Search found 8 matches
- Mon Mar 04, 2024 6:46 pm
- Forum: Implemented for 2.0
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 4292
Re: Export currently held blueprint library object to item
That's nice to hear. This is a bit of an XY problem, where the real problem is that there is no (easy) way to read "built" entities when using a blueprint. You can read the entities in the blueprint, then see its size, it's orientation and flipping, and then work everything out yourself, b...
- Fri Jan 19, 2024 2:00 pm
- Forum: News
- Topic: Friday Facts #394 - Assembler flipping and circuit control
- Replies: 134
- Views: 22455
Re: Friday Facts #394 - Assembler flipping and circuit control
Every building should be flipable. If you can't flip pumpjack because their connections are wierd AF, just change it so that it can be flipped. There is not much practical use for reusing blueprints with pumpjacks, but what's the alternative? Keep the horrible design for the end of time?
- Fri Jan 05, 2024 4:37 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 133
- Views: 25668
Re: Friday Facts #392 - Parametrised blueprints
This is great! Setting up trait stops in "grid based" train bases has always been a pain, and this looks like it will (mostly) solve it. I say "mostly" because I don't see how you can set a train station color based on the item selected. Also, it would be nice if you could use &q...
- Sat Oct 14, 2023 2:30 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31551
Re: Friday Facts #380 - Remote view
Awesome, this is going to be even better than the satellite view in Space Exploration, I'm really impressed. One last thing to address is copying modules. In the screenshot, there are several machines doing the same thing and the video only changes modules in one of them, and in reality you want to ...
- Fri Oct 06, 2023 12:42 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 27450
Re: Friday Facts #379 - Abstract rewiring
You can not red wire something from the map, but you could take a blueprint of it, wire it locally, then place the blueprint back over the top, and the wires would magically change. Thats just frustrating and annoying. Yes finally the devs are addressing this. Please don't stop with the wire connec...
- Fri Sep 01, 2023 12:44 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 207
- Views: 44029
Re: Friday Facts #374 - Smarter robots
Very cool to see these improvements. The "logistic request" on the roboport for robots is a godsend, will it work for repair packs too? One more thing that needs improving but wasn't mentioned is robot recharching in general. I have seen countless times robots fly toward their destination,...
- Sun Jan 16, 2022 2:47 pm
- Forum: Modding interface requests
- Topic: Add event for placing a blueprint over an entitiy
- Replies: 0
- Views: 607
Add event for placing a blueprint over an entitiy
TL;DR Add a new event ( on_entity_blueprint_replace or something), that would be triggered when "pasting" over an entity with a blueprint. What ? The event should have, most importantly, the BlueprintEntity that is being pasted, and the existing LuaEntity that is being "replaced"...
- Sun Jan 16, 2022 2:02 pm
- Forum: Implemented for 2.0
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 4292
Re: Export currently held blueprint library object to item
Very much agree. I need to read if the currently held blueprint is absolutely positioned or not. There already is a property on the player https://lua-api.factorio.com/next/LuaPlayer.html#LuaPlayer.blueprint_to_setup , but it is nil in the on_pre_build event when player is building from a blueprint ...