so.. I still need dozen of blueprints for individual items, to create train stops and the actual trains. that's a bit sad.
the parametric stuff is awesome. don't get me wrong there.. it's just only delivering 80% of what is required for trains to work.
It's especially funny, since the blog shows train station blueprints, but doesn't allow setting train station names.
I also noticed I can't set train station color within the parameters, and since it can't be set via circuit network either, this really feels like a 80% solution that was too hard to finish to 100%.
In essence, this makes me want to build a blueprint book via Lua instead of using the UI for parameters.
Friday Facts #392 - Parametrised blueprints
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Re: Friday Facts #392 - Parametrised blueprints
Mabye you can't sett the text-part of the name i BP-parameters, but you can sett the icon-part of a station name as a parameter. I have done this my self. I've got an generic ore-station BP and the train station gets the apropriate ore-icon from a parameter.
Re: Friday Facts #392 - Parametrised blueprints
oh you are right! the train name is changed too, even though it's not listed!SirSmuggler wrote: Thu Nov 07, 2024 2:05 pmMabye you can't sett the text-part of the name i BP-parameters, but you can sett the icon-part of a station name as a parameter. I have done this my self. I've got an generic ore-station BP and the train station gets the apropriate ore-icon from a parameter.
that's a bug I guess.
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Re: Friday Facts #392 - Parametrised blueprints
Hi!
First I'd like to say that this feature is huge. I mean, HUGE.
I had an experience playing Bobs+Angels a while ago. I decided to go with modular train-oriented base (basically City Blocks) with trains orchestrated by LTN.
And I was really dried up fiddling with combinator settings for each and every new station, and then trying to catch errors due to some value set slightly incorrectly on one of the stations.
Now with this it would be much less irritating (not to mention that with new train features you wouldn't need LTN at all in most cases).
However, there is one feature I feel missing - detached intermediate variables. I mean, there's no way now to declare a variable that wouldn't be physically present in the blueprint (like in one of combinators). I'm currently building a modular rail station system and I need to squeeze in a constant combinator to hold these variables
that I only use in formulas. E.g. I need train length (wagon-wise) and wagon slots count as inputs, which I then use in a formula to specify the total train capacity.
These input values are not supposed to show up in any of the result combinators, but there's no way to do that. I tried to configure everything first in a constant combinator then delete it from the blueprint, but this also deletes the variables.
It's not like it is a big deal to have a constant combinator that does nothing once built in the world, it just feels... ugly
First I'd like to say that this feature is huge. I mean, HUGE.
I had an experience playing Bobs+Angels a while ago. I decided to go with modular train-oriented base (basically City Blocks) with trains orchestrated by LTN.
And I was really dried up fiddling with combinator settings for each and every new station, and then trying to catch errors due to some value set slightly incorrectly on one of the stations.
Now with this it would be much less irritating (not to mention that with new train features you wouldn't need LTN at all in most cases).
However, there is one feature I feel missing - detached intermediate variables. I mean, there's no way now to declare a variable that wouldn't be physically present in the blueprint (like in one of combinators). I'm currently building a modular rail station system and I need to squeeze in a constant combinator to hold these variables
that I only use in formulas. E.g. I need train length (wagon-wise) and wagon slots count as inputs, which I then use in a formula to specify the total train capacity.
These input values are not supposed to show up in any of the result combinators, but there's no way to do that. I tried to configure everything first in a constant combinator then delete it from the blueprint, but this also deletes the variables.
It's not like it is a big deal to have a constant combinator that does nothing once built in the world, it just feels... ugly