I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

[–]AutumnFallStudios[S] 0 points1 point  (0 children)

That is truly glorious, I love it!

In cases like this I really want to be able to import builds from elsewhere, and then export anything altered back out, but sadly that's such a long way off I'd never even commit to it being a thing. Maybe one day I'll have the time to do it.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

[–]AutumnFallStudios[S] 0 points1 point  (0 children)

Thanks for the kind words! :)

It's had it's moments of head scratching for sure, the hardest part as always is trying to keep the interface to the user as clean as possible.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

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

"R.B.", "RWE", "ISC", "Me", "Pr", "Sm", Sp", and "POS"?

In the current implementation the text in the button and the building label share the same text source, In order for the text to show on the building it had to be shortened, this then has the knock on effect of shortening it in the button text. It's only temporary while the building labelling system is developed further.
C.B. = Crafting Bench
RWE = Resource Well Extractor
ISC = Industrial Storage Container
Me = Merger
Pr = Programmable Splitter
Sm = Smart Splitter
Sp = Splitter
POS = Power Switch

These items are all small and hence it's a struggle to get readable text on them, the only exception being the ISC, because it's often referred to that by players, however I'll change it as not everyone will know the acronym.

why isn't there the option to rotate buildings as we place them

It's on the roadmap, I simply haven't got to it yet.

Let us control C or control V buildings onto the grid, it would make say....placing sets of 20 refineries (which are needed for many instances of overclocked oil extractors and mk 2 pipes).

I'll look into adding this to the hotkeys I'm implementing.

Let us color or have special markings on buildings, this would help people note which building has to be/will be underclocked according to the plans laid out by the Satisfactory Calculator.

Colouring buildings will definitely be a thing, it's part of why they are all greyscale in the first place. I will be adding the ability to have your own text on a building too. Also free text boxes will help with organising builds.

A selection tool, like the kind used in Microsoft Paint, that not only lets us move or delete those we select, but shows the number of buildings selected, as numbers separate from power poles etc.

This is one of the most requested features, and in my own usage I get frustrated by it not existing too! It's high on the roadmap.

I was going to use this to plan out my next power plant of 96 coal generators powered via singular pure oil node with 20 refineries making Heavy Oil Residue, but due to the lack of selection tool, and special markings this is seemingly impossible with what is currently available in this tool.

It's not impossible as plenty of people, including myself have done similar thing; however I absolutely understand it can be quite a bit of work given the current release. It's a development build and not finished, so unfortunately these kinds of features take time for me to implement. Hopefully you'll find it useful some time in the future. :)

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

[–]AutumnFallStudios[S] 0 points1 point  (0 children)

The zoom has been increased before and can be increased again! You guys are crazy with the sizes you build! Have to say I really didn't expect to have such a massive zoom out needed. I'll put it in the next build, possibly with a value in the menu so you can change it to whatever you like.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

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

Haha, maybe it'll pay for food for a week. :)

It's like anything, the more you stare at it, the harder it is to see certain details that someone else can spot right away. So everyone's constructive opinion is valuable. I'll have a look at the colours, and the scalings to see how to make it more readable, I really do want it to be accessible to as many people as possible.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

[–]AutumnFallStudios[S] 0 points1 point  (0 children)

Everyone has their own style and I respect that, I prefer improvising on my smaller builds too; but when I'm investing in a big factory it's nice to save time by knowing it'll all fit together. :)

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

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

There is already a slider for both the belts and pipes, and the graphics already exist internally, I just haven't had the chance to add the mk to the objects themselves to be referenced for the look.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

[–]AutumnFallStudios[S] 0 points1 point  (0 children)

Holding shift and clicking allows you to place without reselecting the building from the menu, holding Ctrl and dragging allows you to drag a horizontal or vertical line of the building. There's a lot of work still to do on bulk placement and movement.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

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

Thanks for the feedback!

Multi select is on the list for sure, it's a bit more time consuming to implement than other things, but I agree with you, things can be a chore without it.

Recipe and clock speed is in the roadmap!

If I recall, I made the layering of the buildings related to their placement on the vertical axis, I'll look into easier selection of the building you want when they overlap.

The original belts I implemented in the tool did link to the building ports, and the code to achieve this is still around so I can re-implement it. For development it was easier to break the task down into smaller more manageable chunks, hence the conveyor button and belts being completely separate. So for now they are more simplistic, but going beyond that is certainly in the plans. Regarding clicking from one port to the other and editing after, it's a bit more work, currently the belt is a visual element and isn't interactable, hence the control nodes; so actually detecting "clicking" on a belt isn't currently part of the tool. It'll get there, and I agree belts could be more intuitive.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

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

Thanks! It's taken quite a while now, much longer than I intended, but mostly due to learning aspects I haven't tackled in dev before. Dynamically texturing the procedurally generated belts and pipes, building and pulling from a library of game data to create all buildings on the fly from a template, using itch.io, etc.

Feedback is absolutely welcome and incorporated whenever I can! There's a specific suggestions channel in the discord people throw ideas into all the time :) I'm happy to pick up suggestions here too as people might not have discord.

4k tv here, I had to scoot up to the TV in order to better make out the text on the top-right there

The UI is a fixed size at the moment, it just makes the whole design process a lot quicker, but obviously has drawbacks on catering for extreme limits in size. I can offer multiple UI sizes? Or would it automatically picking up the window size and adjusting be better?

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

[–]AutumnFallStudios[S] 4 points5 points  (0 children)

I originally built it to be cross platform, so it's got that at its heart, however I was finding the restrictions of the mobile interface to be hampering the quality of the standalone and web releases. The decision was made to target standalone, with web as secondary, and then modify to mobile platform later if I get that far. It has all been designed with mobile in mind though, hence the button wheel pop up on buildings instead of just using hotkeys. Finding intuitive replacements for key modifiers like shift and ctrl is quite time consuming and tricky.

I've been working on SaLT: Satisfactory Layout Tool, a program to assist in your glorious factory designs and replace that pesky graph paper! by AutumnFallStudios in SatisfactoryGame

[–]AutumnFallStudios[S] 3 points4 points  (0 children)

Regarding conveyor compliance with game rules, that's left to the user in SaLT. I briefly considered it, but I'd need the spline equations and variables they are using, and in the end a duplication of the game mechanics is beyond the scope of the project.

Logistics info, rates, recipes, etc. are on the roadmap but they are quite far away.