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Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.0.9|0.1.1
Posted: Sun Apr 17, 2016 6:35 pm
by ribsngibs
I've come to rely pretty heavily on Foreman, not just to go from game to game but also within the same game - it means I can blueprint every minor variation of a design - yellow belt version, red belt, blue belt versions, two/four train car unloader to the left/right, rail intersections and curves, etc., etc.. 4 belt rebalancers, 8 belt rebalancers, etc., etc.. It's so useful - I love it!
I was wondering, how hard would it be to add folders/subfolders to Foreman? So I can have a massive list of red belt-related stuff in a big red-belt folder inside a belts folder, a bunch of rail stuff in a folder, etc..
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.0.9|0.1.1
Posted: Tue Apr 26, 2016 6:41 pm
by steinio
Hello,
how can i make a blueprint from the imported ones?
I have a blueprint in my toolbelt, but its empty ocassionaly.
Which button must i press to 'program' the blueprint?
----
This mod conflicts with that in name:
viewtopic.php?f=134&t=5576&hilit=foreman
Don't know who was first.
Greetings steinio
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.0.9|0.1.1
Posted: Thu Apr 28, 2016 2:53 pm
by Maragrath
Hello!
Please forgive my stupidity but I also must be missing the option to covert to blueprints. I've imported a string and saved it inside of Foreman its now listed in for Foreman drop down. However I'm at a loss how to export/copy them for use in the game I've imported them into. Do I have to copy a file to a new location or something else?
Thanks in advance
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.0.9|0.1.1
Posted: Thu Apr 28, 2016 4:57 pm
by Roktaal
Place an empty blueprint to your toolbelt and click on "l" to the left of the blueprint name on the list.
You can even use an used blueprint but you will need one Electronic circuit in your inventory so the mod can clear it.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.2
Posted: Mon May 02, 2016 9:07 pm
by Choumiko
Updated to
Foreman 0.1.2
- requires Factorio 0.12.32
- fix Blueprints for Factorio 0.12.32
When updating it will fix all blueprints currently available in your savegame (and write the names into factorio-current.log)
Importing blueprints from a file/book should also convert if necessary
When updating it will save all blueprints in the old format in script-ouput/blueprints/preConversion/ and the new format in script-ouput/blueprints/postConversion/
Yeah, i'm aware. But since "the other" Foreman isn't a mod but a tool (and does something completely different) i'm not really worried
ribsngibs wrote:I was wondering, how hard would it be to add folders/subfolders to Foreman? So I can have a massive list of red belt-related stuff in a big red-belt folder inside a belts folder, a bunch of rail stuff in a folder, etc..
Interesting idea. How about the ability to add (multiple) tags to a blueprint and have an option to filter by them? (I have something similar for The Fat Controller, so it should be fairly simple) Factorio 0.13 will have blueprint books in vanilla, so for bigger changes i'm gonna wait and see how they can be (ab)used

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.2
Posted: Tue May 03, 2016 4:55 pm
by Hellrespawn
Foreman 0.1.2 doesn't properly save my 3-way intersection blueprint. I start out like this:
Here everything is fine, I can rotate it freely, the Blueprint flipper mod works.
Then I save it into Foreman, clear a blueprint and load it, to get this:
The same thing happens with a number of other rail-related blueprints.
This is on Factorio 12.33.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.2
Posted: Tue May 03, 2016 7:18 pm
by Choumiko
Updated to
Foreman 0.1.21
- fix shifting entities when a 0.12.32+ blueprint was imported
Hellrespawn wrote:The same thing happens with a number of other rail-related blueprints.
Thanks for the report, i forgot to add a version when a new blueprint was added from the toolbar to Foreman
In fact it was for every blueprint, the ones without rails would just move to the top left corner from your cursor, leading to an off centered blueprint
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.2
Posted: Fri May 06, 2016 3:07 am
by OvermindDL1
Choumiko wrote:ribsngibs wrote:I was wondering, how hard would it be to add folders/subfolders to Foreman? So I can have a massive list of red belt-related stuff in a big red-belt folder inside a belts folder, a bunch of rail stuff in a folder, etc..
Interesting idea. How about the ability to add (multiple) tags to a blueprint and have an option to filter by them? (I have something similar for The Fat Controller, so it should be fairly simple) Factorio 0.13 will have blueprint books in vanilla, so for bigger changes i'm gonna wait and see how they can be (ab)used

Setting Tags would be awesome.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Sun May 08, 2016 7:32 am
by credomane
With Foreman 1.21 and Factorio 0.12.33 I get a lot of errors when loading blueprints to a blank blueprint imported into Foreman from a string from other people. Take this one on reddit for example.
https://www.reddit.com/r/factorio/comme ... gn/d2wj310
I paste that string into foreman and it reads it successfully. Attempting to load the blueprint from foreman to a blank blueprint results in this.
Blueprint failed to load
__Foreman__/control.lua:796: Expected field entity_number in entity set.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Sun May 08, 2016 1:02 pm
by Lutz_Scheiter
credomane wrote:__Foreman__/control.lua:796: Expected field entity_number in entity set.
Same here.. Using Foreman first time, becauce i got strange results with BlueprintStringMod..
http://factorioblueprints.com/view/2WTswjqywk8628Sfg
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Sun May 08, 2016 2:42 pm
by Choumiko
Updated to
Foreman 0.1.22
- fixed importing a Blueprint String into Foreman 157608)
- added option to fix positions when importing a Blueprint String (157685)
When importing there's a checkbox to try and fix positions. This only applies for strings created by Blueprint String, the ones from Foreman are unaffected by the checkbox.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Sun May 08, 2016 9:21 pm
by credomane
Choumiko wrote:Updated to
Foreman 0.1.22
- fixed importing a Blueprint String into Foreman 157608)
- added option to fix positions when importing a Blueprint String (157685)
You are amazing!
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Mon May 09, 2016 6:07 pm
by Don_Camillo
thank you very much. helped me a lot!
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Wed May 18, 2016 1:31 pm
by Stragemque
Not sure if this has been asked, I searched but could not find anything.
Does foreman work in multiplayer with others that don't have the mod installed?
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Wed May 18, 2016 3:47 pm
by Choumiko
Stragemque wrote:Does foreman work in multiplayer with others that don't have the mod installed?
No mod works if not every player has it. If you're running a server, there are ways to do it (by including the mod into the save, which may be tricky, haven't tried it)
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Wed May 18, 2016 5:13 pm
by golfmiketango
Hey, foreman 0.0.9 had this fantastic bug that if you had a concrete-only blueprint in-hand, and then overwrote it with a foreman blueprint, it would leave the concrete intact and superimpose the loaded blueprint onto it. It became glitchy after the whole 0.12.3x debacle, but before then it was effectively this incredible feature that no other mod had to my knowledge, because it provided a way to construct those dual-type blueprints without racing your construction bots or trekking out into the boonies and stripping off to avoid them.
I see you now properly support mixed-mode blueprints (by which I mean, blueprints including both floor-tiles and other stuff) in the new version, which is fantastic. But, is there any chance you could provide some means to recreate the magic of programmatically composing tile-blueprints with non-tile blueprints? Ever since the great blueprint debacle (I'm amazed that you've managed to effectively clean up the mess it left behind in your mod, btw), I've really missed that ability.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Wed May 18, 2016 8:27 pm
by DaveMcW
Find an area with no roboports.
Place a tile blueprint.
Place a non-tile blueprint on top of it.
Create a blueprint of the ghost buildings.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Thu May 19, 2016 4:55 am
by golfmiketango
DaveMcW wrote:Find an area with no roboports.
Place a tile blueprint.
Place a non-tile blueprint on top of it.
Create a blueprint of the ghost buildings.
ACK, I am aware of this recipe. But as
I wrote:[pre-0.12.31-blueprint-debacle Foreman 0.0.9] provided a way to construct those dual-type blueprints without racing your construction bots or trekking out into the boonies and stripping off [your personal roboport] to avoid them,
, which was quite handy.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Tue May 24, 2016 9:46 am
by Stragemque
Choumiko wrote:
No mod works if not every player has it. ...
Thanks
Another question; how do I import blueprints between save files? I have exported them but I can find the button to import them.
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
Posted: Tue May 24, 2016 11:44 am
by Choumiko
The "How to use" spoiler there:
viewtopic.php?f=86&t=6516#p50822 should have the answer
