The vertical signs one was 🧠=💥. It never occurred to me to make such small blueprints just for repetitive tasks. I'm still stuck in the Space Engineers' blueprint mindset.
I can see the appeal of using Blueprints, and I do plan on giving them a whirl. But there is just something immensly satisfying about building a structure piece by piece, I love building everything by hand and giving each factory it's own little bit of personality.
@@ara8692 I do not do spaghetti. I use only right angles. What I mean by personality is that every factory is unique and different rather than four by four chunks of sameyness.
I feel the same way. I have to say, though, when I played Empyrion Galactic Survival, I really enjoyed blueprinting. In that game, you could make blueprints of virtually unlimited size/scope in creative mode, then build them in regular mode once you had all the materials. Being able to do that really allowed you to experiment with things without worrying about materials, flying around, or monsters. You didn’t spend a bunch of time and resources just to learn an idea didn’t work. I like how satisfactory is, but I wish blueprinting was just a check of “is this all connected?” (Similar to code required for rail blocking) Then you could build stuff and just scrap the input/output connection points, for example, and save it off.
Im for both. Having a good planned out structure is amazing, and while sometimes blueprints can help with that if you need a specific structure multiple times (my personal favourite is a water tower, having 1 part for the bottom, 1 part for the top, and having 1 repeatable structure for inbetween depending on how high it needs to be). But also, sometimes you need a quick and dirty setup to do the local work for you
One thing that blueprints excel at are conveyor buses. Super easy now to make really long conveyor paths, especially if you make your buses look pretty.
However, if you have 2 lifts right next to each other, a splitter on 1 and a regular belt coming out of the other, the non-split line can pull from the splitter even if the second line isn't connected to it. You have to place the non-split line BEFORE the splitter to get the line to function properly. I'd make a video about it, but unfortunately I have the editing ability of a stack of limestone.
I have built a small hall with 4 Blueprint machines next to each other. When I want to build something bigger, I just make sure that the 4 parts end up fitting together and centered correctly. So you can also realize larger things like roads and or tunnels etc. Just build the floor, sides and ceiling individually. ¯\_(ツ)_/¯
Loved the idea of the logistics floor in the middle that is doing logistics on the floor above and below. Definately gonna do that from now on. I always used cramped 3m tall bottom floors (4m -1m of the 1m foundation) Hidden out of sight. But every new factory floor required an new one. Personally i use BP's for 1 or 2 constructors. Just to save time on the logistics. But keep the flexibility of manual due to the recipes.
I really like the over-under factory idea, where the logistics floor is sandwiched between 2 buildings. However I worry that it will just lead to even more spaghetti when trying to route the main inputs and outputs. I build mega-factories where all the relevant components are available "on tap" from a main spine and then routed into blocks of constructors etc wherever they are needed, but it quickly becomes a challenge to route each resource over under and around each other resource, especially with only a limited space and height to do so.
LOVE the videos! They have really helped me how to clean up my factories! A video regarding the holiday event would be greatly helpful! (hint hint!) Keep up the great work!
I think it's crazy that CSS actually implemented the blueprint into the UI. I'm stoked! I had suggested something like this on the forums a couple of yrs ago and it didn't get much traction but I knew I couldn't be the only person looking for this type of feature. Personally I wanted to use it to create bridge links. Namely for trains and vehicles, so that I could cross large gaps without working so much. I'm looking forward to hoping back into SatFact after I finish terraforming Mars in Planet Crafter.
Honestly I gotta mess around more with blueprints mine aren't top tier creations but quick and dirty lol and I do like blueprint foundations imma have to start making those
As someone who is still learning this game, I don't see the need to have someone else's blueprints when I have no idea what they're doing with all the ins and outs. Can you post a description with them on how they work?
I think the game is pushing us to more scaleable factories, so having scaleable blueprints will allow us to easily add more resources to our factories regardless of what their inputs and outputs are.
Hi there! I absolutely love your content, and your designs are beautiful. I'm dying to find the blueprint for your storage facility, but I can't find it on your patreon or on SCIM. Could you do me a huge favor and post a link? It would be greatly appreciated!
Rant note: It just feel so wrong to clip the conveyor belt through the floor holes, it seems to defeat their purpose. But as always, clearance is not required, it's just there for the sake of (more) satisfaction.
Figured out the basics but alot of blueprints don't show in game, and still would like a tutorial for megaprints eventually. Haven't found 1 that works to date
Awesome video! Question: how did you daisy chain the refineries? And: what is your preferred way of connecting multiple blueprints together. Do you have any best practices for that?
I love these. I'm struggling to figure out the inputs/outputs on the constructer one, though. I have it positioned how I want, and used the splitter thingy to see where the inputs were but I think I have it set up wrong still. xD Ah well. What's another couple hours of trial and error :3
at 11:05 I notice when placing the lifts, you go straight from the belt to the building. Normally I have been connecting lift from belt to hole, and then another lift from hole to building, or vice versa. What are your thoughts on this? Why place the lift hole if you are not using it?
I like the asthetic of using the hole but if floor holes are bugged out I don't want to use them - haven't thought about using half plugged holes though, so it might work
I believe the total Storage Module has something wrong (or im just to stupid to see how it should go up when its placed on the input). As of right now it can display and input from the top. Either the Containers are placed something wrong or im overseeing something very hard.
I think you're overseeing something - the system works perfectly. The central input is set to any, the resources fill up the storage and the front lift to show the object. Once the storage is full, items will go up the lift on the left output of the smart splitter (it's set to overflow) this can be then sent elsewhere or sunk in an awesome sink
How did you get that small height increment for last BP? catwalk+pillar or something else? Just today I realized that I cannot move barrier along the side of foundations anymore. What are go to methods nowadays?
@@missesmayo8265 Not neatly. If they are Smelters to Constructors, I usually leave 1, maybe 2 foundation slabs between the buildings (which is how I use them) and just connect the with belts and lifts. If its product to product, like wire to cables or screws and plates to reinforced plates I have belt clover leafs that deposit into a 5 block of large storage before the next process in the sequence. I'm not particularly careful with exact counts (don't care for the math) and I back up my production. I don't really do the massive building projects that TotalXclips, ImKibtz or Bitz make. I can't quite wrap by brain around them. The closest thing I have is a "traditional" (but in *no* way standardized) oil power plant lay out. I have some recorded content, very sporadic Twitch streamer, I could do a tour video if you really wanted to see my unmitigated mess.
Incredible design layouts. I feel like the guy looking at his neighbour's hot wife over here; I want them but I'd feel like I cheated if I just took them 🤣
I show how I do the lifts at the end with the refineries, I connect the output from say a splitter directly through to the buildable rather than using the holes, but I place the holes down so they look like they're being used
@@TotalXclipse Thanks, I thought so as well when I saw it. I have to try that... Whenever I place a blueprint so far with those holes, the lifts work, but they point into random directons, which gives it a very ugly look :D I also read in another comment, that it might be related to online mode. The save I am playing on we play online. I am hosting it and I made the blueprints. This might also be the reason why the lifts act weird.
@@TotalXclipse Yes, you are right. You can't use coal power plants in current blueprints. I was thinking about creating 3 separate blueprints to make a facility for 8 power plants that consume 120 coal/per minute, with water tanks, 3 pipes to feed the plant with water, and a load balancer for the coal. It will require some post-processing after deployment, like adding power plants and connecting pipes. It will anyway reduce the time for the entire power plant construction.
I think he's referring to a load balancer that takes an input spread over multiple randomly filled input lines and outputs full lines and one overflow line. For example it takes 5 unevenly filled inputs belts and condenses it to 2 full output belts and one with the remaining 35 p/min.
There's no particular way to snap foundations and blueprintd together but you can place a blueprint foundation piece above the normal foundation and then snap to that possibly?
Nope - you can only start at tier 4, that being said these blueprints due to their size greatly help speed up building when you get to that point in game
you want a blueprint with 2 foundations, because other blueprints may have odd/even number of foundations on the side!? why not just place a single foundation and later delete it anyway? No need for a blueprint.
Blueprints don't snap to foundations giving us a change of placing them off centre to the grid and having to be deleted by using a blueprint foundation to snap blue prints to your grid it's much safer to do and requires you to only delete 1-2;foundations if you make a mistake rather than a massive blueprint
You can't snap blueprints to foundations, nor can you snap blueprints to the world grid this resolved that issue. Allowing you to place the BP onto foundations that are aligned to the world grid and allow future bps to snap there
I am finding blueprints are not working well especially when you have 2 levels as the lifters never connect or face the correct direction even if using lift holes
Three are available on the satisfactory calculator, or you can build them yourself for free, if you want to save time you can gain access to them on Patreon
No idea why anyone would use another's blueprint, it's basically having someone else play the game for you. What else is there to do once you stop relying on your own designs?
If you're looking for a guide on how to use blueprints you should check out my blueprint guide and blueprints tips and tricks. This one is specifically about blueprints I recommend using.
Yes, but not everyone wants to use mods. Plus this is officially supported by Coffee Stain, so they’re less likely to break in future updates and are a core design of the game.