Better UX for placing, removing, and configuring ghost structures
Posted: Thu May 07, 2020 9:57 pm
Disclaimer: I'm a relatively new player (about 150 hours in only just finished launching my first rocket) so it's possible I'm just missing some settings or keybindings that would fix all this. I'm pretty sure I'm not though (I did do a fair bit of research before posting this). I also realize this forum frowns upon putting multiple suggestions in a single post, but these are all very closely related, so I think in this case creating a half dozen different posts for each separate little UI tweak would be needlessly inconvenient for everyone involved. (Though I can always delete this and convert to multiple posts if the mods disagree.)
Background:
When I first got logistic/construction robots operational, that was a big moment for me. "I no longer need to go anywhere!" I thought. "I can just sit in my base and command my robot army from afar." Alas, it turns out there are lots of tasks which construction robots are capable of in theory, but which in practice are a major pain to do with bots because of missing or suboptimal UX in Factorio itself. I'd like to propose a few changes to fix that.
Suggested changes:
1. Make "ghost build" a toggleable mode rather than a modifier key. I don't want to have to hold down shift constantly the entire time I'm building.
2. Allow construction robots to cut/place wires (copper and circuit). They can already do this when placing blueprints, but changing things after the fact is currently a major pain. This is especially annoying when you have two electrical networks you don't want to connect to each other except by switch, but the robots keep connecting electric poles in the blueprint to pre-existing structures in places that they shouldn't.
3. Add a UI for delivering modules to buildings (and removing them). Again, already possible with blueprints, but there's AFAIK no way to do it after a building is already placed short of deleting and re-placing the building you want to adjust.
4. Allow structures (factories, plants, inserters, combinators, etc) to have their settings re-configured remotely. Again, already technically possible by deleting and removing the structure with construction robots; but a major pain. You might not even want to require construction robots for this; just allow structures to have their settings adjusted "wirelessly" if they're in construction range of a powered robo-port. (I think that makes sense in-universe.) Ghosts which haven't yet been placed by construction robots should be similarly adjustable.
5. Make the "upgrade" placement behavior for ghost building match that of regular building. (E.g. I should be able to place a belt over the top of another belt, or a splitter over the top of a belt, or a logistic storage chest over the top of a steel chest, etc. Intelligently use upgrade planner behavior when appropriate (e.g. when upgrading structures rather than rotating them) or deletion/replacement behavior otherwise.
6. Allow right-clicking structures in ghost build mode to mark them for destruction. Alt-D is a pain when I only want to delete one thing.
7. Allow rotating pre-existing structures in ghost build mode (probably require a construction robot to remove and replace the structure for the actual change to take effect).
8. "Undo" should be able to undo upgrades initiated by the upgrade planner (currently it ignores them and instead undoes your last construction/deletion action).
9. "Redo" functionality in case I accidentally undo something
Note that _none_ of these suggested changes give construction robots any new abilities that they don't already have; they just clean up the UX of Factorio itself to make working with ghost structures and construction robots less painful.
Background:
When I first got logistic/construction robots operational, that was a big moment for me. "I no longer need to go anywhere!" I thought. "I can just sit in my base and command my robot army from afar." Alas, it turns out there are lots of tasks which construction robots are capable of in theory, but which in practice are a major pain to do with bots because of missing or suboptimal UX in Factorio itself. I'd like to propose a few changes to fix that.
Suggested changes:
1. Make "ghost build" a toggleable mode rather than a modifier key. I don't want to have to hold down shift constantly the entire time I'm building.
2. Allow construction robots to cut/place wires (copper and circuit). They can already do this when placing blueprints, but changing things after the fact is currently a major pain. This is especially annoying when you have two electrical networks you don't want to connect to each other except by switch, but the robots keep connecting electric poles in the blueprint to pre-existing structures in places that they shouldn't.
3. Add a UI for delivering modules to buildings (and removing them). Again, already possible with blueprints, but there's AFAIK no way to do it after a building is already placed short of deleting and re-placing the building you want to adjust.
4. Allow structures (factories, plants, inserters, combinators, etc) to have their settings re-configured remotely. Again, already technically possible by deleting and removing the structure with construction robots; but a major pain. You might not even want to require construction robots for this; just allow structures to have their settings adjusted "wirelessly" if they're in construction range of a powered robo-port. (I think that makes sense in-universe.) Ghosts which haven't yet been placed by construction robots should be similarly adjustable.
5. Make the "upgrade" placement behavior for ghost building match that of regular building. (E.g. I should be able to place a belt over the top of another belt, or a splitter over the top of a belt, or a logistic storage chest over the top of a steel chest, etc. Intelligently use upgrade planner behavior when appropriate (e.g. when upgrading structures rather than rotating them) or deletion/replacement behavior otherwise.
6. Allow right-clicking structures in ghost build mode to mark them for destruction. Alt-D is a pain when I only want to delete one thing.
7. Allow rotating pre-existing structures in ghost build mode (probably require a construction robot to remove and replace the structure for the actual change to take effect).
8. "Undo" should be able to undo upgrades initiated by the upgrade planner (currently it ignores them and instead undoes your last construction/deletion action).
9. "Redo" functionality in case I accidentally undo something
Note that _none_ of these suggested changes give construction robots any new abilities that they don't already have; they just clean up the UX of Factorio itself to make working with ghost structures and construction robots less painful.