RimWorld

RimWorld

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Blueprints Forked - 1.6
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Mod, 1.4, 1.5, 1.6
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455.072 KB
13.7. klo 11.14
14.7. klo 3.25
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Blueprints Forked - 1.6

Kuvaus
1.6 Update for Blueprints - Forked
Should be fully functional, and I haven't run into any errors myself but please let me know if you find any as I haven't had time to play any really, since I've just been updating mods in my free time :)

Original Blueprints - Forked Description:
A fork of Blueprints by Fluffy.

Difference:
  1. remove readout to avoid errors.
  2. fix potential errors occurring when buildings made from stuff lacking stuff. This issue typically arose when the mod containing that stuff was removed.
  3. extend the max length of the name of blueprints from 24 to 99, allow arbitrary characters in name.
  4. move the editing menu to the right-click float menu of the blueprint.
  5. add compatibility for dubs mint architect menu.
  6. support blueprint for props in Vanilla Furniture Expanded - Props and Decor (including export props in Alpha Prefabs).
Enhancement:
  1. allow replacement of buildings and terrains under the same dropdown menu.
  2. separate ThingDef with different stuffs.
  3. provide more detailed info in the editing menu.


Recommend to use Alpha Prefabs) to get some cool blueprints from the prefabs.

Most of the mod was made by Fluffy. I will delete this at fluffy's request.

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Original Description by Fluffy

Blueprints allow the quick construction of repetitive rooms/areas.

Features

Create blueprint
Use the 'Create' designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.

NOTE: Only constructions owned by you will be included, use the 'Claim' order if necessary.

Place blueprint
Once you've created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you'll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.

NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space.

Rename, import & export blueprints
Once you've created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called "Blueprints". If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the 'Create' button, and selecting the blueprint from the list of available blueprints.

NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I've tried to make sure the rest of the blueprint is still usable, but your results may vary.
70 kommenttia
Captain Shitface  [tekijä] 22 tuntia sitten 
It functions similar to how bridges work, but also a little more restricted. Placing foundations, or generally any Odyssey buildings require them to be in range of a Grav Engine/Grav Field Extender. So any Odyssey building that has a grav field requirement will not be placed when using a Blueprint, just like how it will fail when attempting to build normally.

Then there's also how buildings/structures require the foundation to be placed first, only after it's built can you place more on top of that. You won't be able to chain a foundation + a wall, as the wall requires the foundation before it can be placed.

So if you have the grav engine in place, you can place the blueprint around it & it will build all the foundation required, then when you place it again after that's built, it will place the structures.
Looks like it doesnt work with odyssey, i cant save my ship, its coming without floors gravdrive and auxilary ship systems
Wait you can transfer your base from another save into 1.6 i wish i had this in 1.5 i cant access that old save any more.
感谢!
silfsy 24.7. klo 19.07 
For those who would prefer an immediate solution rather than wait for the official Alpha Prefabs compatibility patch, you can perform a simple manual edit.
1. First subscribe and download this mod.

2. Navigate to the file at:
C:\Program Files x86)\Steam\steamapps\workshop\content\294100\3525001145\About\About.xml

3. Inside the file, change the <packageId> from Defi.Blueprints.fork to Fluffy.Blueprints.fork and save. After that, enable the mod, and the prefab catalog options will each have an export button
Captain Shitface  [tekijä] 23.7. klo 23.39 
@Kinnu Read previous comments. Though good news, it should have the special export compatibilty feature sometime later today, Just need to do a final-check to ensure it's good-to-go :)
Kinnu 23.7. klo 21.23 
The Alpha Prefab expot button doesnt pop up?
Kotobike 23.7. klo 1.35 
I made a base project, but I want to delete all the furniture and devices in the project, is it possible to do this? for example, leave only the walls and wires?
Captain Shitface  [tekijä] 22.7. klo 4.03 
@白金trigger He just doesn't want to step on any toes, and I think that's fine :) I took over this mod because there was no word from Zues, nor did I see updating anything, posting anything, etc. but the integration with Alpha Prefabs was his work, so out of respect for that Sarg wanted to wait a bit longer to see if Zues wants to take over it again. It's more-so about code rights, and not stepping on anyones toes/upsetting anyone. I think that's a good thing to be cautious about :p
白金trigger 22.7. klo 3.42 
So why doesn't Sarg support the package names of both mods at the same time? It's quite odd. Maybe he's just too busy for the moment? Anyway, thank you for replying.