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[Solved] Factorio 1.0 vs. Recursive Blueprints Mod

Posted: Fri Aug 28, 2020 10:51 am
by Hardpushedbutton
Hello dear people of Factorio´s Forum,

I´ve been following the development of the Self Expanding Factory Project by u/theDemolisher13 for quit some time now and realy love the features and new aproaches of the latest generation. The Project heavily depends on the Recursive Blueprint Mod (RBM) made by u/DaveMcW . Unfortunatly Factorio version 1.0 seems to have broken the mod in several ways and we don´t get Dave to answer our questions over at the Factorio mod page comment section. I don´t want to bother him so I would like to ask you girls n guys for help or maybe the Devs could give a smart workaround.

It looks like the problem originates from Factorios newly added option to save blueprints with absolute refrence points to the map. So when RBM tries to figure out where the deployer chest (RBM´s refrence point for placement) is inside the BP, it does not use the x,y coordinates of the chest inside the BP but the saved X,Y map coordinates of the BP itself. This results in totaly diffrent offsets for every BP when placed by RBM.

I tried to read throu and adjust RBM´s source code but without success so far. So I would like to ask here if anybody got a solution for this. Workarounds and mod code editing welcome.

Re: Factorio 1.0 vs. Recursive Blueprints Mod

Posted: Fri Aug 28, 2020 1:52 pm
by Qon
https://mods.factorio.com/mod/recursive-blueprints/changelog wrote:Version: 1.0.0
Date: 2020-08-28
Features:
- Supports absolute reference point.
- Removed wooden chest and deployer chest anchor points.
Your wish has been granted and RB was just updated.

ConMan hasn't been updated yet. Not sure how it is affected by 1.0.