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Ah it seems you need a mod, that would explain it.
I shall have to give it a go, all the vids I found they had FAforever installed. I am still amazed I have never come across this feaure, had the game since launch, played it at some of the I series events (hundreds of gamers in one building :) )
To think after all these years you can still learn something new about a game :p
But back to the question: anybody an idea?
I'd like if build templates had a visible UI element allowing to manipulate the order in which things are built and allowing to replace certain structures with other structures of the same size by a single swap type selection, like replacing a T2 def build pattern with T3 def that only UEF has instead of creating yet another for UEF only, if build patterns could have categories, such as defense, economy, adjacency, buildup, recently added & uncategorized, whatever else. It'd also be a major improvement if engineers wouldn't constantly block another while building things by driving onto the spot where the next structure on the list is supposed to be built, by driving to the spot where already 100% gathered wreckage was but no longer is and that over and over for each engineer that wasn't part of the gathering engineers, eventually causing the other engineers to drop the build order for that blocked structure, if terrain deformations due to build order, leading to a pattern no longer constructible situation would get a warning indicator ahead of that happening (or better yet: NO terraforming for construction that causes this issue and other issues in the first place), if units would properly update their events while constructing, like when a construction is finished to proceed to the next on the list instead of keeping a repair order on that 100% health finished construction and trying to get close to it instead of trying to get to the next construction object right away (which is an issue that also leads to unplanned extra experimentals being built by construction units that arrive late / don't update their construction queue properly), if build mode setups could already be stored as templates instead of having to wait for something to be built to 100% before being able to create a template with that and if build patterns that couldn't be saved (in some cases a build pattern can't create a template; upgrade stages or repair stations, if I recall correctly) there should be some UI element, like a not-possible sound element, letting the user know that an action failed.
file: game.prefs
Open that with a plain text editor (like notepad) and copy the block that starts with 'build_templates = {'
Take take to include the matching '}'
Paste that into your game.prefs file on your laptop or vice versa.
You can copy the whole file, but then you end up with broken resolution settings on one of your machines - and the game does not handle that gracefully. Simpler to just do that bit of copy-paste described above.