RimWorld

RimWorld

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Blueprints Forked - 1.6
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Mod, 1.4, 1.5, 1.6
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13 Jul @ 11:14am
14 Jul @ 3:25am
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Blueprints Forked - 1.6

Description
1.6 Update for Blueprints - Forked
Should be fully functional, and I haven't run into any errors myself but please let me know if you find any as I haven't had time to play any really, since I've just been updating mods in my free time :)

Original Blueprints - Forked Description:
A fork of Blueprints by Fluffy.

Difference:
  1. remove readout to avoid errors.
  2. fix potential errors occurring when buildings made from stuff lacking stuff. This issue typically arose when the mod containing that stuff was removed.
  3. extend the max length of the name of blueprints from 24 to 99, allow arbitrary characters in name.
  4. move the editing menu to the right-click float menu of the blueprint.
  5. add compatibility for dubs mint architect menu.
  6. support blueprint for props in Vanilla Furniture Expanded - Props and Decor (including export props in Alpha Prefabs).
Enhancement:
  1. allow replacement of buildings and terrains under the same dropdown menu.
  2. separate ThingDef with different stuffs.
  3. provide more detailed info in the editing menu.


Recommend to use Alpha Prefabs) to get some cool blueprints from the prefabs.

Most of the mod was made by Fluffy. I will delete this at fluffy's request.

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Original Description by Fluffy

Blueprints allow the quick construction of repetitive rooms/areas.

Features

Create blueprint
Use the 'Create' designator to drag over an area with existing constructions. Floors, walls and furniture will all be designated, and included in the blueprint. once created, a popup will appear with a default name, giving you the option to set a more meaningful name.

NOTE: Only constructions owned by you will be included, use the 'Claim' order if necessary.

Place blueprint
Once you've created a blueprint, you can use the new button to place copies of that blueprint. Blueprints can be rotated as normal. With a blueprint selected, you'll see an outline of what will be build on the main view, and a list of items and total cost in the lower left info panel. In this panel, you can click on furniture and walls made of stuff to change what stuff should be used in their construction.

NOTE: You can shift-click with a designator selected to use the planning mode. In this case, any walls in the blueprint will be used to create a plan for your future rooms. This might be useful for mining out the required space.

Rename, import & export blueprints
Once you've created a blueprint, you can right click the blueprint button to rename, remove or export the blueprint. Exported blueprints will be saved in the same location as RimWorlds save games and config files, in a directory called "Blueprints". If a blueprint has been exported, an option to remove and delete the exported blueprint will also appear.
You can import previously exported blueprints by right clicking the 'Create' button, and selecting the blueprint from the list of available blueprints.

NOTE: While you can import/export blueprints between games, be careful with doing so when a blueprint contains (modded) items that are not available in the current game. If you import a blueprint containing items that are unavailable, an error will pop up, and the offending item will be deleted from the blueprint. I've tried to make sure the rest of the blueprint is still usable, but your results may vary.
55 Comments
ChrisB 56 minutes ago 
not really a tricky one, if you use a continued mod you should unsub from the old one as a rule of thumb, a lot of modders use the same packageId when continuing mods and this can cause issues with the game
Ouh-ouh tiKi TiKi 6 hours ago 
okay i figured it out, i was subscribed to the previous version of the blueprints mod, and even though i did NOT enable it, it seems tha game confused the two mods. i completly removed the previous version (not subscribed and not loaded) and the issue went away. tricky one...
Ouh-ouh tiKi TiKi 6 hours ago 
I'm completly at a loss at how to create a blueprint. When i click create, and try to drag click, nothing happens. I cannot select anything at all. how are you supposed to create a blueprint ?
The selection square doesnt even appear when click-dragging. maybe an incompatibility with another mod ? anyone having a similar issue ?
Captain Shitface  [author] 10 hours ago 
@Holarula The Author for Alpha Prefabs wants to wait a bit longer for the original fork to see if they'll update before they swap the package id they're looking for to this one. In a previous comment, I explained how to change your package id so you'll have Alpha Prefab compatibility.
Turtleology 10 hours ago 
thank you! ive been struggling to get things even and my brain going crazy
Holarula 13 hours ago 
I'm sorry to ask a question here,
Is it still supported to export Alpha Prefabs blueprints? Because this function has disappeared here. If it is still supported, what mods may conflict with it?
Also, where is the folder of the exported blueprints?
Scarecrowe 16 hours ago 
@Captain Shitface I was mistaken. My problem came back after about an hour of game play. Not an issue with this mod thankfully. My error log doesn't reveal anything, been disabling all of my mods and it remains even on new games... Apologies for the mistake
Captain Shitface  [author] 17 hours ago 
@Stealth Assassin Thanks for testing it. It really does seem like such a hassle though right now :/

I'm not sure how difficult or complex it would be to change this behavior, but I can look into it :p
Captain Shitface  [author] 19 hours ago 
@Scarecrowe that's wild, no idea LOL. I'll check it out though. Was it just vanilla Foxes & Timber wolves? Any mods affecting those? Any other context you can provide me? If not, I'll just test and see what I can find myself :)

@Kupie Let me take a look & see what I can do. I'll give it a quick lookover if I got some downtime at work tonight, and if it's a simple thing I'll try to patch it tonight/tomorrow. If not, I'll probably get to it within a few days when I do got the time.

Also, I won't be doing any ko-fi or any place for donations. I do this purely for my love for the game and all the years I've enjoyed mods myself. It's not even my work originally for this, and a few others, so even if I put in time now, I refuse to profit on other peoples foundational work they put into this, even if they're not maintaining it anymore :) Thank you for the kind words though, I appreciate it!
Stealth Assassin 19 hours ago 
@Captain Shitface I tried yesterday placing the blueprint in the Grav Engine just for a test and didn't worked, but since you said about the "odyssey content" behavior like bridges i tested again today.

It kinda works, you gotta put your blueprint in the exact same spot your saved Ship's grav Engine was, and you might as well need to "paste" the blueprints several times, my ship has "1901 tiles size", so i needed to "paste the blueprint" 3 times to work.

I tested both with and without Dev mode, if you do it without dev mode you should:

1 - Put the Grav Engine somewhere in the map.
2 - Paste your saved GravShip with the Grav Engine in the same exact spot the Grav Engine should be.
3 - If your ship is too big it might not be entirely pasted, so you wait your pawns to build what was pasted from the blueprint.
4 - Repeat 2nd and 3rd steps until your ship is entirely built!

o/