Overlapping Blueprints

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Boppiej
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Overlapping Blueprints

Post by Boppiej »

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) by blue inserters.
But when I try to place it, it says: can't place because of inserter in the way. I know that if you shift click you will place a ghost image.

But my question is now: Is it possible to mark that specific inserter to upgrade (upgrade can be done by hand or robot) so that you can keep using overlapping blueprints, but you can pre determine what has priority to be upgraded within the blueprint. And not use the upgrade planner to upgrade all.

Btw using just vanilla
And ideas or thoughts that can help me?

Koub
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Re: Overlapping Blueprints

Post by Koub »

I think your specific need is not achievable with vanilla. Iirc, there is a suggestion somewhere to add a keystroke combination similar to Shift-place BP that would deconstruct whatever is in the way instead of just placing whatever can be.

[Edit] Found it : viewtopic.php?f=6&t=88691
Koub - Please consider English is not my native language.

Boppiej
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Re: Overlapping Blueprints

Post by Boppiej »

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 mark structures to be upgraded.

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jodokus31
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Re: Overlapping Blueprints

Post by jodokus31 »

The current vanilla way to place a blueprint, which upgrades entities in-place:
- Place the blueprint on top with shift-click
- Upgrade everything which conflicts (marked red) with upgrade planner
or vice versa

The linked thread from @Koub also contains the idea, to have a mode, which upgrades entities instead of deconstruct/rebuild

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