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So after just losing all my blueprint, i have an idea on how to prevent that from happening, before importing blueprints export the current blueprints to automatically
Foreman still requires green circuits to clear a blueprint but Factorio no longer requires this.
it would be really nice if you would include a blueprint flipper into foreman
Any idea when there will be a 0.16 release of Foreman?
Minor issue. Noticed this in Arumba MASA videos
Have not looked too deep into but my thoughts are guiSettings.windowVisable is not getting set to false in some cases when closing the gui or removing the button via hotykeys
This GIST is a blueprint of my rail crossing gates. The icons in the original blueprint are "Straight-rail" then "steel-gate". I imported them into forman 0.1.22 from my horbar. Loading them back into the hotbar for the save that original made them is fine. Exporting them to the script-output folder seems to be when things get screwy. Importing them into save (even the original) from the script-output blueprint file results in the icon order being completely reversed for the blueprint.
Looking at the exported lua it seems Foreman exports the icons in an strange way?
icons = {
{
index = 2,
name = "gate"
} --[[table: 000000005DA54C80]],
[0] = {
index = 1,
name = "straight-rail"
} --[[table: 000000005DA659C0]]
} --[[table: 000000005DA63440]],
Exporting this newly imported blueprint string (don't even have to load it to the hotbar first just export it) results in the exported string containing a more sensible icon table. Granted the icons are still reversed from the true original, however.
icons = {
{
index = 1,
name = "gate"
} --[[table: 0000000068BB4940]],
{
index = 2,
name = "straight-rail"
} --[[table: 0000000068BA8EE0]]
} --[[table: 0000000068BB4A60]],
importing from script doesn't require admin anymore (seemed to cause desyncs)
Was this tested? I looked over it and nothing it does should cause a desync.
0.000 2016-03-19 07:38:03; Factorio 0.12.26 (Build 17762, linux64)
0.000 Operating system: Linux
0.000 Program arguments: "./factorio/bin/x64/factorio" "--start-server" "initial-seed"
0.000 Read data path: /home/factorio/factorio/data
0.000 Write data path: /home/factorio/factorio
0.000 Binaries path: /home/factorio/factorio/bin
0.007 Running in headless mode
0.010 Loading mod core 0.0.0 (data.lua)
0.012 Loading mod base 0.12.26 (data.lua)
0.056 Loading mod Foreman 0.0.9 (data.lua)
0.096 Loading mod YARM 0.7.15 (data.lua)
0.139 Loading mod rso-mod 1.5.0 (data-updates.lua)
0.400 Factorio initialised
0.401 Info Router.cpp:556: Router peerID(65535) shutting down.
0.401 Info Router.cpp:582: Router state -> Disconnected
0.401 Info MultiplayerManager.cpp:906: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
0.401 Info MultiplayerManager.cpp:906: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
0.401 Loading map /home/factorio/factorio/saves/initial-seed.zip
0.415 Info Scenario.cpp:124: Map version 0.12.26-0
0.547 Info MultiplayerManager.cpp:282: 0x7f897cb87fe0, (nil)
0.547 Info PosixUDPSocket.cpp:34: Opening socket at port 34197
0.548 Info Router.cpp:582: Router state -> Connected
0.548 Info Synchronizer.cpp:54: NetworkTick(0) initialized Synchronizer local peer(0) latency(6).
0.548 Hosting game at port 34197, peerID 0, session magic 2430
0.548 Info MultiplayerManager.cpp:304: 0x7f897cb87fe0, 0x7f897cb87fe0
0.548 Info MultiplayerManager.cpp:906: networkTick(0) mapTick(57488) changing state from(CreatingGame) to(InGame)
0.548 Info NetworkInputHandler.cpp:40: mapTick(57488) networkTick(0) initialized NetworkInputHandler local peer(0).
0.665 Info MultiplayerManager.cpp:1385: Received peer info for peer(0) username(<server>).
0.665 Info MultiplayerManager.cpp:1043: networkTick(6) mapTick(57488) received stateChanged peerID(0) oldState(Ready) newState(CreatingGame)
0.665 Info MultiplayerManager.cpp:1043: networkTick(6) mapTick(57488) received stateChanged peerID(0) oldState(CreatingGame) newState(InGame)
39.130 Connection request from 83.250.110.139:34197
39.130 Info Router.cpp:647: NetworkTick(2314) replying to connectionRequest for address(83.250.110.139:34197).
39.230 Info Router.cpp:799: networkTick(2320) adding peer(1) address(83.250.110.139:34197) sending connectionAccept(true)
39.230 Info Router.cpp:670: networkTick(2320) sending connectionAccept to address(83.250.110.139:34197) connectionRequestID(20423) newPeerID(1)
39.230 Info Synchronizer.cpp:500: networkTick(2320) adding peer(1) success(true).
39.231 Error Util.cpp:57: Error while running the event handler: __Foreman__/control.lua:28: User isn't connected; can't read character
39.346 Warning NetworkInputHandler.cpp:723: mapTick(57488) networkTick(2321) disconnecting from player but already disconnected.
39.364 Info MultiplayerManager.cpp:134: NetworkTick(2321) disconnecting multiplayer connection.
39.364 Info NetworkInputHandler.cpp:59: expectedMapTick(57488) sending PlayerLeaveGame
39.366 Info MultiplayerManager.cpp:161: NetworkTick(2321) quitting multiplayer connection.
39.366 Info MultiplayerManager.cpp:906: networkTick(2321) mapTick(-1) changing state from(InGame) to(Disconnected)
39.373 Info Router.cpp:556: Router peerID(0) shutting down.
39.373 Info PosixUDPSocket.cpp:127: Socket closed
39.373 Info Router.cpp:582: Router state -> Disconnected
39.373 Goodbye
39.231 Error Util.cpp:57: Error while running the event handler: Foreman/control.lua:28: User isn't connected; can't read character
The blueprints appear correct in the preview window and in the green ghost state when the blueprint is selected, but when I try to place them, things get weird. Certain items get shifted, and certain ones don't get placed at all, depending on the orientation.
Looking at the change log, it looks like this was fixed, but I don't see any option to fix my blueprints, and they don't get auto-converted.
Is it possible to load the blueprints from the script output folder instead of from the mod folder itself?
No actual mentions of any griefing but the possibilty is there.
The do local foo /do local script importing should have a check to fail if the importing player isn't an admin on the map.
Since there is no official player character Foreman fails to locate the "player's" hotbar. I'm not sure how one would go about getting the god-mode hotbar through the api.
the tooltip for overwrite checkbox is incorrectly named. Should be lbl-blueprint-overwrite
and not blueprint-tt-overwrite
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