RimWorld

RimWorld

Blueprints Forked - 1.6
59 Comments
白金trigger 16 hours ago 
Hey, I'm the author of the 13x13 Cell prefabs, an extension of Alpha prefabs. I noticed that you're using an older version of the code in this fork, and it doesn't support Alpha prefabs export. Could you check why the export isn't working? I found that I can use this mod link to export.

https://steamcommunity.com/sharedfiles/filedetails/?id=3149896551

Maybe you can use dnspy and check out why this mod can work? thank you for share this fork.

当前的1.6蓝图不支持和阿尔法预制体导出,但是加上上面这个链接的模组就可以了,感谢盒友三块糖的提醒。
Dust Jul 20 @ 5:01pm 
Cheers for the update!
Captain Shitface  [author] Jul 19 @ 7:04pm 
@Use Me For something as complex as that, even including animals, pawns, etc. There's mods specifically for that. This is just for buildings.

As for your issue, I mentioned it in another comment. Odyssey ship floors act as foundation, like Heavy Bridges do. Odyssey content has two main requirements before you can place blueprints for the most part;

1. In range of a Grav Engine/Grav Field Extender, and not exceeding building limit

2. Had Odyssey ship floors as foundation before you can place blueprints for buildings.

So if you want to copy/paste your ship, you'll need to build the Grav Engine, place the blueprint once which will build the foundation, Once that's completed then place the blueprint again which will place the buildings.
Use Me Jul 19 @ 1:22pm 
how can i copy my items/animals/floor? i have a odyssey ship and i want to regenerate the world i sselected 50% when i should have dfone 100% now that im in late game and can travel. I want to copy my ship, items, animals, and paste them into a newly generated world. imagine its a very complex start scenario, but with prebuilt everything. The only issue is that the odyssey ship floors are not copying
ChrisB Jul 19 @ 11:45am 
not really a tricky one, if you use a continued mod you should unsub from the old one as a rule of thumb, a lot of modders use the same packageId when continuing mods and this can cause issues with the game
Ouh-ouh tiKi TiKi Jul 19 @ 6:33am 
okay i figured it out, i was subscribed to the previous version of the blueprints mod, and even though i did NOT enable it, it seems tha game confused the two mods. i completly removed the previous version (not subscribed and not loaded) and the issue went away. tricky one...
Ouh-ouh tiKi TiKi Jul 19 @ 6:29am 
I'm completly at a loss at how to create a blueprint. When i click create, and try to drag click, nothing happens. I cannot select anything at all. how are you supposed to create a blueprint ?
The selection square doesnt even appear when click-dragging. maybe an incompatibility with another mod ? anyone having a similar issue ?
Captain Shitface  [author] Jul 19 @ 2:04am 
@Holarula The Author for Alpha Prefabs wants to wait a bit longer for the original fork to see if they'll update before they swap the package id they're looking for to this one. In a previous comment, I explained how to change your package id so you'll have Alpha Prefab compatibility.
Turtleology Jul 19 @ 1:45am 
thank you! ive been struggling to get things even and my brain going crazy
Holarula Jul 18 @ 11:03pm 
I'm sorry to ask a question here,
Is it still supported to export Alpha Prefabs blueprints? Because this function has disappeared here. If it is still supported, what mods may conflict with it?
Also, where is the folder of the exported blueprints?
Scarecrowe Jul 18 @ 8:12pm 
@Captain Shitface I was mistaken. My problem came back after about an hour of game play. Not an issue with this mod thankfully. My error log doesn't reveal anything, been disabling all of my mods and it remains even on new games... Apologies for the mistake
Captain Shitface  [author] Jul 18 @ 6:58pm 
@Stealth Assassin Thanks for testing it. It really does seem like such a hassle though right now :/

I'm not sure how difficult or complex it would be to change this behavior, but I can look into it :p
Captain Shitface  [author] Jul 18 @ 4:43pm 
@Scarecrowe that's wild, no idea LOL. I'll check it out though. Was it just vanilla Foxes & Timber wolves? Any mods affecting those? Any other context you can provide me? If not, I'll just test and see what I can find myself :)

@Kupie Let me take a look & see what I can do. I'll give it a quick lookover if I got some downtime at work tonight, and if it's a simple thing I'll try to patch it tonight/tomorrow. If not, I'll probably get to it within a few days when I do got the time.

Also, I won't be doing any ko-fi or any place for donations. I do this purely for my love for the game and all the years I've enjoyed mods myself. It's not even my work originally for this, and a few others, so even if I put in time now, I refuse to profit on other peoples foundational work they put into this, even if they're not maintaining it anymore :) Thank you for the kind words though, I appreciate it!
Stealth Assassin Jul 18 @ 4:42pm 
@Captain Shitface I tried yesterday placing the blueprint in the Grav Engine just for a test and didn't worked, but since you said about the "odyssey content" behavior like bridges i tested again today.

It kinda works, you gotta put your blueprint in the exact same spot your saved Ship's grav Engine was, and you might as well need to "paste" the blueprints several times, my ship has "1901 tiles size", so i needed to "paste the blueprint" 3 times to work.

I tested both with and without Dev mode, if you do it without dev mode you should:

1 - Put the Grav Engine somewhere in the map.
2 - Paste your saved GravShip with the Grav Engine in the same exact spot the Grav Engine should be.
3 - If your ship is too big it might not be entirely pasted, so you wait your pawns to build what was pasted from the blueprint.
4 - Repeat 2nd and 3rd steps until your ship is entirely built!

o/
Stealth Assassin Jul 18 @ 2:19pm 
@Captain Shitface Okay, Thanks!
I'll check it later o/
Kupie Jul 18 @ 1:01pm 
Also, huge thanks for even making this thing work with 1.6 in the first place. Post dat ko-fi or something for donations
Kupie Jul 18 @ 1:00pm 
Any chance we could have this compatible with
[PL]Build From Storage? I'm trying to make my own compatibility patch, I would think they are compatible and would work from the get go because "Build From Storage" prefixes "Designator_Build.DesignateSingleCell", but it seems like Blueprints is weird and makes its own own "DesignateSingleCell" method.
eight Jul 18 @ 12:26pm 
Thank you, Captain Shiftface.

Also, JFC, what a name. I'm insulting you to thank you.
Proxyer Jul 18 @ 11:23am 
Thank you Captain Shitface :cupup:
Captain Shitface  [author] Jul 18 @ 9:30am 
@SalzStrange If you look at the comments and follow the chain of posts for the mod you linked, you'll see there's a 1.5 version that's working in 1.6 apparently. Here's the link; https://steamcommunity.com/sharedfiles/filedetails/?id=3221610549

@Proxyer Sure, give me a bit and I will when I get the opportunity :)
Captain Shitface  [author] Jul 18 @ 9:27am 
@Stealth Assassin After looking at things & testing it, I can see that 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 that 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, then you can 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.
SalzStange Jul 18 @ 4:08am 
Hello captain shitface, i have seen you have updated multiple mods.

So....

There is a mod with 5 stars, and it's small, and the owner does not want to update anyone of his mods anymore (he wrote this in multiple of his bigger mods)

Soo... is it possible you could update this small little mod in the future?

https://steamcommunity.com/sharedfiles/filedetails/?id=2016958187

It's very high rated and usefull. A lot of immersion.
Proxyer Jul 17 @ 8:09pm 
Hello Captain Shitface. Thank you for 1.6 update.

My name is Proxyer and I submitted a Japanese translation to Fluffy's Blueprint mod.

Currently, your mod's Defs does not contain KeyBindingDefs and KeyBindingCategoryDefs, which is causing a translation error.

To solve this problem, please update your mod by removing the above two folders from the Japanese translation included in the mod. Thank you for your time in updating.
Captain Shitface  [author] Jul 17 @ 7:19pm 
@Stealth Assassin I'll look into that when I can, and patch it
Stealth Assassin Jul 17 @ 6:12pm 
Not sure if it's just me, but i wanted to save my ship blueprint with this mod, and the Ship's walls and foundation are not being saved...

If i click to edit the blueprint, both the walls and foundation are listed but are never used in the blueprint, i tried using "Dev mode" and the same thing happened.
pyr0kid Jul 17 @ 3:23pm 
does this mod also blueprint the foundation height level?
Rudi Gauss Jul 17 @ 9:11am 
I dont know what changed. "Blueprint Forzado" got removed from the workshop and i resubbed to this mod, now the CTRL + C works.
Valerea Jul 17 @ 12:50am 
Hey Fluffy! Hope you're doing well in your endeavors. Thanks for everything you've done for the Rimworld community.
Thank you so much Captain for your amazing work! Keep it up! <3
月空 Jul 16 @ 10:08pm 
good job
Cyber Jul 16 @ 5:43pm 
@Fluffy
Man, I just wanted to say something real quick, and I hope you get the chance to see it here. For a long while now, I and surely many more of your subscribers have been wondering about you. You went missing at a very uncertain time with world events...I'm genuinely happy to see that you're still around and doing well, and I just wanted you to know that. Ignore the braindead comments on your mods and know that you do have compassion from the majority of us.

Glad to have you back on the Rim. If there's anything modding teaches you it's how hard it is to actually sit down and play the very game that you love. So do that. Enjoy the new updates. And you'll always be welcomed back to the modding community should you choose to return.

Cheers!
Captain Shitface  [author] Jul 16 @ 2:12pm 
Ahh okay, totally understandable! Thanks for the kind words, and I hope you enjoy Odyssey :) I haven't even had the chance to try it myself as I've just been modding in my free time instead lol
Fluffy Jul 16 @ 1:32pm 
Sadly, I don't really have the time (or, to be honest, motivation) to get back into modding. I've picked up an IDE once or twice, but haven't done anything much since some rushed updates for 1.5.

It's a lot to get back into, with a lot of changes in the last few expansions. It doesn't help that I was a bit meh about Biotech, and actively disliked Anomaly. Odyssey has been promising so far though, so I'm diving back in for a few colonies. Who knows, I might even get the urge to update a mod or make a new one if I find something that bothers me enough!

That said, I'm more than happy to leave those of my mods that have found a new home in the capable hands of you and others who've spend time and effort keeping them going. Even more so if those people are actively adding new features and/or fixing my old mistakes, as you seem to have been!

Thanks for the great work, and please keep on doing what you're doing - you have my full support :)
Captain Shitface  [author] Jul 16 @ 11:37am 
@Fluffy Heyo! Super cool to have you comment & see you here :) Are you still working on Rimworld mods? If you'd like to have the source code for this, give it a look over and upload it for your original upload, I can absolutely provide that for ya!

And yeah they're using a 1.5 version, most likely your original mod instead of this one from what I could see since in the rest of their error message it had references to 1.5 Harmony dll. Tried to add them to help but didn't accept it, nor did they respond here ):
Fluffy Jul 16 @ 11:28am 
@Captain Shitface: Thanks for continuing my mod! I'm about to try Oddysey, and I'm glad to see I don't have to go without my beloved blueprints :)

@Rudi Gauss: Are you sure you're not using an old 'original' version of my mod? That stacktrace is referencing source files with paths I used to have on my development environment. Unless I'm very much mistaken, those should a) only be exposed in a debug build, and b) change to reflect the current dev environment. It's possible I left some debug files in the build that cpt. shitface never removed, but it's worth a double-check.
Captain Shitface  [author] Jul 16 @ 8:44am 
@Rudi Gauss, I added you so you can give me the full snippet as one comment here got hidden, and I can chat with you for a second to get better context, if you can spare the time :)
Rudi Gauss Jul 16 @ 8:13am 
D:\Projects\Mods\RimWorld\Fluffy Mods\CURRENT\Blueprints\Source\MapComponent_Copy.cs:19
at Verse.MapComponentUtility.MapComponentOnGUI (Verse.Map map) [0x00013] in <fcfab19af5d14a608a65ebd77f29482f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.MapComponentUtility:MapComponentOnGUI (Verse.Map)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs_Patch2 (RimWorld.MapInterface)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch1 (Verse.Root)
Nova Jul 15 @ 6:52pm 
:steamhappy:thanks a lot!
Rudi Gauss Jul 15 @ 10:27am 
o,, can someone help me out? I'm looking for the mod that let me ctrl + c to copy placed buildings and just place them again, no tab needed, no saving etc.
I have this Mod installed, but it aint soing this, so it must have been a different one.
Espiovvv Jul 15 @ 6:42am 
Thank you very much for the update!!!
The Gulden Duck Jul 14 @ 4:40pm 
Thank you @Captain Shitface! <3 Two by two prints of blue!!!!
Earnest Jul 14 @ 11:43am 
I really appreciate you doing this, mate!
Captain Shitface  [author] Jul 14 @ 7:24am 
@CoffeeKitty Ahh is this Alpha Prefabs? I was going to chat with the creator of it here in a little to see what should be done. In the meantime, you could just convert it to a local mod by copy/pasting it into the 'Mods' folder in your game directory, and changing the package id in About.xml to 'Fluffy.Blueprints.fork'

Ensure you are unsubscribed to the original 1.5 fork, and files deleted first. Then it will probably also re-download this, so ensure you have both disabled and only enable your local version. This gives you the export function for Alpha Prefabs
CoffeeKitty Jul 14 @ 6:34am 
its a huge shame because with out the export tool the entire prefab system doesn't really work in a useable way lol
CoffeeKitty Jul 14 @ 6:33am 
im guessing it has somethign to do with the mod id as mentioned by ark but looking aroudn in the files there's nothign i can find that i can change to actually get it to work. im guessing it's something within the actual cs/dll files which is far beyond me
CoffeeKitty Jul 14 @ 6:21am 
So for some reason your version lacks the export button entirely on any prefabs

https://imgur.com/dMstuOM

but even using the 1.5 version the button exists, but throws an error and the entire blueprint system fails to work with 1.5 :/

have you tried to use the prefab export system with your 1.6 fork?
Captain Shitface  [author] Jul 14 @ 3:22am 
@Heavy & Ze Medic Thanks for the catch, I just needed to add a false flag for when there's no current map context. Pushing an update here in a second
Captain Shitface  [author] Jul 14 @ 1:11am 
@Heavy & Ze Medix Just woke up, let me look into tgis in a little bit. Didn't notice it myself but I can try to replicate & fix it
Heavy & Ze Medic Jul 13 @ 8:32pm 
It was spotted using Visual Exceptions
Heavy & Ze Medic Jul 13 @ 8:32pm 
Part 1:

When starting a new game and selecting where to start on the map, this error spams every tick in console:
Exception in Verse.GizmoGridDrawer.DrawGizmoGridFor: System.InvalidCastException: Specified cast is not valid.
[Ref 9351B6A6]
at Verse.Find.get_MapUI () [0x00005] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.Find.get_Selector () [0x00000] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Blueprints.MapComponent_Copy.get_Valid () [0x00000] in <0c4f97cf95dc41188a249bbd48a4e3fd>:0
at Blueprints.Command_CreateBlueprintCopyFromSelected.get_Visible () [0x00000] in <0c4f97cf95dc41188a249bbd48a4e3fd>:0
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1[T] gizmos, System.Single startX, Verse.Gizmo& mouseoverGizmo, System.Func`2[T,TResult] customActivatorFunc, System.Func`2[T,TResult] highlightFunc, System.Func`2[T,TResult] lowlightFunc, System.Boolean multipleSelected) [0x0049a] in <fcfab19af5d14a608a65ebd77f29482f>:0
Heavy & Ze Medic Jul 13 @ 8:31pm 
Part 2:
- TRANSPILER GonDragon.UINotIncluded: IEnumerable`1 UINotIncluded.Patches.GizmoGridDrawerPatch:Transpiler(ILGenerator gen, IEnumerable`1 instructions)
at Verse.GizmoGridDrawer.DrawGizmoGridFor (System.Collections.Generic.IEnumerable`1[T] selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x00213] in <fcfab19af5d14a608a65ebd77f29482f>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- TRANSPILER fluffy.blueprints: IEnumerable`1 Blueprints.Patch_GizmoGridDrawer_DrawGizmoGridFor:Transpiler(IEnumerable`1 _instructions)