build planner

Tony Flury shared this feedback 20 days ago
Not Enough Votes

With both component and backpack building from raw resources we need a build planner.

Even with the current intro story building it is far too easy to loose track of how many resources we need - even if all of the building is done through resources.


I really would love to be able to right click on a component to buiild, and get it added to a small task window on screen. This window will keep track of resources on hand that are required to complete that component. The ability to queue up multiple build tasks would be great, with resources 'assigned' to tasks in order of them being added - for example with two tasks queued but of which need 240 Iron - if you only have 260 iron on hand the task list would identify that the first buildable can be completed, but the 2nd one isn't.


That task window would also need to keep track of which buildables are finished and remove them from the list.


We will also need the ability to submit that build task to production machines to build those components that we can't back pack build. into the machines.

Replies (2)

photo
2

May be build planner is alredy planned by developers, that would be great.

We realy need build planner - building using components intended to be more efficient than using ores, but now it's a lot of effort to remember all you need, then produce something in smelter, something in assembler, something in refinery and fabricator, or you should look for something in your inventories, and only then you be able to weld block. Build planner should streamline all these steps in a few click like it was in SE1.

As I know there should be packaged building, or something like that, when you package components into single item to carry all you need to weld a block, but we also need to repair blocks, so it's better to handle using build planner

photo
2

Why do you need build planner if you could pack up ores and build anything? For a large scale build you might need welder ships or some sort of printers or welder arms. I actually want to be encouraged to use those instead of hand weld everything I can, and in this context build planner is rather bad feature to have. Much more useful would be adding freaking ingots to the game so I can naturally carry much more iron on me and do my small scale building without constant need to get back and restock materials or do another mining trip.

photo
1

1. Some even early game blocks requires multiple ores, you need to remember how much to take

2. There should be a reason to have a smelter, but using only ores smelter make no sence.

3. When you grind block, you get back not ores or ingots, but components, and you may want to reuse them.

4. Why build planner is a bad feature? It's a tool you only use if you want. And there is no problem to have build planner, ingots, and welder block at the same time

photo
2

I think you slightly misunderstood my intent. Backpack building in current form is much more convenient to build directly with ore than building components in a smelter. For what you are usually building it usually requires only those basic components. And if occasionally you need a couple of more advanced components that you backpack is not capable to make on fly it is not that big of a deal to grab those manually without a build planner. Now if you consider the possibility of using ingots instead of raw ore for backpack building you can potentially carry much more ingots than raw ore that enables you to do all your small scale building very conveniently straight from ingots. Basically you will need iron ingots and occasionally some nickel or silicon. Given this circumstances, you don’t really need build planner or at least it can be not a priority for now. Then there are some small QoL features like dumping all staff into container with one click. This is really handy no matter what and I’d love having it asap.

Oh and smelter will have meaning when you add ingots into the game

Getting back components is a bad design too, you should be getting ingots. Possibly with some material being lost or not collected at all depending on grinder tier.

photo
2

Not everything can be built in a backpack. Plus often we already have the components we need in storage and don't need to waste our ore, especially when there is no disassembling. We had Build Planner in SE1, it was great, we'll probably have it in SE2 eventually. It's a quality of life feature.

photo
1

I agree. Not having a build planner makes building with components you collected from unknown signals kind of a pain, because you always have to fetch some more of this or that. Once grinders and welders are fully implemented a build planner for ships becomes even more necessary. With so many more components then SE1 there is no way you can have enough in your welding ship at all times.

photo
2

You are right, Diggrok, the inability to recycle is a major limitation. I hope we can have proper recycling in the game soon. Ideally, you should be able to grind down components made from iron ore into iron scrap and reuse it right away for backpack building instead of iron ore. Same when you grind blocks made of say electronics, you can get silicon scrap and build a window requiring glass. It just makes sense. Why do I need to go to mine or use some other production blocks for that? If my backpack is capable of refining iron ore on the fly, why can't I grind steel tubes into iron scrap and make steel plates?


Bring that scrap/ore into the smelter and smelt it into ingots. Now you can carry even more of "condensed ore" with you, so you can backpack build even faster without needing to do frequent round trips to pick up more ore.

This is what would make smelter a desirable block for early game progression, rather than providing you with dozens of components you need to micromanage and indeed requiring some kind of build planner.


It is also way more accessible for new players and convenient for everyone rather than a build planner.


Say you right-click on the block with your welder (and btw, right click can be used for other things like attaching loose blocks together), what would be added to the build planner? Components or ore? And when we have scrap (and hopefully ingots), there will be up to 4 alternatives to build the block. I have had a love-hate relationship with build planner in SE1, but here it would be even more nuanced and difficult to implement and use. Again, it is much easier to take a couple of ingots and go around building that basic staff you usually do with your hand welder, and if you happen to have a mix of components/ingots/scrap/ore in your inventory, it can be easily automatically prioritized to use the most "ready" form of materials (which is already the case for components/ore I believe).


One click to quickly deposit materials into a container is good. There should also be a button inside the inventory screen for that, so when you want to just deposit, you don't need to open inventory and when you need to deposit and withdraw, you can do it all inside the inventory screen.


I would say, implement quick deposit first and wait until all basic features are fully implemented and tested, before deciding if we need a build planner and what shape it should be.

photo
Leave a Comment
 
Attach a file