Oxygen Not Included

Oxygen Not Included

Blueprints fixed
 This topic has been pinned, so it's probably important
FeNXDragonᵗᵗᵛ  [developer] 29 Oct, 2021 @ 11:21am
Frequently Asked/Requested/Demanded
Question/Request: Can you flip the blueprints to make it easier for us?

Answer/Response: It would be way too difficult to mirror/rotate blueprints because not all buildings are able to rotate/mirror. Especially with some mods adding new/different buildings, etc. it's been suggested many times its just the undertaking and amount of effort to put into it would be too taxing with too many possibilities of failure.

Alternative: Just make a mirror of a blueprint (like i do when i'm playing) and name it left or right.

Request/Demand: Make a materials button to change materials.

Response: FeNXDragon - I'm thinking that that option also would be like the previous. Too many variables = too broad of instability to be worth the extra effort you could put into making a very basic blueprint to overlay as like a preguide to what you are building (like i do when also playing.) pt_djefferson(Rus) is the mastermind of the coding tho' so we can wait for his response as well.
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Showing 1-8 of 8 comments
Maslow 3 Apr, 2021 @ 7:15am 
Fixed how? fixed what?
Is this open source? what did you do to fix something, and what was it? is there a reason it isn't in a Merge Request to the original mod repo?
FeNXDragonᵗᵗᵛ  [developer] 18 May, 2021 @ 2:30am 
Q. Is there a reason it isn't in a Merge Request to the original mod repo?

A. because you have 2 newbies just trying to help the community with a QoL mod that the original Author says they don't have time to keep up. What is this thing you speak of?

Q. Is this open source?
A. Yes, is open source from the info i've seen. Change notes also reflect permission gained from Original Mod Author.

Q. what did you do to fix something, and what was it?
A. At the time you asked what was fixed we simply had rolled back the mod to the previous version. There was an issue with if the blueprint had a door in it it'd cause the game to crash.

Since then we've tried to keep the change notes updated.
FeNXDragonᵗᵗᵛ  [developer] 29 Oct, 2021 @ 7:47pm 
PT's Response to changing the materials in the blueprints. here - https://blueprintnotincluded.com/ u can change materials in blueprints.
tabit 6 Jun, 2022 @ 6:27am 
zh.po

hey bro, i made a Chinese language pack. I hope it is useful....

# zh.po

msgid ""
msgstr ""
"Project-Id-Version: Oxygen Not Included: Blueprints\n"
"POT-Creation-Date: 2022-06-06 00:00+0800\n"
"PO-Revision-Date: 2022-06-06 00:00+0800\n"
"Last-Translator: \n"
"Language-Team: \n"
"Language: zh\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 2.4.3\n"
"X-Poedit-Basepath: ../..\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"X-Poedit-SearchPath-0: .\n"
"X-Poedit-SearchPath-1: Blueprints\n"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_NAME"
msgid "New Blueprint"
msgstr "新建"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_TOOLTIP"
msgid "Create blueprint {0}"
msgstr "新建蓝图 {0}"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_EMPTY"
msgid "Blueprint would have been empty!"
msgstr "蓝图是空的!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_CREATED"
msgid "Created blueprint!"
msgstr "蓝图已创建!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_CANCELLED"
msgid "Cancelled blueprint!"
msgstr "蓝图已取消!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_TOOLTIP_TITLE"
msgid "CREATE BLUEPRINT TOOL"
msgstr "新建蓝图工具"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_ACTION_DRAG"
msgid "DRAG"
msgstr "拖动"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_CREATE_ACTION_BACK"
msgid "BACK"
msgstr "返回"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_NAME"
msgid "Use Blueprint"
msgstr "放置"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_TOOLTIP"
msgid "Use blueprint {0}"
msgstr "放置蓝图 {0}"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_LOADEDBLUEPRINTS"
msgid "Loaded {0} blueprints! ({1} total)"
msgstr "已加载 {0} (共 {1} ) 个蓝图!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_LOADEDBLUEPRINTS_ADDITIONAL"
msgid "additional"
msgstr "更多"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_LOADEDBLUEPRINTS_FEWER"
msgid "fewer"
msgstr "更少"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_TOOLTIP_TITLE"
msgid "USE BLUEPRINT TOOL"
msgstr "放置蓝图工具"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_ACTION_CLICK"
msgid "CLICK"
msgstr "点击"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_ACTION_BACK"
msgid "BACK"
msgstr "返回"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_CYCLEFOLDERS"
msgid "Use {0} and {1} to cycle folders."
msgstr "使用 {0} 和 {1} 切换文件夹。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_CYCLEBLUEPRINTS"
msgid "Use {0} and {1} to cycle blueprints."
msgstr "使用 {0} 和 {1} 切换蓝图。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_FOLDERBLUEPRINT"
msgid "Press {0} to assign folder."
msgstr "按 {0} 以放入文件夹。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_FOLDERBLUEPRINT_NA"
msgid "Same folder provided - no change made."
msgstr "放入了相同的文件夹 - 未进行任何更改。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_MOVEDBLUEPRINT"
msgid "Moved \"{0}\" to \"{1}\""
msgstr "移动 \"{0}\" 到 \"{1}\""

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_NAMEBLUEPRINT"
msgid "Press {0} to rename blueprint."
msgstr "按 {0} 以重命名蓝图。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_DELETEBLUEPRINT"
msgid "Press {0} to delete blueprint."
msgstr "按 {0} 以删除蓝图。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_ERRORMESSAGE"
msgid "This blueprint contained {0} misconfigured or missing prefabs which have been omitted!"
msgstr "该蓝图包含 {0} 个配置不当或已丢失的预设,已忽略此部分内容!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_SELECTEDBLUEPRINT"
msgid "Selected \"{0}\" ({1}/{2}) from \"{3}\" ({4}/{5})"
msgstr "已从 \"{3}\" ({4}/{5})文件夹选择 \"{0}\" ({1}/{2}) 蓝图"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_FOLDEREMPTY"
msgid "Selected folder \"{0}\" is empty!"
msgstr "所选文件夹 \"{0}\" 为空!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_USE_NOBLUEPRINTS"
msgid "No blueprints loaded!"
msgstr "未加载蓝图!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_NAME"
msgid "Take Snapshot"
msgstr "拍摄快照"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_TOOLTIP"
msgid "Take snapshot {0} \n\nCreate a blueprint and quickly place it elsewhere while not cluttering your blueprint collection! \nSnapshots do not persist between games or worlds."
msgstr "拍摄快照 {0} \n\n新建一个蓝图并立即放置到别处,而不会弄乱你的蓝图集!\n快照不能跨游戏或跨殖民地使用。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_EMPTY"
msgid "Snapshot would have been empty!"
msgstr "快照是空的!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_TAKEN"
msgid "Snapshot taken!"
msgstr "已拍摄快照!"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_TOOLTIP_TITLE"
msgid "SNAPSHOT TOOL"
msgstr "快照工具"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_ACTION_CLICK"
msgid "CLICK"
msgstr "点击"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_ACTION_DRAG"
msgid "DRAG"
msgstr "拖动"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_ACTION_BACK"
msgid "BACK"
msgstr "返回"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_SNAPSHOT_NEWSNAPSHOT"
msgid "Press {0} to take new snapshot."
msgstr "按 {0} 以拍摄新快照。"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_NAMEBLUEPRINT_TITLE"
msgid "NAME BLUEPRINT"
msgstr "命名蓝图"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_FOLDERBLUEPRINT_TITLE"
msgid "ASSIGN FOLDER"
msgstr "放入文件夹"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_MULTIFILTER_GASTILES"
msgid "Gas Tiles"
msgstr "气体砖块"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_MULTIFILTER_ALL"
msgid "All"
msgstr "全部"

msgctxt "Blueprints.BlueprintsStrings.STRING_BLUEPRINTS_MULTIFILTER_NONE"
msgid "None"
msgstr "无"
Pt_Djefferson(Rus)  [developer] 7 Jun, 2022 @ 1:58am 
Hope so. Added.
Bodyboarder2528 25 Feb, 2023 @ 1:20am 
Originally posted by FeNXDragonᵗᵗᵛ:
PT's Response to changing the materials in the blueprints. here - https://blueprintnotincluded.com/ u can change materials in blueprints.
This site doesn't work
Corgylegs 1 Apr, 2023 @ 9:10am 
MissingMethodException: void SpeedControlScreen.Pause(bool)

DragTool.OnLeftClickUp (UnityEngine.Vector3 cursor_pos) (at <d3a376420e78430e89fc189ee049a6ac>:0)
PlayerController.OnKeyUp (KButtonEvent e) (at <d3a376420e78430e89fc189ee049a6ac>:0)
KInputHandler.HandleKeyUp (KButtonEvent e) (at <d35824e72985464e85149179dd14d71e>:0)
KInputHandler.HandleKeyUp (KButtonEvent e) (at <d35824e72985464e85149179dd14d71e>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <d35824e72985464e85149179dd14d71e>:0)
KInputController.Dispatch () (at <d35824e72985464e85149179dd14d71e>:0)
KInputManager.Dispatch () (at <d35824e72985464e85149179dd14d71e>:0)
KInputManager.Update () (at <d35824e72985464e85149179dd14d71e>:0)
GameInputManager.Update () (at <d35824e72985464e85149179dd14d71e>:0)
Global.Update () (at <d3a376420e78430e89fc189ee049a6ac>:0)

Build: U46-551176-SD
Kingofhollows099 3 Sep, 2024 @ 7:58pm 
With the editing of materials, you could maybe add a new key bind that instead of immediately placing the blueprint, opens a menu in which you can select any item in the blueprint and change its material. I don't know if that's possible, but I feel like its much more plausible.
Last edited by Kingofhollows099; 3 Sep, 2024 @ 7:58pm
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