Search found 34 matches

by self-same-spot
Tue Nov 22, 2016 5:47 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2

Foreman would take care that there's at most 1 empty blueprint in the players inventory/quickbar/cursor, if it finds more they get destroyed and Foreman remembers the number. When loading a book from Foreman it will only complain about not enough blueprints if it doesn't have enough "virtual&q...
by self-same-spot
Sat Nov 19, 2016 1:56 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2

the remaining inconvenience would be that you can't scroll from the last setup blueprint to the first one as quickly? Yep. I know it's not the end of the world, but I am sure every single user who loads a small book (less than 5-10 blueprints) into a book with all slots filled with blanks is going ...
by self-same-spot
Sat Nov 19, 2016 11:52 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2

1. Once i addressed 3. that's how it will work. When loading without a book on the cursor it looks for a book with enough empty blueprints first, if it doesn't find one and overwrite Books is set it looks for any book with enough blueprints and clears them. Quickbar always gets searched first. 2. R...
by self-same-spot
Fri Nov 18, 2016 4:03 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 132413

Re: [0.12.x][v0.12.10] Bob's Modules.

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by self-same-spot
Fri Nov 18, 2016 1:56 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2

Also I wanted to suggest adding a chat message about where blueprints are exported to, but I see that you have already did this. But for some reason now exporting triggers this error (tested in singleplayer):

Code: Select all

__Foreman__/control.lua:1122: bad argument #0 to 'print' (Wrong number of arguments.)
by self-same-spot
Fri Nov 18, 2016 1:56 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2

Thanks! Tile mirroring now works fine. I'm still not quite sure book workflow is as smooth as when working with blueprints, and I'm afraid some of my suggestions in my previous post were ill-thought-out. I have found a number of issues with the requirement that a book should have empty blueprints be...
by self-same-spot
Mon Nov 14, 2016 11:49 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.1|0.2.6

Found a small bug (Foreman 1.1.1): flipping a blueprint that consists only of concrete tiles only causes this error to appear:

Code: Select all

__Foreman__/control.lua:879: bad argument #1 to 'pairs' (table expected, got nil)
by self-same-spot
Fri Nov 04, 2016 2:33 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.1|0.2.6

Another small suggestion: I find storing and loading blueprint books with Foreman a terrific way to organize a library. But for some reason clicking the 'Load to blueprint' button on a stored book (a blue book icon with a yellow arrow) works only if I click while holding an empty book. Unlike loadin...
by self-same-spot
Wed Nov 02, 2016 11:00 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.1|0.2.6

Thanks for a quick update! :thumbsup:
by self-same-spot
Mon Oct 31, 2016 7:52 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129181

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.0|0.2.6

If I import a blueprint that has round ( ) or curly { } brackets in its name into Foreman, renaming it via Foreman removes these characters. One workaround is to load it to blueprint β†’ rename using vanilla Factorio GUI β†’ delete an old variant from Foreman β†’ import again. Of course I could use other ...
by self-same-spot
Sun Oct 23, 2016 8:17 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 1050373

Re: Factorio Roadmap for 0.15 + 0.16

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