Better mechanism for hand building over ghosts before robots

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

deer_buster
Fast Inserter
Fast Inserter
Posts: 114
Joined: Wed Aug 31, 2016 3:35 am
Contact:

Re: Idling player should delete/place ghosts in reach

Post by deer_buster »

I don't think any solution should replace construction bots, or do anything automatically, even within reach.

What it should do is act like it does with ghost power poles, and that is to place the item in hand ONLY on the ghost that matches the entity type, if a key is pressed, like shift, alt or control, to tell the game you are in ghost replacement mode, since entities other than power poles don't already have the autoplace logic built in.

You still have to have the item in inventory, you still have to touch the spot to build, and it is doing nothing that you cannot do by doing things more tediously.

If I had to choose development effort, I'd take this over early construction bots, if I am being honest

To the people that say "blueprints/ghosts are too powerful already"...just, don't use them. Nobody is trying to tell you how to enjoy your game. Quit trying to tell the rest of us how to enjoy ours.
User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2173
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: Friendly Blueprint building

Post by Ranakastrasz »

Koub wrote: Wed Mar 06, 2019 3:00 pm @OP : I feel this should be merged to that other topic Better mechanism for hand building over ghosts before robots
The mod you linked is a very valid way to try and address the gap between how useful early game blueprints could be, and how of little use they are. Are you OK for the merging ?
Go ahead, merge it.
And I haven't tried the mod, but it really looks like the way to go.
If this was added to vanilla, I'd rather have the "easy" placement :
- no need to choose manually the orientation of the items when brushing over ghosts.
- no way to accidentally place a building where there is no ghost.

My reasons : with very linear builds (like a smelting array) it's quite easy to be careful of the entity orientation, it's mostly a run and plonk.

However on more exotic blueprints, where you have inserters everywhere, complex belt layouts, ..., it would be quite punishing to spend one's time rotating and brushing with entities until the right rotation is achieved at the right place.
I understand that view. I would point out that this encourages you to use simpler blueprints until you get robots. If you want massive complexity, you will pay for it with extra complexity in building it, at least until you outsource to robots.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Friendly Blueprint building

Post by Koub »

Ranakastrasz wrote: Tue Mar 12, 2019 1:28 pm
Koub wrote: Wed Mar 06, 2019 3:00 pm @OP : I feel this should be merged to that other topic Better mechanism for hand building over ghosts before robots
The mod you linked is a very valid way to try and address the gap between how useful early game blueprints could be, and how of little use they are. Are you OK for the merging ?
Go ahead, merge it.
[Koub] Done (sorry for the delay)
Koub - Please consider English is not my native language.
Iggy_OG
Manual Inserter
Manual Inserter
Posts: 4
Joined: Fri Mar 22, 2019 1:02 am
Contact:

Copy/Paste actual buildings

Post by Iggy_OG »

I'm sure this has been discussed but I would like to mention how unplayable I felt the game is in it's current state. I've started countless games now and in short, I don't see why I can't place numerous items at once. I get the idea how robots are supposed to work and OK that is cool. I don't see how basic UI/UX design needs to be gated behind tech. I've played a number of games like this that build production lines and scaling in pure terms of telling the game you'd like to duplicate something was a really trivial thing to do. I feel this gets in the way of figuring out throughput, ratios, and the real deeply fun aspects of this game.

I was very excited to see a suggestion about copy/paste blueprinting being added but was really disappointed to see it as ghosts. There's a lot of tedious aspects of maintaining construction robots as well, including strongly needing the plasma generator.

I am using a wonderful mod called Bluebuild which partially does what I want and I simply wouldn't play this game without it anymore.

I would like destroyed buildings to be easily rebuilt as well. I don't quite find it fun or fair to not be able to easily see things that may get destroyed and then have to analyze everything when it could just be marked with at least a big dark red X that stands out over countless corpses where you can't see if a belt is still there or not.

I think the need for quality of life improvements like this necessitate it becoming part of the main game over being a mod.
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Better mechanism for hand building over ghosts before robots

Post by Koub »

[Koub] Merged suggestion in an existing thread discussing the same issue
Koub - Please consider English is not my native language.
Death_dx
Manual Inserter
Manual Inserter
Posts: 1
Joined: Tue Apr 02, 2019 11:39 am
Contact:

Minor Blueprint Changes for Early Game/QOL

Post by Death_dx »

-Make it so blueprint phantoms can't be overwritten by item placement (barring deconstruction/right click), for those long lines of repeating but alternating long/regular inserters on furnaces or such.
-Snap item placement direction to phantom's direction
-Snap to the phantom when the item's placement is 1-2 spaces off

There you go, just some small changes that would make blueprints a little useful early game and reduce a bit of tedium.
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Better mechanism for hand building over ghosts before robots

Post by Koub »

[Koub] Once again, did a merge of a suggestion relevant in the "handbuild over blueprint QoL" topic
Koub - Please consider English is not my native language.
Darinth
Filter Inserter
Filter Inserter
Posts: 323
Joined: Wed Oct 17, 2018 12:17 pm
Contact:

Re: Better mechanism for hand building over ghosts before robots

Post by Darinth »

I think I'd probably be good with adding some degree of 'snapping to ghosts' for to the current order of improvements for using blueprints for manual building. Still doesn't break the general concept of having to build things manually, just makes the manual building a bit easier.
Paulusss
Manual Inserter
Manual Inserter
Posts: 4
Joined: Wed Apr 17, 2019 12:01 am
Contact:

Shotkey for manually placing down only blueprinted items

Post by Paulusss »

Greetings wonderful Factorio developers

First i want too compliment you on the great game that is called Factorio, got over a 1300 hours into this game and i am still not done with it! keep up the good work!

I am a big builder right from the start, all the way up to megabases, and after i finished a megabase i start over from scratch to test out new ideas.
The way i build in the beginning all the way up the a new megabase with new designs and possibilities.
Altho there is one thing i run into when starting over, i use allot of blueprints right from the get-go, you know the usual stuff, metal-copper-stone smelting setups ect ect. But since i start big from the beginning before we get construction robots i have placed thausands of power poles, inserters and transport belts. It would be one hell of a convenience if there would be a shortkey too either disable temporary by holding the shortkey or toggle placement outside of blueprints. Now i have to manually place it one by one, instead of holding down a shortkey and run over a blueprint and only the blueprinted items gets placed!

I would LOVE if this is possible to realise, it would make my life and i bet a hole lot of people's lives way easier ^^

I'm sorry if this idear has been pitched before and answered.

Edit: In edition to the latest Friday Facts #304 the construction robots have been pushed abit further back into the research tree, so this makes it even more of a convenience.
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Shotkey for manually placing down only blueprinted items

Post by Koub »

[Koub] Moved to Ideas and Suggestions.
Koub - Please consider English is not my native language.
Darinth
Filter Inserter
Filter Inserter
Posts: 323
Joined: Wed Oct 17, 2018 12:17 pm
Contact:

Re: Shotkey for manually placing down only blueprinted items

Post by Darinth »

viewtopic.php?f=6&t=65741

Probably should be merged in there. I think at this point most of us would like to see it setup so that if we place an entity over it's ghost it

1: Auto-rotates the entity to match the ghost
2: If we then click & drag, it'll only place the entity over existing ghosts, continuing to auto-rotate as necessary.

This means that blueprints still don't automate construction, but they do make it faster and less error-prone because we're guaranteed to only put things where the blueprint actually has them as long as we can manage to get the initial placement. We'll have to wait and see if Wube gives us anything. :)
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Better mechanism for hand building over ghosts before robots

Post by Koub »

[Koub] Indeed, didn't take enough time to actually read the suggestion. Merged into similar older suggestion.
Koub - Please consider English is not my native language.
User avatar
Oktokolo
Filter Inserter
Filter Inserter
Posts: 884
Joined: Wed Jul 12, 2017 5:45 pm
Contact:

Re: Better mechanism for hand building over ghosts before robots

Post by Oktokolo »

BlueTemplar wrote: Wed Mar 06, 2019 3:05 pm Klonan did black magic, breeding biter/conbot hybrids? :lol:
(EDIT : Black magic indeed.)
This is, how bots should have worked in vanilla from the start!
User avatar
AileTheAlien
Filter Inserter
Filter Inserter
Posts: 354
Joined: Sat Mar 11, 2017 4:30 pm
Contact:

Snap hand-placement to blueprints.

Post by AileTheAlien »

TL;DR
If you start placing buildings on a blueprint, additional placements should snap to the rest of the blueprint.

Why ?
Placing buildings over a blueprint is tedious, because you constantly have to press and release the mouse, and slowly manually align the buildings with the blueprint, so that you don't get a mess of mis-aligned buildings. In contrast, power-poles snap their placement at the maximum distance, just by holding down the mouse and running, so they always look tidy.
What ?
When you're running and holding the mouse to place buildings, they should snap to the nearest building of the same type in the blueprint, similarly to how power poles snap to their maximum distance when they're placed.
nethus
Inserter
Inserter
Posts: 21
Joined: Fri Nov 17, 2023 11:11 pm
Contact:

Re: Snap hand-placement to blueprints.

Post by nethus »

you can already do that by activating the snap to grid option. After you do, a blue rectangle will appear around your BP and you can choose between relative (to start anywhere you want whilst dragging) and absolute (helps ensure that if you start placing blueprints from different positions, that they will line up if they ever meet). Test them both, It'll make more sense if you see it in action.

If needed, you can manually change the width and height. For example: If there are big power poles on the edges of your BP, and you want them to overlap if you drag instead of being place right next to each other. Shrink the size by 2 in the relevant direction, and move the rectangle so both big power poles are half in the blue rectangle. (shift + left click in the BP, or fiddle with the X and Y coordinates).
ChefOfRamen
Inserter
Inserter
Posts: 46
Joined: Fri Sep 22, 2023 2:06 pm
Contact:

Re: Snap hand-placement to blueprints.

Post by ChefOfRamen »

nethus wrote: Mon Apr 22, 2024 10:17 pm you can already do that by activating the snap to grid option.
I don't think that's what they were asking for. I think they were asking to be able to manually build the blueprint faster, by just dragging the mouse over it.
User avatar
AileTheAlien
Filter Inserter
Filter Inserter
Posts: 354
Joined: Sat Mar 11, 2017 4:30 pm
Contact:

Re: Snap hand-placement to blueprints.

Post by AileTheAlien »

nethus wrote: Mon Apr 22, 2024 10:17 pm you can already do that by activating the snap to grid option
I'm not talking about placing blueprints, but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots.
Koub
Global Moderator
Global Moderator
Posts: 7784
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: Better mechanism for hand building over ghosts before robots

Post by Koub »

[Koub] Merged into an older thread with the same suggestion.
Koub - Please consider English is not my native language.
nethus
Inserter
Inserter
Posts: 21
Joined: Fri Nov 17, 2023 11:11 pm
Contact:

Re: Snap hand-placement to blueprints.

Post by nethus »

AileTheAlien wrote: Tue Apr 23, 2024 1:21 pm I'm not talking about placing blueprints, but placing the buildings after you've already placed the blueprints in the world. This is for when you've already made blueprints, but before you've researched construction robots.
My bad, Sorry I've misunderstood you. That makes a lot of sense indeed.
Amegatron
Long Handed Inserter
Long Handed Inserter
Posts: 60
Joined: Sun Mar 06, 2016 4:12 am
Contact:

Blueprint "paint" mode before robots

Post by Amegatron »

TL;DR
Early game QoL improvement which will allow to place blueprints easier in a form of quickly placing the objects by clicking on ghost entities.

What?
Consider such typical early-game smelting
10-26-2024, 22-40-12.png
10-26-2024, 22-40-12.png (2.7 MiB) Viewed 202 times
Currently such blueprint at this stage of the game can only serve as a visual guideline about what to place where, but you still need to place each entity manually, and you can always make a mistake by placing a wrong thing or in a wrong position, etc.

What I suggest is a QoL improvement which will allow you to place entities still manually, but with restriction to the blueprint. For example (two variations):

1) You take an inserter in your hand, and with a special key-bind (smth like Ctrl+LClick) or a special toggleable mode, you can place it only where the blueprint allows, and it will be placed in correct direction. In this case, I could just walk as usual from left to right and just "paint" the inserter over the blueprint, and inserters will only be placed in accordance to the BP. In case of assemblers, for example, the assembler will already be put with the recipe defined by BP.

2) Another option is to just have a separate "blueprint paint" mode, when I click with a mouse on a ghost, an entity from my inventory will be placed according to what the ghost is. So that you don't need to take each item in hand manually or with a pipette.

These two variations can also be combined. For example, if I'm "Ctrl-clicking" with an empty hand over the ghosts, a corresponding entity will be placed from my inventory. If I have a specific item in hand already, only it will be placed when I "paint" over the ghosts. All of these will still take the distance into account, so that I can only "draw" entities close to myself. In other words, I's still manual placement of objects, but quick and reliable in the context of blueprints.
Why?
Such thing will significantly increase the usefulness of blueprints in early game. It will also allow for more experienced players to bootstrap their initial base much quicker. For me personally it's the most annoying thing at early game to just manually place all the entities after I have done it many times already in previous games. I believe such QoL would be truly in the mood of Factorio which intentionally does not punish players for building and rebuilding things.
Post Reply

Return to “Ideas and Suggestions”