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Blueprint strings...

Posted: Sat Jun 03, 2017 3:01 pm
by Mr. Tact
Okay -- am I somehow looking past it, or is there not a way to create blueprint strings in the base game? I see how to import them, but not how to create or export them...which seems really odd to put in one and not the other. I can get the mod if I need to, just thought I had to missing something...

In a related question.. how does the "Shared blueprints" work? Do you only get what ever has been shared at the time of game creation?

Re: Blueprint strings...

Posted: Sat Jun 03, 2017 4:57 pm
by Xterminator
To create/export one yo need to open a blueprint (by right clicking on it) and then there is an option in the top right corner of it to export Blueprint string. :)

Shared blueprints are ones that people have put n their Blueprint Library. It will update anytime a new blueprint is added I believe.

Re: Blueprint strings...

Posted: Sat Jun 03, 2017 5:12 pm
by Mr. Tact
D'oh! Okay, that was a bit embarrassing... :(

Hmm, maybe I just goofed. But I put a blueprint in the share section, and then saved and left the game. Opened a second game but didn't see the blueprint. Maybe I failed to actually click or something, I'll try again.

Re: Blueprint strings...

Posted: Sat Jun 03, 2017 5:38 pm
by iceman_1212
Mr. Tact wrote:In a related question.. how does the "Shared blueprints" work? Do you only get what ever has been shared at the time of game creation?
I am curious about this also. I've made setups in creative mode a few times, then added them to my shared blueprints after deleting the non-vanilla entities, only to find that they no longer appear when I open my main save. It was working fine when 0.15 first came out but I figured I was doing something subtly different which was causing this behavior.

Re: Blueprint strings...

Posted: Sat Jun 03, 2017 5:58 pm
by mophydeen
I always export my book and save the string in a file. I might place the book in the game section or my section but always from string. I have had to redo too many setups.

Re: Blueprint strings...

Posted: Wed Jul 05, 2017 10:28 am
by Odhrean
I always export the Blueprints in external files aswell because they use mod entities.
When i disable a mod and enable it again the blueprint in the ingame exchange is missing the modded entities...