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Add Mirror/Flip command for (partial) blueprints
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In SE2 the building system is supposed to be user-friendly and comfortable, but I immediately run into the issue of not being able to mirror/flip partial copies, which I thought is surely a basic feature.
Even Factorio supports mirroring/flipping blueprints.
Imagine for example that you forgot to turn on mirror mode, or simply prefer to build components of a ship as a separate grid, and then you wish to place that (partial) blueprint on both the left and the right sides. You will end up having to do a lot of manual work that feels like an unnecessary torture.
Suggestion: Have mirror/flip commands available when placing (partial) blueprints. Additionally, having mirror/flip options on the Blueprints UI would be really cool too.
Files:
Screenshot 2025...
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I had the exact same quarm with the game where I built half a ship and didn’t put on mirror mode since the middle was going to be between two blocks and I was planning to flip it at the end. Turns out that I can’t and now I’m stuck with half a ship.
I had the exact same quarm with the game where I built half a ship and didn’t put on mirror mode since the middle was going to be between two blocks and I was planning to flip it at the end. Turns out that I can’t and now I’m stuck with half a ship.
This will only work if absolutely all blocks in the game have a symmetrical variant. Or we need to look for some other compromises (like some blocks cant mirror/flip).
This will only work if absolutely all blocks in the game have a symmetrical variant. Or we need to look for some other compromises (like some blocks cant mirror/flip).
Guys, I don't know if you realize this, but mirroring an assembly of oriented blocks is not a trivial task.
In fact, if an individual block is oriented +x;+y+;+z, then its mirror image should be oriented +x;+y;-z. But such a block does not exist in the game, and worse, apparently cannot exist in principle. So in the “mirror” construction, a block with orientation +x;+y;+z must be used. And that's the problem.
If the blocks were simple solid cubes and the construction had only one layer, the problem doesn't exist - the object is its own mirror image.
If the blocks were simple solid cubes and the construction had multiple layers, the block would need to be cut into layers and the layers put together in reverse order...
The problem arises if the blocks are shaped in a more complex way - you need to have a transformation description ready for each individual block, showing how the block needs to be rotated to produce a mirror image of the block in every possible orientation. These transformations will obviously be unique for each individual block.
The second problem is related to the joining of blocks. If two blocks are touching with nodes A and B, then after rotating the blocks to the mirror position, they may touch with nodes A and D - different from the original state. How to tell the system that the connection points have changed? Because this does not happen always, but only for some parts and some rotations.
Guys, I don't know if you realize this, but mirroring an assembly of oriented blocks is not a trivial task.
In fact, if an individual block is oriented +x;+y+;+z, then its mirror image should be oriented +x;+y;-z. But such a block does not exist in the game, and worse, apparently cannot exist in principle. So in the “mirror” construction, a block with orientation +x;+y;+z must be used. And that's the problem.
If the blocks were simple solid cubes and the construction had only one layer, the problem doesn't exist - the object is its own mirror image.
If the blocks were simple solid cubes and the construction had multiple layers, the block would need to be cut into layers and the layers put together in reverse order...
The problem arises if the blocks are shaped in a more complex way - you need to have a transformation description ready for each individual block, showing how the block needs to be rotated to produce a mirror image of the block in every possible orientation. These transformations will obviously be unique for each individual block.
The second problem is related to the joining of blocks. If two blocks are touching with nodes A and B, then after rotating the blocks to the mirror position, they may touch with nodes A and D - different from the original state. How to tell the system that the connection points have changed? Because this does not happen always, but only for some parts and some rotations.
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