RimWorld

RimWorld

Universal Blueprints
111 Comments
-=GoW=-Dennis 19 Nov @ 7:43am 
Seems you added what I requested, will try :)
白金trigger  [author] 19 Nov @ 6:05am 
修复了某些情况下投影显示不全的问题.
白金trigger  [author] 16 Nov @ 7:57am 
更新日志:
1.优化了山洞建家的体验,投影删除,投影转蓝图,投影显示都支持在迷雾上显示了。当尝试把蓝图放置到山体上时自动标记挖掘,
2.优化了对Dubs Mint Menus快捷轮盘的支持能力,现在放入快捷轮盘的选项,不再会点击报错,而是都能正常使用。
3.快速放置按钮不再会出现存档加载报错的情况,并支持恢复存档内使用过的放置。
-=GoW=-Dennis 13 Nov @ 11:21pm 
That's fine - it would be great to have and allow to switch to this mod, which I beyond that consider to be better, but I can do for now with what I used for years :)
白金trigger  [author] 13 Nov @ 11:00pm 
@-=GoW=-Dennis I will try to fix this , but I am very busy in another project,so it might be a while to update .
-=GoW=-Dennis 13 Nov @ 12:55am 
Yes, placing the blueprint inside the mountain - both "just projection" visible on the mountain as well as mining it out and then placing the copied floors / furniture. Neither currently works with this mod. I've been using the other blueprint mod for years exclusively with mountain bases and for such bases that is kinda mandatory to be able to switch.

I don't know if pawns will behave well enough in vanilla, I use the Smart (De-)Construct mod, which makes such endeavours not cause any issues. I've been building my mountain bases this way with Blueprints - Forked 1.6 (and the predecessors) for years.
白金trigger  [author] 12 Nov @ 10:14pm 
@-=GoW=-Dennis Do you mean placing the blueprint inside the mountain and marking those tiles to be mined out? Also, can pawns build it without any risk of collapse? I'm wondering if marking the mountain tiles under the wall to be mined would help.
-=GoW=-Dennis 12 Nov @ 10:08pm 
Here a picture in case we are having a misunderstanding: https://pasteboard.co/vJcwdKbmtlbf.png
-=GoW=-Dennis 12 Nov @ 9:59pm 
The fog cannot be cleared, I'm talking about underground mountain locations. The only way to do so would be to mine a large area out, which would make the roofs collapse. Simply being able to place a blueprint there and let pawns carve the rooms out is much better and the behaviour of Blueprints - Forked 1.6. I understand you do not intend to support this, which is of course up to you, however the mod without that functionality is useless for people mainly playing in mountains. They can neither project plans onto mountain areas nor let colonists automatically build blueprints in there.
白金trigger  [author] 12 Nov @ 9:39pm 
@-=GoW=-Dennis if there is war fog .you should not place blueprints here ,why not clear the area first ? it is hard to change render order , I will not support this, use this mod to clear fog https://steamproxy.com/sharedfiles/filedetails/?id=3531188226
-=GoW=-Dennis 12 Nov @ 10:33am 
With Blueprints - Forked 1.6 I can copy underground rooms and place the blueprint at undiscovered mountain so that my pawns will automatically dig out and build everything to get an identical copy. Your mod cannot do that, nothing can be copied onto mountain without godmode. It also cannot show a projection that I need to manually build out, the projection parts will only become visible when the area is mined out, which is not helpful - where the mountain is undiscovered, the projection does not show.
白金trigger  [author] 12 Nov @ 9:18am 
@-=GoW=-Dennis I dont know what you mean , Are you forget to toggle projection?
-=GoW=-Dennis 11 Nov @ 8:55pm 
Ah, what a pity, I only play mountain colonies and Blueprints - Forked 1.6 does that perfectly. This mod can't even show the projection. Do you plan to improve that in the future?
白金trigger  [author] 11 Nov @ 7:52pm 
@-=GoW=-Dennis mountain cant build only place in god mode
-=GoW=-Dennis 11 Nov @ 5:51pm 
How to place a blueprint so colonists will build it in a mountain? Tried to place a copy of my bedroom, but it doesn't place it on mountain. The other blueprints mod could do that?
白金trigger  [author] 23 Oct @ 9:53pm 
@ecjay If you have dev mode and god mode enable ,it will place building immediately。
ecjay 23 Oct @ 1:05pm 
Is there a setting like prefab to actually auto build the blueprint vs just having a plan for it?
白金trigger  [author] 23 Oct @ 9:16am 
镜像会导致代码复杂度翻倍,我不会加的,另一个蓝图支持镜像,两个mod可以同时使用。
TYOUKEN 23 Oct @ 7:44am 
@白金trigger 感谢MOD,太好用啦
想问问这个蓝图除了QE旋转以外支不支持镜像功能
Sarelth 18 Oct @ 4:50am 
@白金trigger Thanks, that is very useful and I will be testing it out soon.
KaelynZ 14 Oct @ 4:30pm 
will do. thank you!
白金trigger  [author] 14 Oct @ 12:52am 
In the last update, I added new features to QuickPlace. Since some old favorites information still exists in your save files, this will cause the new version features to report errors. Please disable this mod, then load your save, save the game, then re-enable the mod and load the saved file. This should refresh the data and prevent errors.
白金trigger  [author] 14 Oct @ 12:39am 
@KaelynZ I cant read this link there are too many log ,can you send the error log to the "Popular Discussions" ?
KaelynZ 14 Oct @ 12:33am 
After the latest update of this mod, i am sudeenly getting lots of error spam when i load a saved game: Could not do PostLoadInit on RimworldPrefabProject.Core.QuickPlace.QuickPlaceManager: SystemNullReferenceException: Object reference not set to an instance of an object. This happens once at start, then i get the same message 99x every 30 secodns, afterwards, with the game still paused. I have not changed my load order in any way, and while I have UniversalBlueprints active, I have not actually used any blueprints in my current save game.

Log is at https://gist.github.com/HugsLibRecordKeeper/6f2e12731f0850fa8ad3bf49b5242354

Could you please look into it ASAP? And is it same to remove thsi mod from my load lists on a save game, if I've never used it? Thank you!
白金trigger  [author] 13 Oct @ 2:06am 
use this BaseBlueprint->Starting Cabin (No DLC) as your quick tribal start
Infernotality 12 Oct @ 9:30pm 
I too would like tribal prefabs for a quick tribal start
shane_357 29 Sep @ 6:38am 
Does this come with Tribal blueprints?
白金trigger  [author] 28 Sep @ 7:29pm 
@Sarelth if you have all the saved pawn's need mod ,you can place it as same pawn ,if you miss mod that should place too,but will have something miss .
Sarelth 28 Sep @ 2:46pm 
If I create a Blueprint with Character Editor and a Pawn saved in it. What happens if I paste that buildprint into a different modlist pack that is missing some of the mods?

Trying to find a good way to set-up my starting group with a small base for a playthrough idea.
林宝你是我的天 25 Sep @ 8:25pm 
建筑苦手而言是一款十分强大的模组,遗憾的是里面的种类太少了几乎没有选择
三宝 25 Sep @ 3:49pm 
奇怪的冲突,二十五号更新后,通用蓝图和自动翻译冲突了,只要带通用蓝图,自动翻译就失效了
白金trigger  [author] 20 Sep @ 1:41am 
@章鱼哥 我自己用着一点问题都没有,我不知道你保存啥了。有bug可以发到讨论区
章鱼哥 19 Sep @ 11:00pm 
生成导出蓝图后点导入或放置都无效,小部分区域倒是可以,可能因为mod太多吧。此外依赖角色编辑mod,而这个mod无法保持关系和专精mod技能。
相比save map这种专门转移存档的工具,这个mod更适合参考别人的布局和小区域复制
DichangGuan 16 Sep @ 7:49am 
牛!这明明是一个超级实用的功能却一直等到现在才找到一个能用的。两位开发者功德无量。感谢!
痛击我的队友吧 15 Sep @ 11:23pm 
伟大无需多言
Trevet 26 Aug @ 11:49am 
我觉得,要是像帝国那样第一个建筑模板下来,会比现在好得多。前提是未来不打算增加大量蓝图
白金trigger  [author] 23 Aug @ 5:53am 
@月空 直接用蓝图1.6吧,我这里不会提供翻转功能的,两个mod又不冲突
月空 23 Aug @ 2:27am 
建议出个翻转功能,对称设计的经常需要复制左侧翻转粘贴至右侧
白金trigger  [author] 22 Aug @ 7:48pm 
不会自己按刷新嘛?
qiuqiu 22 Aug @ 7:41pm 
好像你更新了我还是没有新蓝图
白金trigger  [author] 22 Aug @ 4:10pm 
使用了真正的投影显示逻辑,现在和其他物品不会冲突了,优化了投影碰撞检测逻辑
萧倩华虞 22 Aug @ 2:17am 
打击又重回rimworld了啊
白金trigger  [author] 21 Aug @ 7:02pm 
史诗级提升了预览和投影的显示效果,修复了原版的矩形被覆盖的问题,移除了几张飞船蓝图的多余地板。修复了工作量为0的建筑被放置蓝图导致无法建造的问题。
预览效果参考了蓝图1.6和新蓝图的代码,受到他们开源精神的感动,我决定也开源我的代码.
不准打鸡 20 Aug @ 7:48am 
那我是不是可以不要Blueprints Forked了啊?
不准打鸡 20 Aug @ 7:48am 
订!
只会白给 19 Aug @ 3:08am 
作者你这mod把原版的矩形给覆盖了?
白金trigger  [author] 18 Aug @ 9:31pm 
更新了!增加了9*9的八种布局蓝图和一个优化版的链式阵地,删除了过时的旧版链式阵地,
修复了浏览某些蓝图时因为材料计算导致的报错。
现在飞船地板不会放置到其他地板层上了。投影模式下的绿色重叠提示在暂停时也会立刻显示,
白金trigger  [author] 18 Aug @ 5:41am 
@Skuhld I update the discard link you can try again https://discord.gg/gXEcy2kcmu
Skuhld 18 Aug @ 5:19am 
Hello, thanks for this very useful mod but would it be possible to update to discord link again please? It says link is broken :(
爱你:steamthumbsup: