Re: [0.16] The Blueprint Lab 0.2.4
Posted: Mon May 07, 2018 11:26 pm
Thanks a lot! Glad you are enjoying it!Visione wrote:what a great mod! keep up the work!
Thanks a lot! Glad you are enjoying it!Visione wrote:what a great mod! keep up the work!
If lab is using separate surface to play around it will need to report it to RSO with ignore interface or it will get ore spawns.. I think. Haven't looked at multi surface code from some time. I know that Factorissimo 2 does that since I added interface for it's use.steinio wrote:Hi,
your progress is amazing.
I changed some blueprints yesterday and it worked nice.
Sadly we need to transmit blueprints via the library in upper right corner (don't know the exact name).
Also we need to create a new blueprint.
Really nice would be, if i enter the lab with a blueprint and change it, the changes are saved back into the blueprint after leaving.
Also if you roam far out on the surface, biter got generated. Is this intended?
maybe related to RSO?
Cu, steinio.
Code: Select all
Error while running event TheBlueprintLab_bud::BPL_LabButtonHotkey (ID 102)
Error while running event PlayerEvolution::on_player_changed_position (ID 81)
No character.
stack traceback:
__PlayerEvolution__/control.lua:112: in function 'increase_running_speed'
__PlayerEvolution__/control.lua:196: in function <__PlayerEvolution__/control.lua:195>
stack traceback:
__TheBlueprintLab_bud__/scripts/logic.lua:31: in function 'ToTheLab'
__TheBlueprintLab_bud__/scripts/logic.lua:12: in function 'OnLabButton'
__TheBlueprintLab_bud__/scripts/gui.lua:39: in function <__TheBlueprintLab_bud__/scripts/gui.lua:38>
I have recently implemented a feature where if you go into the lab while holding a blueprint* you will keep it on your cursor as you arrive into the lab. And if you do the same while exiting the lab, you will also keep it. This behavior should be quite similar to what you have suggested, with the only caveat being that this will actually duplicate the blueprint. Your original blueprint will be preserved. Please try this feature out and let me know if you like it.steinio wrote: Hi,
your progress is amazing.
I changed some blueprints yesterday and it worked nice.
Sadly we need to transmit blueprints via the library in upper right corner (don't know the exact name).
Also we need to create a new blueprint.
Really nice would be, if i enter the lab with a blueprint and change it, the changes are saved back into the blueprint after leaving.
The stack trace helps a lot. Unfortunately it is something that you will need to ask the PlayerEvolution developer to fix. The thing is your player exists without a character in the lab, i.e. bodyless. It seems that the PlayerEvolution mod tries to increase your running speed, which fails when you are bodyless.j570ne4d wrote:Ok, I believe I found the culprit. We have the Player Evolution mod installed. Apparently the 2 mods don't play well together. I saved my server game and fired it up in single player and it output a nice stack trace. I'm not sure it's something you can fix. If I can find the time, I may dig into the code and see if I can't come up with a fix for you if you don't get there first![]()
Code: Select all
Error while running event TheBlueprintLab_bud::BPL_LabButtonHotkey (ID 102) Error while running event PlayerEvolution::on_player_changed_position (ID 81) No character. stack traceback: __PlayerEvolution__/control.lua:112: in function 'increase_running_speed' __PlayerEvolution__/control.lua:196: in function <__PlayerEvolution__/control.lua:195> stack traceback: __TheBlueprintLab_bud__/scripts/logic.lua:31: in function 'ToTheLab' __TheBlueprintLab_bud__/scripts/logic.lua:12: in function 'OnLabButton' __TheBlueprintLab_bud__/scripts/gui.lua:39: in function <__TheBlueprintLab_bud__/scripts/gui.lua:38>
steinio wrote: Also if you roam far out on the surface, biter got generated. Is this intended?
maybe related to RSO?
Cu, steinio.
I am playing with RSO myself and I did not see any ore spawns. What I am doing is to create a tiny surface and then expand it to 512 x 512 while telling the game that map gen for the expanded chunks has already completed. This code mimics behavior from Factorissimo. @steinio, can you clarify how you roamed out far on the surface to run into biters? The lab is quite limited in size and there is a black area beyond its borders. I am not sure if I tried hard enough but afaik you cannot even move out from those black areas. They are the edge of the map.orzelek wrote: If lab is using separate surface to play around it will need to report it to RSO with ignore interface or it will get ore spawns.. I think. Haven't looked at multi surface code from some time. I know that Factorissimo 2 does that since I added interface for it's use.
If you use the landfill painting mod (https://mods.factorio.com/mod/LandfillPainting) you can paint over it with normal terrain.SqFKYo wrote:Any chance for alternate background? The high contrast tight pattern makes me unable to use the mod since I can't look at it without feeling physically sick.
Is that some specific medical condition? (I.e. like color blindness, elepsy, etc). Would making the pattern larger (i.e. 4x4 squares) solve the problem?SqFKYo wrote:Any chance for alternate background? The high contrast tight pattern makes me unable to use the mod since I can't look at it without feeling physically sick.
Code: Select all
diff --git a/TheBlueprintLab_bud_0.2.4/scripts/logic.lua b/TheBlueprintLab_bud_0
.2.4/scripts/logic.lua
index 7bde79b..a2b6479 100644
--- a/TheBlueprintLab_bud_0.2.4/scripts/logic.lua
+++ b/TheBlueprintLab_bud_0.2.4/scripts/logic.lua
@@ -27,12 +27,15 @@ function ToTheLab(player_index)
--player.print "teleporting to the lab"
playerData.character = player.character
+ playerData.surface = player.surface
player.character = nil
player.teleport({0, 0}, LabName(player.force))
player.insert('blueprint')
player.insert('deconstruction-planner')
- BringBlueprint(player, playerData.character.cursor_stack)
+ if playerData.character then
+ BringBlueprint(player, playerData.character.cursor_stack)
+ end
player.cheat_mode = true
@@ -62,7 +65,7 @@ function ToTheWorld(player_index)
DropBlueprints(player, player.get_quickbar())
local blueprint = ReturnBlueprintExport(player)
- player.teleport({0, 0}, playerData.character.surface)
+ player.teleport({0, 0}, playerData.surface)
player.character = playerData.character
playerData.character = nil
Nothing to do with the blueprint but all to do with being in a sandbox. Scroll up.Splicer9 wrote:Bug:
http://prntscr.com/k3zy7c
Sequence of events:
1. Have blueprint in hand
2. Enter the lab
On deeper thought it might be better to simply have a shared (per force) lab and per player labs.mrvn wrote:Another idea I had:
When playing multiplayer maps it could be nice if areas in the lab would be dedicated to each player. It would probably need a mod settings for max number of players to reserve space for.
The background of the lab could be colored by the color of each player like a pie chart with no-mans land between players. So with 4 players that would be 8 slices with the area for the players going N, S, W and E. NW, SW, NE and SE would be no-mans land. Nothing would be enforced but the colors would help keeping each players project out of the way of other players.