February 27th, 2026 - Q&A: Will we be able to put Water Extractors in the Blueprint Designer?

February 27th, 2026

Q&A: Will we be able to put Water Extractors in the Blueprint Designer?

https://www.youtube.com/watch?v=IOkCbcu2cME&t=1437

Suggested Wiki Refrence Code

Topics

    Transcription

    1. Mikael

      And I actually learned something about our video game.

      See, I didn't do it.

      It honestly, maybe should have been pretty obvious, but extractors and not only water extractors, but yeah, them too, but also like miners or oil extractors, like anything or fracking stuff, anything that like,

      extracts material from somewhere, water or other, is placed under completely separate logic in our game.

    2. Jason

      Really?

    3. Mikael

      Yes.

      Which is the reason why they are not as easy to make parts of blueprints or to make...

      Zoopable.

      Zoopable.

      Zoopable.

    4. Jason

      It's like they have their own class?

    5. Mikael

      Yes.

    6. Jason

      Interesting.

    7. Mikael

      Yes.

      And I get for miners and like, for miners and the like, stuff on land, I get that, you know, extractors would not really need to be zoopable.

      But since the water extractor falls under that same class with the same logic, which makes it very wonky to make zoopable,

      That's the reason they are staying unzoopable even though water is something that you do have in a broad surface area So there has been a pitch to see if we somehow can

      zoop them anyway and the same goes for making extractors parts of blueprints because blueprints they can't be partners or that blueprints right now because the extracted logic uh i don't remember the nitty-gritty balls but the tldr the long story short is that extractor logic happens when you have the single extractor hologram in the world that's when it checks for anything that you can put it on surface-wise

      And for every other buildable in the game that works in the blueprint, when you put that in the blueprint, the logic that those buildables follow, that is compatible with

      being turned into blueprint logic in a way that extractors are not.

      Because fundamentally, blueprints do not really know how or from what point in the blueprint to start checking for nodes or water on the map to place your blueprints on.

      So there has also been a little pitch of maybe it would be possible because yeah, we do get that water extractors are very handy to have a lot of and in a row or column or whatever, a box.

      So there has been pitches of maybe we should be able to like

      At least in water's case, see if the base surface around you is compatible with what you are about to do in terms of zooping or blueprinting.

      And from there, at least water extractors may be workable, yes.

      But right now, no one is trying to tackle that logic.