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upgrade blueprint for zero -> modules

Posted: Sun Dec 06, 2020 1:53 am
by blazespinnaker
Right now it's a bit of a pain for inserting modules into entities when it starts from nothing as you have to deconstruct them first. At the very least it'd be nice to shift paste modules via blueprint.

Re: upgrade blueprint for zero -> modules

Posted: Sun Dec 06, 2020 9:07 am
by ssilk
I also recommend the module inserter mod.

Re: upgrade blueprint for zero -> modules

Posted: Sat Dec 12, 2020 4:32 am
by blazespinnaker
alas, the problem with mods is can't officially speedrun with them. Silly I know!

Re: upgrade blueprint for zero -> modules

Posted: Sat Dec 12, 2020 9:04 am
by jodokus31
+1 I'd really something like this to be vanilla. This is one of the few things, that need to be done manually with real items f.e. in a Brave New World scenario, your god character can place modules, because it's not possible otherwise

I mean, of course, i could create some blueprints of assemblers with empty recipe and different modules.

the modules inserter mod was a bit buggy last time (some month ago), maybe i have to try it again...

Re: upgrade blueprint for zero -> modules

Posted: Sat Dec 12, 2020 10:06 am
by Taneeda
+1

Absolutely, one of the last annoying things need to be done manually. Usually my character stands at the same point and I unstruct the robots from map view. In this case I must use Cut/Paste as workaround :/

Thx for the mod hint, didn't knew this, I will give it a try BUT I agree that something like that should be in vanilla.

Re: upgrade blueprint for zero -> modules

Posted: Tue Dec 22, 2020 6:35 pm
by NotRexButCaesar
I am sure I have seen a suggestion for this before.

Re: upgrade blueprint for zero -> modules

Posted: Tue Dec 22, 2020 8:05 pm
by jodokus31
AmericanPatriot wrote:
Tue Dec 22, 2020 6:35 pm
I am sure I have seen a suggestion for this before.
Yes, for instance, I guess the mods get lazy (no insulting meaning, just fun) to merge it again and again ;)
viewtopic.php?f=6&t=91738&hilit=modules
viewtopic.php?f=6&t=88977&hilit=modules
viewtopic.php?f=6&t=68089&hilit=modules

Re: upgrade blueprint for zero -> modules

Posted: Tue Dec 22, 2020 11:32 pm
by Koub
Yeah there are many suggestions revolving around the need of adressing some issues with mass module management, in different conditions, like directly from the map view, or from "no module" to "one module", or only change the second module from one type to another, ...
If I got to merge all the threads, I fear it would make things unreadable. I'm fine merging when I get twice exactly the same suggestion, or different suggestions for exactly the same issue, which is not exactly the case - or maybe I missed something, which can happen, especially recently where my day job is even more time and brain consuming than usual XD.

Re: upgrade blueprint for zero -> modules

Posted: Wed Dec 23, 2020 6:34 am
by ssilk
Same with me.
It would be so much easier, when the devs would implement things faster. :D

It takes a serious amount of time to get an overview about such a non-complex subject as viewtopic.php?f=6&t=93413 Epilepsy inducing screen effects

You need to find the right search words (is it flashing or blinking?), several tries, search over 100 found articles in total, select the relevant sounding ones (about 20) and need to look for each thread, if it matches really the subject. Also looking around for more links and into modding portal. ... It’s much easier to create a new suggestion, then to look into the old ones and see, what’s matching and what’s not. :)

That’s for a simple example. But this one... this is complex: there are many of articles around blueprints and modules and they differ sometimes only in small details.

And I also have strong feelings about this: I really won’t change module configuration by blueprints only. I want to have a separate handling, like the module-inserter mod. And in the end I want to automate that even more: I want some entity, that can change the modules in the surrounding and that I can control this via signals.

Re: upgrade blueprint for zero -> modules

Posted: Thu Dec 24, 2020 7:41 am
by jodokus31
Koub wrote:
Tue Dec 22, 2020 11:32 pm
ssilk wrote:
Wed Dec 23, 2020 6:34 am
You are doing a great job :!: :) If not, I wouldn't do so silly jokes :P
Merry Christmas