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Re: Force-place Incomplete Blueprints

Posted: Tue Dec 30, 2014 11:13 am
by Nova
No, it should not be standard behavior. Blueprints can get very huge, and not placing a special building could destroy the whole setup without the player realizing it - the small red marked building is pretty small, easily to be overlooked.
Pressing a special key should not be very problematic and would say: "Yes, I know about the consequences, please still place that blueprint."

Re: Force-place Incomplete Blueprints

Posted: Fri Jan 02, 2015 12:48 pm
by GewaltSam
Nova wrote:No, it should not be standard behavior. Blueprints can get very huge, and not placing a special building could destroy the whole setup without the player realizing it - the small red marked building is pretty small, easily to be overlooked.
Pressing a special key should not be very problematic and would say: "Yes, I know about the consequences, please still place that blueprint."
I fully agree with that. Force-placing would be an important feature, but it should be optional to avoid overlooking that one little plant somewhere, and why isn't this blueprint working anymore?!?

Re: Force-place Incomplete Blueprints

Posted: Fri Jan 02, 2015 3:20 pm
by mward
I agree with using a special key to force-place everything that can be placed.

Blueprints are used in two applications which have differing priorities:
1 Building a factory or train station etc. where every item is needed and must be placed;
2 Building a wall or an area of solar panels and/or accumulators. In this case, we want to place everything which can be placed and not worry about the ones which cannot.

This suggests that two different "place blueprint" operations are needed.

Re: Force-place Incomplete Blueprints

Posted: Tue Jan 06, 2015 8:43 am
by Angusacdcrocks
I support this.

Re: Force-place Incomplete Blueprints

Posted: Tue Jan 13, 2015 7:25 pm
by faloun
keyboardhack wrote:Good idea. Would make me a lot less frustrated when there is something in the way.

Maybe construction drones should also automaticly remove trees if they are in the way of the blueprint construction area.
Boogieman14 wrote:
bobingabout wrote:Also, I use that exact same blueprint layout for my solar power system too!
I suspect anyone who's put any thought into their solar layouts will have come up with this exact setup :lol:
tbh i never came up with that nice design. Instead i use a blueprint with a robotport in the middle of the solar panels so i don't have to manually extend the logistics network. I can see the usefullness of the design, but i never thought of it.
I also second this! It's a little better now that I found out you can hold down shift to place "ghost" objects, but it would be great to have the ability to place incomplete blueprints (and even better if the trees were removed automatically!)

Re: Force-place Incomplete Blueprints

Posted: Wed Feb 04, 2015 4:52 pm
by Phantomix
Hello!

I'm a big fan of this idea. This should also count for "player is in the way" which happens to me very often when placing large blueprints. Just ignore the player. When the bots build everything up, they're already waiting until the player moved out of the way (which I think is very cool).

I don't know if deconstruction should be a part of that feature. This would make the deconstruction blueprints less important...

Re: Force-place Incomplete Blueprints

Posted: Sun Feb 22, 2015 3:51 pm
by c_death
Yes, I support this idea.

Also I agree there should be a key needed to force place. Also I agree it should ignore the player, maybe you can use the force place for player ignore.

Re: Force-place Incomplete Blueprints

Posted: Wed Mar 04, 2015 2:13 pm
by Mr. Thunder_Tw
Same train of thoughts when I encountered it. Thanks for posting!
Those friggin coral plants ...

Re: Force-place Incomplete Blueprints

Posted: Mon Mar 09, 2015 9:39 pm
by GlassDeviant
This is a slightly modified version of someone else's design (I added only lighting) that I use, but I don't know whose it was.

I like how it keeps close to the optimal ratio of solar to accumulators, but it's very hard to find a place to plant a large number of these blocks, so force-placing of incomplete blueprints would be fantastic.

Image

P.S.: I don't think force-placing should ignore the player, you might find yourself having to dig your way out :)

Re: Force-place Incomplete Blueprints

Posted: Thu Mar 12, 2015 9:38 pm
by Cordylus
kovarex wrote: [*]Features
[*]Blueprints can be built over things marked for deconstruction.
[*]Blueprints can be force placed using alternative build mode (shift click).
It happened! :D

Re: Force-place Incomplete Blueprints

Posted: Sat Mar 14, 2015 9:30 am
by dopefish
Cordylus wrote:
kovarex wrote: [*]Features
[*]Blueprints can be built over things marked for deconstruction.
[*]Blueprints can be force placed using alternative build mode (shift click).
It happened! :D
Victory! Cheers for the +1's everyone.

Re: Force-place Incomplete Blueprints

Posted: Thu Apr 09, 2015 3:07 pm
by kovarex
True, I will move the topic to the newly created category for winners :)