In other languages:

Copy and paste: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
(Unsure how to categorize page.)
m (grammar)
 
(10 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Languages}}
{{Languages}}
 
Copy and pasting is the process of selecting placeable elements in existing terrain and creating [[ghost]]s of them elsewhere for future placement, either by [[construction robot]]s or the player. [[Blueprint]]s are essentially saved copies that can be stored in ones inventory or [[blueprint library]] and pasted later. As such, the mechanics of placing a blueprint are identical to those of pasting from a copy.
Copy and pasting is the process of selecting placeable elements in existing terrain and creating [[ghost]]s of them elsewhere for future placement, either by [[construction robot]]s or the player. [[Blueprint]]s are essentially saved copies that can be stored in ones inventory and pasted later. As such, the mechanics of placing a blueprint are identical to those of pasting from a copy.


== Copying and cutting ==
== Copying and cutting ==


By pressing {{Keybinding|ctrl|c}}, the cursor can be set to copy mode. A square of entities can be drawn to create a copy of those entities. This copy becomes the most recent copy, but previous copies are still accessible. All such copies are stored in the map data, so previous copies can be accessed after a save/reload. Copies are specific to a particular player on that map.
By pressing {{Keybinding|ctrl|C}}, the cursor can be set to copy mode. Click and hold {{Keybinding|lmb}} to drag a rectangle of entities to create a copy of those entities. This copy becomes the most recent copy, but previous copies are still accessible when pasting. All such copies are stored in the map data, so previous copies can be accessed after a save/reload. Copies are specific to a particular player on that map.


Cutting (initiated by {{Keybinding|ctrl|x}}) is a copy where the selected entities being copied are also set to be deconstructed.
Cutting (initiated by {{Keybinding|ctrl|X}}) is a copy where the selected entities being copied are also set to be deconstructed.


A copy can copy either entities or placeable [[tile]]s, but not both. If the selected area contains no entities, then the copy operation will copy tiles.
If the selected area contains no entities, then the copy operation will copy tiles by default. Holding {{Keybinding|shift}} while dragging the copy selection will open the blueprint configuration screen when the selection is finished. It offers the full [[blueprint]] configuration options, such as grid snapping and inclusion of tiles and trains. This makes copying a selection largely equivalent to creating a blueprint.


Copies are able to capture virtually everything about the selected entities and tiles. This includes, but is not limited to:
Copies are able to capture virtually everything about the selected entities and tiles. This includes, but is not limited to:


* [[Chest]] limitations
* [[Chests|Chest]] limitations
* [[Locomotive]] train schedules
* [[Locomotive]] train schedules
* [[Cargo wagon]] storage filters
* [[Cargo wagon]] storage filters
* [[Circuit network]] logic and conditions, as well as wiring
* [[Circuit network]] logic and conditions, as well as wiring
* Electrical wiring between power poles
* Electrical wiring between power poles
* Module configuration


The actual contents of chests/belts/etc are not copied.
The actual item contents of chests/belts/etc are not copied.
 
Creating a [[blueprint]] is largely equivalent to copying a selection. Unlike copies however, blueprints are able to contain both placeable [[tile]]s and entities.


== Pasting ==
== Pasting ==


Pressing {{Keybinding|ctrl|v}} puts the cursor into paste mode. The most recently used copy is overlaid over the terrain. By using {{Keybinding|mouse-wheel-up/down}}, the user can flip through previous or more recent copies stored for that player. Once the appropriate copy is selected, it can be placed with {{Keybinding|lmb}}. When a blueprint is placed, [[ghost]]s are created for each object in the blueprint.
Pressing {{Keybinding|ctrl|V}} puts the cursor into paste mode. The most recently used copy is overlaid over the terrain. By using {{Keybinding|shift}} + {{Keybinding|mwu}}/{{Keybinding|mwd}}, the user can cycle through previous or more recent copies stored for that player. The most recent 20 copies by the player on that world are stored at any given time. Once the appropriate copy is selected, it can be placed with {{Keybinding|lmb}}. When a blueprint is placed, [[ghost]]s are created for each object in the blueprint.


Picking up a [[blueprint]] or [[blueprint book]] has a similar effect to entering paste mode, and all of the mechanics of pasting a copy apply to placing a blueprint.
Picking up a [[blueprint]] or [[blueprint book]] has a similar effect to entering paste mode, and all of the mechanics of pasting a copy apply to placing a blueprint.


While being in paste mode or holding a blueprint, the entire selection can be rotated using the {{keybinding|r}} key.
An overlay of the entities to be placed via a copy/blueprint is shown under the cursor. Entities that can be placed are shown in green. Entities that conflict with already existing objects are shown in red, they cannot be placed. If placement is exactly on top of an existing entity, it is shown in blue and does not block placement.
 
Selections can usually be flipped horizontally or vertically using {{keybinding|f}} or {{keybinding|g}} respectively. However, there are some entities which are asymmetric and cannot be flipped ([[oil refinery]], [[chemical plant]]). Also, the placement of [[rail signal]]s, [[rail chain signal]]s, and [[train stop]]s on particular sides of [[rail]]road tracks defines how trains are expected to travel across the rail network. As such, you cannot flip any selection which has signals or train stops. These can still be rotated.
 
== Conflicting placement ==
 
Placing a blueprint, copy, or even just a ghost on top of existing terrain or structures work mostly the same way. The rules for resolving such conflicts can be complicated. For the purposes of this section, the term "terrain object" refers to the object that already exists. "Copied object" refers to the object that one is attempting to place a ghost of (even if it does not come from a "copy" operation).
 
If the player attempts to place a ghost atop existing objects, the placement system will attempt to resolve the conflict. When placing multiple objects at once (such as a copy or blueprint), conflicts will be resolved for each object individually.
 
If the copied object is the exact same object as the terrain object, then there is no conflict and the ghost can be placed. Note that "exact same object" means the same with regard to both the entity and several of its properties. Some properties conflict and some do not. The specifics will be detailed below.
 
If the terrain object is a [[tree]], [[rock]], or [[cliff]], then the ghost cannot be placed. However, using {{Keybinding|shift|lmb}} to place the objects will cause those particular terrain objects to be marked for deconstruction and the ghost will be placed atop them. While the ghosts have been placed, they cannot be replaced by what the ghosts represent until any conflicting terrain objects have been removed.
 
By default, if the terrain object is player-placed and it is not the same as the copied object, then the ghost {{Keybinding|lmb}}. When placing multiple ghosts at once, if you use {{Keybinding|shift|lmb}} to place them, any conflicts of this type are resolved by not placing ghosts that conflict with terrain objects.
 
=== Upgrades ===
 
There are exceptions to the previous rule about conflicting player-placed objects. The following rules apply only where the copied object exactly overlays the terrain object. Upgrading is also one of the places where there is a real difference between placing a single ghost (by holding one of the item and using {{keybinding|shift|lmb}}) and doing a copy/paste/blueprint.
 
If the copied object is an [[upgrade planner#valid entities|upgraded form of the terrain object]], then the ghost can be "placed" by left-clicking. This will cause the terrain object to be marked to be upgraded to the copied object. If there is a [[transport belt]] on the ground and you place a blueprint that exactly overlays the entity with a [[fast transport belt]], then the belt will be marked to be upgraded to a fast belt.
 
The above is always true when directly placing a ghost by holding one of the item and using {{keybinding|shift|lmb}}. However, when placing ghosts via copies or blueprints, there are a number of caveats with regard to upgrading. Some properties of entities, particularly recipes and modules, can confound the upgrading process.
 
If the two entities are the same entity with different recipes, the resolution works as follows. If the copied object has a recipe, then that will overwrite the recipe in the terrain object. If the copied object does not have a recipe, then it will leave the recipe (if any) in the terrain object untouched. So while a copy can change a recipe, it cannot remove a recipe (though it can change the recipe to something that cannot be produced if you want to effectively turn off production of something).
 
When it comes to upgrading buildings with recipes (like [[assembling machine]]s), essentially nothing is upgradeable. You cannot upgrade any building that can have a recipe with a copy/blueprint at all. This is true even if both the terrain and copied object do not presently have recipes in them.
 
Basically, [[assembling machine]]s cannot be upgraded via blueprints/copies; you must do it manually with an [[upgrade planner]] or direct placement (which works even via direct ghost placement).


While a blueprint cannot upgrade a building with a recipe, you can use the upgraded blueprint to check to see if you have manually upgraded all of the desired buildings. The new blueprint will not be able to be placed if you have not upgraded those buildings, and the conflicts will appear in red.
While being in paste mode or holding a blueprint, the entire selection can be rotated using the {{keybinding|R}} key.


Modules are a bit simpler in that they are not taken into account at all when placing entities atop other entities. That is, the modules from the copied object change nothing about how placement interacts with the terrain object. Mis-matched modules do not cause a conflict; they are simply ignored. If the terrain object has no modules, modules will not be added to it by copying an equivalent object with modules.
Selections can usually be flipped horizontally or vertically using {{keybinding|F}} or {{keybinding|G}} respectively. However, there are some entities which are asymmetric and cannot be flipped ([[oil refinery]], [[chemical plant]]). Also, the placement of [[rail signal]]s, [[rail chain signal]]s, and [[train stop]]s on particular sides of [[rail]]road tracks defines how trains are expected to travel across the rail network. As such, it is not possible to flip any selection which has signals or train stops. These can still be rotated.


Blueprinting atop an existing entity simply cannot change what modules are in it.
=== Conflicting placement ===


=== Ghosts atop ghosts ===
If any existing terrain or structure is in the way of a ghost when trying to place a blueprint with {{Keybinding|lmb}}, the entire blueprint cannot be placed.


The rules for conflicting objects when the terrain object is a ghost are essentially unchanged. The only difference is that instead of upgrading the object, the ghost is replaced with the upgraded version. What causes an upgrade to be possible or forbidden are the same.
Using {{Keybinding|shift|lmb}} forces the blueprint to be placed anyway and all individual ghosts which are not conflicting with structures will be placed. In that case, [[tree]]s, [[rock]]s, or [[cliff]]s that are in the way are marked for deconstruction and ghosts will be placed atop them. While the ghosts have been placed, they cannot be replaced by what the ghosts represent until any conflicting terrain objects have been removed.


=== Circuits networks ===
If a ghost is placed on top of a structure that is the same entity (or same ghost) with the same orientation, then there is no conflict and the ghost can be placed. Doing so will apply properties from the ghost on the existing structure. These properties include, but are not limited to:


Any [[circuit network]] wiring or conditions on entities that are copied will be part of the copy (or blueprint). When placing them, if there are matching or upgraded versions of that entity on the ground, any changes to circuit logic are also copied into the existing or upgraded entity. This means that blueprints can add or modify circuit logic to existing entities, for example, to turn on or off belts.
* [[circuit network|circuit and logistic conditions]]
* [[Train stop]] names and other settings
* Circuit wiring
* [[Splitter]] filters and priorities
* Crafting recipes for [[Assembling machine]]s and the like


This also includes other properties, such as [[chest]] limits or [[storage chest]] filters, or [[splitter]] filters.
There is no notion of "removing wiring" with blueprinting on top of existing entities. Once those entities have wiring, it will be retained. New blueprints can ''change'' the logic however, so if you want to make a blueprint turn off a condition from an earlier one, you need to change the logic into one that always passes.


However, there is no notion of "turning off" circuit logic or "removing wiring" with blueprinting on top of existing entities. Once those entities have wiring or logic, they will be retained. New blueprints can ''change'' the logic however, so if you want to make a blueprint turn off a condition from an earlier one, you need to change the logic into one that always passes.
Copying captures the state of the entity's modules, but it cannot update them onto an existing version of that entity. However, differing module arrangements do ''not'' prevent the copy from being placed. So if the entity in the terrain has some set of modules, and the copied entity has a different set, the copy can be placed but the terrain object's modules will not be affected.


=== Water and landfill ===
To place a blueprint or copy that contains both [[landfill]] and entities on top of the landfill, the landfill ghosts must be first placed with {{Keybinding|shift|lmb}}. Once the landfill tiles are actually placed, the blueprint can be placed again to create ghosts of the entities.
 
A copy can either copy tiles or entities, but not both. This is not the case with blueprints, which can contain both tiles and entities.
 
This creates an unusual circumstance when it comes to water. A blueprint can contain [[landfill]], which turns water tiles into buildable land. But a blueprint with landfill can also contain the entities that will sit atop that landfill.
 
To place such a blueprint, you must use {{Keybinding|shift|lmb}} to first place the landfill ghosts. Once the landfill tiles are actually placed, you can place the blueprint again.


== Entity settings ==
== Entity settings ==


While one can copy an entity and paste it onto other versions of itself, it can sometimes be useful to specifically copy just the settings of an entity and paste them onto a different entity. What exactly counts as "settings of an entity" depends somewhat on the destination entity to which they are being applied.
While one can copy an entity and paste it onto other versions of itself, it can sometimes be useful to specifically copy just the settings of an entity and paste them onto a different entity, including upgraded entities. What exactly counts as "settings of an entity" depends somewhat on the destination entity to which they are being applied.


To select an entity as the source of a settings copy, use {{Keybinding|shift|rmb}} on that entity. The cursor does not change to indicate that a copy is underway. To paste the settings to an entity, use {{Keybinding|shift|lmb}} on that entity.
To select an entity as the source of a settings copy, use {{Keybinding|shift|rmb}} on that entity. The cursor does not change to indicate that a copy is underway. To paste the settings to an entity, use {{Keybinding|shift|lmb}} on that entity.
Line 93: Line 61:
If the destination is the same entity type as the source, or is an upgradable version of it, the setting being copied are generally pretty obvious. Virtually every setting that is accessible from the entity's specific dialog box can be copied in this fashion. Everything from [[splitter]] filters to [[inserter]] stack limits, from [[cargo wagon]] filters to [[locomotive]] train schedules can be copied. Circuit and logistics network settings and conditions specific to that kind of entity are also part of such copies.
If the destination is the same entity type as the source, or is an upgradable version of it, the setting being copied are generally pretty obvious. Virtually every setting that is accessible from the entity's specific dialog box can be copied in this fashion. Everything from [[splitter]] filters to [[inserter]] stack limits, from [[cargo wagon]] filters to [[locomotive]] train schedules can be copied. Circuit and logistics network settings and conditions specific to that kind of entity are also part of such copies.


There are certain special cases of entity setting copy-pasting for particular uses. For example, for any building that produces a product based on a recipe, you can copy from a building with that recipe to a [[requester chest]]. This will automatically set the requests in the chest to request enough input materials for that recipe to make that machine run for 30 seconds.
There are certain special cases of entity setting copy-pasting for particular uses. For example, for any building that produces a product based on a recipe, the recipe can be copied to a [[requester chest]]. This will automatically set the requests in the chest to request enough input materials for that recipe to make that machine run for 30 seconds.
 
{{C|Main}}

Latest revision as of 19:20, 12 April 2024

Copy and pasting is the process of selecting placeable elements in existing terrain and creating ghosts of them elsewhere for future placement, either by construction robots or the player. Blueprints are essentially saved copies that can be stored in ones inventory or blueprint library and pasted later. As such, the mechanics of placing a blueprint are identical to those of pasting from a copy.

Copying and cutting

By pressing CTRL + C, the cursor can be set to copy mode. Click and hold Left mouse button to drag a rectangle of entities to create a copy of those entities. This copy becomes the most recent copy, but previous copies are still accessible when pasting. All such copies are stored in the map data, so previous copies can be accessed after a save/reload. Copies are specific to a particular player on that map.

Cutting (initiated by CTRL + X) is a copy where the selected entities being copied are also set to be deconstructed.

If the selected area contains no entities, then the copy operation will copy tiles by default. Holding SHIFT while dragging the copy selection will open the blueprint configuration screen when the selection is finished. It offers the full blueprint configuration options, such as grid snapping and inclusion of tiles and trains. This makes copying a selection largely equivalent to creating a blueprint.

Copies are able to capture virtually everything about the selected entities and tiles. This includes, but is not limited to:

The actual item contents of chests/belts/etc are not copied.

Pasting

Pressing CTRL + V puts the cursor into paste mode. The most recently used copy is overlaid over the terrain. By using SHIFT + Mouse wheel up/Mouse wheel down, the user can cycle through previous or more recent copies stored for that player. The most recent 20 copies by the player on that world are stored at any given time. Once the appropriate copy is selected, it can be placed with Left mouse button. When a blueprint is placed, ghosts are created for each object in the blueprint.

Picking up a blueprint or blueprint book has a similar effect to entering paste mode, and all of the mechanics of pasting a copy apply to placing a blueprint.

An overlay of the entities to be placed via a copy/blueprint is shown under the cursor. Entities that can be placed are shown in green. Entities that conflict with already existing objects are shown in red, they cannot be placed. If placement is exactly on top of an existing entity, it is shown in blue and does not block placement.

While being in paste mode or holding a blueprint, the entire selection can be rotated using the R key.

Selections can usually be flipped horizontally or vertically using F or G respectively. However, there are some entities which are asymmetric and cannot be flipped (oil refinery, chemical plant). Also, the placement of rail signals, rail chain signals, and train stops on particular sides of railroad tracks defines how trains are expected to travel across the rail network. As such, it is not possible to flip any selection which has signals or train stops. These can still be rotated.

Conflicting placement

If any existing terrain or structure is in the way of a ghost when trying to place a blueprint with Left mouse button, the entire blueprint cannot be placed.

Using SHIFT + Left mouse button forces the blueprint to be placed anyway and all individual ghosts which are not conflicting with structures will be placed. In that case, trees, rocks, or cliffs that are in the way are marked for deconstruction and ghosts will be placed atop them. While the ghosts have been placed, they cannot be replaced by what the ghosts represent until any conflicting terrain objects have been removed.

If a ghost is placed on top of a structure that is the same entity (or same ghost) with the same orientation, then there is no conflict and the ghost can be placed. Doing so will apply properties from the ghost on the existing structure. These properties include, but are not limited to:

There is no notion of "removing wiring" with blueprinting on top of existing entities. Once those entities have wiring, it will be retained. New blueprints can change the logic however, so if you want to make a blueprint turn off a condition from an earlier one, you need to change the logic into one that always passes.

Copying captures the state of the entity's modules, but it cannot update them onto an existing version of that entity. However, differing module arrangements do not prevent the copy from being placed. So if the entity in the terrain has some set of modules, and the copied entity has a different set, the copy can be placed but the terrain object's modules will not be affected.

To place a blueprint or copy that contains both landfill and entities on top of the landfill, the landfill ghosts must be first placed with SHIFT + Left mouse button. Once the landfill tiles are actually placed, the blueprint can be placed again to create ghosts of the entities.

Entity settings

While one can copy an entity and paste it onto other versions of itself, it can sometimes be useful to specifically copy just the settings of an entity and paste them onto a different entity, including upgraded entities. What exactly counts as "settings of an entity" depends somewhat on the destination entity to which they are being applied.

To select an entity as the source of a settings copy, use SHIFT + Right mouse button on that entity. The cursor does not change to indicate that a copy is underway. To paste the settings to an entity, use SHIFT + Left mouse button on that entity.

If the destination is the same entity type as the source, or is an upgradable version of it, the setting being copied are generally pretty obvious. Virtually every setting that is accessible from the entity's specific dialog box can be copied in this fashion. Everything from splitter filters to inserter stack limits, from cargo wagon filters to locomotive train schedules can be copied. Circuit and logistics network settings and conditions specific to that kind of entity are also part of such copies.

There are certain special cases of entity setting copy-pasting for particular uses. For example, for any building that produces a product based on a recipe, the recipe can be copied to a requester chest. This will automatically set the requests in the chest to request enough input materials for that recipe to make that machine run for 30 seconds.