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[0.13.08] no red/green wires are consumed by blueprint build

Posted: Thu Jul 14, 2016 7:54 pm
by Vetinary
When any given blueprint containing red/green wire is being build by personal robots, no red/green wire from the players inventory is consumed. I did not test it with the robot network, but my guess is, its the same.

Re: [0.13.08] no red/green wires are consumed by blueprint build

Posted: Thu Jul 14, 2016 7:56 pm
by Rseding91
That's by design. We didn't feel it was worth it to implement a ton of logic just for wires.

Re: [0.13.08] no red/green wires are consumed by blueprint build

Posted: Thu Jun 29, 2017 12:46 pm
by mrvn
This makes a huge difference in used resources. I use a lot of wires in train stations to balance buffer chests. Something like 80 wires for a 2 cars train stop with double sided loading or unloading. With Bluebuild mod or roboport suddenly you get 80 wires for free per train station. But only for new stations or when you deconstruct the old station first before blueprinting a new one.

I think wires need more special cases. They should need resources and blueprints should be able to add them to existing entities.

Re: [0.13.08] no red/green wires are consumed by blueprint build

Posted: Thu Jun 29, 2017 2:29 pm
by Muche
I would accept blueprinted colored wires costing resources only if removing them returned them back.

Currently, no refunds on removed wires and free blueprinted wires means that developing new circuitry (i.e. adding and removing wires) has an upfront cost that you'll get back with each placed blueprint of finished circuitry.
Refunds on removed wires and blueprinted wires costing resources would make them act like the rest of entities (promoting experimentation and frequent rebuilds).

Then there is the matter of basic wires. Having colored wires act differently from basic wires could cause confusion. Thus the full solution would be to include basic wires as well - all placed/blueprinted poles cost wires as well, blueprints remember wires connections, removing wires refunds them.

Re: [0.13.08] no red/green wires are consumed by blueprint build

Posted: Fri Jun 30, 2017 9:45 pm
by mrvn
Muche wrote:I would accept blueprinted colored wires costing resources only if removing them returned them back.

Currently, no refunds on removed wires and free blueprinted wires means that developing new circuitry (i.e. adding and removing wires) has an upfront cost that you'll get back with each placed blueprint of finished circuitry.
Refunds on removed wires and blueprinted wires costing resources would make them act like the rest of entities (promoting experimentation and frequent rebuilds).

Then there is the matter of basic wires. Having colored wires act differently from basic wires could cause confusion. Thus the full solution would be to include basic wires as well - all placed/blueprinted poles cost wires as well, blueprints remember wires connections, removing wires refunds them.
And as I suggested before the power poles should then cost less / no copper. The coper is in the wires that will cost extra.