Page 1 of 1
Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 2:47 am
by NotRexButCaesar
The blueprint grid has two main uses: the relative grid allows tileable blueprints to be click-dragged, while the absolute grid allows different pieces to be lined up without player effort.
One currently must pick between the two "modes" of operation. I suggest that the absolute grid be used for the first placement, but once one is placed, holding the mouse down and dragging will use the relative grid.
Re: Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 3:25 am
by pichutarius
+1. i ran into same problem.
to implement this, we need 6 numbers, 4 for absolute (ax+b,cy+d) , 2 for grid size.
Re: Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 4:31 am
by NotRexButCaesar
pichutarius wrote: Mon Mar 22, 2021 3:25 am
+1. i ran into same problem.
to implement this, we need 6 numbers, 4 for absolute (ax+b,cy+d) , 2 for grid size.
That makes it sound more complicated than it is. You really only need two checkboxes for the grids as they are now.
Re: Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 5:23 am
by NotRexButCaesar
Here is a gui mockup (actually more simple than current gui)
Re: Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 6:21 am
by Kyralessa
NotRexButCaesar wrote: Mon Mar 22, 2021 5:23 am
Here is a gui mockup (actually more simple than current gui)
And what exactly would it mean if both Absolute and Relative were checked?
Re: Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 6:53 am
by pichutarius
NotRexButCaesar wrote: Mon Mar 22, 2021 4:31 am
pichutarius wrote: Mon Mar 22, 2021 3:25 am
+1. i ran into same problem.
to implement this, we need 6 numbers, 4 for absolute (ax+b,cy+d) , 2 for grid size.
That makes it sound more complicated than it is. You really only need two checkboxes for the grids as they are now.
you did use 6 numbers, the mockup u did is actually what i meant. (your top 4 numbers is actually "absolute")
Kyralessa wrote: Mon Mar 22, 2021 6:21 am
NotRexButCaesar wrote: Mon Mar 22, 2021 5:23 am
Here is a gui mockup (actually more simple than current gui)
And what exactly would it mean if both Absolute and Relative were checked?
he wants bp to be locked into 2 different grid size, one is hovering (absolute), one is clicking (relative)
this request probably is a duplicate of
viewtopic.php?f=6&t=87350
edit:
a simple use case: blueprint a radar + some solars, set hover-grid-size to be 32x32 (absolute), drag-grid-size to be 224x224 (relative).
the word "absolute" and "relative" probably need to change. i propose "hover" and "drag".
Re: Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 1:45 pm
by NotRexButCaesar
pichutarius wrote: Mon Mar 22, 2021 6:53 am
this request probably is a duplicate of
87350
I looked at that one, but I think it is actually implemented: he just wanted a grid offset.
pichutarius wrote: Mon Mar 22, 2021 6:53 am
NotRexButCaesar wrote:
That makes it sound more complicated than it is. You really only need two checkboxes for the grids as they are now.
you did use 6 numbers, the mockup u did is actually what i meant. (your top 4 numbers is actually "absolute")
I know, but It
sounded complicated
Re: Set absolute and relative grid separately.
Posted: Mon Mar 22, 2021 2:38 pm
by ptx0
i never use absolute positioning. not since i abandoned city blocks as a concept.
Re: Set absolute and relative grid separately.
Posted: Thu Jun 11, 2026 1:12 am
by featheredtoast
This would be such a great quality of life to have.
Absolute positioning helps with initial blueprint alignment, relative positioning is for dragging connected blueprints out.
Having both would be such a good quality of life. As it stands, I'm using absolute positioning for macro-level things (large factories, rails, roboport grids) and relative positioning for assembler arrays and miners.
Given enough size, relative positioning doesn't have an initial grid at all. Meanwhile, absolute positioning along the whole blueprint can still be too large.
The best workaround is using absolute positioning with a smaller grid size, and avoid click+drag.