Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
No nested folders (folder inside folders). This was complex enough already.
"five_spaces:_____"
Value=<<<STRINGSTART>>>five__spaces:__<<<STRINGEND>>>
If I save a new circuit box with only a mem component containing one or more spaces, the value of the component in the .txt file created in LocalMods\Blueprints_saved_blueprints has two spaces.
ex. If the mem component in the box is "five spaces: "
The saved xml has Value=<<<STRINGSTART>>>five spaces: <<<STRINGEND>>>
I think this is what Silent Hunter was getting as well.
I also created a new save format for Silent Hunter. This one now saves string information like this:
<<<STRINGSTART>>>your string here<<<STRINGEND>>>
so users would have to deliberately type all that out in a component value in order to mess up the new formatting. Before it was just simple quotes, which is why he had a problem.
It should also be backwards compatible with the old save style. Let me know if there are any bugs.
i found a bug when playing testmode. error is on line 604 of load_blueprint.lua: object reference not set to an instance of an object.
because `Game.GameSession.GameMode.Name` return LocalizedString, it is different when using non-English language.
change `gameModeName ~= xxx` condition to `not Game.GameSession.GameMode.IsSinglePlayer` fixed the problem for me.
one thing I just found out and i'm not sure if it has to do with the part:
{There are limits to what you can store as strings inside components. Avoid "space space quote" specifically.} i'm just sending you my feedback if that helps
I stored the value
"Fuel: " (without quotes) and after the load was "Fuel: " (with 2 spaces after : instead of one)
sorry for my not so good English and once again thank you for your amazing mod!
I guess the mod is starting to get popular. Thats cool.
It's working now!
But im not sure.
Here is the console error and save file: https://drive.google.com/drive/folders/1JffYzCOKyZ5Gh10CkB780L0_RY2H7INF?usp=sharing
I will look into the MineralYeildsDisplay.
The error effects all blueprints and causes update_values_in_components to fail. Error is on line 602 of load_blueprint.lua: object reference not set to an instance of an object.
When play testing, Game.GameSession.GameMode.Name = "Testing Mode". There is a check for "Single Player" on line 600 in load_blueprint.lua, making it also check for "Testing Mode" fixed the problem for me.
The second one is (I think) because you are saving the circuit in the sub editor. The property grabber function im using gets all available editable properties, and there are way more properties accessable in the sub editor than in the normal game. Things like color and sprite depth when dropped.
When loading the blueprint via either gui or from the console.
Save file: https://drive.google.com/file/d/1DuWgdb8TCYukXBTWqYf4irrdfi3iT7gF/view?usp=sharing
Even if it says it failed to load it almost certainly still works, its just a version mismatch. Just resave over the top of your old file to update that file.
This should make it impossible for a load to silently fail. This should result in fewer botched blueprints from me, and likely other people as well.
You can test every one of your blueprints with the console command "bp unit_tests". Just make sure you have enough components, or are in the sub editor.
Sorry for the inconvenience.