Blueprint: temporary mode

Suggestions that have been added to the game.

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Pat4yczek
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Blueprint: temporary mode

Post by Pat4yczek »

Hi everyone.
Here have something for further relases
It's a pain to remove blueprints from inventory, because there's some stuff we want to copy make a temporary mode.
If marked, then after they cancel, there no exist.

See you
bobucles
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Re: Blueprint: temporary mode

Post by bobucles »

Shift right click clears a blueprint.

Warning: A blank blueprint can't be destroyed, for some reason.
SoulFrost
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Re: Blueprint: temporary mode

Post by SoulFrost »

Adding one of my idea's to this topic:

Shift right click empty blueprint to delete would make life so much easier :)
golfmiketango
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Re: Blueprint: temporary mode

Post by golfmiketango »

SoulFrost wrote:Adding one of my idea's to this topic:

Shift right click empty blueprint to delete would make life so much easier :)
I know it's older but I wanted to add my emphatic support to this suggestion. It's crazy to give us an unlimited supply of free blueprints and then treat them like steel plates with stack size 1, thereafter. Indeed, I would go so far as to suggest:
  • generic, undifferentiated blueprint/planner items disappear into thin air when placed in trash slots or yellow storage chests
  • the blueprint item picker gui (whatever it's called... the gui that comes up when you press "B") should not give the player a new item of a given prototype if the player already has a non-setup blueprint item with the same prototype in inventory (even if they already renamed it). Instead, the gui should fulfill the player's request for a blue square by putting the blue square he's already got into the character's hand.
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