Search found 16 matches
- Mon Jun 05, 2017 7:57 am
- Forum: Mods
- Topic: [MOD 0.15+] Cut and Copy Blueprints
- Replies: 1
- Views: 1305
Re: [MOD 0.15+] Cut and Copy Blueprints
I've put this in the right place now: viewtopic.php?f=92&t=49307
- Mon Jun 05, 2017 7:56 am
- Forum: Mods
- Topic: [MOD 0.15+] Cut and Copy Blueprints
- Replies: 0
- Views: 938
[MOD 0.15+] Cut and Copy Blueprints
Type: Mod Name: Cut and Copy Blueprints Description: Makes it easy to cut and copy sections of the factory and place elsewhere License: MIT Version: 0.1.0 Release: 2017-06-02 Tested-With-Factorio-Version: 0.15.13 Category: (Helper, Item, Convenience) Tags: blueprint, move factory, copy and paste Dow...
- Fri Jun 02, 2017 4:28 pm
- Forum: Mods
- Topic: [MOD 0.15+] Cut and Copy Blueprints
- Replies: 1
- Views: 1305
[MOD 0.15+] Cut and Copy Blueprints
Type: Mod Name: Cut and Copy Blueprints Description: Makes it easy to cut and copy sections of the factory and place elsewhere License: MIT Version: 0.1.0 Release: 2017-06-02 Tested-With-Factorio-Version: 0.15.13 Category: (Helper, Item, Convenience) Tags: blueprint, move factory, copy and paste Dow...
- Fri Jun 02, 2017 4:21 pm
- Forum: Implemented Suggestions
- Topic: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
- Replies: 10
- Views: 4961
Re: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
In the end I gave up and wrote the mod myself:
https://mods.factorio.com/mods/StevilKn ... yBlueprint
https://mods.factorio.com/mods/StevilKn ... yBlueprint
- Thu Jun 01, 2017 10:25 am
- Forum: Implemented Suggestions
- Topic: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
- Replies: 10
- Views: 4961
Re: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
Shift+Click with an empty blueprint in hand creates a Quick Blueprint bypassing the conformation box. You would still have to manually clear it though. Interesting, I didn't know that (hooray for hidden User Interactions!) That certainly helps for the copy situation; clearing the blueprint afterwar...
- Wed May 31, 2017 9:57 pm
- Forum: Outdated/Not implemented
- Topic: Surface create_entity fast_replace simulation
- Replies: 3
- Views: 1729
Re: Surface create_entity fast_replace simulation
Might be better to post this here: viewforum.php?f=28 as that's the place for API change requests
- Wed May 31, 2017 3:29 pm
- Forum: Implemented Suggestions
- Topic: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
- Replies: 10
- Views: 4961
Re: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
I just found: viewtopic.php?f=80&t=4682 Should this be linked under there? I'm not sure it's an exact duplicate of the things on that thread, but it seems related.
- Wed May 31, 2017 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Toolbar flyout for selection of subtypes of objects
- Replies: 8
- Views: 2773
Re: Toolbar flyout for selection of subtypes of objects
Yep - this should definitely work for inserters. I also think that pylons would be an ideal candidate too (as suggested by Ranakastrasz)AndrewIRL wrote:... inserters take up multiple spots on my toolbelt. ... Not sure your proposal covers inserters though?
- Wed May 31, 2017 11:07 am
- Forum: Ideas and Suggestions
- Topic: Toolbar flyout for selection of subtypes of objects
- Replies: 8
- Views: 2773
Re: Toolbar flyout for selection of subtypes of objects
Do you think you would be able to set the categories manually, or would the game just have a preset list? I imagine that the categories would be somewhat baked into the object definitions rather than user defined. If a mod added a new type of belt then it would just appear in the list of belts alon...
- Wed May 31, 2017 11:01 am
- Forum: Implemented Suggestions
- Topic: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
- Replies: 10
- Views: 4961
Improve workflow by adding 'Copy' and 'Cut' blueprint tools
TL;DR New 'copy' and 'cut' blueprint tools to allow you to quickly move or duplicate a section of factory What ? I appreciate there is a drive towards 'if you can do it already, then don't ask for an improvement even if the current workflow is a pain in the proverbial', however this is not about th...
- Tue May 30, 2017 2:49 pm
- Forum: Ideas and Suggestions
- Topic: Toolbar flyout for selection of subtypes of objects
- Replies: 8
- Views: 2773
Toolbar flyout for selection of subtypes of objects
TL;DR Allow the toolbar to have a single button represent all types of belts, splitters, inserters, pylons etc. What ? I'm going to use belts for the example, but also applies to many other objects in the game. Currently if you want to have yellow, red, and blue belts in the toolbar, they must each...
- Thu May 25, 2017 8:32 pm
- Forum: Modding interface requests
- Topic: Allow MapGenSettings to be passed to game.set_game_state()
- Replies: 3
- Views: 1387
Re: Allow MapGenSettings to be passed to game.set_game_state()
My grand entrance into the forum with a flourish! Before falling headlong down the spiral stairs as everyone looks on dumbfounded
- Thu May 25, 2017 8:28 pm
- Forum: Modding interface requests
- Topic: Allow MapGenSettings to be passed to game.set_game_state()
- Replies: 3
- Views: 1387
Re: Allow MapGenSettings to be passed to game.set_game_state()
I'm a little confused - I thought I'd posted this in interface requests. Did I make a mistake or did it get moved here? If it did get moved here, then does that mean that this is already possible? If so, how? Thanks!
- Thu May 25, 2017 8:13 pm
- Forum: Modding help
- Topic: What's the best way to deal with multiple 'worlds'
- Replies: 0
- Views: 647
What's the best way to deal with multiple 'worlds'
I want the player to be able to travel to a new world much like in a campaign (but without pre-authored maps). What's the best way to achieve this? I see that you can create multiple surfaces (though I've not yet worked out how to move the player between them) - but it seems to my that this may be p...
- Thu May 25, 2017 8:08 pm
- Forum: Modding interface requests
- Topic: Allow MapGenSettings to be passed to game.set_game_state()
- Replies: 3
- Views: 1387
Allow MapGenSettings to be passed to game.set_game_state()
If you want a campaign with random worlds, it would be nice to be able to pass a MapGenSettings table to game.set_game_state() rather than passing the name of the next map to load.
- Thu May 25, 2017 8:06 pm
- Forum: Implemented mod requests
- Topic: Enable/Disable Autoplace For Surfaces
- Replies: 4
- Views: 2538
Re: Enable/Disable Autoplace For Surfaces
It seems like a sensible extension would be to allow more types in the MapGenSettings autoplace_controls table so that you can include tile types and doodads.