Click & Drag build should follow ghosts

Ideas, that are too old (too much things changed) or won't be implemented cause of some reasons or if there are obvious better suggestions.

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EnderTheXenocide
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Click & Drag build should follow ghosts

Post by EnderTheXenocide »

TL;DR
When a ghost blueprint is placed, clicking and dragging with an item should only place it where a matching ghost exists

What ?
Say in early game I copy and paste a section of smelting where two stone furnaces have a power pole in between them, and all the relevant inserters and belts. Now if I am holding stone furnaces, I click the first one and drag to place the second one, only it actually places it side by side, misplacing the stone furnace and overwriting the ghost of the power pole.

Maybe this would be too OP and too close to having construction robots but to me it's frustrating, if I have copied and pasted I feel that should help to move things along rather than just provide a visual guideline. I think this is why mods like tinystart exist. I don't think truly new users would lose any experience by this as copying or tiling designs is only helpful if a tileable design has been established in the first place.

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ssilk
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Re: Click & Drag build should follow ghosts

Post by ssilk »

I think you should feel free to use some of the helper mods:
https://mods.factorio.com/mod/there-is-my-ghost
https://mods.factorio.com/mod/player-auto-build
https://mods.factorio.com/mod/autobuild

And I mean there are more?!
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Koub
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Re: Click & Drag build should follow ghosts

Post by Koub »

EnderTheXenocide wrote:
Wed Jul 14, 2021 10:33 pm
When a ghost blueprint is placed, clicking and dragging with an item should only place it where a matching ghost exists
Don't count on it, the devs have already told us that anything buffing blueprinted entity placement before bots wouldn't happen :
viewtopic.php?p=521096#p521096

[Koub] Moving this to "Won't implement".
Koub - Please consider English is not my native language.

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