This link collection tries to widen the view into that direction.
[This is also a side-task of
viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...)
viewtopic.php?f=80&t=27054 Self Replicating (e. g. with Blueprints) ]
See also: Symmetry mode (see also viewtopic.php?f=6&t=3369)
The idea of that is, that you can built everything on a virtual mirror.
Mirroring of a blueprint is then just a special case!
Rotation, Mirroring, Shift, Iteration
Imagine a "virtual mirror", that can do more than just mirroring, while you are working (also rotate and shift). And when in this mode It would forbid placing train stops or signals or any "not mirrorable" construction.
Basics abilities of that virtual mirror:
<<< Rotation >>>
of blueprints is already implemented. Since 0.15 in both directions.
<<< Mirroring >>>
is more difficult, cause there is a dependency of viewtopic.php?f=80&t=15472 Swap input for fluids / Automatic input selection for fluids
So mirroring an existing blueprint is not in all cases working.bobingabout wrote:There are a few instances which make this a bad idea.
Factories with fluids:
currently, all factories which have more than one fluid input, or output have them hard wired to a specific pipe, if you flip this, the pipes will be swapped around. This is probably okay if your blueprint only had that factory, but a bad idea if it's a factory chain, because fluids will go the wrong way.
Train signals and stations function a certain way by being on a certain side of the track. if you flipped a train station, not only will the station itself be on the wrong side of the track, meaning the train will want to approach from the opposite direction, and not stop where your inserters are, but the signals will be backwards too, making the train want to go the opposite track down the line.
I'm sure there are other reasons too, but these are the most obvious.
The exceptions depend on what you want to do. Mirroring is for example currently not possible with chemical plant etc. Railway makes several problems, but there could be also clever algorithms, which try to place signals/stops on the other side. Shift of odd values is for rails currently not possible. And so on, and so on.
<<< Shift >>>
means that the mirror can place items shifted by X/Y coordinates. Sounds a bit wired, but - well - this is a really simple operation in Factorio.
<<< Programming and Iterating >>>
is this: The above operations of this "mirror" (rotation, mirroring, shifting) can be repeated. Several times and in different order.
That is useful cause you don't need to repeat yourself. It doesn't mean, that you really need to "write a program".
All you need to say is: Rotate left, shift to west, then rotate right and shift to west again. Then repeat.
Edit blueprint and show me, how it will look, when this blueprint is repeated with the above rules.
Or create the rules of the mirror.
Ornaments and Recursion
Well, I admit this is my hobbyhorse. It would be typical Factorio, if implemented. The idea came from http://www.science-to-touch.com/en/iOrnament.html . I can really recommend this app, cause it is really good and explains in detail how ornaments are constructed and how the math behind them works.
In Factorio it is of course not possible to use all 17 wallpaper groups of ornaments, but I think 10 or so should be possible.
What you can do with that?
viewtopic.php?f=6&t=2198 Recursive use of Blueprint
viewtopic.php?f=5&t=1575 Thoughts about blueprints
viewtopic.php?f=6&t=1759 Game Of Live: Biomes/Land generation/changes
viewtopic.php?f=8&t=2569&start=20 About Ornaments
viewtopic.php?f=80&t=4682 Planing (Signs, Cloning, Ghosts, Blueprinting and further...
viewtopic.php?f=6&t=8024 Swap input on chemical factory ☸
viewtopic.php?f=80&t=15472 Swap input for fluids / Automatic input selection for fluids
viewtopic.php?f=80&t=27054 Self Replicating (e. g. with Blueprints)