Search found 16 matches

by StevilKnevil
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
by StevilKnevil
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...
by StevilKnevil
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...
by StevilKnevil
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...
by StevilKnevil
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Forum: Outdated/Not implemented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 :)
by StevilKnevil
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.
by StevilKnevil
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

AndrewIRL wrote:... inserters take up multiple spots on my toolbelt. ... Not sure your proposal covers inserters though?
Yep - this should definitely work for inserters. I also think that pylons would be an ideal candidate too (as suggested by Ranakastrasz)
by StevilKnevil
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...
by StevilKnevil
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...
by StevilKnevil
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...
by StevilKnevil
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 :)
by StevilKnevil
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!
by StevilKnevil
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...
by StevilKnevil
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.
by StevilKnevil
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.

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