A friend asked me today "How do you import a blueprint from a string?"
Personally, I had to look it up. AFAIK the only method is to press B and do it in the blueprint library.
What if you haven't played since before that was added? like my friend.
The new GUI presents you with buttons to create a blueprint or blueprint book, so with the new 0.17 presentation, there's no reason to even know that the blueprint library exists unless you're told to use it.
So, his suggestion, and mine, is to add an import string button to the blueprint book interface.
[0.17.x] Import blueprint string button in blueprint book
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Re: [0.17.x] Import blueprint string button in blueprint book
There is another place though.bobingabout wrote: ↑Tue Apr 30, 2019 11:22 pmPersonally, I had to look it up. AFAIK the only method is to press B and do it in the blueprint library.
So you can't find it because it is hidden in the library, and it is hidden because the shortcut bar has such convinient buttons that you never have to look for the library? And those buttons are easy to find you say?bobingabout wrote: ↑Tue Apr 30, 2019 11:22 pmThe new GUI presents you with buttons to create a blueprint or blueprint book, so with the new 0.17 presentation, there's no reason to even know that the blueprint library exists unless you're told to use it.
But the shortcut bar has a from-string-importing button too...............
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Re: [0.17.x] Import blueprint string button in blueprint book
crap.
I didn't notice that one since I have it turned off to turn on Klonan's unit control shortcuts.
I request more slots for these mod buttons.
Re: [0.17.x] Import blueprint string button in blueprint book
xD
Yeah if I think there's too many then I can just disable the ones I don't need so there should be more slots available for those of us that have a lot of mods.
I think the point of limiting the amount was to not have the mess that is the top left buttons that mods always added. But these buttons are possible to hide already and that means every button I enable is one I actually want to easily reach.
Yeah if I think there's too many then I can just disable the ones I don't need so there should be more slots available for those of us that have a lot of mods.
I think the point of limiting the amount was to not have the mess that is the top left buttons that mods always added. But these buttons are possible to hide already and that means every button I enable is one I actually want to easily reach.
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Re: [0.17.x] Import blueprint string button in blueprint book
I think the problem is that be default, every slot is filled by a base game function, and you're not allowed to just add more to the GUI if they're added by mods, you have to remove some to add more.
what we need is a GUI that either just expands more based on screen size, or a second one on the left for all these extra mod buttons (or just if you want to configure it as such, you could put all the copy/paste and blueprint functions on the left, and everything else on the right)
what we need is a GUI that either just expands more based on screen size, or a second one on the left for all these extra mod buttons (or just if you want to configure it as such, you could put all the copy/paste and blueprint functions on the left, and everything else on the right)