The Concept
I am proposing a new tool (or a new mode for the Deconstruction Planner) that allows us to use an existing Blueprint as a Deconstruction Mask.
The Problem
Currently, refactoring large structures (like City Blocks) is tedious.
Shift + Click only deconstructs entities that have a hard collision box conflict. It fails to remove intersecting rails (which don't collide) or entities that are logically "in the way" but physically valid.
Standard Deconstruction Planners require manual filtering and area selection, which is imprecise when dealing with complex geometries like rail junctions.
The Solution: "Masked Deconstruction"
We need a tool where we can insert a specific Blueprint.
Blueprint as a Filter: The tool takes a Blueprint as an input. It inherits all the Blueprint's properties (Grid settings, Snap-to-grid, Absolute/Relative coordinates).
The Logic: When applied to the map, the tool checks the coordinates of every entity inside the source Blueprint.
The Action: If a real-world entity exists at those specific coordinates (or intersects with them), it is marked for Deconstruction.
Advanced Feature: Selective Masking
Ideally, within this tool, we should be able to select specific entities from the source Blueprint to act as the "Erasers".
Example: I have a City Block blueprint. I want to update just one junction. I select the junction rails in the tool settings.
Result: When I stamp the whole City Block blueprint over my base, it only deconstructs the old rails at that specific junction location, perfectly aligned by the grid, without touching the rest of the base.
Why we need this:
This would effectively give us a "Hard Overwrite" or "Stamp" capability. It automates the "Delete old -> Build new" loop into a single, grid-aligned action using the geometry we have already defined in our blueprints.
Concept Deconstruction Mask
Post your ideas and suggestions how to improve the game.
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hedgehog499
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