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Took me a year to figure out XD
BlockPickerSession: System.NullReferenceException: Object reference not set to an instance of an object.
at Sandbox.Game.Entities.Cube.CubeBuilder.MyCubeBuilderState.GetCurrentBlockForBlockVariantGroup(Int32 idx, MyBlockVariantGroup variants, Boolean respectRestrictions)
at Sandbox.Game.Entities.Cube.CubeBuilder.MyCubeBuilderState.UpdateCurrentBlockToLastSelectedVariant()
at Sandbox.Game.Entities.Cube.CubeBuilder.MyCubeBuilderState.SetCubeSize(MyCubeSize newCubeSize)
at Sandbox.Game.Entities.MyCubeBuilder.ActivateBlockCreation(Nullable`1 blockDefinitionId)
at Sandbox.Game.Entities.MyCubeBuilder.Activate(Nullable`1 blockDefinitionId, Boolean groupwideDLCCheck)
at nevcairiel.BlockPicker.BlockPickerSession.HandleInput()
Also, it would be helpful if it started with the orientation of the block being picked.
The key command for Block Picker is NOT Control-G de jure; it is Control-G de facto. Technically speaking, the key command is Control + [Toolbar Config Key], which DEFAULTS to G, but is not necessarily G !
Maybe I'm a bit pedantic on the subject; however, I would suggest author edits the mod description accordingly.
Beyond that, thank you for the mod! I know it's going to be a huge help now that I figured out why it wasn't working for me!
I hope you are open to suggestions for expanding your mod, if not maybe someone else could pick em up :).
With different shortcuts, select all blocks of the type you are currently holding(selected by shift g or a block chosen from the toolbar). These then are marked by colored boxes like one of the pluginloader script for projectors allows for.
Add or remove additional blocks to that selection by yet some other shortcuts(shift +, shift - and looking at the block).
and then have those blocks swapped out all at once with a different block that is f.e. stored in the clipboard.
That then would allow for an intuitive mass change of blocks on the whole grid, with the capability of finetuning the selection of blocks that should be changed or left out from that change.
You are free to just ignore this mod though if you don't like it.
You can use it to pick an already build block as the next block to be placed down instead of having to go find it in the G-Menu
Thank you!
There's only one that i know of that does its called color replacer its a very useful mod.
Excuse me.
I believe it'll try to do the block picking as well from a cockpit. I'll test and possibly disable it, since aiming is going to be rather inaccurate.
many times when i design i get to point i need replace block that will split ship if removed.
if i remember it correctly ctrl+g inside a cockpit did let you place blocks form that cockpit.
if i now sit in a cockpit while aiming at a block and press ctrl+g to switch from flight cockpit function to build cockpit functions or vise versa how does it get handled?
So pressing Ctrl-G performs your function and the vanilla Shift-P at the same time as if you rebind the Shift-P to Ctrl-G but still keeping the vanilla keybind
one hard thing is missing mods then try past a blueprint....
Hope its gonna be a solution for it to.
But very good job!
But regardless, as mentioned in the post, you can just copy the color/skin with Shift-P