Barotrauma

Barotrauma

Blueprints
94 Comments
Max  [author] 23 Jan @ 8:54pm 
I added a delay slider to the buttons on the right. Increase it if you are having trouble loading a blueprint on laggy servers.
PabloCA 3 Jan @ 8:04pm 
awooga
Slime 2 Jan @ 11:25pm 
hunga lunga
Max  [author] 26 Nov, 2024 @ 7:04pm 
Weird. I won't worry about that one then.
Banana Nomnom 26 Nov, 2024 @ 6:44pm 
Strange, it seemed that the folder update did something and it now works properly on linux. Which is strange but welcome.
Max  [author] 26 Nov, 2024 @ 6:33pm 
Ill see about installing linux on a virtual machine and testing it that way Banana. It may take a bit.
Max  [author] 26 Nov, 2024 @ 6:32pm 
Folders update is now out. Let me know if its buggy.

No nested folders (folder inside folders). This was complex enough already.
Banana Nomnom 24 Nov, 2024 @ 11:40pm 
Hey, thanks for taking a look at it. From my experience today, the patch did not seem to work. It still won't load a circuit saved to the local mods folder.
Petty Officer Egg 24 Nov, 2024 @ 11:56am 
Alright, I wish you luck with it!
Max  [author] 24 Nov, 2024 @ 11:33am 
Jasii it doesnt exist yet but is a commonly requested feature. I call it "additive loading" and I will probably do it in the future.
Max  [author] 24 Nov, 2024 @ 11:32am 
The latest update should hopefully allow Blueprints to work with Mac and Linux. Those operating systems do file paths differently than windows. Let me know if you are still having issues Banana.
Max  [author] 23 Nov, 2024 @ 11:22am 
Massive bubbles space bug should be fixed now. Thanks for the bug reports everyone.
Banana Nomnom 22 Nov, 2024 @ 8:07am 
Hello, I dont know if you will be adding this or if it's a bug. But the mod doesn't seem to work with the linux version of barotrauma. It will save the circuits into the proper folder ("LocalMods/Blueprints_saved_blueprints") it however cannot read from that folder. meaning blueprints will not load a saved circuit on the linux version.
Petty Officer Egg 19 Nov, 2024 @ 11:01am 
Sorry if this has been suggested already or is in the mod and I just don't know where it is, but the ability to add blueprints without removing existing wiring would be really helpful, especially in the sub-editor.
Massive bubble phenomenon 9 Nov, 2024 @ 4:02pm 
Steam formatting removed the spaces in the previous comment. It's supposed to be like this with underscore as a space

"five_spaces:_____"
Value=<<<STRINGSTART>>>five__spaces:__<<<STRINGEND>>>
Massive bubble phenomenon 9 Nov, 2024 @ 3:50pm 
The function clean_component_whitespace on line 340 in save_blueprint.lua, replaces any sequence of spaces with two spaces. This also modifies the string content of the attributes including the value of the component.

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.
Max  [author] 4 Nov, 2024 @ 4:22pm 
I added Yun-Shans fix. It seems to work great. Thanks for that.

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.
Yun-Shan 30 Oct, 2024 @ 11:09pm 
thank you so much, this mod helped me a lot.:steamhappy:

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.
Silent Hunter 25 Oct, 2024 @ 11:23am 
thank you kindly for your amazing work!

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!
Max  [author] 25 Oct, 2024 @ 10:19am 
I fixed Blueprints so it works with the new components. It turns out they weren't registered by default in lua like every other component. So I just had to register them and it works.
Max  [author] 24 Oct, 2024 @ 10:15pm 
Blueprints has problems with the 2 new components. Im working on it. Their fields are not accessable, unlike every other component in the game. This may take a few days before I get this figured out.
Max  [author] 24 Oct, 2024 @ 9:10pm 
I will update the unit test explainer text popup to better explain what the unit test actually does. I turned it off by default because it has a hair trigger. If ANYTHING in the loaded circuit doesn't match your saved file it fails. This includes changes to components that are happening because of inputs, even though that's perfectly normal behavior. It would also include things like if a relay periodically turned on or off internally via a oscillator, that wouldn't match either because it would have to match the exact state the circuit was in when it was saved.
Max  [author] 24 Oct, 2024 @ 9:10pm 
Microwave, I think what has happened is that when you saved your circuit your relay (component 12, whichever relay that was? The bottom relay I think) was turned on. Due to the nature of your circuit, something its attached to turned that relay off. This is probably normal and nothing to worry about. When I did the standard re-save the file and then tried loading it again, it didnt fail the unit test the second time. So im pretty sure its all working. The blueprint loading is working I mean, I have no idea about HonkOS.
Max  [author] 24 Oct, 2024 @ 8:29pm 
I just made a discord for this mod: https://discord.gg/fknqFyZnKk

I guess the mod is starting to get popular. Thats cool.
WhiteBoy 24 Oct, 2024 @ 10:43am 
Great mod, is there a discord server for blueprints?
SynthJackalope 23 Oct, 2024 @ 6:11pm 
Apparently it was because I needed to reinstall LUA, but the method for reinstalling it client-side presented in their Workshop descripton didn't help. What helped was using the overall new installation method via Steam launch options.

It's working now!
microwave 23 Oct, 2024 @ 12:53pm 
Getting an error loading this with unit tests on. May be related to this in the description: There are limits to what you can store as strings inside components. Avoid "space space quote" specifically.

But im not sure.

Here is the console error and save file: https://drive.google.com/drive/folders/1JffYzCOKyZ5Gh10CkB780L0_RY2H7INF?usp=sharing
microwave 23 Oct, 2024 @ 10:29am 
Can you try doing bp list in console?
SynthJackalope 23 Oct, 2024 @ 10:13am 
Have both launch options enabled and reinstalled it via command while hosting. I'm afraid that Blueprints UI still doesn't show - but maybe I should say I'm talking about single player right now. Didn't test in multi yet.
microwave 22 Oct, 2024 @ 4:07pm 
No, you have to redownload client-side lua. you can also get the launch option to automatically download it ( on the lua for barotrauma github)
SynthJackalope 22 Oct, 2024 @ 3:23pm 
I think the latest game update broke the mod? Can't see the load/save ui on the right od the circuit box.
microwave 22 Oct, 2024 @ 2:18pm 
I think he meant a converter for circuits in the sub editor. for example dragging a circuit into the circuit box and it just copies it over there, i dont see why that isnt in the vanilla game but oh well
Max  [author] 22 Oct, 2024 @ 7:46am 
What do you mean converter of normal circuits? Like the ability to copy a circuit someone put on the wall? I wasn't planning on it but it might be possible to do on a technical level.

I will look into the MineralYeildsDisplay.
profole 21 Oct, 2024 @ 5:19am 
For some reason this breaks MineralYieldsDisplay. Would be much appreciated if you look into it!
heheboi 20 Oct, 2024 @ 9:36am 
I wonder if this ever gonna have converter of normal circuits to CIRCUIT BOX ones
microwave 28 Sep, 2024 @ 2:19pm 
Oh yeah i meant the advanced reactor, thanks though. will check it out
Max  [author] 28 Sep, 2024 @ 2:18pm 
Oh I added the overclock part myself. I like outrunning the abyss monsters.
Max  [author] 28 Sep, 2024 @ 2:16pm 
Antoneeees Auto reactor room is where I got it from. Its a workshop mod on here. Apparently he got it from some guy named Lammert.
microwave 28 Sep, 2024 @ 1:34pm 
What is the source of the 11c (overclock_reactor)? is it on the workshop anywhere?
Max  [author] 25 Sep, 2024 @ 10:25pm 
Thank you bubble. I just fixed it. That was a great report. Not only exactly what was wrong but also how to fix it.
Massive bubble phenomenon 21 Sep, 2024 @ 8:34pm 
Game.GameSession.GameMode.Name is not meant to be a link, I guess steam does that automatically
Massive bubble phenomenon 21 Sep, 2024 @ 8:33pm 
I have an error when loading blueprints while play testing in the sub editor--where the sub is in water and you are controlling a character. Loading blueprints in the building area still works.

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.
microwave 5 Sep, 2024 @ 1:37pm 
Yeah i know, thanks for fixing it.
Max  [author] 5 Sep, 2024 @ 12:48pm 
Oh microwave after the new patch just load your old blueprint. It will say it failed but all the important details will still be there. Save over your old blueprint, overwriting it. This will update it to the new version. After that load it again and it should succeed that time.
Max  [author] 5 Sep, 2024 @ 8:21am 
The first error is because I didnt have a null check on the label parser. I just fixed that one.

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.
microwave 4 Sep, 2024 @ 7:56pm 
I also had the same thing when loading the default_docking_hatch
microwave 4 Sep, 2024 @ 7:53pm 
Max  [author] 4 Sep, 2024 @ 2:07pm 
I just added a unit test to loading. It should fail if your loaded circuit does not match your blueprint file EXACTLY. This will require people to update their save files.

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.
Max  [author] 3 Sep, 2024 @ 1:28pm 
I got rid of the fast reactor. I fixed the self closing airlock and overclock reactor through. Thanks for the bug report.
microwave 3 Sep, 2024 @ 10:55am 
I also saw theres labels but no wire connecting to them on some circuits, like the fast_reactor and self closing airlock