RimWorld

RimWorld

Blueprints Forked - 1.6
38 Comments
SalzStange 5 hours ago 
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://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2016958187

It's very high rated and usefull. A lot of immersion.
Proxyer 13 hours ago 
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] 13 hours ago 
@Stealth Assassin I'll look into that when I can, and patch it
Stealth Assassin 15 hours ago 
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 17 hours ago 
does this mod also blueprint the foundation height level?
Rudi Gauss 17 Jul @ 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 17 Jul @ 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 16 Jul @ 10:08pm 
good job
Cyber 16 Jul @ 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] 16 Jul @ 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 16 Jul @ 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] 16 Jul @ 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 16 Jul @ 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] 16 Jul @ 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 16 Jul @ 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 15 Jul @ 6:52pm 
:steamhappy:thanks a lot!
Rudi Gauss 15 Jul @ 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 15 Jul @ 6:42am 
Thank you very much for the update!!!
The Gulden Duck 14 Jul @ 4:40pm 
Thank you @Captain Shitface! <3 Two by two prints of blue!!!!
Earnest 14 Jul @ 11:43am 
I really appreciate you doing this, mate!
Captain Shitface  [author] 14 Jul @ 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 14 Jul @ 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 14 Jul @ 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 14 Jul @ 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] 14 Jul @ 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] 14 Jul @ 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 13 Jul @ 8:32pm 
It was spotted using Visual Exceptions
Heavy & Ze Medic 13 Jul @ 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 13 Jul @ 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)
NIMSQUID 13 Jul @ 5:02pm 
thanks, so tired of hand placing traps when I could instead do it in bulk with this
Captain Shitface  [author] 13 Jul @ 4:01pm 
Ahh I see what you're talking about, the mods that add prefabs. Kind of puts it in an annoying spot as it's generally better to separate mod id's, but I didn't realize so many mods rely on this for this specific mod.
Captain Shitface  [author] 13 Jul @ 3:54pm 
@Ark Do they not? I did test it with Vanilla Furniture Expanded, which worked fine. I can check it out further with other mods to see
Ark 13 Jul @ 3:50pm 
Hi, you changed the mod id, because of this all integrations with this mod do not work, Including alpha prefab.
TankChiefChuck 13 Jul @ 3:06pm 
oh yeah :MCCHELMET:
Rock Nacional 13 Jul @ 2:09pm 
marry me
扶老马马过奶路 13 Jul @ 2:06pm 
恩人!
demondust6 13 Jul @ 12:43pm 
god bless you, I couldn't start without this mod
Sparky 13 Jul @ 12:06pm 
I love you.