Building Modes - Different functionalities

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vampiricdust
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Building Modes - Different functionalities

Post by vampiricdust »

So the preface of this idea is that .12 changed the way things worked like copying entity settings, the way items in the hand work, and some other minor tweaks. Personally, I don't like the changes and find them useful less often than the old way of handling things. Since the game is in alpha, more changes are likely to occur.

The idea basically is that using say the '6' through '0' keys which are not used for the toolbelt be used for different build modes. The two main modes would be Planner Mode and Builder Mode. The Planner Mode would work mechanics so that creating new setups of factories or blueprints is optimized for creating new setups from scratch using the current entity copy method, but using the player created stacks as it worked in .11. Builder Mode would optimize mechanics for working on existing factories & blueprints allowing copying of multiple entities at the same time, but use the full stack to hand.

These different mechanic modes would allow players to select how each mechanic will work for each mode via a customizable Mode Editor. This way allows more player satisfaction as players don't have use mechanics that make their playstyles more frustrating, but still allows them to use modes for situations in which they reign supreme for their style of building.
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Re: Building Modes - Different functionalities

Post by deepdriller »

How is your "Planner mode" different from holding Shift while placing entities?
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vampiricdust
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Re: Building Modes - Different functionalities

Post by vampiricdust »

It has nothing to do with laying ghosts. I'm talking about the way that copying entities functions. With .12 it only uses one entity at a time & tries to copy it to whatever you paste it on. In .11 you could store a copy of each unique entity & only paste to entities of the same kind. The other aspect this would affect is how stacks are handled. Since in .12 when you use items being held in your 'hand', it fills it to a full stack from your inventory, in Planner Mode this would be switch to the .11 version where instead it grabs the next stack in line in your inventory.
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Re: Building Modes - Different functionalities

Post by ssilk »

Cool suggestion: Eatable MOUSE-pointers.
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Re: Building Modes - Different functionalities

Post by vampiricdust »

ssilk wrote:May I point to this: https://forums.factorio.com/forum/vie ... =67&t=4682 ?
That's not what I am talking about, but Planning mode could utilize some of those ideas. I want modes that alter the way things work so that it's easier to do different tasks. While I love .12, it's made early game more tedious & annoying, however, if we had these modes, mechanics could be optimized to make early game less cumbersome and frustrating while still having other modes to make transitioning into mid and late game smoother & more enjoyable.
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