Easier Editing:
Copy/paste/move - any type of copy-paste would currently help, because this hurts most. It doesn't matter, if not everything is copied exactly, if this is known.
Creating resource fields takes much too long
Placing belts/entities doesn't work like in game with cursor-keys (too fast scroll?)
Filling chests/belts with items (my finger hurts)
Moving in map-overview
Functionality:
Saving with new names saves with old name.
Up to 64 modules can be inserted into research labor (and others?)
No non-wiring possible (Shift click with pole), some layouts not possible
No red/green wiring. humm.
Player fillable/adjustable
"Pre-Research"
Filling accus, preheating pipes/steam engines.
Adjust trains and place exactly at a station/signal
Nice-to-have:
"Play" - starts map and when exit you are back in editor.
Draw lines of belt, powerpoles, tracks...
Redo the last item (like pressing shift when placing inserters in game)
.... much more
BTW: I haven't tried it much, but am I stupid, or is it just not possible to use command-line in map-editor? Where could I change that? Perhaps I have not really understood the difference between map and custom-mod?
Some small issues map editor
Moderator: ickputzdirwech
Some small issues map editor
Cool suggestion: Eatable MOUSE-pointers.
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Re: Some small issues map editor
WE NEED THIS SOOOOOO MUCH !!!!!!!
(especialy the green/red wires)
(especialy the green/red wires)
Re: Some small issues map editor
That is if you make selection in Save scenario window. Typing without selecting old file makes new save.ssilk wrote: Saving with new names saves with old name.
Fix for this is waiting for authorization.
Test mode
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Searching Flashlight
[WIP]Fluid handling expansion
[WIP]PvP gamescript
[WIP]Rocket Express
Autofill: The torch has been pass to Nexela
Re: Some small issues map editor
MapEditor will be updated for the 0.8 and some of the things mentioned in this post will be implemented.
Namely:
- better terrain drawing (brush, more control over variations)
- better resources laying (I am thinking of two brushes atm, one for the shape and the other one for the richness)
- making forests (brush again:))
- movement with mouse in the map editor
- other stuff (depends on the time)
Namely:
- better terrain drawing (brush, more control over variations)
- better resources laying (I am thinking of two brushes atm, one for the shape and the other one for the richness)
- making forests (brush again:))
- movement with mouse in the map editor
- other stuff (depends on the time)
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Re: Some small issues map editor
Why two brushes? You can simply use one. Closer to the center of brush faster the resources are added.slpwnd wrote:- better resources laying (I am thinking of two brushes atm, one for the shape and the other one for the richness)
Re: Some small issues map editor
Hmmm.
I see it so: a brush could be something, which does some sort of transformation to a tile, or a number of tiles. With this in mind you can implement any kind of brush.
Hmm. I would do it like so: A brush has a form, a transformation type and a transformation matrix. The form is for example round, or a vertical line, it's just a mask. The matrix is the parameters for every tile-transformation inside the form (both can be seen as one, but like so you can use the form and matrix independent or can have matrices, which change continuously, like when placing trees). And the transformation is a tile as result of a tile, the matrix and it's transformation type.
Example: input tile has 50 ore. Matrix is at this point in/this moment 50. Transformation type is "add_ore". Resulting tile is a tile with 100 ore.
Another transformation type could be "place_and_add_ore" and this does what SilverWarrior wanted. So this is a very flexible way of building up terrain.
Would be cool to be able to add own transformation types/matrices or masks in lua.
I see it so: a brush could be something, which does some sort of transformation to a tile, or a number of tiles. With this in mind you can implement any kind of brush.
Hmm. I would do it like so: A brush has a form, a transformation type and a transformation matrix. The form is for example round, or a vertical line, it's just a mask. The matrix is the parameters for every tile-transformation inside the form (both can be seen as one, but like so you can use the form and matrix independent or can have matrices, which change continuously, like when placing trees). And the transformation is a tile as result of a tile, the matrix and it's transformation type.
Example: input tile has 50 ore. Matrix is at this point in/this moment 50. Transformation type is "add_ore". Resulting tile is a tile with 100 ore.
Another transformation type could be "place_and_add_ore" and this does what SilverWarrior wanted. So this is a very flexible way of building up terrain.
Would be cool to be able to add own transformation types/matrices or masks in lua.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...