Recursive Blueprints+

by FoxLBA

Automate blueprints to build a self-expanding factory. Fork of Recursive Blueprints with new small features: navigation through nested blueprint books, deployer logging and scanner upgrade.

Content
27 days ago
1.1 - 2.0
19.7K
Blueprints

a Plans for updates

9 months ago
(updated 6 months ago)

Updates are moving slowly, so I decided to announce future changes.

Scanner:
- [Quality] Read the quality of buildings, ghosts and items on the ground; Generate appropriate output signals.
- Add custom virtual signals for counters.
- Remove the flexibility of settings (they are not needed in most cases and this causes a lot of problems).

Deployer:
- Support blueprint parameterization.
- Add the ability to reprogram and read a remote constant combinator.
- ?Add a parameter that allows the deployer to mark itself for deconstraction.
- ?Modded Planner Types
- Add the ability to create BP and put them in a book.
- Deploy blueprint from book with icons matching signals.
- Add "End game" command (deconstruc area + delet BP book + deconstruct self).
- Add the ability to extract a book from a book.

Misc:
- Add a cheat sheet in the game for commands and signals (maybe in "tips and tricks" or informatron).

9 months ago

Can you tell me a bit more about the removal of settings?

What are "counters"?

In game info pages spunds like a great idea for documenting all the magic constants :)

Parametric blueprint support sounds nice.

9 months ago
(updated 9 months ago)

A counters is an scanner output signals that shows the number of buildings, ghosts, water tiles, cliffs, enemy buildings, etc in the selected area.

Now any input/output signal in the scanner can be changed. Input signals are fine, but for output signals (counters) I want to make a custom set with self-explanatory names. In this regard, I no longer see the point in leaving the option to change the type of signal. Moreover, there is a problem with saving the modified signals in the blueprint.

Of course, I will make sure that the old blueprints will not be broken.

9 months ago

Cheat sheet could be in Factoripedia, right?

9 months ago

Thank you for continuing to work on this. I have plans to employ this with updates for quality upgrades once I finish my SA run.

Add the ability to reprogram and read a remote constant combinator.

I've reprogrammed combinators remotely with blueprints before, but it's not fun or intuitive. So I see the value in this combined functionality. But reading a remote constant combinator doesn't sound like the responsibility of the blueprint deployer. maybe this is functionality a different, new entity could support? It feels like the deployer does a lot already from many circuit commands, but this feels extra.

9 months ago

I am interested in adding code for multi-deployment to RE+, either as a fork "RE++" or as a PR to RE+ if you think it would be a good addition.

Multi-deployment would be things like rows and columns signals (with rows*columns deployments in a single tick in a grid), with signals that can add to the basis vectors for any spacing amount (and the possibility to do parallelograms/lines in any orientation automatically). Maybe with some extra signals for more advanced shaping commands.

Would be nice to be able to send a signal to deploy 2048 laser turrets in a row at once instead of looping for minutes with a circuit contraption, when making something that expands my territory automatically. And you would just do that example with just 2 extra signals, one for count and one for spacing.

9 months ago

It seems that we will have to add an advanced deployer with a more complex command system for various shenanigans...

9 months ago

I decided to make a new blueprint deployer with a new command system. The old one will be saved for the old BPs. In this regard, I am reviewing old ideas and suggestions.

Modded Planner Types. The idea is interesting, but I need a list of mods.

Qon Here Qon fluently suggested creating BPs and putting them in a book.

deploy blueprint from book with icons matching signals. I'll try to do it, the priority is low. This will be one of the commands that is controlled from two wires. A command is read from one wire, and the parameters for this command are read from the other. If the number of this command is generated by signals from two wires, then such a command will not be executed.

Ability to Deconstruct Area + Deployer I do not know for what reason the feature was added that the deployer cannot mark itself for deconstruction when using a deconstraction plan (or the appropriate command). Should I leave this behavior?

I'm also thinking of adding a command like "end game", i.e. "Deconstruct a zone (in different variations), delete the book from the inventory, mark self for deconstruction).


Does anyone have any other ideas?

8 months ago

Does this works for Space Age too?

8 months ago

The mod has been updated to 2.0 for a long time. I haven't checked if everything works on space platforms, but I haven't received any bug reports on this either.

New response