Oxygen Not Included
Blueprints
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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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.
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.
you can delete problem blueprints here Documents\Klei\OxygenNotIncluded\blueprints

or just delete doors in vanilla and save it
Τελευταία επεξεργασία από Street_Mage; 1 Απρ 2021, 17:17
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.
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
But i dont have blueprints?
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