[MOD 0.12.11+] Blueprint String

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madtulip
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Re: [MOD 0.12.11+] Blueprint String

Post by madtulip »

Bug: Logistic Network Conditions of Inserters do not traverse through Serialization/Deserialization.

Reproduce: Saving an Inserter (using bobs logistic mod and probably custom inserter types) with enabled logistic network conditions (properties -> logistic network -> tick "connected" checkbox -> enter some condition) will not save/reload via the .txt file -> load from string. The "connected" checkbox will apear not ticked in the version loaded from string. All conditions will apear as reset (back to default) after ticking the checkbox again.
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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

Please post the string that doesn't work. Or a save if you suspect the string generation is bugged.
madtulip
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Re: [MOD 0.12.11+] Blueprint String

Post by madtulip »

sorry. i thought it would reproduce at once.

i reproduced it again and it seams quite .. messed up. maybe the game engine itself?

Here is the sagegame and my mods folder:
https://www.dropbox.com/s/nxrlo1z4br30j ... k.rar?dl=0

- load the save, create a blueprint from the 1x1 space you stand on (contains filter inserter)
- place that blueprint at once - bot comes and place the inserter - the inserters "logistic connection" tab entries remain unchanged -> works
- save this blueprint to .txt file, create new blueprint from the string contained in the .txt file, place that blueprint -> works as well.
- load the savegame again
- imidiately create blueprint from the same string contained in .txt file just created, place blueprint, "logistics connection" tab of the newly placed inserter is empty (default values).

so the string itself works in the instance of the world where it was created. once the same world is loaded again the string doesnt work anymore.

not sure if its even a bug of your mor or related to the datastructure of the game itself. if you cant find it, please forward this to factorio devs.

thanks for looking into it.
madtulip
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Re: [MOD 0.12.11+] Blueprint String

Post by madtulip »

same thing happened to belts connected by wire and theire circuit network conditions set. the string works for blueprints in the game instance where the string was created but fails after load of the same world.

could you reproduce it yet?
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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

Thanks, filter inserters are fixed in version 3.0.3.
madtulip wrote:same thing happened to belts connected by wire and theire circuit network conditions set. the string works for blueprints in the game instance where the string was created but fails after load of the same world.

could you reproduce it yet?
If this is still a bug, please provide a save or blueprint string.
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IronGator
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Re: [MOD 0.12.11+] Blueprint String

Post by IronGator »

Is there a Blueprint portal? Like the Mods portal, but for Blueprints. :)
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steinio
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Re: [MOD 0.12.11+] Blueprint String

Post by steinio »

http://factorioblueprints.com/

But it's not related to factorio.com
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markw
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Re: [MOD 0.12.11+] Blueprint String

Post by markw »

Sorry, I'm a dunce I guess. But the instructions to import a blueprint don't make sense to me.
craft a blueprint, got that.
Now, click what? I don't have an icon that matches the icon shown. I'm running 0.13.9.
There is something in square brackets, what? [.] or something. What does that mean?
Thx
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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

A screenshot or save would be helpful to figure out what is wrong.

(Click "upload attachment" after the submit button.)
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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

New in version 3.1.0

- Added blueprint book support
- Added label support
- Empty blueprints are crafted automatically (cost: 1 advanced circuit)
- To overwrite a blueprint, click the load button while holding that blueprint
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Gertibrumm
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Re: [MOD 0.12.11+] Blueprint String

Post by Gertibrumm »

Does this need "Automated Construction" tech?
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Re: [MOD 0.12.11+] Blueprint String

Post by B3nd3r »

Hello guys,

i have blueprint-string v3.1.2 factorio v0.12.35 and i'm getting "blueprint-string/control.lua:24: attempt to index global 'defines' (a nil value)" on new games and saved games.

goggle don't really helps me so i must now ask you here^^

many thanks in advance.
Nexela
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Re: [MOD 0.12.11+] Blueprint String

Post by Nexela »

Mods from mods.factorio.com are for version .13 and up. You need to grab one of the version for .12.35 from the front page of this post.
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Re: [MOD 0.12.11+] Blueprint String

Post by B3nd3r »

by Nexela » Sat Aug 20, 2016 11:52 pm
Mods from mods.factorio.com are for version .13 and up. You need to grab one of the version for .12.35 from the front page of this post.
thank you a lot :D
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Re: [MOD 0.12.11+] Blueprint String

Post by Naugrim »

Hi,
first off: i dont know if this post is still the place to post issues so sorry if not.
second off: i have been using your mod for a while now and keep getting annoyed, this is bcause almost all blueprints are not right, a lot of the items are offset weirdly making the whole thing not work. is this an error in the blueprints, the mod, or my instal
NOTE; i did nit have the mod installed on world creation

sincerely,
Naugrim

http://imgur.com/gallery/POYth

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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

Those blueprints are very old. You need to click the .12.32 button to fix them. (It might take several clicks.)

Also tell whoever made them that they need to be updated.
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Re: [MOD 0.12.11+] Blueprint String

Post by sogrom »

Hello David :)
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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

Cześć sogrom Image
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ssilk
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Re: [MOD 0.12.11+] Blueprint String

Post by ssilk »

Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
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obuw
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Re: [MOD 0.12.11+] Blueprint String

Post by obuw »

Hey there, great mod!

Just a suggestion; any chance you can add a button to just show the blueprint string on the screen, or copy it to the clipboard? Maybe even a button on the blueprint UI itself?
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