Oxygen Not Included

Oxygen Not Included

Blueprints fixed
dysania 9 Oct, 2022 @ 9:27pm
crush when switch / use blueprint
IndexOutOfRangeException: Index was outside the bounds of the array.

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
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Showing 1-15 of 15 comments
dysania 9 Oct, 2022 @ 9:30pm 
IndexOutOfRangeException: Index was outside the bounds of the array.

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
Pt_Djefferson(Rus)  [developer] 12 Oct, 2022 @ 5:39pm 
mod updated, check version, must be: 2.4.9.3
FeNXDragonᵗᵗᵛ  [developer] 14 Oct, 2022 @ 4:47pm 
@dysania Confirm working?
Speufy 24 Oct, 2022 @ 9:54am 
IndexOutOfRangeException: Index was outside the bounds of the array.

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
Hyroz 11 Dec, 2022 @ 8:13pm 
Originally posted by FeNXDragonᵗᵗᵛ:
@dysania Confirm working?

Originally posted by pt_djefferson(Rus):
mod updated, check version, must be: 2.4.9.3

Any update?
Crashoverride 15 Dec, 2022 @ 12:54pm 
I created a thread on the github to help. This issue appears to be back with the latest update "Hot Shots."

https://github.com/Pt-Djefferson/ONIMods/issues/10
Adam 15 Dec, 2022 @ 7:42pm 
I see the same thing. The mod worked for a while, but suddenly stopped working... Now, even if I delete all my old blueprints it still doesn't work. (It'll crash when displaying any new blueprint.)
Elmlea 19 Dec, 2022 @ 7:04am 
After the most recent update to the mod, I still have the same crash when I try to use any blueprints; log is here.

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
Adam 19 Dec, 2022 @ 10:29am 
It works for me now, thankfully. Perhaps try to back up and delete your old blueprints, located at %userprofile%\Documents\Klei\OxygenNotIncluded\blueprints, restart the game, and see if that helps? If so, you can try restoring the blueprints half at a time until you find the offending blueprint. (Blueprints are loaded when the game starts.)
Elmlea 19 Dec, 2022 @ 11:57am 
Great idea but that's not where they're stored on the Mac Steam version. I'll need to try and find them.

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.
Bodyboarder2528 25 Feb, 2023 @ 1:29am 
IndexOutOfRangeException: Index was outside the bounds of the array.

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
FeNXDragonᵗᵗᵛ  [developer] 9 Apr, 2023 @ 9:44pm 
Originally posted by Adam:
It works for me now, thankfully. Perhaps try to back up and delete your old blueprints, located at %userprofile%\Documents\Klei\OxygenNotIncluded\blueprints, restart the game, and see if that helps? If so, you can try restoring the blueprints half at a time until you find the offending blueprint. (Blueprints are loaded when the game starts.)

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. ;)
为了生存 1 Jul, 2023 @ 3:39am 
IndexOutOfRangeException: Index was outside the bounds of the array.

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
Strong M 19 Sep, 2024 @ 1:58pm 
Crashing when using blueprints (from blueprints I just saved from my map)

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
tartabarta 1 Oct, 2024 @ 5:31am 
I had this same (I think) crash
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
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