Blueprint: Always deconstruct trees
Posted: Sun Dec 11, 2016 2:16 pm
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.
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.