Human blueprinting

Post your ideas and suggestions how to improve the game.

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Factoruser
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Human blueprinting

Post by Factoruser »

The player should place buildings like construction robots if in range and available. Mainly to use the blueprint's mechanic before you've got mobile roboports and so on. Blueprinting shouldn't be researched though.

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ssilk
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Re: Human blueprinting

Post by ssilk »

https://www.factorio.com/blog/post/fff-160
Figure some way to have low level personal construction robots earlier in the game.
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Rhamphoryncus
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Re: Human blueprinting

Post by Rhamphoryncus »

I've wanted this for a while. If it includes construction/deconstruction times then it's no more powerful than manually placing, just much less fiddly. Mark a set of trees for deconstruction and slowly walk through them, no having to line up each individual tree.

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Re: Human blueprinting

Post by daniel34 »

I'll repeat the answer I already made in the FFF #160 Playtesting thread:

I can imagine a small roboport built into every armor (or the player itself) that can only place entities within the player's reach and has a robot limit of about 5 or 10. So that when you build a middle-sized blueprint (25x25 tiles) and run around within the area the bots slowly build the whole blueprint. It should also be possible somehow to disable this behavior.

The same goes for deconstruction, of course.
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Factoruser
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Re: Human blueprinting

Post by Factoruser »

Well, robots are a bit OP, but it's rather useful if you could make "rebuilding" and "copying" this way a bit easier. 'course it would be also fine to mark trees to chop and get close for, instead of chopping them nearly by hand.

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