This is one of the Reasons, why Factorio exists!
Really.
One of the key posts is this: viewtopic.php?f=6&t=2198#p16254 (Recursive use of Blueprint)
which points to a key post viewtopic.php?f=27&t=1393 How it all begun
which points to a post of Kovarex in the builtcraft forum.
Which is sadly not longer online (I searched a while around, maybe someone will find it?)
I doesn't matter much. All what that post basically said was: It was not possible with Minecraft and even without knowing that content, the point is: Yes! The devs want it, and it is one of the main motivations for Factorio.
What is it?
Self-recursive construction. The factory builts itself.
There are many ideas and aspects, but the (more or less) general consensus is, that an blueprint is placed automatically and the factory builds that new part and then the process repeats...
Along with this - if implemented more or less - it is an very interesting side-effect to have the ability to built very easily a computer AI. Something that is able to play with or against the player. In that case this feature is just very helpful for the AI-programmer, cause the handling of blueprints is then just an API-call; he just needs to say "Place blueprint X at Y and built it", instead of "place item X1 at Y1, place item X2 at Y2..."
Mods
https://mods.factorio.com/mods/DaveMcW/ ... blueprints
https://mods.factorio.com/mods/justarandomgeek/conman
Interesting/Related
viewtopic.php?f=80&t=18153 Information-Layers (for map and/or normal view)
viewtopic.php?f=80&t=19987 More Game Information (Statistics, Monitoring, Graphs)
Those two are needed to be able to automatically trigger the event of placing a blueprint, when some kind of "state" is reached on the map. Because it is questionable, if the current circuit network is able to "see" such things.
viewtopic.php?f=80&t=4682 Planning (Signs, Cloning, Ghosts, Blueprinting and more...)
viewtopic.php?f=5&t=1575 Thoughts about blueprintsConstruction plan
This is a "program of blueprints", it includes the order, timing and many things which are needed to create self-reproducing factories. Very far, unkown future!
I think that are some fundamental (but still valid) and/but quite scientific expressed thoughts about what are blueprints and how they should work. For example:
It is still important, cause some thoughts of this seems to be implemented and some not. For example there are still many problems to mirror a blueprint. But mirroring is (in my opinion) needed for this topic, cause it would enable a lot of things.The blueprint is a fixed plan of how to set entities in a fixed area. Using a blueprint means automatically place planned entities. Fixed plan means: When you have it (created, loaded)... the blueprint itself cannot be changed. The blueprint is fixed, like an plan on paper. You need to plan it (place it on the map, see above), then planned stuff can be changed of course (remove entities, turn them, replace...).
Suggestions
viewtopic.php?f=6&t=2631 Autoplacing of blueprints
viewtopic.php?f=6&t=2198 Recursive use of Blueprint
viewtopic.php?f=6&t=7406 Build Action Repeater
viewtopic.php?f=6&t=8687 Multi-Stage Blueprints Installation
viewtopic.php?f=6&t=18329 A few small construction robot improvements
viewtopic.php?f=6&t=21714 Blueprint-Tablet
viewtopic.php?f=6&t=21828 Blueprint extend
viewtopic.php?f=6&t=27048 Blueprint Projector added to roboport
viewtopic.php?f=6&t=30507 Constructing Inserter
viewtopic.php?f=6&t=32982 A Blueprint Printer - creating multi-purpose factories in a different way
viewtopic.php?f=6&t=38801 Automating Blueprint Placement
viewtopic.php?f=6&t=46630 Self-Replicating Mode (Thing ive wanted for a while)
viewtopic.php?f=80&t=27054 Self Replicating (e. g. with Blueprints)