Search found 12 matches

by Boppiej
Sun Aug 08, 2021 1:51 pm
Forum: Ideas and Suggestions
Topic: Hotkey to replace existing structures with blueprint
Replies: 71
Views: 13969

Re: Switch for replacement blueprint

[ Used Google Translate ] The game lacks one simple, but very necessary thing when working with blueprints. This is the ability to place a blueprint on top of any existing objects with forced rebuilding of mismatched buildings. Explanation: Due to the fact that an automatic translator can poorly co...
by Boppiej
Tue Apr 27, 2021 9:40 am
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

But if the marking for upgrading or destructing works works automaticly (robots), it should also work by hand, then you'll have to replace/destruct the marked items by hand. Is that what u mean? Right now, we have no choice but to drop the BP, and then manually deconstruct the entities that block p...
by Boppiej
Thu Oct 08, 2020 5:26 pm
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

I know this thread is about doing it automatically, but even a manual method to work around having been denied placing a print would be useful. But if the marking for upgrading or destructing works works automaticly (robots), it should also work by hand, then you'll have to replace/destruct the mar...
by Boppiej
Thu Oct 08, 2020 5:31 am
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

Indeed, they try to address very similar issues. I must admit I would choose the more generic one if I had a choice : a way to force build whatever is under a blueprint by deconstructing whatever is underneath OR fast-replacing what can be :mrgreen: Agree, or mark for deconstruct or upgrade, i assu...
by Boppiej
Wed Oct 07, 2020 9:01 pm
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

Allow me to also point to a very similar suggestion (not only focusing on upgrading the fast replaceable entities, but everything that's in the way). I won't merge both because they are still different. https://forums.factorio.com/viewtopic.php?f=6&t=59554 But both of them ideas are usefull to ...
by Boppiej
Tue Sep 29, 2020 8:51 pm
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

I'm note sure we're understanding each other. What I meant is when I upgrade one entity, I don't always want to upgrade all entities of the same type in all my base. I may want to upgrade just a few entities at strategic locations of my base. The way I'd do it is have N blueprints, one for every st...
by Boppiej
Tue Sep 29, 2020 5:55 am
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

ssilk wrote: ↑
Tue Sep 29, 2020 4:31 am
Ah, that sounds a bit like my viewtopic.php?f=6&t=76499 Blueprint Book is not enough for me
Honktown wrote: ↑
Mon Sep 28, 2020 6:00 pm

Looks nice, but then 1 question remains: getting achievements doesnt work while playing with mods, right?
by Boppiej
Mon Sep 28, 2020 5:15 pm
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

A subtle "conflict" is when you go to blueprint over existing stuff, and it's not "marked for upgrade" or however it might be implemented (one can't place a ghost on it since it would collide). There was a single topic back in 2015: https://forums.factorio.com/viewtopic.php?f=23...
by Boppiej
Thu Sep 24, 2020 9:08 am
Forum: Ideas and Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 31
Views: 2676

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

A subtle "conflict" is when you go to blueprint over existing stuff, and it's not "marked for upgrade" or however it might be implemented (one can't place a ghost on it since it would collide). There was a single topic back in 2015: https://forums.factorio.com/viewtopic.php?f=23...
by Boppiej
Wed Sep 23, 2020 1:33 pm
Forum: Ideas and Suggestions
Topic: Hotkey to replace existing structures with blueprint
Replies: 71
Views: 13969

Re: Better Blueprint Placement

I like the idea of having overlapping blueprints that contain upgrades for the previous blueprint.
by Boppiej
Wed Sep 23, 2020 8:29 am
Forum: Gameplay Help
Topic: Overlapping Blueprints
Replies: 3
Views: 484

Re: Overlapping Blueprints

Thanks for the fast reply. But that would mean that structures would be marked for destruction, right? That would delay production if you still don't have robots, because marked for destruction means they stop working. So this post should be moved to suggestions then i guess? So that blueprints can ...
by Boppiej
Tue Sep 22, 2020 8:11 pm
Forum: Gameplay Help
Topic: Overlapping Blueprints
Replies: 3
Views: 484

Overlapping Blueprints

Hey, I''l try to explain my problem: I'm building myself an expanding blueprint base, I'm designing the blueprints myself, but the following problem occurs: My first blueprints uses yellow inserters/belts, just primary stuff. The next blueprint is supposed to replace some yellow inserters (not all) ...

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