[MOD 0.12.11+] Blueprint String

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bNarFProfCrazy
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Re: [MOD 0.12.11+] Blueprint String

Post by bNarFProfCrazy »

Is there an option to disable the upgrade button?
Because I don't have any outdated strings. And there are quite a lot plugins that add something to the screen.

CrazyMark
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Re: [MOD 0.12.11+] Blueprint String

Post by CrazyMark »

I am using Steam to play. I can not find the MODS folder. Can you help me with putting the blueprint string on my pc? 8-)

silverkitty23
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Re: [MOD 0.12.11+] Blueprint String

Post by silverkitty23 »

CrazyMark wrote:I am using Steam to play. I can not find the MODS folder. Can you help me with putting the blueprint string on my pc? 8-)
OS?

If you're using win7, I can tell you were it is on my computer:

c:\Users\silver\AppData\Roaming\Factorio\mods

"silver" would obviously be different for you
AppData is a hidden folder so you need to tell the file browser to show you hidden files if you want to click through to it - for win7 that means opening the file browser, selecting the "Organize" menu, then "Folder and search options" then going to the 'View' tab in the popup, then changing the radio under "Hidden files and folders" to "show..."

Adael
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Re: [MOD 0.12.11+] Blueprint String

Post by Adael »

CrazyMark wrote:I am using Steam to play. I can not find the MODS folder. Can you help me with putting the blueprint string on my pc? 8-)
For future reads, you can also use the variable for application data. Start -> Run (or WIN+R) and paste:

Code: Select all

%APPDATA%\Factorio\mods

Masterfox
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Re: [MOD 0.12.11+] Blueprint String

Post by Masterfox »

Does this also work with other mods(namely the Color coding lite mod)?

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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

Yes, but you can only share colored blueprint strings with other people who have both mods installed.

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ChurchOrganist
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Re: [MOD 0.12.11+] Blueprint String

Post by ChurchOrganist »

Will you be upgrading this to be compatible with 0.13??
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Schorty
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Re: [MOD 0.12.11+] Blueprint String

Post by Schorty »

ChurchOrganist wrote:Will you be upgrading this to be compatible with 0.13??
Hi there. I just fixed the mod, because I wanted to it too. So I uploaded it: https://www.dropbox.com/s/ur5qwsjuqcrkw ... 2.zip?dl=1
There you go ;)

@Dave
You can use this version, if you want. I just removed the requires "defines" and added the supported factorio-version to the info.json

Edit: nvm, I get some Errors, when trying to import blueprint strings, but I cant figure out, why that is. Dave has to fix it himself, I guess. Sorry :/
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ChurchOrganist
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Re: [MOD 0.12.11+] Blueprint String

Post by ChurchOrganist »

Schorty wrote:Edit: nvm, I get some Errors, when trying to import blueprint strings, but I cant figure out, why that is. Dave has to fix it himself, I guess. Sorry :/
Yup - there are a lot of changes in modding structure with 0.13 which means that calls to certain data structures now will not work.

Even established console commands are returning errors.

I may have a go myself if I can get my head around the code.
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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

0.13 version is available here.

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ChurchOrganist
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Re: [MOD 0.12.11+] Blueprint String

Post by ChurchOrganist »

DaveMcW wrote:0.13 version is available here.
That was fast work :)

So now we will see if my collection of 0.12 blueprints works in 0.13 :)
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Re: [MOD 0.12.11+] Blueprint String

Post by kaleb_boren »

LeisureLex wrote:https://www.dropbox.com/s/0wfwkwaf5xjdd ... 9.png?dl=0

Any ideas to solve this?

No mater what sting i use, rails always get messed up
possibly becuase the new rail mechanic youll have to reproduce in 0.13 for use in that version

kaleb_boren
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Re: [MOD 0.12.11+] Blueprint String

Post by kaleb_boren »

DaveMcW wrote:0.13 version is available here.
is there a version download with out the mod portal i glitched my login

vladdu
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Re: [MOD 0.12.11+] Blueprint String

Post by vladdu »

Hi!

It looks like the new blueprint-book is not supported - I think only blueprints in toolbar and inventory are saved.

I think that it would be useful to be able to even load blueprints (or better, blueprints books!) that were previously exported.

regards,
Vlad

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Optera
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Re: [MOD 0.12.11+] Blueprint String

Post by Optera »

I get messages like "Blueprint icon error: __blueprint-string__/control.lua.130: unknown item name: straight-rail" when importing .12 strings in .13
Could you add a migration for .12 strings to .13?

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DaveMcW
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Re: [MOD 0.12.11+] Blueprint String

Post by DaveMcW »

What version of the mod are you using? Can you post the string that isn't working?

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Optera
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Re: [MOD 0.12.11+] Blueprint String

Post by Optera »

DaveMcW wrote:What version of the mod are you using? Can you post the string that isn't working?
I'm using 3.0.1

Edit: nevermind you fixed it in 3.0.2. I didn't notice the newer release.

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Re: [MOD 0.12.11+] Blueprint String

Post by zanven »

Great mod, any chance eventually you plan on making this able to make blueprint book strings? which i guess could be as simple as needing a full book with blanks (or as many as required for the string) and using a special token to identify each string as they would be concatinated together and auto applied in sequence if it is at all possible with the api.

i just want to easily fill books on new plays hehe :D.

madtulip
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Re: [MOD 0.12.11+] Blueprint String

Post by madtulip »

- holding bluepirnt
- clicking blue disk icon
- entering "123"
-> 123.txt saved to 'script-output/blueprint-string'.

However no file is created in that location. That was working before - ive got some old blueprints in there. The folder is flaged read only (like appdata and all subfolders). Running windows 10, lastest unstable of factorio, latest version of the bluestring mod.

What to do?

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Re: [MOD 0.12.11+] Blueprint String

Post by madtulip »

got it. had to delete "blueprint-string" subfolder of script-output/.

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