Page 3 of 7

Re: [MOD 0.12.11+] Blueprint String

Posted: Sat Oct 17, 2015 1:36 pm
by DaveMcW
Fixed in version 2.2.0.

Re: [MOD 0.12.11+] Blueprint String

Posted: Thu Feb 25, 2016 5:00 pm
by DeadHippie
This is going to sound like a dumb question, but What keys on my keyboard do I literally push to copy Blueprint text into into the gui?

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 02, 2016 3:45 pm
by jhyatt
crtl+v

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 09, 2016 12:00 am
by toaran
Hi

today i ran into a strange thing with the Blueprint String mod...

i can kill my internet connection when i paste a "big" blueprint string while connected to my dedicated server...

in detail
i use the 0.12.26 headless Server on a rented Linux VServer with a ton of mods...
when i paste the Blueprint string below into the Textbox my internet router stops working or best result reboots.... :?:
I have a AVM Fritzbox 6490

http://pastebin.com/tvshX5nU
http://factorioblueprints.com/view/baHxMEvqjZLcJkbod

I can reproduce this with this blueprint every time... :roll: I will test this tomorrow with other bigger blueprints...

Can anyone explain how this is possible? what data and in what format is sent to the server when i paste the string into the textbox?


T

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 09, 2016 1:54 am
by Rseding91
toaran wrote:Hi

today i ran into a strange thing with the Blueprint String mod...

i can kill my internet connection when i paste a "big" blueprint string while connected to my dedicated server...

in detail
i use the 0.12.26 headless Server on a rented Linux VServer with a ton of mods...
when i paste the Blueprint string below into the Textbox my internet router stops working or best result reboots.... :?:
I have a AVM Fritzbox 6490

http://pastebin.com/tvshX5nU
http://factorioblueprints.com/view/baHxMEvqjZLcJkbod

I can reproduce this with this blueprint every time... :roll: I will test this tomorrow with other bigger blueprints...

Can anyone explain how this is possible? what data and in what format is sent to the server when i paste the string into the textbox?


T
Everything you paste is sent to the server in the format you pasted it. That pastebin is pretty small though and shouldn't have any issues being pasted.

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 09, 2016 8:37 am
by DaveMcW
toaran wrote:when i paste the Blueprint string below into the Textbox my internet router stops working or best result reboots.... :?:
I have a AVM Fritzbox 6490
If your router really reboots, that is a bug with your router.

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 09, 2016 11:24 am
by toaran
DaveMcW wrote:
toaran wrote:when i paste the Blueprint string below into the Textbox my internet router stops working or best result reboots.... :?:
I have a AVM Fritzbox 6490
If your router really reboots, that is a bug with your router.
Yeah i know, but i want to bring it up to see if anyone else experienced something similar... And i have also no idea how i could possibly explain this to my internet provider :mrgreen:

Maybe it is caused when the BP String is pasted its being send to quick or the Package is to big... If i have time on Saturday i could debug that i little...

Solution for now: download the savegame from the server import the Blueprint and upload it again...

T

Re: [MOD 0.12.11+] Blueprint String

Posted: Sun Mar 13, 2016 2:17 pm
by MasterBuilder
Is there any way to load the 55 blueprint strings I have all at once or do I have to do them one by one?
I'm guessing I'd have to stick the BPs somewhere in the mod folder so it can read them but that's still better than doing it manually.

Re: [MOD 0.12.11+] Blueprint String

Posted: Tue Mar 15, 2016 1:19 am
by DaveMcW
Sorry, that is not possible with my .txt file design.

You can try this mod instead: viewtopic.php?t=14243

Re: [MOD 0.12.11+] Blueprint String

Posted: Tue Mar 15, 2016 11:06 pm
by MasterBuilder
DaveMcW wrote:Sorry, that is not possible with my .txt file design.

You can try this mod instead: viewtopic.php?t=14243
I figured. I know about Foreman but I was unsure if the string output was compatible between the two.
If I want it badly enough I'll just cat the text files together, and make some Lua func to load them all sequentially.

Or if there's a function that takes the BP string and does all the work I can use regex to make a series of commands that'll get this done quick.

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 30, 2016 2:13 am
by October
Error while running the event handler: __blueprint-string__/control.lua:155: LuaGameScript doesn't contain key makefile.
Version 0.12.27

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 30, 2016 2:31 am
by DaveMcW
Are you using version 2.2.0?

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 30, 2016 8:36 am
by October
DaveMcW wrote:Are you using version 2.2.0?
Using 2.1.1 and I'm beginning to see the light. Thank you...

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 30, 2016 5:13 pm
by captncraig
This mod is a great help. I am working on some code to generate blueprints programmatically outside of factorio, and I have a few questions about the format:

It looks like the entities all have positions in half unit increments (0.5,-1.5) and so forth. What is the reason for this? Would it still work with whole number positions?

What is the origin for the positions? I assume it would be the location where your pointer is when you place the blueprint? That could actually make it really nice if I have a blueprint based on placing a particular corner just right. Placing something like that in the middle can get tedious.

Re: [MOD 0.12.11+] Blueprint String

Posted: Wed Mar 30, 2016 6:03 pm
by DaveMcW
All the positions are dumped directly from Factorio's internal state. You can try messing with them and see what happens, but I can't explain why.

Re: [MOD 0.12.11+] Blueprint String

Posted: Mon Apr 04, 2016 12:45 am
by lamesnow
I have found a bug, where if you load a malicious blueprint string, it can crash your game. I'm assuming it's not a good idea to explain the steps in how this works here, but I don't have enough posts to do direct messages. (This is one less I need :) )

Is there a better way than to make more posts until I can send direct messages?

EDIT: I sent the bug report.

Re: [MOD 0.12.11+] Blueprint String

Posted: Mon Apr 04, 2016 1:59 am
by DaveMcW
I guess we can chat in this thread until you have enough posts. ;)

Re: [MOD 0.12.11+] Blueprint String

Posted: Mon Apr 04, 2016 2:56 am
by lamesnow
I sent you a direct message with my findings. If you need more information, just send me a message :).

Re: [MOD 0.12.11+] Blueprint String

Posted: Mon Apr 04, 2016 4:26 am
by DaveMcW
Thanks, I disabled the global env in version 2.2.1 and it seems to have blocked your exploit.

Re: [MOD 0.12.11+] Blueprint String

Posted: Mon Apr 04, 2016 1:52 pm
by lamesnow
Thanks for the quick fix!