Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
I will maintain that the blueprints are generally okay for basic factory related things, but awfully restrictive (or plain useless) for other stuff. I would've loved a 7x7x7 grid (or probably 8x8x8 cos I wouldn't be able to put stuff outside the walls). I could've built an entire layer of my fuel generator build in a single blueprint, instead of having to spread it out across 3 or 4 blueprints, most of which required placing multiple times.
- Big battery boxes. Kinda annoying to set up after the first one, build it all in a box and go.
- Hypertube cannons. Lay down the spine of the cannon in one click, very handy.
- Stamping a pile of smelters/constructors/assemblers at once. Mk1 can fit 12 smelters, 8 constructors or 3 assemblers. 2 floors are possible. Build in bulk, then add or subtract 1 or 2 as necessary.
- Placing down coal/refineries with the connections already complete. It does the difficult zigzag part of the connections in one click, so all you have to do is draw the long lines.
The blueprint designer is not good for
- Doing recipe chains. complete chains take up too much factory space, blueprints are too small.
- Flooring. Blueprint floors have different target collision than manually placed floors. Zoop it.
Sorry to hear that you're incapable to build something like this, but just because you can't doesn't imply others can't either. As you can see I can easily build like this. You should see my multi-part copper plant :P
This may be considered "cheating", but in my opinion, locking the mk3 designer to the final tier is a really dumb design decision, as most of your infrastructure is already built by then.
1. Start a new game with advanced options enabled
2. Tick all the boxes to remove costs, unlock everything, set the phase to end of the game, enable fly mode etc. Basically, make it sandbox mode.
3. Go into that save, build your mark 3 blueprint designer and make a design and save it
4. Quit the game, go into your localappdat/factorygame folder and find the save that you just created.
5. Copy the blueprints from that save into the save folder for your main game.
You now can use those mk3 blueprints in your main game. Just repeat the process if you want to add more.
This is no different to sharing blueprints with other players in that respect.
So if you're all "hardcore" about it, and deem this as "cheating", then don't use it. But I've been using this method because locking mk3 behind the final phase is a stupid decision by the devs.
As for the use case for it... You can fit some lower end factories into one blueprint. It's certainly possible if you build vertically. For more advanced, you need to create multiple blueprints.
For new factories, I have blueprints to remove some of the most repetitive tasks... like manufacturers with lifts already attached in the right places... coal power plants with my pipeline design flow already in place and the likes. Then it's just plopping them down on your build plot.
But the biggest use case for me was my rail network. Building new blueprints for each segment of my rails was a massive time saver. Straight, left, right, junctions etc.
I build horizontally (at least in the beginning) so the early blueprint help me lay out my smelters, constructor, assembler with belts input/out setting and all I have to do is connect resources and power.
The "smart" way would build up. You can make a building that can produce a lot of stuff just by feeding raw materials from start to finish.
Check out the videos of the 5x5 (and 6x6) stuff. there are some seriously talented people who made some sweet looking blueprint.
What's to understand? I want to create a strip of paired nuclear reactors. Even the Mk.3 is so small you can't fit two reactors inside it.
There's a point where the blueprint chunks are so bloody small that the benefit of using them is outweighed by the overhead of using the clunky blueprint system.
It's just not fit for purpose, and that's before you get to all the other issues like not being able to update a blueprint with "real world" improvements, instead having to mirror them all.
Ditch the blueprint designer all together, and allow us to highlight an entire factory/whatever we've made (like you can when deconstructing) and then let us blueprint that. I can't tell you how many times I've come across something I've built and thought "damn I wish I made that in the designer to use again".
So Instead of making build it again at the designer, why not let me just highlight it and blueprint it there?
obviously, blueprint designer needs rework
https://steamcommunity.com/sharedfiles/filedetails/?id=3350476919
This shows how I put to assemblers onto their platforms, added walkways, lights, belts, splitters and mergers. I did the same for smelters and constructors and foundries. All is the same layout with a walkway in between machines for ease of access and signs as orientation lights.
There're things to critizice for the blueprint designer: Organizing blueprints is less than intuitive, you have no functions to turn, mirror or re-align a layout in the bpd, But I never felt limited with the available space in Mk1 bpd. This may change with the bigger machines, but then I already have unlocked mk2 bpd. I refrain from using it as long as I can though.
Anyway: Thanks for all your good ideas and contributions.