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For me, I feel blueprints reduce innovation. My current "standard" factory is the product of over 300 hours of trial and error. This "standard" is nothing more than a set of guidelines I follow for consistent design and implementation, and it isn't something that would even benefit from a blueprinting system since I actually work with the terrain which makes every factory unique.
I could see a benefit to more zooping options, maybe even with some adjustable offsets, but anything more is going to be riding slippery slope, one that eventually leads to downloadable "best factory for x," and where new players become increasingly reliant on community designs rather than learning the game for themselves.
Edit: I'm not against the idea. In fact for me it could be really useful. But maybe we can have features like these on a toggle before making a new save?
Care to elaborate?
I agree actually. I was just working on a 100+ machine factory and wasn't looking forward to all of the conveyor belt connections. The game would get boring if you didn't have to do the core game mechanic.
However, a reduced copy tool (not blueprint savable, just temporary copyable) that limited a selection of 5-10 items could be balanced. All of my factories (even those that are different from each other in design) have duplicated repeated sets of machines in certain configurations. Like a splitter going into 3 machines then into a merger is pretty uniformly the same across all of my factories. There would still be a lot of manual work to get the factories running. It would just reduce the amount of time to do the tedious repetitive connections that are the same for 100+ machines.
The copy tool could toggle between the original heights of the machines when copied and snapping to the height of the terrain.
Honestly, I just don't think a blueprint system is needed. Assembling giant factories would be sped up just as much by adding in ways to automatically connect belts, zoop buildings, or power machines without wires using endgame tech.
Maybe if you build the same factory in different places multiple times it would be more useful, or if you use other people's designs to not need to create anything yourself.
I foresee blueprints quickly leading to Nexus pages full of other people's factories you can use off the shelf instead of designing something yourself. At that point, you're just having other people play the game for you.
No, and here is an example of how you could do it and bring value. No freebies.
You should be able to create a blueprint in game of something you created using three points to map the object. Save it with a name for your new construction showing your building and being able to rotate it by showing a small picture of it so you can set the front of your construction. You would need to place one foundation block to set the height and place your construction. This will create a large 3 dimensional block showing construction signs around it with no entry. There will be one belt input and one belt output. The input will be for all the materials that are needed to create your construction. The output is for any items loaded to the constructions that is not needed so the belt does not get stuck.
This makes sure that you still need to create all of the building materials for your construction. This does not take away from the creation but adds to the need to mass produce and spread across your map. You still need to build and to optimize as you go.
Factory blueprints dont make any sense.
If the building in this game should be sped up, then easier ways to place buildings, hook up power, or connect belts is the way to do it. It has more control, uses more easily implemented systems, and matches what's currently in the game.