Oxygen Not Included

Oxygen Not Included

Blueprints
Schoolboy 29 Jan, 2021 @ 1:55am
Crash in DLC when trying to make blueprint with automatic doors
is anyone else have the DLC crash with blueprints with doors in them? I manage to narrow it down and remove all doors before create blue prints for it to work.
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Showing 1-10 of 10 comments
apadilla124us 6 Feb, 2021 @ 3:41pm 
yes i am
separat.mn 8 Feb, 2021 @ 11:05am 
and i
aKa_Me (de) 12 Feb, 2021 @ 2:41am 
same yes
phil-ossiffer 12 Feb, 2021 @ 8:21am 
People are discussing this on the main page, too. The temporary solution one player found is to deactivate the DLC, open up the base game, and delete any blueprints that have the doors in them. Then reactivate the DLC and don't make any more blueprints with doors until the issue is actually resolved.
mepath 25 Feb, 2021 @ 9:13am 
Thanks for the hint. The DLC kept crashing on me whenever I toggled between my prints. At least now I know to avoid using prints with doors / creating them with doors. Very helpful.
Street_Mage 1 Apr, 2021 @ 5:14pm 
you can delete problem blueprints here Documents\Klei\OxygenNotIncluded\blueprints

or just delete doors in vanilla and save it
Last edited by Street_Mage; 1 Apr, 2021 @ 5:17pm
Burzum 12 May, 2021 @ 1:47pm 
IndexOutOfRangeException: Index was outside the bounds of the array.

Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Grid.cs:553)
Blueprints.TileVisual.Clean () (at <7a738cce296b43079653dabfdc8c6072>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <7a738cce296b43079653dabfdc8c6072>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <7a738cce296b43079653dabfdc8c6072>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <7a738cce296b43079653dabfdc8c6072>:0)
Blueprints.UseBlueprintTool.OnKeyDown (KButtonEvent buttonEvent) (at <7a738cce296b43079653dabfdc8c6072>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/PlayerController.cs:302)
KInputHandler.HandleKeyDown (KButtonEvent e) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/input/KInputHandler.cs:140)
KInputHandler.HandleKeyDown (KButtonEvent e) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/input/KInputHandler.cs:150)
KInputHandler.HandleEvent (KInputEvent e) (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/input/KInputHandler.cs:127)
KInputController.Dispatch () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/input/KInputController.cs:335)
KInputManager.Dispatch () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/input/KInputManager.cs:63)
KInputManager.Update () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/input/KInputManager.cs:52)
GameInputManager.Update () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/Plugins/Klei/input/GameInputManager.cs:62)
Global.Update () (at C:/jenkins_workspace/workspace/SimGame_Windows/game/Assets/scripts/game/Global.cs:737)
Author doesn't have time to deal with mod maintenance. in the normal thread for this mod is a link to the one me & Pt are supporting in Mayall's abscence.
NickoNick 4 Nov, 2022 @ 12:30pm 
Tried to add BLUEPRINTDISPLAYA to the Codex screen multiple times

at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at Debug.LogError (System.Object obj) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at CodexCache.AddEntry (System.String id, CodexEntry entry, System.Collections.Generic.List`1[T] categoryEntries) [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at CodexEntryGenerator.GenerateSingleBuildingEntry (BuildingDef def, System.String categoryEntryID) [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at CodexEntryGenerator.GenerateEntriesForBuildingsInCategory (PlanScreen+PlanInfo category, System.String categoryPrefx, System.Collections.Generic.Dictionary`2[System.String,CodexEntry]& categoryEntries) [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at CodexEntryGenerator.GenerateBuildingEntries () [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at CodexCache.CodexCacheInit () [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at ManagementMenu.OnPrefabInit () [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at KMonoBehaviour.InitializeComponent () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at KMonoBehaviour.Awake () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at UnityEngine.Object.Internal_CloneSingleWithParent (UnityEngine.Object data, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <72b60a3dd8cd4f12a155b761a1af9144>:0
at Util.KInstantiateUI (UnityEngine.GameObject original, UnityEngine.GameObject parent, System.Boolean force_active) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at ScheduledUIInstantiation.InstantiateElements (System.Object data) [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at EventSystem.Trigger (UnityEngine.GameObject go, System.Int32 hash, System.Object data) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at KMonoBehaviour.Trigger (System.Int32 hash, System.Object data) [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at Game.OnSpawn () [0x00000] in <322ab64cfe564736a3a4cd0cabcbbf3c>:0
at KMonoBehaviour.Spawn () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
at KMonoBehaviour.Start () [0x00000] in <1b5c2ff4f53d4a48b7159ed84d905978>:0
Build: U43-526946-S
NickoNick 4 Nov, 2022 @ 12:31pm 
But i dont have blueprints?
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