This is a quick thought so pardon the hurry.
So often do I update my bps so in order to compare the possible changes, if any, I compare the export strings of theirs. It isn't often as visible as it seems as I often play around the circuit conditions of many entities, so I'd like it if in basics, the export string of a bp were displayed when ctrl or so was pressed while hovering over the bp, and when on the bp's GUI itself, the export string GUI would be switched to.
The advanced comparison method would be to visualize both (possible multiple) bps, with absolutely identical entities being transparent, while the different entities across the bps would be shown, flashing their variants across the bps. For bps of identical dimensions, this would be very standard (i.e., the feature won't find a difficulty in superimposing one bp over the other), while bps of differing dimensions would by default anchor the bps to the bottom left or something. I have an idea for smarter anchoring but I'll finish the idea first.
When it comes to circuit conditions, every differing entity would be shown with a number on them. They could be unique on the bp, but could be unique for the entity type itself (i.e., a filter inserter could have 1, 2, and 3, but a stack inserter would get 1, 2 and 3, where it would distinguish the entity given it's of a different type). While giving a unique-across-bp id would have the filter inserters 1, 2 and 3, while the stack inserters would have 4, 5 and 6, and could not have possibly taken the 1, 2 and 3 ids on this approach. So anyway, each entity with its id would be shown to the side of its stats and conditions. One could filter only 1 mode of inspection. What I mean is an inserter has sensing channel (not to be confused with red and green wires, and not to be confused with iron-plate and num-1 channels), setting the stack carrying channel, filtering channel and activation channel. When you look at the side, you'd see a filter inserter with an id 1, after filtering only activation channel, will see the usual [copper-plate < 100] GUI part, with possibly a red wire to indicate that on the red wire network, green network, or roboport logistic network (small icon like the new recipe tiny icon).
So this way, you're gonna very easily and quickly identify distinct entities visually
1- The "smart" anchoring system would be unnecessary for the job at hand, but it would be faster for the user to anchor the bp themselves (but anchor it to a corner by default, giving the user the 4 corners on GUI). The system otherwise would either take a long time to process the bps (haven't explained the process yet), or would tag the entire bp distinct from the other simply because it's shifted 1 tile to the right, so every thing almost mismatches. So it would start by taking one entity, finding a match on the other bp, and them tiling the entire bp around that match. Like this:
1 2 3 ...
4 5 6 ...
7 8 9 ...
...
So it started randomly at 5, which has a plain (no conditions) inserter. Look for 6, happens to be a red belt facing upward. Does the other bp have this? If no, then perhaps we're looking for the wrong inserter. Look for another inserter. Assume this:
1 2 3 ...
4 5 6 ...
7 8 9 ...
...
... 30, 31, 32, 33, 34 ...
... 36, 37, 38, 39, 40 ...
... 42, 43, 44, 45, 46 ...
...
We found 38 matches our sample of search. And we saw 39 matches a red belt facing upwards. Continue matching/tiling the bps until we reach a minimum matching threshold, say 70% entity matching. But this would be very costly, as replacing an inserter with a fast one would skip the first iteration of searching if we happened to start from that were-to-be-replaced inserter. Shifting it does the same thing as well. What this means is it's a possible waste of resources if we looked the "wrong" entity of search. The worse case would be to input entirely different bps which would possibly lag the game due to the (h1 * w1) * (h2 * w2) possible number of iterations needed to skim the bps. So given how this was an unnecessary searching tools, I'd say assume one corner as the anchor, and give the user the 4 corners to attempt to superimpose the 2nd bp on the 1st, and also give him the option to otherwise anchor the bp themselves (teleport them to another surface would be better as he could be in the middle of a factory)
BP Distinguishing
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