Khrak Posted October 3, 2017 Share Posted October 3, 2017 When you enable debug mode you can copy/paste/save/load compound structures. This is a nice feature if you've developed something you want to make again in another game. Unfortunately, there is no middle ground, manually rebuild, or cheat. Enter Blueprints. Blueprints allow the user to perform the same copy/paste/save/load, but with orders. This would include actions like dig, build, etc..., and would also include the priority. The blueprints could be shown in a build bar, just as other build groups, and a collection of available blueprints could be shown (generic icon? blueprint-specified?) as the "structures" that can be built. The list of materials and research required can be extrapolated from the blueprint and these builds can be disabled/hidden in accordance with the game's normal rules. The material to be used in the blueprint would require some consideration. (Perhaps the blueprint can have some materials marked as "mandatory" (e.g. Obsidian) with the rest left "as available" (e.g. Raw Mineral)?) The tooltip can provide the gathered requirements in the form of 'unresearched buildings' (with the normal research-hiding rules applied, and a materials manifest for the construction. Blueprints would be persistent, with each item appearing as the visibility restrictions allow. This would allow people to slowly refine both the their common base components, as well as the build sequence for the same, and avoid the process of rebuilding some of the same things every game. Link to comment https://forums.kleientertainment.com/forums/topic/82636-ui-suggestion-blueprints/ Share on other sites More sharing options...
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