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Human blueprinting
Posted: Fri Oct 14, 2016 4:20 pm
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.
Re: Human blueprinting
Posted: Fri Oct 14, 2016 8:58 pm
by ssilk
https://www.factorio.com/blog/post/fff-160
Figure some way to have low level personal construction robots earlier in the game.
Re: Human blueprinting
Posted: Fri Oct 14, 2016 10:59 pm
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.
Re: Human blueprinting
Posted: Fri Oct 14, 2016 11:12 pm
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.
Re: Human blueprinting
Posted: Sat Oct 15, 2016 12:07 am
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.