Correct blueprint mechanics
Posted: Tue Oct 02, 2018 3:36 pm
I probably should have asked this a very long time ago, but here it is for both my benefit and the benefit of the many players (the majority?) that encountered the same issue.
The problem:
I always used blueprints intuitively and as shown in most tutorials.
- To create a new blueprint I hit B, New Blueprint, highlight the area, and place the newly made blueprint in my toolbar or inventory.
- To use a blueprint I open my blueprint library, select a blueprint, hit Esc to close the library, and place the blueprint where I need it.
Although the above sounds reasonable I encounter some issues.
- I have to go to B to get the New Blueprint tool. I can't just place it in my toolbar and hit the middle button to lock it. If I do that, the New Blueprint tool gets consumed when I use it the first time. A bit annoying and inefficient.
- When I grab an existing blueprint (or blueprint book) from the library and use it... it leaves a copy in my inventory or toolbar. That consumes precious inventory space. Grrr. If I don't remember having already grabbed it from the library before, I end up getting more and more copies of the same blueprint in my inventory, wasting more space. Double Grrr.
- If frustrated by the above I grab a blueprint book and place it in my toolbar or inventory, well... every time I use a blueprint it takes it out of the book! I don't want to corrupt my books! Triple Grrr.
All of the above can be summarized as: I want to decide when I create/add/remove/use blueprints, but I don't really have that degree of control.
I think I read that they are redesigning the blueprint interface in 0.17 to make it more intuitive and easier to interact with, but that does not help me know.
The possible solution:
If you watch YouTube videos you can see the experts seamlessly create and use blueprints with very little effort, and with none of the problems above.
So... it is pretty obvious that even the existing blueprint mechanisms will let you use blueprints as we want, using a New Blueprint item from the toolbar as many times as needed, and using blueprints from the library without creating new copies that pollute the inventory.
The question is "how". Can someone who knows please explain it? Or better yet, if you are one of the players that create YouTube tutorials, would you make one showing how to use blueprints effectively?
The problem:
I always used blueprints intuitively and as shown in most tutorials.
- To create a new blueprint I hit B, New Blueprint, highlight the area, and place the newly made blueprint in my toolbar or inventory.
- To use a blueprint I open my blueprint library, select a blueprint, hit Esc to close the library, and place the blueprint where I need it.
Although the above sounds reasonable I encounter some issues.
- I have to go to B to get the New Blueprint tool. I can't just place it in my toolbar and hit the middle button to lock it. If I do that, the New Blueprint tool gets consumed when I use it the first time. A bit annoying and inefficient.
- When I grab an existing blueprint (or blueprint book) from the library and use it... it leaves a copy in my inventory or toolbar. That consumes precious inventory space. Grrr. If I don't remember having already grabbed it from the library before, I end up getting more and more copies of the same blueprint in my inventory, wasting more space. Double Grrr.
- If frustrated by the above I grab a blueprint book and place it in my toolbar or inventory, well... every time I use a blueprint it takes it out of the book! I don't want to corrupt my books! Triple Grrr.
All of the above can be summarized as: I want to decide when I create/add/remove/use blueprints, but I don't really have that degree of control.
I think I read that they are redesigning the blueprint interface in 0.17 to make it more intuitive and easier to interact with, but that does not help me know.
The possible solution:
If you watch YouTube videos you can see the experts seamlessly create and use blueprints with very little effort, and with none of the problems above.
So... it is pretty obvious that even the existing blueprint mechanisms will let you use blueprints as we want, using a New Blueprint item from the toolbar as many times as needed, and using blueprints from the library without creating new copies that pollute the inventory.
The question is "how". Can someone who knows please explain it? Or better yet, if you are one of the players that create YouTube tutorials, would you make one showing how to use blueprints effectively?