Why do these values exist?

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NotRexButCaesar
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Why do these values exist?

Post by NotRexButCaesar »

image

Are the 3rd row of values not the same as the second row of values? Are they just to adjust where the blueprint is held?

Why would you ever set the second row of values with a relative blueprint? Is this just a visual thing?
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Bauer
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Re: Why do these values exist?

Post by Bauer »

One is for moving the blue print within the box (height x widths) and the other one is for the movement of the grid in the world.

Laar
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Re: Why do these values exist?

Post by Laar »

The top value adjusts the centre of the tiling box (the little flag on the blueprint). This centre is used for two things:
  1. To rotate the blue print around
  2. To tile it globally, the offset from the world origin can be set with the second set of values.
So when you keep the rotation of the blueprint constant, both values act as an offset. However, when you start rotating the blueprint you will see the difference.

I use the values for square city block designs. The first value at the centre of the city block, so that when you rotate, only the content of the square block rotates, but the square outline remains in place. The second value is then used so that the blocks align with the global grid.

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NotRexButCaesar
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Re: Why do these values exist?

Post by NotRexButCaesar »

To specify:

How is this blueprint

different than this one

(other than the location where it is held)
Am I missing a hidden functionality or are they for ease of use?
Last edited by NotRexButCaesar on Tue Mar 23, 2021 11:53 pm, edited 1 time in total.
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pichutarius
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Re: Why do these values exist?

Post by pichutarius »

NotRexButCaesar wrote:
Tue Mar 23, 2021 6:58 pm
...
if you only have one blueprint, they makes little difference, except easier to use.

chances are most players has many different blueprints that need to be aligned to each other, especially chunk based rail bp.

edit: actually, after some thinking, they are not required, its just more difficult to use. pretty sure removing them will cause angry riot, and the universe will end.

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Re: Why do these values exist?

Post by torne »

Being held at a different point is still useful even if it places the blueprint at exactly the same location in the world :)
For example my train-supplied defence wall blueprint is chunk aligned, much wider than it is tall, and has a station in the middle of the blueprint; being able to set the blueprint center separately means I can have the part with the station in it under the mouse cursor instead of just some point near one end where you can't see where the station is going to end up easily.

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Re: Why do these values exist?

Post by farcast »

Think of the second row as how to set the center of rotation, and the third row as how to set the alignment.

Say you have a blueprint that you want to always be aligned with the left side of a city block, but you want to be able to rotate it and have it still be aligned to the left side. You have to adjust the second row until the little red flag is in the center of the blueprint, and adjust the third row to align it with the left side of a city block.
Efficient inefficient design.

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Re: Why do these values exist?

Post by ssamsamm »

Think of the second row as how to set the center of rotation, and the third row as how to set the alignment.

Say you have a blueprint that you want to always be aligned with the left side of a city block, but you want to be able to rotate it and have it still be aligned to the left side. So info on how to get a payday loan you will find at You have to adjust the second row until the little red flag is in the center of the blueprint, and adjust the third row to align it with the left side of a city block.
I've tried your method but it made no difference
or maybe I misplaced something!
Last edited by ssamsamm on Mon Sep 19, 2022 11:30 am, edited 3 times in total.

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Re: Why do these values exist?

Post by farcast »

ssamsamm wrote:
Mon Mar 29, 2021 1:50 pm
I've tried your method but it made no difference
or maybe I misplaced something
Is the grid size the same as for the city block? I forgot to mention that.

I should also mention that it'll only work for 2 out of 4 rotations if the city block isn't a perfect square.
Efficient inefficient design.


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