Multiplying an object along a spline.

This is an idea that's existant in architectural drawing softwares that would be extremely useful in this game.

The idea is to for example draw a circular spline and build one column at it's starting point. You then tell the game to duplicate it [x] times along that spline in [x] distance to each other. You could build round stuff or curved stuff so easily and it'd lead to great results. It would need two things: the option to set a path/spline and the option to place an object or a group of objects at the start of that spline which you can then add as often as you want along that spline.

Many videos of people building show that for making something circular without using the given round pieces they place an object and then try to duplicate and rotate and duplicate and rotate and duplicate and rotate and... ...until they're finally at a point where they feel confident enough to take that as a rough shape. Then they still go and smoothen the edges. By allowing people to build along a spline we'd get results that are much more precise!
 
I like the idea of manipulating objects on a spline system! Sounds like a great way to make unique building pieces. I have an idea that will help a lot with buildings. There is this game called Robot Arena 3 and it features a custom robot builder that could work really well for creating buildings. You basically start off with a block that has a bunch of nodes on it and you can then move and manipulate those nodes to create a unique structure. They would have to add a way to create curves in the structures, but this shouldn't be a hard thing to tweak. The tool itself would probably take a lot of work to make and optimize, but I think it would be worth it as it would allow for so many unique creations.
 
I like the idea! Another way of implementing this is that you can enter the distance between these objects (and maybe rotation) and then when you hover over a path with an object, it previews the positions of all objects accordingly. when you click, it places them.
 
I like the idea! Another way of implementing this is that you can enter the distance between these objects (and maybe rotation) and then when you hover over a path with an object, it previews the positions of all objects accordingly. when you click, it places them.

Alternatively, and maybe more efficiently as it would work within an already existing unit of measurement in game, as opposed to "setting" a distance, make it an overlay bubble next to the cursor that displays how many units, and the unit of measurement can be the path width (aka the difference between path width 4 and path width 5. Doing this would also allow one to implement pathing in the same fashion, similar to the simcity 5 circle road placement (i know we all hated what EA did to simcity, but its road system was pretty damn intuitive). Additionally, while setting spacing of posts would work on a single sided path system, those of us who like a little symmetry would be VERY annoyed by this lol, I suggest setting item spacing up on snap angles seeing as they are already implemented, if you want a bigger circle, just use a smaller angle for more posts.

Now I say this because I want people to think of the possibility of this. You build a circle of lampposts with the circle's radius of 50, and you you decide you want to make a path that is 8 units wide. So the circle path is then drawn from the INSIDE line of the path at a radius of 50 or even 51 if you want a bit of space and dont want them on the curb of the path. Now you make a 2nd circle of lampposts at 58/60 (50 and 58 go on the curb of a 50 path, 50 and 60 of off the curb of a 51 path). Simply math, but now you have a well lit path in a circle with lighting on both sides. Also by using angle snapping for the post placement, who would have lamp posts on both sides of the path in symetry, OR you could set the starting angle off and have them lamps alternate side to side but STILL EVENLY distributed.
 
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