Recursive Blueprints+

by FoxLBA

Automate blueprints to build a self-expanding factory. Fork of Recursive Blueprints with new features.

Content
6 days ago
1.1 - 2.1
35.6K
Circuit network Blueprints

i Signal to deconstruct directly from blueprint

9 days ago
(updated 8 days ago)

At the moment, if I understand the docs correctly, deconstruction can only be invoked by signaling an area and optional filtering. But if I have deployed a blueprint which nests certain entities in place with other existing entities, deconstructing this way becomes a pain real quick, especially if there's multiple entities of the same type in an area.
My immediate thought was that this mod was able to place blueprints, and subsequently also be able to remove those blueprints. Would it be possible to add a signal that does this?

Edit: Hmm. Ok. Digging into the mod and the API it seems this is not trivial at all to do. I see why this is not done. The mod simply uses the build_blueprint bind which also handles all the entity rotation and positioning internally. There does not seem to be any way as of yet to deconstruct specific entities from a blueprint, although it has been brought up in the forums/reddit a couple times. That is a shame.....

6 days ago

Yes, it’s not easy to implement. I’ve already been suggested such an idea.

As a workaround, I can suggest creating a special blueprint.
For example, place the wooden chests with “superforced” in the areas where other buildings should be deconstructed, and then use a filtred deconstruction to remove the wooden chests.

5 days ago

I was thinking that too yeah, that could be an interesting workaround.
If I tried to implement this programmatically just to see if it worked, would you like me to submit a proposal on github?

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