change this, so its the same, please. Dont make EVERYTHING so complicated, factorio itself is complicated enaught, i have nearly 2000 hours and NEED TO SEARCH google to find out why i couldnt export a blueprint








Moderator: ickputzdirwech
When you go to open the blueprint from the blueprint library, close the blueprint library then open the blueprint. Tada! </smartass comment>Rseding91 wrote: Wed Jun 19, 2019 12:13 pm The game does not support having both of those GUIs open at the same time. That's why it currently isn't there.
You can put a link to a Library BP into your toolbar without creating a physical BP that takes up inventory:Tekillaa wrote: Wed Jun 19, 2019 4:04 pm
- I was use to play with game about some roller coasters/city/hospital, and the way blueprints/prebuilds are managed are a bit more intuitive, the fact to have it as item is a bit wierd for me. It's not a physic material, it's an intell, an idea, and a idea take the same space as 100 iron plates?? Blueprint should be linked into the player blueprint library, and let the player the possibility to make a item with a blue print like if we need to "print" one to share it the old way. I think deal with them like a file in windows OS is better for me.
Factorio is awesome!
In multiplayer games I join there is a public blueprint section to the left of the personal BP library.
Do you understand my request now? btw?Rseding91 wrote: Wed Jun 19, 2019 4:27 pm On part of what you said: blueprints in the blueprint library are just mini save files. That's how they work and that's how they will always work. You will always have to have the correct set of mods enabled to use blueprints created with those mod(s).
Your desires for how you want blueprints to work are unrealistic and are never going to happen.
Nuhll, Rseding understands. The problem is a technical issue of the engine and how all of the UI elements work and some UI elements not being able to opened while other UI elements are already opened. Best we can hope is that they're willing to find a fix for the UI issue. I think we're all in agreement that it'd be nice to have those options present regardless of where the blueprint is opened from, but there are technical challenges.nuhll wrote: Thu Jun 20, 2019 11:37 pmDo you understand my request now? btw?Rseding91 wrote: Wed Jun 19, 2019 4:27 pm On part of what you said: blueprints in the blueprint library are just mini save files. That's how they work and that's how they will always work. You will always have to have the correct set of mods enabled to use blueprints created with those mod(s).
Your desires for how you want blueprints to work are unrealistic and are never going to happen.
The same windows should have the same options/contents. Theres no reason i cant export a string in any "right clicked blueprint" on this earth
I dont think you understsand what i mean.Darinth wrote: Fri Jun 21, 2019 1:22 pmNuhll, Rseding understands. The problem is a technical issue of the engine and how all of the UI elements work and some UI elements not being able to opened while other UI elements are already opened. Best we can hope is that they're willing to find a fix for the UI issue. I think we're all in agreement that it'd be nice to have those options present regardless of where the blueprint is opened from, but there are technical challenges.nuhll wrote: Thu Jun 20, 2019 11:37 pmDo you understand my request now? btw?Rseding91 wrote: Wed Jun 19, 2019 4:27 pm On part of what you said: blueprints in the blueprint library are just mini save files. That's how they work and that's how they will always work. You will always have to have the correct set of mods enabled to use blueprints created with those mod(s).
Your desires for how you want blueprints to work are unrealistic and are never going to happen.
The same windows should have the same options/contents. Theres no reason i cant export a string in any "right clicked blueprint" on this earth