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Blueprint with consumeables

Posted: Wed Jul 17, 2024 11:11 am
by burninghey
For blueprinting trains, this is in game already:
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Please let me show you some cases, where filter was called wrong or gone missing:
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Blueprint strings for reference
Reactor

Turret


I've got these blueprints from some internet wizards. They work totally fine once imported. Even placing them as ghosts and making new blueprints from them is possible.
Please enable creating blueprints like this in vanilla factorio! I'm sure there are more ways to utilize this, than I imagine.

Re: Blueprint with consumeables

Posted: Wed Jul 17, 2024 12:35 pm
by Stringweasel
I see a reference to Alt-F4 #61! :D

Re: Blueprint with consumeables

Posted: Sat Jul 20, 2024 2:36 am
by LackadaisyFrog
I think saving ammunition in blueprints might be useful if gun turrets gain the ability to be supplied by a logistics network, but saving reactor fuel in a blueprint is redundant, as the blueprint likely already has a way to supply the fuel and the reactor can only take one type of fuel.

This functionality is obviously useful in trains, as burning fuel in order to move is intrinsic, and if you're placing a locomotive down temporarily or in a strange location on an existing network, then having it get enough fuel to either be immediately useful or to get to a station where I can be fueled automatically is a good idea.

For reactors, if you're blueprinting them, it's likely that the blueprint includes a way to supply them with the only type of fuel they take, so marking them in the blueprint with a request for fuel is not only redundant in what seems to me to be the most common case, but also might override any systems set up to limit the reactor from burning fuel unnecessarily if the request for fuel doesn't go away (which it does in trains and likely would in reactors, but seeing as this is a bug, I'm uncertain of its interactions).

For gun turrets, while piercing ammunition is likely to be readily available by the time you might want to start placing blueprints that include them en masse, I usually transition to uranium rounds once I have a sustainable kovarex setup and a few reactors running, meaning that having ammunition saved to blueprints would be another thing I would have to upgrade in complex blueprints. These also run into a similar issue as the reactor: they aren't currently able to be supplied by a logistics network in the vanilla game. Maybe I missed an announcement about that being added, but it seems counter to the usual design philosophy, because the puzzle of how to supply all your gun turrets is fun, and having them supplied by logistics networks relegates laser turrets into a very small niche.

Re: Blueprint with consumeables

Posted: Fri Jul 26, 2024 7:42 pm
by burninghey
I'm asking for the feature, because it's already implemented - but not publicy available / inconsistent.
Tried to do a bug report first viewtopic.php?f=23&t=112710

- Building reactors with a request for 1 fuel makes it easy to add some logic like this https://wiki.factorio.com/Tutorial:Circ ... lear_power (while there are other possible ways to achieve this, without manual input)
- turrets with ammo request make turret creep easy. It's not like a blue chest (yet), which continues to ask for ammo. just something to get the fun started with less user interaction
- with the new parameterized blueprints, it may enable some more usage possibilities

Re: Blueprint with consumeables

Posted: Sat Nov 23, 2024 11:36 am
by mrvn
This is now possible in 2.0.

If you are in the remote view mode (map mode) then you can add ghost items to any entity or ghost to create item requests. Do that outside the construction range of roboports or quickly enough and you can blueprint the entity with item requests. So no more editing blueprint strings to get these kinds of blueprints anymore.