TL;DRAllow players to set the recipes of assemblers (and configure combinators/inserters/etc.) with unlimited range.
What ?I can think of 3 ways to set the recipe of a building and they don't all have the same functioning range
- Interacting directly with the building to set the recipe. Range: Player's reach
- Shift+right click to copy recipe of existing building, then shift+left click to transfer it to target building. Range: Player's reach
- Place blueprint of building (from blueprint library or from ctrl+c) on top of existing target building. Range: Unlimited
- I've often had to fix a recipe of a building from far away. Sometimes it's because I misclicked and didn't set it properly, or maybe I built up an area before I had the recipe researched. Having to create a blueprint to fix these simple things is a hassle.
- Debugging/changing a combinator or splitter's settings remotely is also possible with blueprints but is a lot more work.
- Copy problem combinator that's far away with ctrl+c
- Build blueprint ghost next to you
- Build the combinator by hand (or wait for robots to build it)
- Open combinator and fix the problem
- Copy combinator with ctrl+c
- Build blueprint on top of the combinator that's far away
- Open the combinator far away and fix the problem
- New players wanting to change an assembler's recipe might not know that they can do this with blueprints, so why limit them?
Why not?If you allow players to interact with buildings from further away, it might confuse them when they try to add/remove items. However, this downside shouldn't be a reason to not extend the range of shift+right/left click.
Speaking of, what happens to materials inside an assembler when you change the recipe remotely with a blueprint anyways?