Satisfactory

Satisfactory

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Tier 3 blueprint maker - only 6x6. Devs, it`s a joke???
IMHO, altrough you disable modding support (and add 20x20 and bigger makers), making high-tier blueprints in T3 maker is boring and disappointing(( IIt`s too small, maybe T2 should be 6x6, and T3 - little bigger, i think, 10x10 would be adequate size
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Showing 1-15 of 48 comments
Wolfgang Oct 3, 2024 @ 5:07am 
They didn't disable modding support as it is very hard to disable support for something you never had official support in the first place.
The mod manager needs to be updated to be compatible with 1.0. As do the mods.
la merde Oct 3, 2024 @ 5:13am 
My personal problem with the blueprint is not the size, but the kind of how you "can" combine them. It is very nasty to attach a different blueprint to another one. At least I have huge problems with it (used it for building bridges, where I want to install train tracks.
There, I also (unfortunatelly) need curved bridge peaces ...
It is not fun to make them compatible and easy to just stick them together. The size also is a problem, of course.
JustSmile Oct 3, 2024 @ 5:14am 
Yes, blueprints in the game are indeed a joke. The size is one (laughable) thing, but blueprints don't even snap pipes, belts, and power lines to one another. Easily the worst part of the game.
Maehlice Oct 3, 2024 @ 5:15am 
Agreed. If I could use mods, Blueprint Designer Plus and infinite nudge are the only ones I want.

I'm grateful, though, that they expanded the hard edges to allow for more overhang/slop, and 5x5 was my minimum request all along, so there's that at least
serega_morozov Oct 3, 2024 @ 5:22am 
Originally posted by Wolfgang:
They didn't disable modding support as it is very hard to disable support for something you never had official support in the first place.
The mod manager needs to be updated to be compatible with 1.0. As do the mods.
I hope, SMM will back to us soon... I mess my pipe connections mod very much(

PS: Using T3 BM looks like an old joke about fired but experienced gynecologist who earned extra money by renovating apartments. One time he forgot front door keys, but he still got the job done. Through the keyhole...
Fenix Oct 3, 2024 @ 5:36am 
The 48m x 48m x 48m mk3 is fine.
While I’d like them to snap belts pipes and rails, but I don’t think it’s 100% needed either. It is such a bad thing to attach a few things between them?

Also how would power snapping even work? I never understood why people added to the snapping complaint…
JustSmile Oct 3, 2024 @ 5:38am 
Originally posted by Fenix:
Also how would power snapping even work? I never understood why people added to the snapping complaint…
A toggle on blueprint building mode that, when turned on, has the closest two power outlets or poles with an open slot run a wire. There, done.
Goblin Oct 3, 2024 @ 5:44am 
Originally posted by JustSmile:
Yes, blueprints in the game are indeed a joke. The size is one (laughable) thing, but blueprints don't even snap pipes, belts, and power lines to one another. Easily the worst part of the game.
Having to place one thing and then connect up to 5 belts, per instance of blueprint, still is ridiculous amounts easier than having to place every object separately, line up splitters and/or pipe junctions, then connecting ALL of them.
You're whining about something that only takes away 90% of the work. First world problem much?
Fenix Oct 3, 2024 @ 5:49am 
Originally posted by JustSmile:
Originally posted by Fenix:
Also how would power snapping even work? I never understood why people added to the snapping complaint…
A toggle on blueprint building mode that, when turned on, has the closest two power outlets or poles with an open slot run a wire. There, done.
I don’t like that idea at all.
Snapping a belt because they touch makes sense, but you can’t have a cable leave the designer so it doesn’t.
Last edited by Fenix; Oct 3, 2024 @ 5:50am
JustSmile Oct 3, 2024 @ 5:51am 
Originally posted by Goblin:
Originally posted by JustSmile:
Yes, blueprints in the game are indeed a joke. The size is one (laughable) thing, but blueprints don't even snap pipes, belts, and power lines to one another. Easily the worst part of the game.
Having to place one thing and then connect up to 5 belts, per instance of blueprint, still is ridiculous amounts easier than having to place every object separately, line up splitters and/or pipe junctions, then connecting ALL of them.
You're whining about something that only takes away 90% of the work. First world problem much?
Shush. The point of blueprints in factory automation games is to remove tedious and boring pieces of the game (repeatedly building the exact same thing over and over and over and over again), not to make them a bit less tedious. It's not a first world problem, it's a failure of game design.
JustSmile Oct 3, 2024 @ 5:51am 
Originally posted by Fenix:
Originally posted by JustSmile:
A toggle on blueprint building mode that, when turned on, has the closest two power outlets or poles with an open slot run a wire. There, done.
I don’t like that idea at all.
Snapping a belt because they touch makes sense, but you can’t have a cable leave the designer so it doesn’t.
I don't particularly care if you like the idea. You asked how could blueprint power lines snap to one another, I answered with a simple example.
Fenix Oct 3, 2024 @ 6:01am 
Originally posted by JustSmile:
Originally posted by Fenix:
I don’t like that idea at all.
Snapping a belt because they touch makes sense, but you can’t have a cable leave the designer so it doesn’t.
I don't particularly care if you like the idea. You asked how could blueprint power lines snap to one another, I answered with a simple example.
I don’t consider that “snapping” though
Snapping requires 2 like thing touching between blueprints, you idea doesn’t fit that bill.
JustSmile Oct 3, 2024 @ 6:05am 
Originally posted by Fenix:
Originally posted by JustSmile:
I don't particularly care if you like the idea. You asked how could blueprint power lines snap to one another, I answered with a simple example.
I don’t consider that “snapping” though
Snapping requires 2 like thing touching between blueprints, you idea doesn’t fit that bill.
You're hanging onto semantics, irrelevant. The point is for the blueprints to be convenient and fulfil their purpose of eliminating tedious repetition, not to fit whatever definition of word "snapping" you decide is the correct one.

It's not like it's going to be implemented by devs either way, and I have no idea if the engine is flexible enough for modders to implement something like that so it's empty talk anyway.
Fenix Oct 3, 2024 @ 6:12am 
It’s still fun to talk about, beside I’m bored at work.
Sky Render Oct 3, 2024 @ 6:26am 
I don't get why they didn't just use a modification of the disassemble interface to make a real-time blueprint designer. The code was already there for it, and it would be much more in-line with how games like Factorio handle blueprints.
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Date Posted: Oct 3, 2024 @ 5:05am
Posts: 48