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Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at <cb20703507b14eea8088dbc44abf7f85>:0)
Blueprints.TileVisual.Clean () (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.UseBlueprintTool.OnKeyDown (KButtonEvent buttonEvent) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <cb20703507b14eea8088dbc44abf7f85>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
KInputController.Dispatch () (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
KInputManager.Dispatch () (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
KInputManager.Update () (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
GameInputManager.Update () (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
Global.Update () (at <cb20703507b14eea8088dbc44abf7f85>:0)
Build: U43-526233-S
Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
Blueprints.TileVisual.Clean () (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.UseBlueprintTool.OnActivateTool () (at <ce572e186dd540e083b08b5dbdb2f895>:0)
InterfaceTool.ActivateTool () (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
PlayerController.ActivateTool (InterfaceTool tool) (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
ToolMenu.ChooseTool (ToolMenu+ToolInfo tool) (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
ToolMenu.OpenOrCloseCollectionsInRow (System.Collections.Generic.IList`1[T] row, System.Boolean autoSelectTool) (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
ToolMenu.<ChooseCollection>b__64_0 (System.Collections.Generic.List`1[T] row) (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <695d1cc93cca45069c528c15c9fdd749>:0)
ToolMenu.ChooseCollection (ToolMenu+ToolCollection collection, System.Boolean autoSelectTool) (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
ToolMenu+<>c__DisplayClass60_0.<InstantiateCollectionsUI>b__0 () (at <322ab64cfe564736a3a4cd0cabcbbf3c>:0)
Util.Signal (System.Action action) (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
KToggle.Click () (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
KToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <1b5c2ff4f53d4a48b7159ed84d905978>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <0b23117e1c7442f8b1842fe2f3bf6fcb>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <0b23117e1c7442f8b1842fe2f3bf6fcb>:0)
UnityEngine.EventSystems.EventSystem:Update()
Build: U43-526946-S
Same here and version is 2.4.9.3
Any update?
https://github.com/Pt-Djefferson/ONIMods/issues/10
IndexOutOfRangeException: Index was outside the bounds of the array.
Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at <d5307867edd5445aaf5c8b27a82cce98>:0)
Blueprints.TileVisual.Clean () (at <1659c7a70a4b4a5f969bb530b7e491d5>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <1659c7a70a4b4a5f969bb530b7e491d5>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <1659c7a70a4b4a5f969bb530b7e491d5>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <1659c7a70a4b4a5f969bb530b7e491d5>:0)
Blueprints.UseBlueprintTool.OnActivateTool () (at <1659c7a70a4b4a5f969bb530b7e491d5>:0)
InterfaceTool.ActivateTool () (at <d5307867edd5445aaf5c8b27a82cce98>:0)
PlayerController.ActivateTool (InterfaceTool tool) (at <d5307867edd5445aaf5c8b27a82cce98>:0)
ToolMenu.ChooseTool (ToolMenu+ToolInfo tool) (at <d5307867edd5445aaf5c8b27a82cce98>:0)
ToolMenu.OpenOrCloseCollectionsInRow (System.Collections.Generic.IList`1[T] row, System.Boolean autoSelectTool) (at <d5307867edd5445aaf5c8b27a82cce98>:0)
ToolMenu.<ChooseCollection>b__64_0 (System.Collections.Generic.List`1[T] row) (at <d5307867edd5445aaf5c8b27a82cce98>:0)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <695d1cc93cca45069c528c15c9fdd749>:0)
ToolMenu.ChooseCollection (ToolMenu+ToolCollection collection, System.Boolean autoSelectTool) (at <d5307867edd5445aaf5c8b27a82cce98>:0)
ToolMenu+<>c__DisplayClass60_0.<InstantiateCollectionsUI>b__0 () (at <d5307867edd5445aaf5c8b27a82cce98>:0)
Util.Signal (System.Action action) (at <7273b301087c4ae79b7148cae73dd755>:0)
KToggle.Click () (at <7273b301087c4ae79b7148cae73dd755>:0)
KToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <7273b301087c4ae79b7148cae73dd755>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <ace52ab8ce9f474083bcc5f2bb26407c>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <ace52ab8ce9f474083bcc5f2bb26407c>:0)
UnityEngine.EventSystems.EventSystem:Update()
Build: U44-535842-S
I think it's the right approach, as when I made a new blueprint and used it it was fine. When I tried to move to an old blueprint, it crashed.
Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
Blueprints.TileVisual.Clean () (at <9eb2be28ebd241b8a25db09a37d9ef54>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <9eb2be28ebd241b8a25db09a37d9ef54>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <9eb2be28ebd241b8a25db09a37d9ef54>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <9eb2be28ebd241b8a25db09a37d9ef54>:0)
Blueprints.UseBlueprintTool.OnActivateTool () (at <9eb2be28ebd241b8a25db09a37d9ef54>:0)
InterfaceTool.ActivateTool () (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
PlayerController.ActivateTool (InterfaceTool tool) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
ToolMenu.ChooseTool (ToolMenu+ToolInfo tool) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
ToolMenu.OpenOrCloseCollectionsInRow (System.Collections.Generic.IList`1[T] row, System.Boolean autoSelectTool) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
ToolMenu.<ChooseCollection>b__65_0 (System.Collections.Generic.List`1[T] row) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <695d1cc93cca45069c528c15c9fdd749>:0)
ToolMenu.ChooseCollection (ToolMenu+ToolCollection collection, System.Boolean autoSelectTool) (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
ToolMenu+<>c__DisplayClass61_0.<InstantiateCollectionsUI>b__0 () (at <e06aa6091f884fb2a371ea8ca5dc27ae>:0)
Util.Signal (System.Action action) (at <676c504a1fc44f1f988e436496061541>:0)
KToggle.Click () (at <676c504a1fc44f1f988e436496061541>:0)
KToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <676c504a1fc44f1f988e436496061541>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <0b23117e1c7442f8b1842fe2f3bf6fcb>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <0b23117e1c7442f8b1842fe2f3bf6fcb>:0)
UnityEngine.EventSystems.EventSystem:Update()
Build: U45-544793-SD
As an added note modified content in these blueprints can also cause issues of those modified files are not kept up-to-date as well. ;)
Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0)
Blueprints.TileVisual.Clean () (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
Blueprints.UseBlueprintTool.OnKeyDown (KButtonEvent buttonEvent) (at <ce572e186dd540e083b08b5dbdb2f895>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <0f4b778ef79c497e89f6ee18303840cf>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <0f4b778ef79c497e89f6ee18303840cf>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <0f4b778ef79c497e89f6ee18303840cf>:0)
KInputController.Dispatch () (at <0f4b778ef79c497e89f6ee18303840cf>:0)
KInputManager.Dispatch () (at <0f4b778ef79c497e89f6ee18303840cf>:0)
KInputManager.Update () (at <0f4b778ef79c497e89f6ee18303840cf>:0)
GameInputManager.Update () (at <0f4b778ef79c497e89f6ee18303840cf>:0)
Global.Update () (at <cd4b9bd5aa6c4ec38ec00dca1dc79105>:0)
Build: U47-562984-SD
IndexOutOfRangeException: Index was outside the bounds of the array.
Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
Blueprints.TileVisual.Clean () (at <7a26eb39b56543f8aba7dc536e9d8029>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <7a26eb39b56543f8aba7dc536e9d8029>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <7a26eb39b56543f8aba7dc536e9d8029>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <7a26eb39b56543f8aba7dc536e9d8029>:0)
Blueprints.UseBlueprintTool.OnActivateTool () (at <7a26eb39b56543f8aba7dc536e9d8029>:0)
InterfaceTool.ActivateTool () (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
PlayerController.ActivateTool (InterfaceTool tool) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
ToolMenu.ChooseTool (ToolMenu+ToolInfo tool) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
ToolMenu.OpenOrCloseCollectionsInRow (System.Collections.Generic.IList`1[T] row, System.Boolean autoSelectTool) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
ToolMenu.<ChooseCollection>b__65_0 (System.Collections.Generic.List`1[T] row) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) (at <695d1cc93cca45069c528c15c9fdd749>:0)
ToolMenu.ChooseCollection (ToolMenu+ToolCollection collection, System.Boolean autoSelectTool) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
ToolMenu+<>c__DisplayClass61_0.<InstantiateCollectionsUI>b__0 () (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
Util.Signal (System.Action action) (at <42a58da1d7eb4994b452d944564c213e>:0)
KToggle.Click () (at <42a58da1d7eb4994b452d944564c213e>:0)
KToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <42a58da1d7eb4994b452d944564c213e>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e9635660f69b4d9d84c085aeda3be353>:0)
UnityEngine.EventSystems.EventSystem:Update()
Build: U52-626616-S
I got the mod very recently (a few days) and this was my first time using it, I don't have any DLC
IndexOutOfRangeException: Index was outside the bounds of the array.
Grid+ObjectLayerIndexer.get_Item (System.Int32 cell, System.Int32 layer) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
Blueprints.TileVisual.Clean () (at <a1b89d309d77437fb9cb1b5637afde02>:0)
Blueprints.TileVisual.UpdateGrid (System.Int32 cell) (at <a1b89d309d77437fb9cb1b5637afde02>:0)
Blueprints.TileVisual..ctor (Blueprints.BuildingConfig buildingConfig, System.Int32 cell) (at <a1b89d309d77437fb9cb1b5637afde02>:0)
Blueprints.BlueprintsState.VisualizeBlueprint (Vector2I topLeft, Blueprints.Blueprint blueprint) (at <a1b89d309d77437fb9cb1b5637afde02>:0)
Blueprints.UseBlueprintTool.OnKeyDown (KButtonEvent buttonEvent) (at <a1b89d309d77437fb9cb1b5637afde02>:0)
PlayerController.OnKeyDown (KButtonEvent e) (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <42a58da1d7eb4994b452d944564c213e>:0)
KInputHandler.HandleKeyDown (KButtonEvent e) (at <42a58da1d7eb4994b452d944564c213e>:0)
KInputHandler.HandleEvent (KInputEvent e) (at <42a58da1d7eb4994b452d944564c213e>:0)
KInputController.Dispatch () (at <42a58da1d7eb4994b452d944564c213e>:0)
KInputManager.Dispatch () (at <42a58da1d7eb4994b452d944564c213e>:0)
KInputManager.Update () (at <42a58da1d7eb4994b452d944564c213e>:0)
GameInputManager.Update () (at <42a58da1d7eb4994b452d944564c213e>:0)
Global.Update () (at <ade4ebd17f71495b9476a7e52f977fe6>:0)
Build: U52-626616-V