Search found 187 matches: Blueprint editor
Searched query: +Blueprint +editor
- Sat Apr 26, 2025 3:44 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Zoom functionality in blueprint editor
- Replies: 1
- Views: 284
Re: Zoom functionality in blueprint editor
Additionally it is really hard to remove certain tiles in the blueprint editor when the blueprint get quite big.
- Sat Mar 29, 2025 6:29 pm
- Forum: Ideas and Suggestions
- Topic: Steam cloud sync for custom scenarios?
- Replies: 0
- Views: 73
Steam cloud sync for custom scenarios?
I probably spend half my time with Factorio in the map editor. For a sandbox where I can work on blueprints without burning through resources or passively letting the evolution factor rise. Then turn these into blueprint books, and store them in the "my blueprints" area (I am so glad that syncs with the ...
- Wed Feb 26, 2025 6:09 pm
- Forum: Ideas and Suggestions
- Topic: Plan / Debug mode (similar to Pause)
- Replies: 12
- Views: 714
Re: Plan / Debug mode (similar to Pause)
... stop proposing the idea. Otherwise, the proposal is not the same as `/editor`. I am proposing an easily accessible and actually usable pause/resume ... has already said, you can already achieve the same by using existing blueprints. Speedrunners are already using blueprint books to speedrun the game ...
- Wed Feb 26, 2025 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Plan / Debug mode (similar to Pause)
- Replies: 12
- Views: 714
Re: Plan / Debug mode (similar to Pause)
Cheating is subjective.
I would say using external blueprints designed by someone else is cheating.
Biters would say using external blueprints ... I agree "sometimes" cheating is subjective.
But the difference of `/editor` and in-game pause mode is obvious. `/editor` lets you spawn something ...
- Tue Feb 25, 2025 3:10 am
- Forum: Ideas and Suggestions
- Topic: Blueprinted train stations take their train limit from existing named stations, not the blueprint values
- Replies: 7
- Views: 739
Re: [2.0.32] Blueprinted train stations take their train limit from existing named stations, not the blueprint values
... players who want unlimited stops will know they need to enter 1e6, blueprints will always contain a valid limit value, and no values will change ... in a predicable manner that the user can verify in a sandbox game/JSON editor before placing it. The main reason the current behavior is so ...
- Mon Feb 24, 2025 7:21 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Quality Filter
- Replies: 2
- Views: 239
Re: Blueprint Quality Filter
... entity types that will be tedious.
I think adding this filter to the blueprint editor would still be a good solution for this issue since it doesn't require the extra steps of using an upgrade planner.
I think adding this filter to the blueprint editor would still be a good solution for this issue since it doesn't require the extra steps of using an upgrade planner.
- Sat Feb 22, 2025 4:29 am
- Forum: Ideas and Suggestions
- Topic: Please add remote view for blueprint editing
- Replies: 8
- Views: 898
Re: Please add remote view for blueprint editing
... ZIP Standalone, using a second (or fourth) monitor. I switch between Editor mode or “playing the game” as needed. Blueprints strings can be Copy-Pasted easily enough between Windows.
It may not be a perfect solution, but it works and doesn’t require any Mods!
It may not be a perfect solution, but it works and doesn’t require any Mods!
- Fri Jan 31, 2025 7:48 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Zoom functionality in blueprint editor
- Replies: 1
- Views: 284
Zoom functionality in blueprint editor
Hi,
I would like to zoom in/out in the blueprint editor.
Sometimes i want to see what other people did, but i can't see the details of a blueprint.
Regards,
Robert
I would like to zoom in/out in the blueprint editor.
Sometimes i want to see what other people did, but i can't see the details of a blueprint.
Regards,
Robert
- Wed Jan 08, 2025 1:45 pm
- Forum: Ideas and Suggestions
- Topic: Add Green and Red wire to the Deconstruction Planner
- Replies: 16
- Views: 6446
Re: Add Green and Red wire to the Deconstruction Planner
... In the meantime you can use https://factorio.tmin10.ru/ to decode a blueprint, copy it to a text editor, search and replace, and then copy it back to the website. Ive done this many times when I want to make a lot of changes to a bunch of stuff that would be tedious in game.
- Sun Dec 15, 2024 4:43 am
- Forum: Ideas and Suggestions
- Topic: Quick bar slots act like blueprint book
- Replies: 0
- Views: 203
Quick bar slots act like blueprint book
... this less annoying and I realize I can just put the upgrade plan in my blueprint book.
Also being able to use the delete marquee in the blueprint editor would be nice.
Thanks
Also being able to use the delete marquee in the blueprint editor would be nice.
Thanks
- Sat Nov 23, 2024 4:14 am
- Forum: Ideas and Suggestions
- Topic: Please add remote view for blueprint editing
- Replies: 8
- Views: 898
Re: Please add remote view for blueprint editing
edit a blueprint definitely isn't the best experience. Same for working with big blueprints without zoom.
Ugh, big blueprints are nearly unusable ... s doing without at least ghost-placing it.) I suuuper want a blueprint editor, where I can just move around and zoom in and out, and place and remove ...
- Fri Nov 22, 2024 8:03 pm
- Forum: Ideas and Suggestions
- Topic: Please add remote view for blueprint editing
- Replies: 8
- Views: 898
Re: Please add remote view for blueprint editing
I would love some kind of in-game editor now that remote view is a thing. I've always found Factorio to have a big problem with incentivizing the player to close their game and open a sandbox save any time they want to design something new, which doesn't work in multiplayer and is a poor play ...
- Fri Nov 22, 2024 7:58 pm
- Forum: Ideas and Suggestions
- Topic: Please add remote view for blueprint editing
- Replies: 8
- Views: 898
Re: Please add remote view for blueprint editing
I would love some kind of in-game editor now that remote view is a thing. I've always found Factorio to have a big problem with incentivizing the player to close their game and open a sandbox save any time they want to design something new, which doesn't work in multiplayer and is a poor play ...
- Wed Nov 20, 2024 3:58 am
- Forum: Ideas and Suggestions
- Topic: Increase Character Limit of Blueprint Description Textbox
- Replies: 2
- Views: 383
Increase Character Limit of Blueprint Description Textbox
The blueprint editor enforces a limit of 500 characters on the 'Description' textbox. With the introduction of parameterised blueprints, you can easily have a blueprint which requires more than 500 characters to explain all the requirements, parameters, and instructions for use. I propose that the limit ...
- Tue Nov 19, 2024 12:16 pm
- Forum: Ideas and Suggestions
- Topic: Unlimited Parameters: Dynamic Expansion of Parameters
- Replies: 0
- Views: 318
Unlimited Parameters: Dynamic Expansion of Parameters
TL;DR
Allow blueprints to dynamically expand parameters at placement, generating additional parameters within the same blueprint element. This removes ... ensuring only provided values appear in the final blueprint.
In the Editor:
- The designer defines a parameter (Cargo) with an "Expandable ...
Allow blueprints to dynamically expand parameters at placement, generating additional parameters within the same blueprint element. This removes ... ensuring only provided values appear in the final blueprint.
In the Editor:
- The designer defines a parameter (Cargo) with an "Expandable ...
- Tue Nov 19, 2024 11:51 am
- Forum: Ideas and Suggestions
- Topic: Hide on Blank: Dynamic Removal of Unused Parameters
- Replies: 0
- Views: 262
Hide on Blank: Dynamic Removal of Unused Parameters
TL;DR
Add an option for blueprint parameters to dynamically hide or remove associated elements when left blank, ensuring cleaner and more modular designs.
What?
This suggestion is adding the ability to choose between in the blueprint editor per parameter:
- Use Default (Existing Behavior) : Retain ...
Add an option for blueprint parameters to dynamically hide or remove associated elements when left blank, ensuring cleaner and more modular designs.
What?
This suggestion is adding the ability to choose between in the blueprint editor per parameter:
- Use Default (Existing Behavior) : Retain ...
- Sat Nov 09, 2024 9:39 am
- Forum: Ideas and Suggestions
- Topic: Allow to edit signals in blueprint preview
- Replies: 0
- Views: 298
Allow to edit signals in blueprint preview
TL;DR
Allow to edit blueprints directly in preview, especially signals and wires.
What?
We can already right click on entities to remove them from ... nothing will merge. Allowing us to change as much as possible in entity editor screen would be most user friendly and natural way. It shouldn't be that ...
Allow to edit blueprints directly in preview, especially signals and wires.
What?
We can already right click on entities to remove them from ... nothing will merge. Allowing us to change as much as possible in entity editor screen would be most user friendly and natural way. It shouldn't be that ...
- Mon Nov 04, 2024 11:40 am
- Forum: Ideas and Suggestions
- Topic: Deconstruction blueprint (position-aware)
- Replies: 1
- Views: 301
Deconstruction blueprint (position-aware)
My idea: Blueprints which deconstructs every matching real item it has inside.
Add it either:
- as right-click action
- as a mode to enable with a button press
- a toggle inside the blueprint's editor (toggle should change color of the blueprint from blue to purple or so)
This can help with large ...
Add it either:
- as right-click action
- as a mode to enable with a button press
- a toggle inside the blueprint's editor (toggle should change color of the blueprint from blue to purple or so)
This can help with large ...
- Wed Oct 30, 2024 7:53 am
- Forum: Implemented Suggestions
- Topic: Return sandbox mode back to the game.
- Replies: 14
- Views: 15342
Re: Return sandbox mode back to the game.
... infinity-chest"}
But possibly we can use various sandbox-oriented blueprints, which supply you with all of these.
P.S. I just opened Factorio 2.0 first time, but I have played a lot in 1.0.
Append:
I have found a Time tab in the editor :). So, looks like we could use the editor with 1x time ...
But possibly we can use various sandbox-oriented blueprints, which supply you with all of these.
P.S. I just opened Factorio 2.0 first time, but I have played a lot in 1.0.
Append:
I have found a Time tab in the editor :). So, looks like we could use the editor with 1x time ...
- Mon Oct 28, 2024 9:30 am
- Forum: Ideas and Suggestions
- Topic: Rotate Blueprints in Blueprint Viewer/Editor
- Replies: 0
- Views: 297
Rotate Blueprints in Blueprint Viewer/Editor
... guys !
I’d love to see a feature allowing us to rotate and mirror blueprints directly in the blueprint editor. Currently, I create blueprints as I complete builds (e.g., loading stations facing north , unloading stations facing west ), which results in inconsistent orientations within themed ...
I’d love to see a feature allowing us to rotate and mirror blueprints directly in the blueprint editor. Currently, I create blueprints as I complete builds (e.g., loading stations facing north , unloading stations facing west ), which results in inconsistent orientations within themed ...