Friday Facts #249 - Dead end exploration

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linearj
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Re: Friday Facts #249 - Dead end exploration

Post by linearj » Tue Aug 07, 2018 11:12 pm

Two thoughts on blueprints:
Present - I have yet to figure out how to access the blueprint library and move things between them. I have been exporting as strings and storing in a text file.
Future - How about having a separate blueprint GUI? E.g., display the library on the right under the informational GUI in the upper right, but with a hot key (B?) that toggles it on and off...
- LinearJ

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Re: Friday Facts #249 - Dead end exploration

Post by mrvn » Thu Aug 09, 2018 8:29 am

linearj wrote:Two thoughts on blueprints:
Present - I have yet to figure out how to access the blueprint library and move things between them. I have been exporting as strings and storing in a text file.
Future - How about having a separate blueprint GUI? E.g., display the library on the right under the informational GUI in the upper right, but with a hot key (B?) that toggles it on and off...
Have you tried pressing b? It's the hotkey for the blueprint library in my game.

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linearj
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Re: Friday Facts #249 - Dead end exploration

Post by linearj » Mon Aug 13, 2018 2:49 pm

Yes... that is how I got to the ability to stringify blueprints.
I can use blueprints just fine. I could just never figure out how to access my "library". I.e., my blueprints external to the current game.
I have been copying the string versions to a text file and back into new games in order to copy between games.

I did some more exploring since this post and found that if you have a blueprint selected, there is a box that says "drag here to export". That is part of the piece missing for me. Now that I found it, my blueprints are exported.
But, I don't know how to *import* them into my next game. I will have to take a look for that.

Overall, as the FFF mentioned, blueprints are kinda klunky right now, and I am looking forward to seeing what 0.17 brings! Hopefully blueprints that are completely decoupled from inventory, as I think that solves 99% of the problems.
- LinearJ

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Re: Friday Facts #249 - Dead end exploration

Post by Lav » Wed Aug 15, 2018 9:55 am

Any solution that removes blueprints as actual game items is fine with me.

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Re: Friday Facts #249 - Dead end exploration

Post by ske » Wed Aug 15, 2018 8:27 pm

Lav wrote:Any solution that removes blueprints as actual game items is fine with me.
Any solution that removes blueprints as actual game items is fine with me.

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Re: Friday Facts #249 - Dead end exploration

Post by Beuteschema » Sun Aug 19, 2018 9:53 pm

i like the "game blueprints" that are exclusive to one save
couldnt this be kept for the temporary blueprints and the global section is for blueprints between saves?

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Re: Friday Facts #249 - Dead end exploration

Post by mrvn » Mon Aug 20, 2018 9:56 am

linearj wrote:Yes... that is how I got to the ability to stringify blueprints.
I can use blueprints just fine. I could just never figure out how to access my "library". I.e., my blueprints external to the current game.
I have been copying the string versions to a text file and back into new games in order to copy between games.

I did some more exploring since this post and found that if you have a blueprint selected, there is a box that says "drag here to export". That is part of the piece missing for me. Now that I found it, my blueprints are exported.
But, I don't know how to *import* them into my next game. I will have to take a look for that.

Overall, as the FFF mentioned, blueprints are kinda klunky right now, and I am looking forward to seeing what 0.17 brings! Hopefully blueprints that are completely decoupled from inventory, as I think that solves 99% of the problems.
Click on the book at the top right to open the library. You must have done that already because that is where you get a blank blueprint from too.

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