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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457.120 KB
13 Jul @ 11:14am
13 Jul @ 12:02pm
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Blueprints Forked - 1.6

Description
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.
13 Comments
Captain Shitface  [author] 41 minutes ago 
@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 5 hours ago 
It was spotted using Visual Exceptions
Heavy & Ze Medic 5 hours ago 
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 5 hours ago 
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 8 hours ago 
thanks, so tired of hand placing traps when I could instead do it in bulk with this
Captain Shitface  [author] 9 hours ago 
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] 9 hours ago 
@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 10 hours ago 
Hi, you changed the mod id, because of this all integrations with this mod do not work, Including alpha prefab.
TankChiefChuck 10 hours ago 
oh yeah :MCCHELMET:
Rock Nacional 11 hours ago 
marry me