When constructing a new area and there are trees in the way, you are required to hold <shift> while you click to automatically deconstruct the trees. While I love this behaviour, it interacts poorly with the deploy partial blueprint functionality because it has the same modifier: <shift>
I continually find myself placing a blueprint while holding shift to remove the trees, only to find out that I am one tile out. This means that I have to cancel the construction (including the overlapped portion), and replace the two interlocking blueprints. May not seem like much, but on a rail network it can happen a lot.
While I realise that it would not be an issue if I was competent, simply allowing us to bind the options to two different keys or allowing us to always deconstruct trees and rocks in the way (because who the hell doesn't want to to that?) would keep me sane.
Blueprint: Always deconstruct trees
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Re: Blueprint: Always deconstruct trees
This sounds like a useful change. I wouldn't mind seeing this as a config option. Choice between current behaviour (shift-click to remove trees AND override placement) and always remove trees/rocks, shift-click only to override.
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.
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Re: Blueprint: Always deconstruct trees
Personally I deconstruct trees before building anything to give me room to work with. Removing them later once there's a ton of stuff built around them is a real headache.
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Re: Blueprint: Always deconstruct trees
Yes. This "issue" is for me the reason, why I think a filter for blueprints/deconstruction is super useful. I don't want to have an automatic here for several reasons.
viewtopic.php?f=80&t=17948 Filters on (De)construction Planner
viewtopic.php?f=80&t=17948 Filters on (De)construction Planner
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Re: Blueprint: Always deconstruct trees
In this reddit thread Rseding91 (in the first comment) posted a video showing how the deconstruction filter will be implemented in 0.15.ssilk wrote:Yes. This "issue" is for me the reason, why I think a filter for blueprints/deconstruction is super useful. I don't want to have an automatic here for several reasons.
viewtopic.php?f=80&t=17948 Filters on (De)construction Planner
Video
Re: Blueprint: Always deconstruct trees
I don't remove all the trees because it's a great pollution sink. Admittedly it's only a small % of the original tree population, but every little bit counts. I already have the filtered deconstruction planner (I don't play without it), but I still choose to use the shift-click to save as many of the buggers as possible. Every tree helps increase performance!