could you add a button for this?
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/c remote.call("KBlueprints", "Fix Old Blueprint")
Hold a blueprint from versions before 0.12.32 and it will be updated. Make sure to re-save the blueprint.
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/c remote.call("KBlueprints", "Fix Old Blueprint")
Hold a blueprint from versions before 0.12.32 and it will be updated. Make sure to re-save the blueprint.
Nice mod Killkrog! Sorry for ignoring you, but your proposed format was kinda big and I am all about making strings smaller.Killkrog wrote:When it comes to factorioblueprints.com I have absolutely no control over the content there. The site is exclusively maintained by Dave.
When the blueprint books were a new thing, I even contacted both Dave and Choumiko and tried to convince them to unify the exported strings between our three mods, but they completely ignored me.
Arn't config changes lost when mods update?Kryzeth wrote:Hello, Mr. Person! First of all, thank you for the great mod, loving the blueprint flipping feature!
Anyways, I am the Kryzeth person from the mod portal who commented about using a mod that gave blueprints and bots from the start, without giving the research, so it seems you added a player command to forcibly enable blueprint manager.
Of course, it wasn't exaactly what I was aiming at; I had actually been asking for a config option of sorts within the mod itself that would allow blueprint manager at start, if a player wanted. It could default to off, so only the core mod-players would find it and change it, but it would be reeeally helpful to have!
It's not much of a problem, if it would be too difficult to do, but thanks either way!
Implemented for next update.madpav3l wrote:Could you add a button for this?
You still could have said a word ;)DaveMcW wrote:Sorry for ignoring you, but your proposed format was kinda big and I am all about making strings smaller.
I have nothing to do with factorioblueprints.com.
Config.lua files suck. They may be okay if you use a mod only in single player, but as soon as you join a server, every client would have to need the exact same config file. Since I want this mod to be 100% MP friendly, you will never see a config.lua. Also, as Peppe already said, every time I will post a update to the mod the config.lua will be overwritten.Kryzeth wrote:I had actually been asking for a config option of sorts within the mod itself
Wow that was quick, I didn't expect thatKillkrog wrote:Implemented for next update.madpav3l wrote:Could you add a button for this?
It just has to be a simple key-value store that the mods can read/write (write into their own section and read everything). It wouldn't be hard to implement. Such a feature is absolutely missing, especially now that the mod manager overwrites everything when you update. If you don't backup your config.lua and then update by accident you lose all your settings. It blows. On the other hand, without a config.lua there is no way at all to configure a mod.Killkrog wrote:introduce a nice way of handling user settings (World of Warcraft did a really good job with those)
Did a test because you made me curious.DaveMcW wrote:your proposed format was kinda big and I am all about making strings smaller.
Why restrict yourself? Lua is the perfect language to export tables as user settings.siggboy wrote:it just has to be a simple key-value store
Would be great. Again, tables instead of key-value pairs here, too ^^siggboy wrote:for example, the blueprint manager could store the blueprint library in the config and then you could load it from another savegame
You assume that I would ever update a mod without redoing the changes I made to said mod =PPeppe wrote:Arn't config changes lost when mods update?
Oh... well I'm sorry that you think that way. Personally, if I were playing Factorio multiplayer, I would simply send my entire mod folder (because I make many changes, modifying both configs and other internal parts) to the friends I was going to play with. It's not like I'd be playing with randoms or anything.Killkrog wrote: Config.lua files suck. They may be okay if you use a mod only in single player, but as soon as you join a server, every client would have to need the exact same config file. Since I want this mod to be 100% MP friendly, you will never see a config.lua. Also, as Peppe already said, every time I will post a update to the mod the config.lua will be overwritten.
You talked as if you were the mod developer. No issue if you are not it just seemed that way.Kryzeth wrote:You assume that I would ever update a mod without redoing the changes I made to said mod =PPeppe wrote:Arn't config changes lost when mods update?
Oh... well I'm sorry that you think that way. Personally, if I were playing Factorio multiplayer, I would simply send my entire mod folder (because I make many changes, modifying both configs and other internal parts) to the friends I was going to play with. It's not like I'd be playing with randoms or anything.Killkrog wrote: Config.lua files suck. They may be okay if you use a mod only in single player, but as soon as you join a server, every client would have to need the exact same config file. Since I want this mod to be 100% MP friendly, you will never see a config.lua. Also, as Peppe already said, every time I will post a update to the mod the config.lua will be overwritten.
Mods don't auto-update; players still have to manually update them. And in theory, the config would only ever apply at first run (on new game) so even if it were overwritten by a later update, it shouldn't change that the blueprint interface was unlocked. I mean, I think. I don't know exactly how you have it set up internally, so maybe it might function differently than I think.
Oh, and I'm not the developer of the quick start mod I mentioned, I'm just using it. Either way, I wouldn't know how to call parts of a mod from within another mod...
That's the reason god gave us text files ;)Kryzeth wrote:It's kind of annoying to have to come back to the Factorio forums every time I want to start a new game, just to copy/paste the command.
That's kind of what I meant; you can keep a .txt file inside the mod package without it affecting the mod itself.. x_xKillkrog wrote:That's the reason god gave us text files
See, that's the thing though. I would never update my mods without knowing what the updates will do. I don't use the in-game mod portal or mod updating thing; I prefer to manually update them myself, if necessary.Peppe wrote: It only takes once for you to update mods in game and miss a mod that you have modified the config for and now your save may or may not work the same as before.
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if remote.interfaces["KBlueprints"] and remote.interfaces["KBlueprints"]["Always Show GUI"] then
remote.call("KBlueprints", "Always Show GUI", player)
end
...oh.. that's probably more efficient than what I had to use.. I can really only use code if I've seen it used somewhere else, and there wasn't any code like that in any other mod x_xKillkrog wrote: I guess you did something like this?Code: Select all
if remote.interfaces["KBlueprints"] and remote.interfaces["KBlueprints"]["Always Show GUI"] then remote.call("KBlueprints", "Always Show GUI", player) end
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for name, version in pairs(game.active_mods) do
if name == "KBlueprints" then kblue = true end
end
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if kblue then
remote.call("KBlueprints", "Always Show GUI", game.players[event.player_index])
end
???Neemys wrote:Are you working on a fix right now?