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Re: [MOD 0.12] Blueprint String
Posted: Sat Sep 05, 2015 1:22 am
by 655fdv
i made an account just to ask this holy fuck i cannot find the exported blueprint strings at all i even did a windows search 2 times, i need to know where the export puts them since the instructions are wrong for me apparently
Re: [MOD 0.12] Blueprint String
Posted: Sat Sep 05, 2015 2:08 am
by DaveMcW
I assume you installed Factorio using the exe.
Go to C:\Users\655fdv\AppData\Roaming\Factorio.
Create a new folder called script-output if it doesn't exist.
Then try to export again.
Re: [MOD 0.12] Blueprint String
Posted: Thu Sep 10, 2015 1:15 am
by DeamonEngineer
sent you the save
Re: [MOD 0.12] Blueprint String
Posted: Sun Sep 13, 2015 3:22 am
by 655fdv
YES thank you i found it, thanks for the reply
Re: [MOD 0.12] Blueprint String
Posted: Sun Sep 13, 2015 9:14 pm
by DaveMcW
DeamonEngineer wrote:sent you the save
Thanks, there was an import bug and an unrelated export bug. Both are fixed in version 2.0.4.
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 12:54 am
by Zec
Reporting a little bug. It seems as though as exported blueprints containing Concrete and the Stone Brick-paths does not work. The strings turn out very small, and importing them does not work.
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 3:20 pm
by Zeblote
Why is there only a save all button? I can't save an individual blueprint (the one I have selected) and give it a custom file name?
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 7:29 pm
by DaveMcW
Zec wrote:Reporting a little bug. It seems as though as exported blueprints containing Concrete and the Stone Brick-paths does not work. The strings turn out very small, and importing them does not work.
Thanks, it is fixed in version 2.1.0.
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 7:30 pm
by DaveMcW
Zeblote wrote:Why is there only a save all button? I can't save an individual blueprint (the one I have selected) and give it a custom file name?
Good idea, I added a "Save As..." button in version 2.1.0.
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 7:45 pm
by Zeblote
DaveMcW wrote:Zeblote wrote:Why is there only a save all button? I can't save an individual blueprint (the one I have selected) and give it a custom file name?
Good idea, I added a "Save As..." button in version 2.1.0.
Can you also add a "Load..." button that shows a list of saved blueprints and let's me chose one? Then it is perfect.
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 7:59 pm
by DaveMcW
Zeblote wrote:Can you also add a "Load..." button that shows a list of saved blueprints and let's me chose one? Then it is perfect.
Sorry, that is not possible with my .txt file design.
You can try this mod instead:
https://forums.factorio.com/forum/vie ... hp?t=14243
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 8:01 pm
by Zeblote
DaveMcW wrote:Zeblote wrote:Can you also add a "Load..." button that shows a list of saved blueprints and let's me chose one? Then it is perfect.
Sorry, that is not possible with my .txt file design.
You can try this mod instead:
https://forums.factorio.com/forum/vie ... hp?t=14243
That doesn't work in multiplayer, though. Why is it not possible?
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 8:10 pm
by DaveMcW
Mods are not allowed to read anything in script-output. The only files they are allowed to read will break multiplayer if you edit them.
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 04, 2015 8:13 pm
by Zeblote
DaveMcW wrote:Mods are not allowed to read anything in script-output. The only files they are allowed to read will break multiplayer if you edit them.
I'm sorry... what the nonsense? A script can write a file but not read it later?
That sounds like it is 1) a design fail or 2) an oversight.
Does that mean there is no way at all for a script to write data somewhere and read it later, regardless of whether the game was restarted or a new save loaded?
Re: [MOD 0.12] Blueprint String
Posted: Tue Oct 06, 2015 11:42 pm
by Tallinu
Chrome is blocking the download of the zip attachment, with no option to override.
"blueprint-string_2.1.0....zip may harm your browsing experience, so Chrome has blocked it" with a "Dismiss" button and a "Learn More" option that just gives a web page "explaining" why it was blocked.
Any idea what's up with that? I was able to get a copy from a friend, but it's still obnoxious and I'd like to know why it thinks there's something malicious about this Factorio mod.
Re: [MOD 0.12] Blueprint String
Posted: Wed Oct 07, 2015 12:45 am
by DaveMcW
I have no issues downloading it in Chrome 45.0.2454.101 m
You can try temporarily disabling protection.
http://www.techgainer.com/disable-chrom ... -warnings/
Re: [MOD 0.12] Blueprint String
Posted: Sat Oct 10, 2015 11:40 am
by JMark1
Good morning,
It seems like i found a little gap on your error checking
Trying to use the "Save As.." Button on this blueprint gives me an error. Other blueprints are working fine :/
Good luck with the bug hunt
Blueprint
http://imgur.com/etUFOTN
Error
http://imgur.com/MZe6uJT
Re: [MOD 0.12] Blueprint String
Posted: Sun Oct 11, 2015 1:38 am
by DaveMcW
Thanks, that was a major bug in the compression library. I'm surprised no one caught it earlier.
Fixed in version 2.1.1.
Re: [MOD 0.12] Blueprint String
Posted: Sat Oct 17, 2015 8:27 am
by ItsTheKais
Getting this error on world load, using 2.1.1 in Factorio 0.12.11:
Code: Select all
__blueprint-string__/control.lua:16: attempt to index global 'game' (a nil value)
Re: [MOD 0.12] Blueprint String
Posted: Sat Oct 17, 2015 12:43 pm
by Steejo
ItsTheKais wrote:Getting this error on world load, using 2.1.1 in Factorio 0.12.11:
Code: Select all
__blueprint-string__/control.lua:16: attempt to index global 'game' (a nil value)
Had the same error, go into the control.lua and search for game.on_ and replace all with script.on_ should fix it