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blueprints's Issues

Possible issue with Replace Stuff Over-wall coolers & vents

Describe the bug
When displaying the preview of a room's blueprint with an Over-wall cooler, the blueprints mod throws an error saying that a Specified cast is not valid with a System.InvalidCastException. When turning off the Auto-open on the dev menu console, and trying to place the newly created blueprint, the blueprint ghost only shows up to where about the Over-wall cooler is. These over the wall coolers are in fact from the mod "Replace Stuff".

Expected behavior
The blueprint mod copies the layout of the building without complaining about a specific tile regardless of the mod.

Steps to reproduce

  1. Install Fluffy's Blueprints and Replace Stuff
  2. Load the game and enable the mods and restart
  3. Place a wall with an Over-wall cooler
  4. Try to blueprint the wall
  5. View the ghost preview of the wall and cooler.
  6. You should get an error.

Other mods
Dub's Bad Hygiene
Medieval Mod
Vanilla furniture expanded - Core
Vanilla Furniture expanded - Spacer

Output log
https://gist.github.com/e2e38ccd14ab6e5af6306d0c5d1b6ead

Save game
Narfolk Concord#§#Narfolk Concord.rws

Screenshots
Here is an example of the blueprint and the building (The lighter part of the building on the lower left half is where I was overlaying the blueprint).
image

Environment

  • OS: Windows 10 1909
  • 64-bits

Game

  • 64-bits
  • Steam
  • 1.1.2654

investigate designator size limits

Reported by: MrAnti
Description:
Hello,
I would like to ask you something: Is there a possibility in the mod to change the maximum length of 51 × 51. The length of 51x51 is really too small for me and my base. An option where you could change the length would be really great. A small .xml file with the option would also be nice. If your time allows, it would be nice if you built in such a possibility. Thanks :gmod:

Translated into English with google.com .

See You.

Load All/Load Set

Problem description
Re-loading multiple blueprints every time, or loading lots of blueprints

Describe the solution
You could add a "load all" or "load set" option and have named sets that can be created

Alternatives
Right now its manageable if you don't have a lot of blueprints, but its very annoying to re-export every time you load blueprints. Without the "set" feature would definitely be less effort, but I thought the set feature might be easy to add while you are working on a button to load all blueprints and might make more sense than loading all.

Mirror/Rotate causing standing lights and flower pots to be upside down

As a brief explanation regarding my savefile, this was a reboot. My last file got corrupted and I wanted a much larger map size anyways. I hadn't gotten terribly far in the prior one and I decided I wanted to use Dev to push back to where I was. Therefore use of Dev mode is in this save. Unsure if that may have caused any issues either.

This game is on a 400x400 world and can be laggy at times - you've been warned.

Describe the bug
Noticed my lamps and pots in bedrooms were upside down. Seeing as I used the blueprint mod for those rooms and no other lamps were that way, I assume it must be due to the rotate/mirror that I used.

Expected behavior
Lamps / flower pots standing upright. (cannot rotate in Vanilla and just looks strange.)

Steps to reproduce
1.Take a room, blueprint it, mirror or rotate upside down and have colonists build it.
2.Or maybe it was just caused by blueprint and not the rotations.

Other mods

Core:
Rimworld
Royalty
Ideo

Libs:
Harmony
Hugslib

Mods (UI and Gameplay):
Colony Manager - Fluffy
Blueprints - Fluffy
Work Tab - Fluffy
Interaction Bubbles - Jaxe
RimHud - Jaxe
Allow Tool - UnlimitedHugs
Map Reroll - UnlimitedHugs
Removes Skill Decay - MRGames
Better Map Sizes - Madara Uchiha
Smart Speed - Sarg
Level Up! - krafs
Better Pawn Control - VouLT
RunAndGun - Roolo
Simple Sidearms - PeteTimesSix
Auto-Cut Blight - Razor 2.3
Quality Builder - Hatti
Expanded Prosthetics and Organ Engineering 2.45 - Ykara
EdB Prepare Carefully - EdB
101 Pawn Badges - AlsoKnownAsT
Bulk Stonecutting - Jexa
Grouped Pawns List - Krypt
ItemListSelector - InsertKey

Other:
RocketMan - Krkr
Mod Manager - Fluffy
Music Manager - Fluffy
RW Layout (Mod code to support "Grouped Pawn Lists") - Krypt
Pawn Badge Fan Fork (Adopted) : 1.3 - Ogliss

Output log
(https://gist.github.com/dd28fd79275e5c301a7ef6e9c6df3c89)

Save game
Latest RimWorld Save
https://www.dropbox.com/s/935flunip88i02f/RW%20Save%20Data.zip?dl=0

Screenshots
20220317070328_1

Environment
Windows 11 64 bit

Game
Steam 1.3.3287 {64 bit)

Add cancel designator

Ayrlixx 17 Jul @ 12:28pm
Would it be possible to add a cancel button to the blueprint tab so I don't have to switch when I make a mistake/want to change something with a current blueprint I lay down? (Major laziness/QoL on my part, understand if you are too busy with actual updates/rl etc :p)

Blueprint mirroring?

So there have been a few times where I want to mirror a blueprint left-to-right, but with the current version this doesn't seem to be a feature. Could this be added in a future update?

Otherwise, the mod works great! Keep up the good work. :)

Bug/abuse-able blueprints

Not sure if you know but it seems if you export a blueprint from a previous save with higher tech, start a new save as say tribals and then import the blueprints, you can actually craft items that you don't have the tech for.

Noticed this whilst building my hospital room and being able to build hospital beds right away and also being able to build the lamps without the power research etc.

Right click not working on blueprint button (mod incompat)

Describe the bug
Blueprints are stuck - right clicking them to edit/delete/export doesn't work

Expected behavior
Right-click menu should appear

Steps to reproduce

  1. Place a planned structure with the following items:
    image

  2. Create a blueprint out of the structure

  3. Right click the created blueprint

Other mods
Yes - Full list is in the output log but the problematic ones seem to be dub's bad hygiene and rimHUD

Output log
https://gist.github.com/HugsLibRecordKeeper/f592edf64c9116ac08c9e3e454e8499c

Save game
https://1drv.ms/u/s!Ah_D7z-t77m7h5d2HXc3D7l-GHntzQ?e=wgGruJ

Environment

  • OS: Win10
  • 64 bits

Game

  • 64 bits
  • Steam
  • Version 1.5 with all DLC

Also as an extra note, I can't seem to find these broken blueprints in the file directory (C:\Users<my user>\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Blueprints). These aren't exported and I'm not sure where else they're stored. Advice for deleting them would be appreciated!

Thank you so much for your additions to this community. I always try to tame and name a thrumbo after you in my long games.

"Blueprints" button messing menu order

Currently, the Blueprints button is added in the middle of the Architect menu, messing the order or buttons (e.g.: the Structure button is now on the right column and the Production on the left, in the 3rd row).
This makes somewhat harder to find the buttons, because it's easier to remember the position of something instead the written text of it.

Is it possible to move the button to the end of the list (thus keeping the vanilla buttons in the original order)?
image

My blueprints keeps dissapearing when I restart the game, and there no debug error log. Thats really bad for me.

My blueprints is dissapearing :c And I don't know why.

If want to do this there the steps:
1.Close the game.
2.Open the game
3.And Open your save.

Other mods

There 63 mod involved in my game, but they are not relacionated to blueprints.

Debug Log:

When the blueprint dissapear, there no debug error log.

Screenshots
Ive made this blueprint: https://prnt.sc/oyukwy

And I restarted the game and it happened : https://prnt.sc/oyulah

My PC :

  • OS: Windows 7 Ultimate
  • 32 bits

Game

  • 32 bits
  • DRM free
  • Version 1.0.2059

shadow blueprints preventing renaming?

Hi Fluffy, I figured out how to recreate the problem. I looked through past comments about similar issues and it looks like it's all related.

Start a new colony
Save and export a blueprint
Save and exit the colony
Load up the same colony again.
Remove and delete the exported blueprint
*Problem is here. Now, you can't save a new blueprint with the same name as the one you just deleted. Also, if you exit out of Rimworld completely and then start Rimworld up again and reload the colony, even though you removed and deleted the exported blueprint, it will be back, as if you had never deleted the export at all. This is odd as it doesn't even show up in the Blueprints folder. How did it end up being saved if it's not in the blueprint folder?

I hope this is useful to you. Thanks for the great mod!

Some buildings are positioned incorrectly on rotate

Rotating the blueprint causes issues with buildings that can't be rotated, with the building often overlapping another one. Affected buildings include:

  • Multi-analyzers
  • Poker tables
  • Solar generators

Example album of the bug, using a small laboratory blueprint, rotated 180 degrees from its initial configuration: https://imgur.com/a/KwCBcn6

World not generating with Replace Stuff

Describe the bug

World wouldnt generate

Expected behavior

World generating

Steps to reproduce

  1. Enable mod list
  2. Create new colony
  3. Select colony landing

Other mods

Replace stuff

Output log

https://gist.github.com/HugsLibRecordKeeper/bc140adc607251f723defb444f20ae44

Save game

https://www.dropbox.com/s/ja2aqu3dfchbeoz/Bug%20Testing%202.rws?dl=0

Screenshots

![screenshot](https://user-images.githubusercontent.com/65041507/81441334-9a8b2980-913f-11ea-9a79-820f9cc7d69f.png)

Environment

  • OS: Windows 7
  • 32/64 bits 64

Game

  • 32/64 bits > 64
  • Steam/DRM free > Steam
  • Version 1.0.2559

Cannot Create Blueprints

Describe the bug

When I launch the game, it tells me that it cannot find the type named Blueprints:Designator_CreateBluePrint and prevents it from instantiating from class. I've relaunched a few times and tried making a new save game to no avail. I downloaded the mod, dragged it int the mod folder and extracted it like the process should be. A "Blueprints" button does show up under the architect tab, but there is no "Create" button anywhere. I imagine this is due to the error I receive when I launch the game. I only just got the game today, so this is my first mod.

The full error window reads out as follows:
RimWorld 1.3.3389 rev40
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()

ReflectionTypeLoadException getting types in assembly Blueprints: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool)
at System.Reflection.Assembly.GetTypes () [0x00000] in :0
at Verse.ModAssemblyHandler.AssemblyIsUsable (System.Reflection.Assembly asm) [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0

Loader exceptions:
=> System.TypeLoadException: Could not resolve type with token 0100005b (from typeref, class/assembly HarmonyLib.CodeInstruction, 0Harmony, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null)

UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ModAssemblyHandler:AssemblyIsUsable (System.Reflection.Assembly)
Verse.ModAssemblyHandler:ReloadAll ()
Verse.ModContentPack:ReloadContent ()
Verse.LoadedModManager:LoadModContent ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Could not find a type named Blueprints.Designator_CreateBlueprint
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ParseHelper:ParseType (string)
Verse.ParseHelper:FromString<System.Type> (string)
Verse.DirectXmlToObject:ObjectFromXml<System.Type> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ListFromXml<System.Type> (System.Xml.XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection<System.Type> (System.Xml.XmlNode)
Verse.DirectXmlToObject:ObjectFromXml<System.Collections.Generic.List1<System.Type>> (System.Xml.XmlNode,bool) Verse.DirectXmlToObject:ObjectFromXmlReflection<System.Collections.Generic.List1<System.Type>> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXml<Verse.DesignationCategoryDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ObjectFromXmlReflection<Verse.DesignationCategoryDef> (System.Xml.XmlNode,bool)
Verse.DirectXmlLoader:DefFromNode (System.Xml.XmlNode,Verse.LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

DesignationCategoryDefBlueprints could not instantiate special designator from class .
Exception:
System.ArgumentNullException: Value cannot be null.
Parameter name: type
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in :0
at System.Activator.CreateInstance (System.Type type) [0x00000] in :0
at Verse.DesignationCategoryDef.ResolveDesignators () [0x00023] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DesignationCategoryDef:ResolveDesignators ()
Verse.DesignationCategoryDef:b__18_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()

I'm not very adept at code, so I really do hope this is some form of human error on my part, because I really am excited to try this mod out.

Game

  • 32/64 bits
  • Steam/DRM free
  • Version 1.3

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