Bulldoze mode for blueprints
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- Long Handed Inserter
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Bulldoze mode for blueprints
Last edited by AntiBlueQuirk on Sun Jun 25, 2017 12:03 pm, edited 1 time in total.
Re: Bulldoze mode for blueprints
I like the idea. I could use this feature a lot of times.
I have been looking at force place (shift) feature as well and I find adding aggressive force place being useful. Currently force place ignores entities placed by players and marks trees and rocks for deconstruction but if you could hold like Ctrl it could mark all conflicting entities for deconstruction replacing them with blueprinted ones.
The most use for my feature would be replacing bus with splitters and for OP inserting intersections over existing railways erasing extra poles and signals
Also placing a railway blueprint would clean up space nicely.
However there would be a bit of a problem with diagonal blueprints which would require the whole rectangle being cleared... So my version is more predictable
I have been looking at force place (shift) feature as well and I find adding aggressive force place being useful. Currently force place ignores entities placed by players and marks trees and rocks for deconstruction but if you could hold like Ctrl it could mark all conflicting entities for deconstruction replacing them with blueprinted ones.
The most use for my feature would be replacing bus with splitters and for OP inserting intersections over existing railways erasing extra poles and signals
Also placing a railway blueprint would clean up space nicely.
However there would be a bit of a problem with diagonal blueprints which would require the whole rectangle being cleared... So my version is more predictable
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- Long Handed Inserter
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Re: Bulldoze mode for blueprints
Hmm. I hadn't thought about the diagonals thing. The extra modifier key could just be used to enable replacing player objects, instead of bulldozing the whole area. For the more aggressive tree clearing, you could just have it expand the collision boxes of the objects by 1 tile.
Re: Bulldoze mode for blueprints
Added to viewtopic.php?f=80&t=45635 Improvements for the Construction-Phase (Handling of Blueprints / Ghosts / Copy / Pre-Configuration)
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- AileTheAlien
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Re: Bulldoze mode for blueprints
-1
You can already just use the deconstruciton planner (aka "redprint") for this, and there's other things the devs could be spending time on.
You can already just use the deconstruciton planner (aka "redprint") for this, and there's other things the devs could be spending time on.
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- Burner Inserter
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Re: Bulldoze mode for blueprints
No, this is different from doing a red and then a blue, in the case where you upgrade an older blueprint to a newer one and some of the entities are already in place.
I like the idea quite a lot, although admittedly it's not a super high priority thing.
I like the idea quite a lot, although admittedly it's not a super high priority thing.
- 5thHorseman
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Re: Bulldoze mode for blueprints
That's true of every suggestion out there.AileTheAlien wrote:-1
There's other things the devs could be spending time on.
Blueprints need work. They may need an entire rewrite. And they are a very important part of the game. For me they are probably the most frustrating UI interaction in the game.