Oxygen Not Included

Oxygen Not Included

Blueprints
E Man 7 Jul, 2020 @ 5:17pm
Blueprints aren't working from one save to another
With the 7/7/2020 update: When I create the blueprint in a save, I can Use blueprint within that game session. But when I try to use the same saved blueprint in a different save, all I get is a single tile.
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Showing 1-4 of 4 comments
E Man 9 Jul, 2020 @ 4:25pm 
Works now. Thanks for the update.
123 10 Jul, 2020 @ 10:28am 
Keep crashing my game everytime I try to use a new blueprint. Let me know what info you would need to help, if i need the crash report ill make it crash again.
123 10 Jul, 2020 @ 10:29am 
Blueprints.BlueprintsState+<>c__DisplayClass22_0.<UseBlueprint>b__0 (Blueprints.IVisual foundationVisual) (at <513acaf163ab49a8b43675eaef3bdd80>:0)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <e1319b7195c343e79b385cd3aa43f5dc>:0)
Blueprints.BlueprintsState.UseBlueprint (Vector2I topLeft) (at <513acaf163ab49a8b43675eaef3bdd80>:0)
Blueprints.UseBlueprintTool.OnLeftClickDown (UnityEngine.Vector3 cursorPos) (at <513acaf163ab49a8b43675eaef3bdd80>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <9c6cad35fa814f4e9b7adf3604ce8e0c>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <b5ce5ea9e2704a858d8e536cfe298967>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <b5ce5ea9e2704a858d8e536cfe298967>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <b5ce5ea9e2704a858d8e536cfe298967>:0)
KInputController.Dispatch () (at <b5ce5ea9e2704a858d8e536cfe298967>:0)
KInputManager.Dispatch () (at <b5ce5ea9e2704a858d8e536cfe298967>:0)
KInputManager.Update () (at <b5ce5ea9e2704a858d8e536cfe298967>:0)
GameInputManager.Update () (at <b5ce5ea9e2704a858d8e536cfe298967>:0)
Global.Update () (at <9c6cad35fa814f4e9b7adf3604ce8e0c>:0)
Mayall  [developer] 11 Jul, 2020 @ 1:48am 
Your mod hasn't been updated.
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