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BlueprintMirror 0.0.3 [0.11.16+]

Posted: Tue Mar 24, 2015 4:09 pm
by Choumiko
Just a little byproduct of messing with blueprints/FARL:

Mirror your blueprints via console
Replace any entity with a different one
Image
It only mirrors the first blueprint in your toolbar. If you check "copy" it copies instead of overwriting.
Replacing entities: Click the empty buttons with the item on your cursor you want replaced. Clicking with an empty cursor clears the button
Replacing entities creates a new blueprint, so it requires a setup and an empty blueprint in your hotbar.

Note:
  • Button shows once Automated construction is researched
  • Creates mirrored versions of recipes with more than 1 liquid ingredient/product
  • Doesn't work with diagonal/curved rails or gun turrets (yet?)
Image
1: Original blueprint
2: Mirrored and rotated by 180°
3: Mirrored blueprint
4: blueprint 3 with basic inserters/belts replaced with fast inserters/belts

Commands:

Code: Select all

/c remote.call("bpmirror", "toggleUI") --Hide/show the button
In MP add your name at the end: /c remote.call("bpmirror", "toggleUI", "Choumiko")
If you find a blueprint that doesn't work (and does not include diagonal/curved rails, gun turrets), i'd be happy if you could post a Foreman/BlueprintString file of the blueprint.

Todo:
- integrate with Foreman/BlueprintString GUI (if possible)

Re: BlueprintMirror [0.11.14+]

Posted: Wed Mar 25, 2015 12:11 am
by DaveMcW
Any recipe that involves 2+ liquids will have the inputs swapped, making pipe connections fail.

Re: BlueprintMirror [0.11.14+]

Posted: Wed Mar 25, 2015 12:25 am
by SHiRKiT
DaveMcW wrote:Any recipe that involves 2+ liquids will have the inputs swapped, making pipe connections fail.
I don't think he can solve that. I think this is an issue with the game itself.

But congrats on the mod, I loved the idea!

Re: BlueprintMirror [0.11.14+]

Posted: Wed Mar 25, 2015 8:33 am
by Choumiko
DaveMcW wrote:Any recipe that involves 2+ liquids will have the inputs swapped, making pipe connections fail.
Haven't thought about that, oh well :D
SHiRKiT wrote:I don't think he can solve that. I think this is an issue with the game itself.
I guess it could be done. Would require to scan recipes for liquids and replace them with a recipe that has the inputs mirrored. If that's possible at all, never done stuff that involves liquids but i think i remember reading something somewhere about liquid order in recipes.

Re: BlueprintMirror [0.11.14+]

Posted: Wed Mar 25, 2015 9:13 am
by dee-
Finally blueprint mirroring!
Any chance for a GUI button?

Re: BlueprintMirror [0.11.14+]

Posted: Wed Mar 25, 2015 1:53 pm
by SHiRKiT
A GUI button would be the best.

Re: BlueprintMirror [0.11.14+]

Posted: Wed Mar 25, 2015 9:31 pm
by Choumiko
I'll add a simple ui in the next version. I have the mirrored recipes nearly done, only need to update the technologies to enable them and then replace them when a blueprint is mirrored

Re: BlueprintMirror [0.11.14+]

Posted: Sat Mar 28, 2015 1:47 am
by TeDeum
May be not UI button, but recipe for assembling machine, you put there blueprint, and get mirrored one.

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sat Mar 28, 2015 12:25 pm
by Choumiko
New version with ui, mirrored liquid recipes (under the ? category)

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sun Mar 29, 2015 1:25 am
by SHiRKiT
When you replaced belts and inserters in image 4, did you happen to mirror it horizontally as well? Or it was not intended?

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sun Mar 29, 2015 6:36 am
by Choumiko
SHiRKiT wrote:When you replaced belts and inserters in image 4, did you happen to mirror it horizontally as well? Or it was not intended?
Image 4 is the replaced version of image 3 and not image 1, as i forgot to "unmirror" it beforehand :)

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sat Apr 04, 2015 7:32 am
by Giz
Not work with DyTech ...

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sat Apr 04, 2015 6:20 pm
by Choumiko
What is not working? It won't let you replace inserters/assemblers from mods, that will come in the next version (maybe tomorrow). Mirroring should work, regardless of mods.

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sun Apr 05, 2015 9:24 am
by Choumiko
New version in the first post.

Fixed the button not showing in some cases.
Option to copy the blueprint when mirroring.
You can now replace any entity with whatever you want (there is no check if it makes sense, so be sensible and don't replace inserters with chemical plants :D )

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sun May 24, 2015 7:00 am
by Trev_lite
when i try to use this mod i get an error about not finding the font st-small when i try to start factorio

Code: Select all

data:extend(
  {
    {
      type = "font",
      name = "bpm-small",
      from = "default",
      size = 13
    }
  })

data.raw["gui-style"].default["bpm_button"] =
  {
    type = "button_style",
    parent = "default",
    font = "st-small",
    minimal_width = 80,
    minimal_height = 30
  }
the font that is declared is named bpm-small but it tries to use a font called st-small

im suprised that this has not caused any errors for anyone else so far

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Sat May 30, 2015 6:52 pm
by Choumiko
That is indeed surprising. I try to remember updating it when I get home ( and my current addiction for KSP let's me ;-) ) I guess replacing any occurrence in the files of st-small with bpm-small should fix it, if you haven't figured it out already. I never had this error, though I'm using another mod from me that has st-small.. Don't know if styles are shared between mods.

Re: BlueprintMirror 0.0.3 [0.11.16+]

Posted: Tue Jul 21, 2015 1:35 pm
by TeDeum
Unofficially updated for 0.12, half-working version here