Just as a note for others reading this: It actually can corrupt the file. If you try to export a second time, it writes into the same file again, doubling it's size, repeating for every export attempt, and making it unreadable for Foreman. So only export once, then you're fine.Choumiko wrote:The exported file is fine, it is written in the line before the error.Kenira wrote:I also get this error since i updated to 1.1.2. It does still create a file, not sure if i should worry about the integrity of the exported file?
[MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2
Updated to Foreman 1.1.3
- added virtual blueprints option (WIP)
- when loading a book, Foreman will insert empty blueprints into the book if necessary
- fixed "overwrite books" option not clearing blueprints
- fixed error when using Export all
- fixed that exporting blueprints/books would append to the file, instead of overwriting
It actually had nothing to do with the error, i messed up the arguments in the call to writing a file. Good find thereKenira wrote:Just as a note for others reading this: It actually can corrupt the file. If you try to export a second time, it writes into the same file again, doubling it's size, repeating for every export attempt, and making it unreadable for Foreman. So only export once, then you're fine.
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
Hmm.. I updated to the latest version of Foreman 1.1.3 for 0.14.20 and I have made blueprints in my game (enough it requires 2 books) to use in other games, but none export or show in the gui list. (as only imported show there)
Any ideals why they are not exporting. I imported into the game and that import I exported into another game OK, but no original created blueprints are exporting. I have all of bobs mods loaded with autofill, FARL, Rail Tanker, and tree collision loaded.
Thanks
Edit: Long way around so I could continue I re-loaded BluePrint String and exported the books I made and imported them. Let me know if I need to do anything to help out.
Any ideals why they are not exporting. I imported into the game and that import I exported into another game OK, but no original created blueprints are exporting. I have all of bobs mods loaded with autofill, FARL, Rail Tanker, and tree collision loaded.
Thanks
Edit: Long way around so I could continue I re-loaded BluePrint String and exported the books I made and imported them. Let me know if I need to do anything to help out.
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
Export works fine for me. Eport all (The E button) only exports the blueprints that are already saved in Foremen (showing in the gui list), that's the only thing i can think of that might have you confused.HOSH wrote:Hmm.. I updated to the latest version of Foreman 1.1.3 for 0.14.20 and I have made blueprints in my game (enough it requires 2 books) to use in other games, but none export or show in the gui list. (as only imported show there)
Any ideals why they are not exporting. I imported into the game and that import I exported into another game OK, but no original created blueprints are exporting.
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
Any chance we could get an option to import a string directly to a blueprint-in-hand? I do this so much when reloading programs on my combinator-machine that I end up having to have the original Blueprint Strings mod installed too, just for that! (And yet, somehow it's never occurred to me before now to ask...)
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
Yes if it is in the GUI those exported for me, but none of the rest in my inventory exported... I did not know that so missed that somewhere in the notes/instructions.Choumiko wrote:Export works fine for me. Eport all (The E button) only exports the blueprints that are already saved in Foremen (showing in the gui list), that's the only thing i can think of that might have you confused.HOSH wrote:Hmm.. I updated to the latest version of Foreman 1.1.3 for 0.14.20 and I have made blueprints in my game (enough it requires 2 books) to use in other games, but none export or show in the gui list. (as only imported show there)
Any ideals why they are not exporting. I imported into the game and that import I exported into another game OK, but no original created blueprints are exporting.
So for original creations we will need to still load blueprint string to export them then? or is that a planned feature of Foreman? Playing Bobs mods so a lot is different from vanilla...
Thanks
PS I do like having the GUI, but It crashed my game on 0.14 direct connect multiplayer. At least the person hosting dedicated was able to import on his play machine, and I love that the GUI is shared with all players...
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
Sure, how should it work? Clicking OK (or whatever it's called) after pasting the string with a (empty) blueprint in hand loads directly to it? Or a checkbox to load (the blueprint used would be the same as if loading from the Foreman gui with an empty cursor, so depending on your settings)justarandomgeek wrote:Any chance we could get an option to import a string directly to a blueprint-in-hand? I do this so much when reloading programs on my combinator-machine that I end up having to have the original Blueprint Strings mod installed too, just for that! (And yet, somehow it's never occurred to me before now to ask...)
Well, you can always import it into Foreman first and then export it, that's like 1 click extra.HOSH wrote:Yes if it is in the GUI those exported for me, but none of the rest in my inventory exported... I did not know that so missed that somewhere in the notes/instructions.
So for original creations we will need to still load blueprint string to export them then? or is that a planned feature of Foreman? Playing Bobs mods so a lot is different from vanilla...
Do you still have a log from that game? Was it the first time you connected to that specific server/save?HOSH wrote:PS I do like having the GUI, but It crashed my game on 0.14 direct connect multiplayer. At least the person hosting dedicated was able to import on his play machine, and I love that the GUI is shared with all players...
The gui/blueprints are shared between players of the same force, i wanted to make that optional eventually, but with 0.15 having a vanilla blueprint library i'm gonna wait until then.
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
paste string + ok with blueprint in had would be great, and is roughly the same as what i do now with the other mod!Choumiko wrote:Sure, how should it work? Clicking OK (or whatever it's called) after pasting the string with a (empty) blueprint in hand loads directly to it? Or a checkbox to load (the blueprint used would be the same as if loading from the Foreman gui with an empty cursor, so depending on your settings)justarandomgeek wrote:Any chance we could get an option to import a string directly to a blueprint-in-hand? I do this so much when reloading programs on my combinator-machine that I end up having to have the original Blueprint Strings mod installed too, just for that! (And yet, somehow it's never occurred to me before now to ask...)
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
I've been trying to use the Foreman mod to export a blueprint book from one save to another. I've not been able to figure out what I am doing wrong that it is not working.I imported the blueprint book by clicking it then clicking the import blueprint book button. It seemed to do that correctly.
I then exported all from the first save, and found the export0_1.lua file in the folder. I'm not sure what exactly I am suppose to copy/paste into the new save. I did the import Blueprint Book, and it popped up with a box asking for name and text. I've tried putting in export0_1.lua, export0_1, and the name I gave the original blueprint book, but nothing seems to work. All I get is a "String is Empty" notice when I do.
Any help you could give would be extremely appreciated.
I then exported all from the first save, and found the export0_1.lua file in the folder. I'm not sure what exactly I am suppose to copy/paste into the new save. I did the import Blueprint Book, and it popped up with a box asking for name and text. I've tried putting in export0_1.lua, export0_1, and the name I gave the original blueprint book, but nothing seems to work. All I get is a "String is Empty" notice when I do.
Any help you could give would be extremely appreciated.
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
So you have to load one blueprint at a time? You cant upload a whole book?
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
You can, you just need to open the export lua in a text editor and copy the whole thing. Inter-save blueprint saves are one of my favorite features to come in the 0.15 update next year.
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
I tried doing that with the "Import Blueprint Book" button, but it says _ _ Foreman _ _/control.lua:886: attempt to index local 'data' (a nil value).
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
I'm playing a game, and I'm trying to export the blueprints that I have. But, when I click export, it says that I don't have any mods added into Foreman, and that I need to add them before I can export them.
How do I do that? Is there something I'm doing wrong?
How do I do that? Is there something I'm doing wrong?
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
for some reason on one of my saves i am getting an error when i load a blueprint. The error is "[full path removed]/data/core/lualib/util.lua:43: bad argument #1 to 'pairs' (table expected, got nill)". This also makes everyone in the multiplayer session get kicked.
This happens regardless of the blueprint, and regardless of whether there are people in the world that had multiple players on it. as soon as the world has had more than one player, it is impossible to load blueprints.
This happens regardless of the blueprint, and regardless of whether there are people in the world that had multiple players on it. as soon as the world has had more than one player, it is impossible to load blueprints.
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Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
It looks likely that Foreman was the cause of a Desync on my multiplayer server.
Report is here.......
viewtopic.php?f=209&t=40293
In the conversation you will also find a link to the desync report data on my Google Drive.
The only other Blueprint mod I'm using is the Foreman Auto-Importer - which only acts at the start of a new game?
Let me know if you need any further information
Report is here.......
viewtopic.php?f=209&t=40293
In the conversation you will also find a link to the desync report data on my Google Drive.
The only other Blueprint mod I'm using is the Foreman Auto-Importer - which only acts at the start of a new game?
Let me know if you need any further information
Want to know where the biters chewing your power plant have come from??
Wondering where your next iron is going to come from??
You need Long Range Radar
Wondering where your next iron is going to come from??
You need Long Range Radar
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
In your 1.1.5 changelog there is a bullet that says...
Is that now a requirement that wasn't before, or was a requirement, but isn't now?importing from script requires the player to be an admin
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
It looks like this functionality could be the reason for desync mentioned above?DRY411S wrote:In your 1.1.5 changelog there is a bullet that says...
Is that now a requirement that wasn't before, or was a requirement, but isn't now?importing from script requires the player to be an admin
It would lead to different state of player blueprints based on their admin flag. And Rsending mentioned in that thread that blueprint books differ between server and client.
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3
Which is why I asked the question.orzelek wrote:It looks like this functionality could be the reason for desync mentioned above?DRY411S wrote:In your 1.1.5 changelog there is a bullet that says...
Is that now a requirement that wasn't before, or was a requirement, but isn't now?importing from script requires the player to be an admin
It would lead to different state of player blueprints based on their admin flag. And Rsending mentioned in that thread that blueprint books differ between server and client.
Suggestion
Hi!
Could you automatically load a file at the beginning and users would make a symlink/hardlink to the export file?
This would allow to automatically load blueprints at start instead of copy/pasting.
Thanks!
Could you automatically load a file at the beginning and users would make a symlink/hardlink to the export file?
This would allow to automatically load blueprints at start instead of copy/pasting.
Thanks!