[MOD 0.11.14+] Blueprint String

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Giz
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Re: [MOD 0.11.14+] Blueprint String

Post by Giz »

Hi. I'm from Russia. Sorry for my English. :)
Really like your mod.
Is it possible to add to the mod the opportunity to replace old things with new ones? For example transport belt, assembling machine, furnace? Also is it possible to make the ability to completely remove from blueprint objects like electric pole, chests and other ?

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DaveMcW
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Re: [MOD 0.11.14+] Blueprint String

Post by DaveMcW »

It is possible, but that is not the goal of my mod. You are welcome to include my mod in a bigger mod that does more.

This mod has started doing some blueprint editing.

Giz
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Re: [MOD 0.11.14+] Blueprint String

Post by Giz »

DaveMcW wrote:It is possible, but that is not the goal of my mod. You are welcome to include my mod in a bigger mod that does more.

This mod has started doing some blueprint editing.
Thanks!

Leveller
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Re: [MOD 0.11.14+] Blueprint String

Post by Leveller »

I really cant find the output folder when saving all blueprints.

I got the .zip version so installed och d:\games\factorio

Its not in the mods, saves etc. Searched whole computer for script-output but cannot find it.

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MasterBuilder
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Re: [MOD 0.11.14+] Blueprint String

Post by MasterBuilder »

Leveller wrote:I really cant find the output folder when saving all blueprints.

I got the .zip version so installed och d:\games\factorio

Its not in the mods, saves etc. Searched whole computer for script-output but cannot find it.
If that's where you installed it (and the exe is in d:\games\factorio\bin\xxx\Factorio.exe) then your script output should simply be:

Code: Select all

d:\games\factorio\script-output
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jerrycheng
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Re: [MOD 0.11.14+] Blueprint String

Post by jerrycheng »

I can't find the output folder either. Could you please check the compatibility between 0.11.21 version and blueprint-string 1.0.0?

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DaveMcW
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Re: [MOD 0.11.14+] Blueprint String

Post by DaveMcW »

script-output and mods folder are always in the same place.

jerrycheng
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Re: [MOD 0.11.14+] Blueprint String

Post by jerrycheng »

DaveMcW wrote:script-output and mods folder are always in the same place.
I knew the output location, but the file just did not appear.
However blueprint String 1.0.0 did work with the compressed version Factorio.
As a result of it, it is assumed that the problem is related to the environment variable.

Choumiko
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Re: [MOD 0.11.14+] Blueprint String

Post by Choumiko »

I had trouble with underground belts being messed up after importing a string.
Changing line 87 in blueprintstring.lua to

Code: Select all

    if (entity.type ~= "input" and entity.type ~= "output") then
      entity.type = nil
    end
fixed it. Won't work for already exported blueprints though

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DaveMcW
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Re: [MOD 0.11.14+] Blueprint String

Post by DaveMcW »

Thanks, it is fixed in version 1.0.1.

saladin1980
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Re: [MOD 0.11.14+] Blueprint String

Post by saladin1980 »

Hello,

I love the mod and would like to speak to you about a project i am working on and would need your approval before i can proceed. As this would need some input from you as well.
You can or should be able to PM me on here and if not I will make it so you can.

Thanks
Factorio Engineers - Where we strive to help and assist in designs and basic understanding of the game, and on occasion have FUN.
Click here to see saladin1980's stream.

tongclub62
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Re: [MOD 0.11.14+] Blueprint String

Post by tongclub62 »

good work. thank for sharing.

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Smarty
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Re: [MOD 0.11.14+] Blueprint String

Post by Smarty »

[Moved to helper mods by Smarty]

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RavenHexx
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Re: [MOD 0.11.14+] Blueprint String

Post by RavenHexx »

I'm afraid I'm getting an error when trying to load a map both saved and new. I'm getting the "attempt to index global 'game' (a nil value)" error :(

Cancel that, I am an idiot and was trying to use the old version *facepalm*

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vaderciya
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Re: [MOD 0.11.14+] Blueprint String

Post by vaderciya »

Hey guys, when I click save all I get an error:

Notice

Error while running event handler:
_ _blueprint-string_ _/control.lua:155:
LuaGameScript doesn't contain key makefile


What do I do? It doesn't look like anybody else has had this error.
I'm running the latest stable version, and im using some mods. but there are NO modded content in the blueprints, i repeat, no modded content inside any blueprints.
Can anybody help me?
I'd really appreciate it

daniel34
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Re: [MOD 0.11.14+] Blueprint String

Post by daniel34 »

With Factorio 0.12.x you need to use the updated version of this mod:
[MOD 0.12.11+] Blueprint String
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