GAME MECHANICS HOARD

BUILDING & CONSTRUCTION

18 MECHANICS
AUTOMATION
◆ BUILDING & CONSTRUCTION

Player-built machines take over tasks previously done by hand: miners harvest, belts move, assemblers craft, and eventually the factory runs itself while the player designs the next layer.

BLUEPRINT MODE
◆ BUILDING & CONSTRUCTION

Players capture a built structure as a reusable template and stamp it down elsewhere — often as ghost outlines that workers or logistics then construct.

CONVEYOR BELTS
◆ BUILDING & CONSTRUCTION

Automated transport that moves items along a fixed path from producers to consumers — the fundamental logistics primitive of factory games.

COPY/PASTE
◆ BUILDING & CONSTRUCTION

Tools that let players duplicate a selection of their own construction — a room, a factory block, a circuit — and stamp it down elsewhere, often with a ghost preview and material cost.

DESTRUCTION/DEMOLITION
◆ BUILDING & CONSTRUCTION

The ability to remove or destroy built structures and terrain — the player's own constructions, enemy fortifications, or the environment itself.

FOUNDATION SYSTEMS
◆ BUILDING & CONSTRUCTION

Construction rules requiring buildings to sit on prepared foundations — leveled platforms, pillars, deck grids — that mediate between irregular terrain and regular structures.

FREE PLACEMENT
◆ BUILDING & CONSTRUCTION

Building without grid snapping — structures positioned and rotated at any coordinate and angle, limited only by collision and support rules.

GHOST PREVIEW
◆ BUILDING & CONSTRUCTION

A translucent hologram of a structure shown at the cursor before placement — green when valid, red when blocked — letting players see exactly what they're about to build and where.

HEIGHT LAYERS
◆ BUILDING & CONSTRUCTION

Discrete vertical levels in construction and simulation — Z-levels, floors, stacked layers — where each stratum is a full playable plane.

LOGIC GATES
◆ BUILDING & CONSTRUCTION

Buildable AND/OR/NOT components that combine signals into computed behaviors — circuit networks controlling machines, redstone contraptions, wired sensors and actuators.

PLACEMENT GRIDS
◆ BUILDING & CONSTRUCTION

Construction snapped to a regular grid — square tiles, hex cells, voxel lattices — where every buildable object occupies discrete cells and alignment is automatic.

POWER/RESOURCE NETWORKS
◆ BUILDING & CONSTRUCTION

Buildings must be connected to and supplied by a distributed resource grid — electricity, water, oxygen — that the player builds out and balances.

PROGRAMMABLE SYSTEMS
◆ BUILDING & CONSTRUCTION

In-game systems players program with real logic — visual scripting for machines, in-fiction assembly languages, behavior editors for units and robots — going beyond toggles into authored computation.

ROTATION
◆ BUILDING & CONSTRUCTION

Turning placed objects to face different orientations — rotating furniture, machines, walls, and decorations through fixed increments or free angles before placement.

SNAP POINTS
◆ BUILDING & CONSTRUCTION

Predefined attachment locations on building pieces — wall edges that grab floor edges, pipe ends that click to machine inlets, sockets where the next part wants to go — guiding free placement toward valid connection.

SUPPORT/STRUCTURAL INTEGRITY
◆ BUILDING & CONSTRUCTION

Buildings requiring physical support — beams that sag past their span limits, walls bearing load, unsupported structures collapsing, integrity systems that make architecture obey gravity.

TERRAFORMING
◆ BUILDING & CONSTRUCTION

Players reshape the physical terrain itself — digging, filling, flattening, raising land — rather than only placing objects atop a fixed landscape.

UNDO/RESET
◆ BUILDING & CONSTRUCTION

Taking moves back — the undo button rewinding a puzzle step, level resets to a clean slate, rewind stacks that store every state, the build tool's ctrl-Z.