Search found 18 matches
- Thu Nov 02, 2017 11:54 pm
- Forum: Modding help
- Topic: LuaItemStack Rotation access
- Replies: 3
- Views: 1292
Re: LuaItemStack Rotation access
I'm not sure what code your'e running but you only need to edit the blueprint in the players hand directly and it will retain any custom rotation value it had. Don't clear() it and then insert() a new one - just edit the blueprint entities directly. I realize that. Except, I want to use the numberp...
- Thu Nov 02, 2017 6:19 pm
- Forum: Modding help
- Topic: LuaItemStack Rotation access
- Replies: 3
- Views: 1292
LuaItemStack Rotation access
So, I'm currently working on a blueprint editor. https://forums.factorio.com/viewtopic.php?f=97&t=53634 And I've hit a bit of a brick wall with this one. To the point where I've searched through the forums, checked the documentation, checked the hidden docs, and all I could, but didn't find anyt...
- Thu Nov 02, 2017 9:52 am
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5045
Re: [WIP][0.15.37+?] Blueprint Editor 0.1.0
So, there's good news, and there's bad news... I can stop rotating back, and keep it in the toolbar. But the numpad keys (appear to) change which corner they bind to. I also can't track which way the blueprint in the hand is rotated I can apparently track when something in the hand changes, and prob...
- Thu Nov 02, 2017 8:12 am
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5045
Re: [WIP][0.15.37+?] Blueprint Editor 0.1.0
hi, i did test the new version. 1. it works now in my current game :) WOOOO :D 2. but only with bp. as soon as i use bpb i cant change the anchor point. when i take the bp out of the book i can change the anchor again. I haven't had a chance to even look at blueprint books yet, sorry :(. It will co...
- Wed Nov 01, 2017 9:20 am
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5045
Re: [WIP][0.15.37+?] Blueprint Editor 0.1.0
I have tried this mod and find it good, but I can not get it running on my current map. I tried it on a new map with 0 other mods and it works fine. Then i gradually activated all mods again and your mod is still working there. I'll try to figure out why it does not work in my current map. is there...
- Tue Oct 31, 2017 2:39 am
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5045
Re: [WIP][0.15.37+?] Blueprint Editor 0.1.0
This is relative to my interests and I would like to sign up for your newsletter. No newsletter for now, but I am doing about an update a day, so if you keep an eye on the mod page/github, you'll see the progress For every "version", I've been updating the Changelog, and Readme for now. Y...
- Tue Oct 31, 2017 12:36 am
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5045
Re: [WIP][0.15.37+?] Blueprint Editor 0.1.0
ty for this Mod and your PM. No problem :). Thanks for reminding me that this is one of the things I wanted in the game too ^_^. As well as starting the discussion, and letting people give good ideas of how it can be quickly solved :). I was just in the right place to make it work is there a debug ...
- Tue Oct 31, 2017 12:22 am
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11412
Re: Changeable Anchor Points for Blueprints
Don't worry, I plan to make even bigger (repeating) blueprints easier to make
- Mon Oct 30, 2017 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11412
Re: Changeable Anchor Points for Blueprints
Open Map, u can place BP from MAP view. I never have a problem to ghost a BP with this solution. There's a limit to how much you can see when you zoom out in map view. If your blueprint is bigger than that zoom level, it's difficult to accurately place it. With this, you can align it with a corner ...
- Mon Oct 30, 2017 6:33 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11412
Re: Changeable Anchor Points for Blueprints
version 0.1.5 posted https://mods.factorio.com/mods/Bigfootmech/BPEdit/downloads You should now be able to use NUMPAD keys as well to do the same thing (move anchor point). Try it out, and see which way you prefer guys. I won't be adding mouse just yet, because I'm not handling GUI yet. Will keep yo...
- Sun Oct 29, 2017 10:22 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11412
Re: Changeable Anchor Points for Blueprints
Well, that was fast/east
0.1.4 Added ability to "select" entity.
It's clunky, but it works.
You can now "select" any single entity on a blueprint (TAB), then hit CAPSLOCK to make it the anchor (blueprint placeable around it)
Next up: trying to tackle the corners issue
0.1.4 Added ability to "select" entity.
It's clunky, but it works.
You can now "select" any single entity on a blueprint (TAB), then hit CAPSLOCK to make it the anchor (blueprint placeable around it)
Next up: trying to tackle the corners issue
- Sun Oct 29, 2017 9:38 pm
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11412
Re: Changeable Anchor Points for Blueprints
It was easier than I thought. Added a way to demonstrate the functionality in BPEdit 0.1.3 https://mods.factorio.com/mods/Bigfootmech/BPEdit Currently, you must add a new element, to be able to "anchor", or "centre" to it. In this particular vein, I want to add functionality to -...
- Sun Oct 29, 2017 11:04 am
- Forum: Ideas and Suggestions
- Topic: Changeable Anchor Points for Blueprints
- Replies: 34
- Views: 11412
Re: Changeable Anchor Points for Blueprints
Sounds good to me too. Though I hadn't thought about how to implement it. eradicator A possibly easier-to-implement solution would be to simply allow selecting one of the entities in a BP as the "anchor entity", marked e.g. in red, by middle mouseclick in edit mode. JohnyDL Num pad to set ...
- Fri Oct 27, 2017 2:41 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint editor / Design whiteboard
- Replies: 14
- Views: 8378
Re: Blueprint editor / Design whiteboard
I'm doing something similar. I may implement a "run around inside blueprint" way, way down the line. But for now, I'm just adding more commands to the existing blueprint editing screen. https://forums.factorio.com/viewtopic.php?f=97&t=53634 It's currently in its VERY infancy stages. Do...
- Fri Oct 27, 2017 2:35 pm
- Forum: Mods
- Topic: [WIP][0.15.37+?] Blueprint Editor 0.1.0
- Replies: 8
- Views: 5045
[WIP][0.15.37+?] Blueprint Editor 0.1.0
Hey guys, TLDR: I'm making blueprints editable in "real time", in the game. But there's a lot of work there, so bear with me. Mod link: https://mods.factorio.com/mods/Bigfootmech/BPEdit Github link: https://github.com/Bigfootmech/Factorio-Blueprint-Editor Notes: https://github.com/Bigfootm...
- Wed Oct 18, 2017 4:20 am
- Forum: Resolved Problems and Bugs
- Topic: [15.34]Error printing tables. Repeatable. Any mods. Any save
- Replies: 4
- Views: 1873
Re: [15.34]Error printing tables. Repeatable. Any mods. Any save
@eradicator Tried the command, but it didn't work off the bat. I've seen serpent, but couldn't make heads or tails of it (maybe it's an ouroboros). Any case, I've read other stuff to the effect of "don't rely on player being static" or something. So I'm working with that. I also have a... ...
- Wed Oct 18, 2017 12:08 am
- Forum: Resolved Problems and Bugs
- Topic: [15.34]Error printing tables. Repeatable. Any mods. Any save
- Replies: 4
- Views: 1873
[15.34]Error printing tables. Repeatable. Any mods. Any save
Also in 15.37 and 15.XX. 1. What did you do? - Open console - type (or paste) /c game.player.print(game.player) - press enter Bug is repeatable every time. 2. What happened? Message displayed "Cannot execute command. Error: LuaPlayer doesn't contain key x. stack traceback: [C]: in function 'pri...
- Thu Oct 12, 2017 10:28 pm
- Forum: Ideas and Suggestions
- Topic: QOLs for Eyedropper tool
- Replies: 3
- Views: 1551
Re: QOLs for Eyedropper tool
This is exactly the kind of functionality I'd like to have too Although, I think it would be smoother if: Since now you can pick up "ghosts" of existing things by mousing over, and pressing "Q" It would make sense if you could mouse over something in the crafting menu as well. Th...