Oxygen Not Included

Oxygen Not Included

Blueprints Expanded
Tips for making use of the "replace materials" feature?
It's great that the feature was implemented, but changing materials for everything that uses said material (and matching material class, eg. plumbable vs buildable), is probably not what I want in an industrial build - for example, if I made some tamer/boiler in a save with abundant aluminium, and wanted to use such blueprint in another, alu-sparse save/planetoid, I'd want to replace aluminium used in wires, cables and some buildings, but not in pipes, tiles or TSPs. Any chance the replacement screen break down the material use down to buildings?

I suppose if my starting point is the sandbox mode or BNI website I could use some stupid material no sane person would use (mercury for metal, isoresin for mineral, etc.) for buildings where specific material doesn't matter, and use the actually desired material only on buildings where it does (that way, I'd just replace the crazy material with whatever's abundant, while keeping critical material choices unchanged), but that's a lot of hassle to do on a dozen or so blueprints...
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Sgt_Imalas  [developer] 30 Apr @ 4:00pm 
maybe
Sgt_Imalas  [developer] 30 Apr @ 5:16pm 
> Any chance the replacement screen break down the material use down to buildings?

ok turns out I wrote this very well so this was way easier to add than expected.
coming with the next mod update
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