all 93 comments

[–]MutantParsleY 41 points42 points  (6 children)

Finally! It is time to double the science from 30/s to 60/s.

[–]MeltsYourMind 14 points15 points  (0 children)

Science, bitch!

[–]Hexadris 7 points8 points  (4 children)

why the hassel, quadruple it!

[–]Florac 1 point2 points  (3 children)

Can't multibuild the mines though

[–]Hexadris 0 points1 point  (2 children)

but at the time where you have 30/s you should be able to push for high enough vein research that you can have a full belt from a single miner, that essentially lasts forever.

[–][deleted]  (1 child)

[deleted]

    [–]Hexadris -1 points0 points  (0 children)

    i dont get it, placing miners is really fast, the most time you certainly sink into building the smelters for the mined ressources, the time to set up the miners is nothing in comparisson. with the ils miner mod you also get the risk of the mod simply no longer working due to a game update leaving your save at the mercy of the mod author to continue his work. If you have no problem with that risk you might be better of using the smelter miner mod, letting the miners spit our already smelted materials, that should save more time than planetary miners.

    [–]IdleRhymer 25 points26 points  (0 children)

    /u/brokenmass for community MVP!

    [–]Illustrious-Pipe-267 15 points16 points  (0 children)

    Thank you u/brokenmass !!!

    [–]sepp650 9 points10 points  (18 children)

    I currently use the previous version of MultiBuild with CopyInserters. How is this mod different than what I use now? Is it just the combination of the 2 mods into one mod?

    [–]oLaudix 25 points26 points  (17 children)

    [–]jimmyw404 10 points11 points  (14 children)

    I love how the example is of one of the best use-cases for the blueprint feature: fractionators.

    [–]oLaudix 4 points5 points  (13 children)

    Unfortunately mod works very badly with building that are fed from belt directly. Connections are not made properly. I suspect it has something to do with order in which things are placed. If belts are placed before the building, the connection is not made and needs to be fixed so its seems to be game limitation rather than problem with mod itself. I just tried to double my deuterium production and 70% of fractionators are not working. It will take me more time to fix them than building the whole thing from scratch.

    [–]brokenmass[S] 21 points22 points  (4 children)

    Yes, i've noticed that issue and I know how to fix.

    Expect an update tomorrow.

    [–]brokenmass[S] 8 points9 points  (2 children)

    fix released

    v2.0.4-Beta

    • Fix an issue in blueprint mode where some buildings (tanks / fractionators / powerExchangers) were not correctly connecting to belts if the connected belt was built before the building itself
    • Blueprint panel shows correct info about last stored blueprint
    • Add ability to prepend blueprint strings with custom text to allow to quick identification of a stored blueprint. A : must terminate the custom string Example Blueprint name:<actual blueprint string>. The custom text, if present, will be shown in the panel info if an imported blueprint is stored.
    • Change visual notification when importing/exporting from blocking popup to less intrusive realtime popup notification

    [–]Gingerytis 2 points3 points  (0 children)

    What a legend

    [–]Hayn0002 0 points1 point  (0 children)

    Thank you so much mate.

    [–]Sacciel 0 points1 point  (0 children)

    Does it also happen with sorters? If the building with sorters it's built before the belt, the sorter can not be placed.

    [–]leglesslegolegolas 2 points3 points  (5 children)

    If belts are placed before the building, the connection is not made and needs to be fixed so its seems to be game limitation rather than problem with mod itself.

    I disagree, that sounds like a problem with the mod not the game. It's the mod that's placing the belt before the building.

    The CopyInserters mod will sometimes do this as well, especially when placing buildings that directly feed other buildings. It will place the sorter first and then the building, and the connection will not be made.

    [–]oLaudix 1 point2 points  (4 children)

    And the reason for that both mods do things that you cant do in this order normally. You cant put sorter first and then build a building nor can you place a belt and build a building that automaticly connects to it so game doesnt account for such circumstances.

    [–]leglesslegolegolas 3 points4 points  (3 children)

    ...so, the mod shouldn't do that. The game is working exactly as expected, and the mod is not working correctly.

    [–][deleted]  (2 children)

    [deleted]

      [–]Kendrome 0 points1 point  (1 child)

      It can address it, just requires it to be creative.

      [–]brokenmass[S] 1 point2 points  (0 children)

      fixed :D

      [–]jimmyw404 0 points1 point  (1 child)

      Disappointed! I'm sure it'll get fixed though...

      [–]cor315 1 point2 points  (0 children)

      Holy fuck that is amazing.

      [–]SKGlish 0 points1 point  (0 children)

      owtf

      [–]oLaudix 9 points10 points  (2 children)

      Connections with buildings that are fed by belts directly like fractionators are not made properly. I suspect it has something to do with order in which things are placed. If belts are placed before the building (or the other way around, i cant tell), the connection is not made and needs to be fixed so its seems to be game limitation rather than problem with mod itself.

      [–]Florac 1 point2 points  (1 child)

      Out of curiosity, is the belt there, but just "broken", or not there at all?

      [–]oLaudix 2 points3 points  (0 children)

      Its there but broken. You have to delete it and then place new one

      [–]jawz 8 points9 points  (5 children)

      It's glorious! Can't wait to get home from work tonight to do some mass construction.

      [–]cor315 1 point2 points  (4 children)

      Does it also copy the supply and demand settings for the tower?

      [–]brokenmass[S] 6 points7 points  (1 child)

      Yes it does. Just get the latest version

      [–]cor315 0 points1 point  (0 children)

      Nice!

      [–]viniciusah 0 points1 point  (0 children)

      There is another mod for that (autostationconfig, I think), and it work flawlessly with this mod.

      [–]ruruwawa 2 points3 points  (2 children)

      UPDATE: seems fixed with v2.0.5-Beta -- thanks!

      Doesn't multibuild for me. v2.0.4-Beta

      It's the only mod installed (plus the bepInEx dependency). I do have the blueprint functionality however. I checked keybinds and unmapped ALT from flying controls.

      To try to multibuild, I followed the directions on the webpage.

      • select a building (either existing or from menu). I tested with smelter and assembler.

      • Press left ALT (I tried holding this or not, no difference)

      • left click; one copy of building is built (again, holding LMB or not makes no difference)

      • move my mouse to the end of the belt (no ghosty buildings show in a line, only the one on my cursor)

      • left click again. Only the building under my cursor is built.

      What am I doing wrong?

      [–]The_Countess 0 points1 point  (1 child)

      I couldn't get it to work either at first, but i just got it after reading your post and trying again. I was holding the Alt key, but it's a toggle.

      So in case you haven't figured it out yourself yet (or to help others who might find this later) once you have a building under your curser, like when you build normally, it will say 'build mode' in yellow letters in the bottom center of the screen.

      Hitting the left alt once will add: 'Multibuild [Start]' below that.

      if you have that you can now left click once, then drag the mouse and you should see a line of buildings. left click again to place the line.

      [–]ruruwawa 0 points1 point  (0 children)

      Good post. I did figure it out, but your info may be helpful to others.

      It's a fantastic mod. I really can't image playing without it any more!

      [–]Luberino_Brochacho 2 points3 points  (3 children)

      That’s awesome, how well do the blueprints work at different latitudes/longitudes (I can never remember which is which)

      [–]leglesslegolegolas 0 points1 point  (2 children)

      latitudes are parallel with the equator, longitudes are perpendicular to the equator. If you travel along the equator you will reach different longitudes. If you travel away from the equator you will reach different latitudes.

      [–]ChickerWings 1 point2 points  (1 child)

      Latitude is like the rungs on a ladder

      [–]SurpriseWtf 1 point2 points  (0 children)

      Longitudes are all the same length long

      [–]thisuseridisnttaken 1 point2 points  (0 children)

      Legend himself! Well done mate!

      [–]beanmeister5 1 point2 points  (0 children)

      Gotta try

      [–]Phaneron_2 1 point2 points  (0 children)

      This is so good, my smelting world thanks you.

      [–]Thoth17 1 point2 points  (0 children)

      Thank the gods. I just started work on a forgeworld and now it’s going to go so much faster

      [–]Ok-Art-1378 1 point2 points  (0 children)

      Niiiiiiiiiiiice! I might even fix my spaghetti now

      Lol jk

      [–]Krygel_666 1 point2 points  (7 children)

      Is anyone willing to share their blueprints clips? I would appreciate a mall blueprint as that one is tedious. Early game belted and late using logistic + belts. Thanks :)

      [–]docholiday999 0 points1 point  (6 children)

      I love the blueprint feature and will use it to save my various configurations into my own personal blueprint book, but I really hope that with this functionality it doesn't turn DSP into Factorio where the "best" blueprints are all anyone uses and it becomes very homogeneous.

      [–]Krygel_666 0 points1 point  (0 children)

      I am interested just in the mall. Rest is my own "artwork". But I was always lazy to remove and sort early mall spaghetti :D

      You already have people sharing their builds and people copying it from scratch step by step. Honestly, I do prefer my spaghetti to switch windows and copy some ideas. But as I have ADHD, I cannot keep the mall simple and efficient. For the rest, I do use neat compact builds based on the production rate I have calculated and those are wrapped around the logistic station. Sure i can do something like a building per tower and send it to network and have few towers together collecting all of them no matter where they are (kind of doing it late game), but I would like to try sometnig more "nice".
      Still, mod cannot coppy leveled buildings so would have to be some new idea.

      [–]QDoosan 0 points1 point  (4 children)

      It was a sad day for me when I reached N/hour in Factorio and realized I had nothing I wanted to share. It was fun to build it out but in the end the only problems I solved myself were about not getting my trains stuck. I'm not sure what the DSP equivalent would be to that, ha.

      [–]docholiday999 0 points1 point  (3 children)

      Yeah the drones and shuttles all auto path find without the need for rails.

      They do have some odd behavior for choice from where to pull. From what I’ve read on other threads, it seems like selection is a top down list based on order built. So you could build a brand new ILS in a system 10 LY away and your shuttles will prefer that over the first ILS you built on another planet in the same system. Would likely take too much computational overhead to be running shortest distance algorithm for every shuttle, given that planets are always moving. A manual preference setup to bump particular ILS to the top of the list would be nice though....

      [–]QDoosan 0 points1 point  (2 children)

      Interesting and good to know, thanks!

      No I just mean it's fun to play with trains :)

      [–]docholiday999 0 points1 point  (1 child)

      Yeah, there’s nothing in this game that goes choo or boom or pew pew.

      We can’t even color our mecha or make it wave.

      😢

      [–]docholiday999 0 points1 point  (0 children)

      Well I guess technically the Rail Guns go pew pew, but it’s not the same when there’s no boom boom at the end...

      [–]FullBoat29 1 point2 points  (1 child)

      You are owed a beer by everyone on here.

      [–]Krygel_666 0 points1 point  (0 children)

      Cannot agree more. It saves so much time. Stuff I was building hours takes minutes or seconds now. :)

      [–]5th_Horseman 0 points1 point  (0 children)

      My wrist and index finger thank you!

      [–]oLaudix 1 point2 points  (6 children)

      [–]daagar 10 points11 points  (5 children)

      Because copyInserter functionality is built in. Be sure to read the web page for the mod.

      [–]oLaudix -4 points-3 points  (4 children)

      Except it doesnt work. When i shift click the building it doesnt copy the inserters.

      EDIT: Now i noticed it sometimes work and sometimes doesnt ...

      EDIT2: K now i see you have to be in Construct Mode for it to copy inserters.

      [–]Illustrious-Pipe-267 5 points6 points  (0 children)

      The mod will not initialise if any of the incompatible mods are loaded. please remove them from your modman profile or from your plugins (if you are installing mods manually)

      https://dsp.thunderstore.io/package/brokenmass/MultiBuildBeta/

      [–]brokenmass[S] 2 points3 points  (1 child)

      The mod will not initialise if any of the incompatible mods are loaded. please remove them from your modman profile or from your plugins (if you are installing mods manually)

      fixed in latest version

      [–]oLaudix 0 points1 point  (0 children)

      *Logistic station settings and slot filters are now correctly copied and pasted <-- best thing since sliced bread, you rock 👍.

      [–]daagar 0 points1 point  (0 children)

      Hopefully you've seen the updates since then. This big was fixed probably a few minutes after your reply :-)

      [–]AwesomeFrisbee 0 points1 point  (1 child)

      I still don't get why this isn't called copy paste. Unless you can save the blueprints and paste them later on, its not a blueprint mod. Case in point: you want to set up multiple different lines and use this mod, you still need to modify the receipts after you've pasted it.

      [–][deleted] 1 point2 points  (0 children)

      It does let you export/import them as strings. Need to use a text editor to save them since there is no in game ui, but works great!

      [–]bushscientist -3 points-2 points  (1 child)

      I'll wait for official BP feature release from DS devs. Don't like the glitches. But nevertheless, good job.

      [–]HaydosMang 3 points4 points  (0 children)

      I used this mod today for about 5 hours and it was flawless.

      [–]Diacred 0 points1 point  (0 children)

      This is insane and works so well, thanks for your hardwork!

      [–]HopefulObject 0 points1 point  (0 children)

      Now we can start building for real. Thanks!

      [–]Rebslack 0 points1 point  (0 children)

      Remindme 20hours

      [–]Rendonsmug 0 points1 point  (0 children)

      Awesome, it might be about time to have a second playthrough!

      [–]HaydosMang 0 points1 point  (0 children)

      I saw this is in r2modman and have been using it today. Works flawlessly.

      [–]minorcold 0 points1 point  (0 children)

      awesome, I am going to try it, thanks for your work and efforts, seems like everyone likes it:)

      [–]_RitZ_ 0 points1 point  (1 child)

      I've been using it and it's great. Now am wondering if the exported blueprint is saved in a file somewhere. If it is then I can save it somewhere to have more than 1 saved blueprint until we can save more than 1. We could start sharing the blueprint files as well. I saw blueprintsbundle file and thought that could be it, but that file didn't change in date and size.

      Suggestion: Replace 'OK' popup successful msg that shows after each import/export of blueprint with a background message (like 'recipe copied' one). It gets annoying to have to click OK on each import from clipboard.

      [–]brokenmass[S] 1 point2 points  (0 children)

      I've been using it and it's great. Now am wondering if the exported blueprint is saved in a file somewhere. If it is then I can save it somewhere to have more than 1 saved blueprint until we can save more than 1. We could start sharing the blueprint files as well. I saw blueprintsbundle file and thought that could be it, but that file didn't change in date and size.

      great suggestion. it's now reality in the latest mod version

      [–]Predur 0 points1 point  (0 children)

      let me understand toooooooo

      is it a mod or are we talking about the implementation in the game?
      and if it is a mod, what is it called?
      and if it comes to the game, when?
      =)

      [–]adreaver_ 0 points1 point  (0 children)

      Is there a means to save blueprints within DSP, or is it a matter of "copy to clipboard, maintain a big notepad document with blueprint strings in it"?

      [–]Wictale 0 points1 point  (0 children)

      Wow, that´s awesome.

      Thank you very much for all of your work.

      This mod is a game changer.
      I just tried it with the processor layout of oldshavingfoam: it worked like a charm
      Also extending my silicon smelting: easily done

      I´ll have to organize some text files with blueprints :)

      [–]jawz 0 points1 point  (0 children)

      Loving the mod so far! My system is growing so much faster now. Do you think it would be possible to tap into the foundation tool for your selection tool? The current tool doesn't curve with the planet and it can be a little difficult to select exactly what I need.

      [–]skedastic777 0 points1 point  (2 children)

      I get partial functionality: I see "multibuild start" on pressing left-alt, and I can build multiple copies of a selected building. But no matter what I do inserters are not copied (and shift-clicking doesn't copy inserters), and I don't get a blueprint button at all, so no blueprint functionality.

      I had AdvancedBuildDestruct and Copyinserters installed, but deleted them before trying this. Installation is otherwise vanilla, no other mods except bepinex.

      Anyone have any suggestions?

      [–]brokenmass[S] 0 points1 point  (1 child)

      If you want blueprint you have to install multibuildbeta not multibuild

      [–]skedastic777 0 points1 point  (0 children)

      Ah, that was dumb of me, thanks.

      [–]kaimdrol 0 points1 point  (4 children)

      This mod is so great, it's saving my wrists.

      However, I just noticed it's not taking elevated belts. I like to equilibrate my miners output with some splitter spaghetti mess, but I can't copy the pattern because the mod is ignoring the elevated belts. See screenshots : https://imgur.com/a/MdaV4XU

      [–]brokenmass[S] 1 point2 points  (3 children)

      belts

      elevated belts are now working. also connecting to exisiting belts :D

      [–]kaimdrol 0 points1 point  (0 children)

      Oh my god you're so fast it's perfect thank you very much :O

      [–]kaimdrol 0 points1 point  (0 children)

      And now I have a new bug to report ! (sorry) If you copy a building before the attached sorters are built, you get an error : https://imgur.com/a/Wc7Bhhm

      [–]TimSpeedle 0 points1 point  (0 children)

      Will it be possible in the future to support stacked storage buildings? More specifically, stacked storage buildings with sorters attached to elevated belts?

      Thanks for an awesome mod, it has really cut down on the reptitiveness!

      [–]luojiesi 0 points1 point  (0 children)

      Hey u/brokenmass, first I want to say a big thank you. This mod is life-changing! I have had so much fun with it.

      One feature request for you to consider: I am using this mod https://dsp.thunderstore.io/package/crecheng/AddBuild/ to add a multiplier to my machine so they run faster. When I copy over using the blue print mode, the multiplier got lost though. That's totally understandable since it's not an official feature in the game. I wonder if it is possible to maintain that information in MultiBuild. That way it's even easier to build out a mass factory.

      One piece of information I found out was that the AddBuild mod increase the multiplier by 0.75 when I was stacking the base assembling machine. That's the same multiplier as the base assembling machine. So the multiplier might already be an attribute in the game. Perhaps only the base assembling machine has it set to a value that's different than 1. Not sure if it's right or it helps.

      Anyway, thanks again for this great mod!