This is great, but I think the Blueprint feature still need some important additions.
First, what about automatic/blueprint Landfill and ghost blueprint on ghost Landfill, there is actually no way to put Landfill other than by hand even if the endgame is more played with the map than with the character.
This is even more relevant for blueprint containing floor like brick.
I think you should push the blueprint entity not just toward calculating belt junctions, but also toward full creation, ok said like that this is not clear.
A little like mp0011 said.
What the blueprint preview was a sandbox by itself where we can place, rotate and modified object, like changing recipes, adding or removing modules, connecting or removing wires, setting conditions, modifying ground ?
There is so many times I needed to make a new blueprint just because I forgot a single thing, like a module, setting a recipe or a wrong number on a signal, or as simple as forgetting a single wire...
Sometime it can even force to close a regular game, load a creative save, put the blueprint, make the change, make the blueprint again, export the blueprint, save, load the previous game, and then finally place the blueprint maybe only to do it again...
Even if it only work for the blueprint and not the ghost, it would be so great and I guess it would be hard to do it with ghost because it would be difficult to isolate those actions from regular entity.
Inspired by the FFF-206
, I think that a great function will be upgrade and downgrade, not only placing a blueprint where a blue belt is over a yellow belt when the shift key is pushed should automatically plan for deconstruction the old belt, inserter, assembling machine, storage and other object of the same size and category (so electric furnace or power station, sadly can't be part of that
) and place the blueprint of the new one on top of it.
But what if we could also make it so, for a blueprint, there is an option through checkbox or key combination to downgrade when placing to the last researched available part, for example we might not yet have blue belt, so having the blueprint placing a red belt instead would be nice !
It would be great if the deconstruction planner could fit inside the blueprint book or have its own book, now that filters are available for it, having multiple of them can quickly happen...
Could we have a key combination that make it so, when placing a blueprint, everything in our construction range which is in our inventory is placed ? Because before we have bot, it is almost impossible to place a complex circuit, and trying to place everything by hand over the ghost is sometime more a pain than a pleasure...
One of the reason is also an issue, when manually placing an object over it's ghost blueprint, it loose all informations, the assembling machine won't keep recipe or module, and any circuit related things are just gone...
Or if no auto placing, at least when clicking while pushing Shift or another key, that it construct what we hover with the cursor as long as we have it on our inventory !
Also please, can we have the possibility for blueprint to keep train stop name !!!
And finally, will we ever have an option to make some blueprint private ?
I have not play online yet, I wanted to, but I have some blueprint I really don't want to share yet...
And a question, is it an intended behaviour that when placing a blueprint of power pole with red or green wire over a pole without wire, it give it those wires even if the pole is outside any robot or player construction range ?