Planetary Industry Templates

a checkbox to place the template next to the command center would be appreciated.

Feature Needed: Allow capsuleers of lower skill to adjust the templates to not upgrade the command center as high while also removing facilities to get it below the power threshold.

Allowing modification to the template, could be used for future colony planning?

I needed this in the old days while training up my PI skills.

I did PI in Providence till last year from when they first started it. I moved it all 3 times as we got invaded. Finally last year I ripped it all down and quit the game for a year. Now I am starting it back up in Pure Blind. Its not too bad if you only have 1 account but I did it on and industrial scale and had 7 accounts. They all did Nanite Repair Paste in the billions every month. I was happy to see this feature so I will try again starting today. So I know how it is with being Cursed :).

Additional Feature Requests
I want to quickly select a fixed number and Type of items from a large number of planetary products.
Do you have any good ideas? Thank you

My main usecase for some kind of template feature is this:

Factoryplanets with input T1 materials and producing a T4 item.
There’s always three launchpads, and a bunch of adv factories producing T2 → T3 and the final high tech for T4 output.

The actual placement is done once, it’s only when switching the T4 output that some kind of template would come in handy.
Currently one needs to - delete all routes - reassign all factories to new products - re-route everything again. This is a lot of clicking around and quite tedious.

What I’d like for first time use is:
Once a steup is done, save that as a template - including all routes, and last but not least - some way of retaining the information as what T1 goes to which launchpad in the saved template. Either integrated into the final template or by means of adding notes as text or similar.
Without the means of specifying input materials and places, it will be very hard to share templates.

Then, when I do switch production, first time it will againg be the manual way of re-assigning / re-routing everything, but once that is done, I could then save that template for that particular setup.

From a technical standpoint, when later switching productions, I’m thinking that a simple ‘update’ to the exisitng setup would suffice. That is, structures are fine where the all already are - what just needs to be ‘updated’ are what each factory produces, and all the routings that goes with that setup.
Maybe more of a ‘configuration template’ if you will, rather than ‘placing structures template’
That would be an amazing quality addition.

Complete Template Pack

Hi CCP.

Feature Request:

Rename Template: I would like to be able to rename a template in the UI after it’s created.

Thanks a lot and fly safe o7

Did anyone bring up being ability to rotate the template? Even just 90 degrees at a time? And while I know it’s too much to ask, I would like to see the ability to rotate the template while in use as supply move about.

I finally figured out the bug in the templates… It was driving me nuts that the Routes wouldn’t restore. It turns out that they won’t restore properly if the Basic Facilities are routed through the extractor heads. If I route everything from the launch pad it works perfectly fine. CCPlease

{“CmdCtrLv”: 5, “Cmt”: “Water - 2 Extractor Heads”, “Diam”: 18500.0, “L”: [{“D”: 3, “Lv”: 0, “S”: 2}, {“D”: 9, “Lv”: 0, “S”: 8}, {“D”: 7, “Lv”: 0, “S”: 3}, {“D”: 8, “Lv”: 0, “S”: 3}, {“D”: 6, “Lv”: 0, “S”: 11}, {“D”: 5, “Lv”: 0, “S”: 4}, {“D”: 11, “Lv”: 0, “S”: 3}, {“D”: 11, “Lv”: 0, “S”: 1}, {“D”: 1, “Lv”: 0, “S”: 10}, {“D”: 4, “Lv”: 0, “S”: 6}], “P”: [{“H”: 0, “La”: 2.73202, “Lo”: 5.79686, “S”: 3645, “T”: 2493}, {“H”: 5, “La”: 2.70137, “Lo”: 5.7803, “S”: 2268, “T”: 3061}, {“H”: 6, “La”: 2.7139, “Lo”: 5.78992, “S”: 2268, “T”: 3061}, {“H”: 0, “La”: 2.74104, “Lo”: 5.82951, “S”: 3645, “T”: 2493}, {“H”: 0, “La”: 2.75275, “Lo”: 5.80916, “S”: 3645, “T”: 2493}, {“H”: 0, “La”: 2.72949, “Lo”: 5.84939, “S”: 3645, “T”: 2493}, {“H”: 0, “La”: 2.71112, “Lo”: 5.75968, “S”: null, “T”: 2552}, {“H”: 0, “La”: 2.72349, “Lo”: 5.76798, “S”: 3645, “T”: 2493}, {“H”: 0, “La”: 2.73403, “Lo”: 5.74713, “S”: 3645, “T”: 2493}, {“H”: 0, “La”: 2.74262, “Lo”: 5.77624, “S”: 3645, “T”: 2493}, {“H”: 0, “La”: 2.7217, “Lo”: 5.81716, “S”: 3645, “T”: 2493}], “Pln”: 12, “R”: [{“P”: [8, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [9, 8, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [11, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [1, 11, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [10, 1, 11, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [6, 11, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [4, 6, 11, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [5, 4, 6, 11, 3, 7], “Q”: 20, “T”: 3645}, {“P”: [2, 3, 7], “Q”: 15793, “T”: 2268}, {“P”: [3, 7], “Q”: 17983, “T”: 2268}, {“P”: [7, 3, 11], “Q”: 3000, “T”: 2268}, {“P”: [7, 3, 8], “Q”: 3000, “T”: 2268}, {“P”: [7, 3, 11, 1], “Q”: 3000, “T”: 2268}, {“P”: [7, 3, 8, 9], “Q”: 3000, “T”: 2268}, {“P”: [7, 3, 11, 1, 10], “Q”: 3000, “T”: 2268}, {“P”: [7, 3, 11, 6], “Q”: 3000, “T”: 2268}, {“P”: [7, 3, 11, 6, 4], “Q”: 3000, “T”: 2268}, {“P”: [7, 3, 11, 6, 4, 5], “Q”: 3000, “T”: 2268}]}

Bravo for this tool/feature.

Additional Feature Request:
I use 2 launch pads on each planet. I would like to have the 2nd pad and the associated structures be able to be unpinned to move and place near the desired secong resource pool/point.

The idea of templates is not bad, but still sorely lacking in click reduction.

Particularly if you want to edit delivery and export routes for factories and operations.

Choosing a specific resource to pick up and drop off is very tedious, as it prevents you from being versatile. If you decide to change your production, the time you’ve saved by laying down the template you don’t save by telling factories, resource X to take from Y for each installation.

The easiest way for CCP to code would be as follows.

The simplest solution would be this: Take Here and Here. Drop Here.

In the end, in the code, the system has to check if the resource is the right one anyway, to avoid using a resource that doesn’t have the same name, for example, to avoid using water instead of bacteria to make the resource.

So instead of making the player select the exact resource to move. Let the server do the verification itself by making a take instead of selecting the exact resource. All in all, it’s easier and less clicks in the long run. Because if you make changes, you’ll no longer be affected by this tedious selection process.

It might also be interesting to add the option of selecting multiple industries or extractors. When selecting pick and place. Reduce the number of clicks required if several plants are involved.

In the take several selection possible.

In the drop several possible selections if you incorporate Si/ET/OU logic systems.


Ability to add favorites on the planet, specifically useful for those doing split operations to be more efficient. (For those like me who have trouble focusing if too much info is displayed, this could be useful). (Think also of the person who’s starting to age ^^).

Hello,

I found it a bit annoying to drop a command center and then load a template that might be in a different place. It might be nice to have an option to toggle between original coordinates and centered on the current camera location?

Just what I needed!

My main time sink when setting up a new ordinary mining system is setting the layer around the first pin, that is the 2nd through 7th pins, so that the link length on them is as low as possible. This is perfect for me. I set up the first alt in record time with the bare-bones installations. Changing the assignments so that both inputs and the new P2 are set up is much quicker than doing it the old way. I’ll need to make a new template for my P4 factory planet set-up, but I have one I can copy from, so that should be fine too.

Thanks so much!

My wrists thank you

The Color code for the horizontal and A B axis that is on the planet itself could also be represented in the Template Preview UI to allow for a more clear indication of which slider affects which axis (its not hard to figure out but still )

@CCP_Bee
Is it me or is the filter search box not working at all?

It would be nice to be able to search based on template title.

Hi CCP,

Thanks for the add.

Is it possible to add a buttom on extractor 24h/cycle ?
And a buttom for pop all mine in one time ?
And a reload buttom for all extractors ?

ty o/

Have to experiment more, but first holdup - can’t auto-magically view among other accounts/alts.

  • Additional Feature Requests
    Auto-adjust to planet-size (as I don’t expect factory sizes - that apparently are plant radius dependent) to become a constant size.
    Allow planet size to be a setting (also needs to be easier to see in advance, iirc i expect gas planets are generally larger that lava planets and only for that reason have fewer structures - and the links consume much more power/cpu resource even though factories cannot be placed any closer.
    auto-placement-v1: production-chains: p1->p3 (creates 2x (p1-p2) feeding 1x p2-p3; still have to manually add materials flows.
    auto-placement-v2: specify piX component name, number of launchpads; number of heads (e.g., 3x robotics) and layout with launchpad(s) plus p1-P2-p3 chains are created.
    auto-placement-v3
    Being able to specify multiple products - rather than only one (v2).

  • In game additional feature:
    Based on template have a way to load/select PI materials needed for a planet based on template launchpad(s).

Hope this helps.

Not necessarily relevant for templates but would impact the way I used templates. The biggest irritant for me is routing.

Autoroute button, for storage and launchpad facilities. First select a launchpad or storage facility, then apply autoroute. This would cause routes to be set up for all products currently in the storage facility to be routed to their appropriate linked factory destinations. Similarly all outputs from linked factory and extractor destinations would be linked to the selected storage facility or launchpad.

This would remove a mass of key strokes when setting up a new factory pipeline.

So for example a template to make a T3 material from T1s currently requires 1 template for each T3 type. I’d rather have one generic unrouted template. The factories and extractors could be preset (or not) with schematics. When deployed on planet, I’d install all the necessary factory and extractor schematics (which does not take long). Preload storage facilities with whatever products are being processed then after selecting the storage facility, hit autoroute.

All the factory input routes would be created for the products in the storage facility, and all linked factory and extractor output routes would be set as well with the selected storage facility as the destination.

If there were multiple stages of factory T1 to T2, T2 to T3, and T3 to T4, you would apply the autoroute button multiple times as the higher levels of material were generated.