Page 6 of 7
Re: [MOD 0.12.11+] Blueprint String
Posted: Tue Jul 12, 2016 9:46 am
by madtulip
Bug: Logistic Network Conditions of Inserters do not traverse through Serialization/Deserialization.
Reproduce: Saving an Inserter (using bobs logistic mod and probably custom inserter types) with enabled logistic network conditions (properties -> logistic network -> tick "connected" checkbox -> enter some condition) will not save/reload via the .txt file -> load from string. The "connected" checkbox will apear not ticked in the version loaded from string. All conditions will apear as reset (back to default) after ticking the checkbox again.
Re: [MOD 0.12.11+] Blueprint String
Posted: Tue Jul 12, 2016 4:03 pm
by DaveMcW
Please post the string that doesn't work. Or a save if you suspect the string generation is bugged.
Re: [MOD 0.12.11+] Blueprint String
Posted: Tue Jul 12, 2016 7:45 pm
by madtulip
sorry. i thought it would reproduce at once.
i reproduced it again and it seams quite .. messed up. maybe the game engine itself?
Here is the sagegame and my mods folder:
https://www.dropbox.com/s/nxrlo1z4br30j ... k.rar?dl=0
- load the save, create a blueprint from the 1x1 space you stand on (contains filter inserter)
- place that blueprint at once - bot comes and place the inserter - the inserters "logistic connection" tab entries remain unchanged -> works
- save this blueprint to .txt file, create new blueprint from the string contained in the .txt file, place that blueprint -> works as well.
- load the savegame again
- imidiately create blueprint from the same string contained in .txt file just created, place blueprint, "logistics connection" tab of the newly placed inserter is empty (default values).
so the string itself works in the instance of the world where it was created. once the same world is loaded again the string doesnt work anymore.
not sure if its even a bug of your mor or related to the datastructure of the game itself. if you cant find it, please forward this to factorio devs.
thanks for looking into it.
Re: [MOD 0.12.11+] Blueprint String
Posted: Wed Jul 13, 2016 8:54 pm
by madtulip
same thing happened to belts connected by wire and theire circuit network conditions set. the string works for blueprints in the game instance where the string was created but fails after load of the same world.
could you reproduce it yet?
Re: [MOD 0.12.11+] Blueprint String
Posted: Thu Jul 14, 2016 7:39 pm
by DaveMcW
Thanks, filter inserters are fixed in version 3.0.3.
madtulip wrote:same thing happened to belts connected by wire and theire circuit network conditions set. the string works for blueprints in the game instance where the string was created but fails after load of the same world.
could you reproduce it yet?
If this is still a bug, please provide a save or blueprint string.
Re: [MOD 0.12.11+] Blueprint String
Posted: Fri Jul 22, 2016 6:34 pm
by IronGator
Is there a Blueprint portal? Like the Mods portal, but for Blueprints.
Re: [MOD 0.12.11+] Blueprint String
Posted: Fri Jul 22, 2016 8:58 pm
by steinio
http://factorioblueprints.com/
But it's not related to factorio.com
Re: [MOD 0.12.11+] Blueprint String
Posted: Sat Jul 23, 2016 7:43 pm
by markw
Sorry, I'm a dunce I guess. But the instructions to import a blueprint don't make sense to me.
craft a blueprint, got that.
Now, click what? I don't have an icon that matches the icon shown. I'm running 0.13.9.
There is something in square brackets, what? [.] or something. What does that mean?
Thx
Re: [MOD 0.12.11+] Blueprint String
Posted: Mon Jul 25, 2016 1:54 am
by DaveMcW
A screenshot or save would be helpful to figure out what is wrong.
(Click "upload attachment" after the submit button.)
Re: [MOD 0.12.11+] Blueprint String
Posted: Mon Jul 25, 2016 9:05 am
by DaveMcW
New in version 3.1.0
- Added blueprint book support
- Added label support
- Empty blueprints are crafted automatically (cost: 1 advanced circuit)
- To overwrite a blueprint, click the load button while holding that blueprint
Re: [MOD 0.12.11+] Blueprint String
Posted: Sun Jul 31, 2016 10:35 am
by Gertibrumm
Does this need "Automated Construction" tech?
Re: [MOD 0.12.11+] Blueprint String
Posted: Sat Aug 20, 2016 8:58 pm
by B3nd3r
Hello guys,
i have blueprint-string v3.1.2 factorio v0.12.35 and i'm getting "blueprint-string/control.lua:24: attempt to index global 'defines' (a nil value)" on new games and saved games.
goggle don't really helps me so i must now ask you here^^
many thanks in advance.
Re: [MOD 0.12.11+] Blueprint String
Posted: Sat Aug 20, 2016 9:52 pm
by Nexela
Mods from mods.factorio.com are for version .13 and up. You need to grab one of the version for .12.35 from the front page of this post.
Re: [MOD 0.12.11+] Blueprint String
Posted: Sun Aug 21, 2016 1:22 am
by B3nd3r
by Nexela » Sat Aug 20, 2016 11:52 pm
Mods from mods.factorio.com are for version .13 and up. You need to grab one of the version for .12.35 from the front page of this post.
thank you a lot
Re: [MOD 0.12.11+] Blueprint String
Posted: Wed Oct 19, 2016 7:04 pm
by Naugrim
Hi,
first off: i dont know if this post is still the place to post issues so sorry if not.
second off: i have been using your mod for a while now and keep getting annoyed, this is bcause almost all blueprints are not right, a lot of the items are offset weirdly making the whole thing not work. is this an error in the blueprints, the mod, or my instal
NOTE; i did nit have the mod installed on world creation
sincerely,
Naugrim
http://imgur.com/gallery/POYth
EDIT:
Re: [MOD 0.12.11+] Blueprint String
Posted: Wed Oct 19, 2016 11:06 pm
by DaveMcW
Those blueprints are very old. You need to click the .12.32 button to fix them. (It might take several clicks.)
Also tell whoever made them that they need to be updated.
Re: [MOD 0.12.11+] Blueprint String
Posted: Mon Jan 09, 2017 9:48 am
by sogrom
Hello David :)
Re: [MOD 0.12.11+] Blueprint String
Posted: Tue Jan 10, 2017 10:45 pm
by DaveMcW
Cześć sogrom
Re: [MOD 0.12.11+] Blueprint String
Posted: Sat Feb 11, 2017 1:23 pm
by ssilk
Re: [MOD 0.12.11+] Blueprint String
Posted: Sun Feb 19, 2017 10:44 am
by obuw
Hey there, great mod!
Just a suggestion; any chance you can add a button to just show the blueprint string on the screen, or copy it to the clipboard? Maybe even a button on the blueprint UI itself?