I very much agree there. I too often "edit" blueprints before placement. To preserve the original this often means placing the blueprint somewhere, deleting the things not wanted, taking a new blueprint, placing that where it is wanted and then clean it all up again.mcdjfp wrote:Can I vote for leaving things alone. While there does seem to be something "clumsy?" about blueprints, most of these ideas run into two problems.
1. Linking blueprints to their library entry is a very bad idea, at least from my point of view. I will frequently make a slight alteration to a blueprint before placing it. I do not want these 1 use changes transferred back to the original. While there may be workarounds, I am concerned that they may be worse than the present situation.
Example: I have a uranium station for outposts with a uranium train, a sulfuric acid train, and a passenger train stop. In one game, there was a uranium deposit next to an already developed oil field. As a result, I grabbed my uranium station blueprint, removed the unneeded passenger station and stamped it down. Then I deleted that copy as it was not needed anymore. Under the linked blueprint system, the original would no longer exist as it would have been updated as I made changes.
2. A persistent hotbar is useless to me. I want a different hotbar for each save. First, my early game hotbar is different than my late game hotbar. If it is persistent, then every time I switch saves (say between a late game mega-factory, and a newer save I am working on) I will have to reset my hotbars. I will go from setting it up once per game (required anyways as a hotbar carried over from my last game will be designed for unresearched items) with gradual updates as research is completed, to having to set it up every time I switch saves. That is definately not an improvement. Then there are mods, and each mod combination will need its own persistent hotbar because of modded items (What happens when an item/blueprint doesn't exist in a particular set of mods?) Of course if a persistent hotbar is forced, every time I load a set of mods I will have to rebuild my hotbars by hand due to the invalid items. Either way, the hotbar isn't really persistent, and I have likely gained an annoyance.
I do like many of the other changes/ideas from recent Fridays. It is only this one, and the previous hotbar related Friday fact that worry me.
Edit:
Personally I like the idea mentioned a couple of times earlier where there would be two types of blueprints. The blueprint in the library. And a second temporary blueprint that would only exist in that specific game and would ask me before updating the original. Perhaps when deleted it could ask it I wanted to sync the changes or not (defaulting to no).
The proposals seem to make things worse and don't address the problem of blueprints. The library (other than the sorting issue) isn't bad.
So here is my proposal:
1) The blueprint library keeps its different sections for game and player blueprints for sharing and keeping a global library.
2) A new section is added for players private blueprints and is per game.
3) New blueprints start in the players private section. The tool belt / quick bar just references them like it will just reference the inventory.
4) Blueprints can be used from anywhere. Pressing Q on a selected blueprint will return it from where it came from (not drop a copy of it into the inventory).
5) Blueprints can be moved between sections in the library like now.
6) Blueprints can be edited the same way in every section. No need to copy it to the inventory for editing.
7) Editing a blueprint shows the section it is in and has an option to change the section. Pull down menu?
8) Blueprint editing gets a "copy" button creating a private blueprint with the same content.
9) quick copy blueprints get destroyed when Q is pressed but can be places in the tool belt, library or containers to preserve them.
10) Blueprint editing gets a "use once" button making a copy with the same properties as a quick copy blueprint (destroy after use).
11) Blueprint editing uses a separate surface in sandbox mode like The Blueprint Lab mod has. This allows moving around and zooming. Placing new entities or removing them. Using the destruction planner or even adding other blueprints.