and structures in larger projects.) without breaking the game wide open considering it's progression, balance, and pacing was never designed with blueprints in mind in the first place.