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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。
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.
The selection square doesnt even appear when click-dragging. maybe an incompatibility with another mod ? anyone having a similar issue ?
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?
I'm not sure how difficult or complex it would be to change this behavior, but I can look into it :p
@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!
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/
I'll check it later o/
[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.
Also, JFC, what a name. I'm insulting you to thank you.
@Proxyer Sure, give me a bit and I will when I get the opportunity :)
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.
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.
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.
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.
Thank you so much Captain for your amazing work! Keep it up! <3
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!
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 :)
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 ):
@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.
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)
I have this Mod installed, but it aint soing this, so it must have been a different one.
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
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?
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
- 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)