+5 votes
in Suggestion by (690 points)

I have to agree to https://questions.satisfactorygame.com/17648/draw-ramps-and-foundations-instead-of-clicking. It is annoying to build. 

Foundations, ramps, walls, and walkways have one similarity: All of them are built often in a row or grid. Furthermore, it exists too many types of them. I see no point why we have for each hight another foundation in our build menu. 

Here my suggestion:

Better would be one type with dynamic hight and size. I suggest a combined system. Take the distance control from railroads and conveyors and the hight control from the conveyor pole and conveyor lifts. Let the user give two-three points (x,y,z) to set the dimension

Example: Foundations

Place a foundation start point (snaps to existing foundations), place a foundation endpoint(doesn't snap to other foundations). These points are the diagonal of a foundation floor square.  At last set the hight with a third point or the mouse wheel (snapping on each 1m distances). 

Example: Ramps

Ramps are snapping only at foundations (sideways or top).

Snapping at Sideways: The hight is fixed from the foundation. Two additional points set floor dimension. (Rectangles possible) 

Snapping at Top: The length (but not the width) is fixed. Two additional points set the width and the hight.

Example: Walls

Like the ramps, walls only snapping to foundations or other walls sideways or at top. A wall needs to points for length and hight.

Snapping Sideways: Hight is fixed, the length is given by another point.

Snapping at Top: Length is fixed, the hight is given by another point.

Furthermore, Wall holes for conveyors should be another object at the build menu, which can be placed in every wall. 

Example: Walkways

Walkways should be like railroads and conveyors. The start point snaps to foundations or other walkways and the length is dynamic.

I agree that these dynamic objects are not that easy to use as the current. Therefore we have many more possibilities and can build faster.

Feel free to discuss with me about problems or modifications.

by (110 points)
Yes, exactly: place first item normally, then similarly as with conveyors, look at other location to give X distance. Ghost items should be shown and errors for collisions like you get with conveyors. Then click, and give the Y distance by looking at another location.

For ramps, after selecting direction, the initial laying can be set. Then similarly looking upwards towards where the ramp ascends would give length to the ramp.  Giving width after that would be bonus.

In many cases probably this is enough. At least I see very little use for vertical stacks of walkways or foundations.

As a minimum, one tile width, but dynamic lenght laying of tiles would help tremendously.
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