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-You can destroy the blueprint after you have saved it and get all the resources back.
-There are larger designers further into the game.
My old MK1 blueprint with 20+ constructors would argue otherwise.
The short answer is go watch some YouTube videos of people using blueprints productively.
The key thing is to make modules. For example, using the Mk 1 4x4 designer, I have left / right halves of an expandable 2x2 foundry setup. Build the left, build the right, and I have 4 foundries. Do it again, attaching it to the end of the first one, and I have an 8 foundry setup. I can repeat this as many time as I like.
It’s also been great for making smooth curves for roads. Making smooth curves is a painstaking PITA by hand, but it goes super-fast to just construct a curve from blueprint segments.
I also separate my foundation blueprints from my machine blueprints. That way, the machines don’t have to align to an even foundation grid, I can exert fine placement control through nudges.
but i do agree it its too small, i would love to get a lot bigger MK3 blueprint designer.
ADA do often state that she listens to pioneers
Edit: Only thing I miss is a 'preview' of how your build will work. Something like a simulator, that you set on X ores coming in, on X m3 liquid/fluid/gas. Something to test it before using it
Annoying/intricate pipe work is done instantly, and the convenience of having the recipes already set is easily overlooked I think.
No, you won't build a whole factory in one go but you save so much time and headache if you use it somewhat intelligently.
Give it time you will understand it more
this exactly this.
Except that it's not. Dump some foundation on top of a building and you can easily stack machines. Of course this may require some unlocks in the awesome shop to make it look better (like floor holes) but still, that's optional.
Another important aspect is that you can categorize your blueprints too. Not only can you place them in specific main categories, but you can also define sub-categories. This means that it shouldn't be too hard to build a multi-structure... ergo a building which consists of several blueprints combined. If you make sure to use a proper naming scheme and a ditto subcategory it should be easy to use.
Which is actually a huge pro. Seriously, reading this comment makes me wonder how much you really tried vs. just deciding up front that it would be no good. Did you really try? I have my doubts.
See... the thing is... before you unlock the dimensional depot you'll always need to make sure that you have enough materials in your inventory to build something. And that can be quite tricky, especially in the earlier stages of the game.
Well... if you use the blueprint designer you can build something in advance while being close to your base (and assumingly close to your storage units). So once you finish your blueprint and then clear the designer all you have to do is grab the items from the chest, and from that moment on you'll have all the required items on you to build that blueprint. So no more confusion, no double checks needed. It's a given: you can build that now.
How is that not a huge pro?
What a load of nonsense....
A constructor is approx. 8 x 8 meters. The Mk1 blueprint designer is 40 x 40 meters. "only" 2 or 3? I can easily fit 6 constructors in there; all on ground level and with plenty of room in between for conveyors as well.
Fun fact: I have done just that. Build an iron processing plant in the Mk1 designer: you only need to feed it with ingots and it'll produce iron rods, iron plates, screws and
reinforced iron plates. No stacking, all on ground level: 3 constructors, 1 assembler, 4 storage units (where the items get stored) and plenty of conveyors + splitters & mergers. And power cabling of course.
Basically you plant it down, hook up the input splitter with a belt with iron ingots and connect the power pole on top of that splitter with your powergrid. Done.
Know what? Pictures or it didn't happen, eh? ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=3344135723
Three designers (edit): constructors, one assembler and plenty of storage. Mk1.