Apply blueprint with removing extra objects.

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kov
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Apply blueprint with removing extra objects.

Post by kov »

I play in multiplayer, time-to-time we play alone and ugprade bases. How to apply plan with remove everything what not exist on plan? Delete everything on planet and apply plan is not ok solution at all.
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Re: Apply blueprint with removing extra objects.

Post by Loewchen »

You can place a blueprint in super force building mode by pressing CTRL + SHIFT while placing, all colliding buildings will be marked for deconstruction. If you want to replace a whole setup, using the deconstruction planner on the old one to completely remove that makes more sense though.
kov
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Re: Apply blueprint with removing extra objects.

Post by kov »

Amazing answer. I said about have tons of trash after apply blueprint and you recommend place blueprint and delete trash... How i will delete it? by hand? delete by deconstruction? delete what? base on 200k+ objects? write to notepad each changed object to manual deleting?
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Re: Apply blueprint with removing extra objects.

Post by Tertius »

The common approach is to build a big storage chest cluster, for example a square of 20x20 = 400 storage chests. Place it nearby the area you want to deconstruct and rebuild. Surround it with roboports. Then create a deconstruction plan that will deconstruct everything except power poles and roboports. Then apply this deconstruction planner to the area you want to rebuild. The area will end up in the 400 storage chests. Afterwards, deconstruct the power poles and roboports.
Now the area has been cleared and you're able to place the new blueprint.

Optionally, after everything has been rebuilt, deconstruct the storage cluster. Remaining items, including ingredients, will be moved to whatever storage you provide in the rebuilt area.
kov
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Re: Apply blueprint with removing extra objects.

Post by kov »

and we go back to delete all base again or write changes of each part of base to notepad... that process of rebuilding can spend hours, in that time many parts of base will not work, cross planed delivery will be ruined, other planets will not work too...

atm im using ghosts of lamps to mark empty tiles, but rly... i just want to delete everything except exist on plan...
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Re: Apply blueprint with removing extra objects.

Post by Tertius »

The current game isn't able to go beyond what you already do. If super-force building isn't viable for you, you're out of options. There is no "sync buildings with blueprint" mode. Super force building is as far as you're able to go.

Why isn't super-force mode viable? I don't understand your answer. If the blueprint you place just differs in small areas, just these areas are being changed and you will not have huge amounts of chest content moved around. Putting a blueprint in super-force will add new buildings from the blueprint, deconstruct existing buildings that conflict with new buildings from the blueprint and keep existing buildings identical to buildings from the blueprint.

The only thing super force building isn't able to do is deconstruct existing buildings that are not in the blueprint, so there may be leftover buildings. But there is no solution for this except deconstructing everything before placing the new blueprint.
kov
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Re: Apply blueprint with removing extra objects.

Post by kov »

its pretty big base. And ofc not everything works perfect. Somewhere wrong belt, somewhere need to put extra assembly, somewhere need to change ways and etc, etc. In 90% cases its rly small changes, but many. In different parts of base. Bug tracking of base if you want and fix small problems. So its not real to remove some square and build it. All of that separated hard. Atm i see 2 options - use lamp ghosts (i dont create lamps, so it will be ghosts) on all area and have crazy mess on screen or pass savegames. But passing savegames not always work because 2 ppl can to do some changes in single (we have some rules and dont crossing on same planets). On spacebases trick with lamps is not best because need foundation for that....
Tertius
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Re: Apply blueprint with removing extra objects.

Post by Tertius »

I don't understand why you cannot create a blueprint from a bugfixed base, then build that blueprint over the existing base in your multiplayer save in super-force mode. What's wrong with this? You need to make sure you put that blueprint exactly where the original base is, so just changes are applied.

May be we can understand you better if you write the text in your native language, then let a AI translation tool such as deepl translate it into English. It's really difficult to understand currently, and additionally because you're not using the orgiginal English game terminology but what you translate from your language to English. For example you write "square" but I guess you mean "tile". You write "assembly" but I guess you mean "assembling machine". You write "delete base", and I can only guess you perhaps mean "deconstruct base".
kov
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Re: Apply blueprint with removing extra objects.

Post by kov »

square - some area. not tile. other was correct.
One of the main problems - belts. Belts that will no longer be used easily mess up all new paths. Overlaying spaghetti belts on top of old belts going crazy. It's impossible to untangle afterward.

Also, electric pole duplication happens frequently. Like example I have a row near an assembly machine:

pole, inserter, free tile
in plan:
free tile, inserter, pole
after apply plan:
pole, inserter, pole

As a result no free tile, but doubled pole.

After applying [the plan] you simply get a mix of the new base and garbage from the old one. Then you find problems again in the same places, fix them again, apply the plan again, and after some time you find another problem elsewhere because of the leftover garbage, and so the cycle repeats again and again and again.
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Re: Apply blueprint with removing extra objects.

Post by Tertius »

Yes, unfortunately there is no game functionality that will remove the leftovers from the previous builds. I also wish there was such functionality. My personal approach to handle this is to use a deconstruction planner on the small area that contains the changes. This way it's not required to deconstruct everything but just a small part. Doesn't work if there are a huge number of small changes everywhere, however.
kov
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Re: Apply blueprint with removing extra objects.

Post by kov »

Any mods for that?
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