Expand the current Tutorial Mode into a blueprint edtiorAllow 'advanced editing' of a blueprint by taking the user into the same place tutorials use, where the user can then add / edit items in the blueprint.
What ?Factorio has a cool tutorial mode which includes the ability to see your character, run around and place items. (I'm guessing you just teleport to a different surface). I suggest:
- Add a new button 'Edit'
- Blueprint teleports you to another surface (or whatever Tutorial Mode does) and automatically constructs the blueprint so it's ready to edit
- Player can add/remove/ fiddle etc if in creative mode
- When player exits the edit mode, the blueprint is updated with whatever the player did.
Why ?Currently the workflow for editing blueprints goes like this:
0 - Place the current blueprint somewhere
1 - Shift-right click on the blueprint to clear the blueprint
2 - Adjust setup and re-create the blueprint from your new build
3 - Re-do the name
4 - Re-do the icons
5 - Re-do any exclusions (eg creative mode buildings)
6 - Re-tick 'include tiles' or 'station names'
7 - Open the blueprint again and edit the name and click the pencil instead of the green checkmark.
It would be sooo much easier if you could run around inside a blueprint and edit it from inside, and not have to worry about repeating 7 different actions for every small change you might make. Often I find that a blueprint works really well until I tile it a few times, and then I have to go back in to tweak it.
Another use-case is when you have blueprints that are too large to see properly in the blueprint editor.
Also would resolve this: viewtopic.php?f=6&t=50130 (zoom / pan in blueprint editor)
Also https://mods.factorio.com/mod/TheBlueprintLab_bud is a mod that half way gets there, but doesn't solve the 7 steps it takes to recreate blueprints.