Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
One minor suggestion: you could add a save button to a already copied blueprint via CRTL + C
then make sure the game is not blocked by OneDrive from writing mods
if you have OneDrive, disable it for the "Documents" Folder and follow the Klei troubleshooter to restore folder permissions: https://support.klei.com/hc/en-us/articles/360029880551-Oxygen-Not-Included-Troubleshooting-Guide#:~:text=Support%20website.-,OneDrive
you cam also try unsubscribing+resubscribing, but if onedrive blocks the install, that wont help
First anim file needs to be non-null
StorageTile.Instance.UpdateContentSymbol() → KBatchedAnimController.SwapAnims() → KAnimControllerBase.set_AnimFiles()
(BlueprintData.DataTransferHelpers…TryApplyData / UnderConstructionDataTransfer.TransferDataTo)
It seems that the game crashed because the blueprint contained StorageTile.
Use Mod Updater.
(and no, im not getting enough sleep)
Is there an option to paste without "building data application" using snapshot? Maybe <modifier-key> then snapshot button? Because I'm likely one of the only weirdo who LOVES your mod, but uses 'snapshot' 100:1 vs 'blueprint'. So I thought I'd ask. :-) And if I just missed the option: Sorry! , It's likely because, like you, I also suffer from insomia. :-)
Thank you!
my idea is to move some of the information (and potential toggles into an info container in the bottom right)
As you asked, one case was using snapshot to copy a storage/shipping area. When I latter snapshot the loaders to add new elements the dups loaded before I could change them. It was only a pain because there's no "empty rail" command like there is for pipes so I had to deconstruct the entire rail lines to fix it. Still easier than starting from scratch though!
I also created a manual liquid and gas sorting area and later decided to add additional emptier/drainers with all the assorted piping. When I went back to see if construction finished dups had already loaded the "copied" elements into them all. Still easier than scratch though.
Micro-managing (pausing to change each building as soon as built) would have avoided both issues, and as "edge cases" aren't likely worth your time coding for.
Thanks again for this super helpful mod! My hands achy hands really appreciate it. :-)
i remove fluid shipping mod
i can't do anything about that
PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <6446ff942ad0446a9e235dd183859e8f>:0)
PeterHan.PLib.Core.PLibCorePatches.Initialize_Postfix () (at <6446ff942ad0446a9e235dd183859e8f>:0)
(wrapper dynamic-method) Localization.Localization.Initialize_Patch48()
Global.Awake () (at <3b73c925114143c5bad31ccbc5facdf1>:0)
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion, Transform)
Util:KInstantiate(GameObject, Vector3, Quaternion, GameObject, String, Boolean, Int32)
Util:KInstantiate(GameObject, GameObject, String)
LaunchInitializer:Update()
Build: U56-679336-SCRPD
help me plz.
i have a problem Blueprints Expanded with Fluid Shipping (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1794548334&searchtext=fluid)
ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
VTable setup of type StormShark.OniFluidShipping.BottleFiller failed
System.Reflection.Assembly.GetTypes () (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
Localization.CollectLocStringTreeRoots (System.String locstrings_namespace, System.Reflection.Assembly assembly) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
Localization.RegisterForTranslation (System.Type locstring_tree_root) (at <3b73c925114143c5bad31ccbc5facdf1>:0)
PeterHan.PLib.Core.PLibLocalization.LocalizeItself (Localization+Locale locale) (at <267cf7a573544518a23401007b0bfdfa>:0)
PeterHan.PLib.Core.PLibCorePatches.Process (System.UInt32 operation, System.Object _) (at <267cf7a573544518a23401007b0bfdfa>:0)
Not sure if there are others or not.
Mechanical filters, for example, which are nothing but a small pipe loop and a single mechanical valve. Can't get much easier to remember than that, yet I had a bad habit of running the pipes backwards more often than not when I would build one. Blueprinted a few 'correct' ones (for both gas and liquid and multiple directions of flow) and never had that problem again. :)
I think I will add Basic Builds to that, for folks like me who have to restart often(?) Not sure how useful that will be to folks who play this game though.... surely the first few days are automatic for everyone else?
skip the message with escape
Found a new setting not saved: the Severity Requirement threshold on the Triage Cot
It's also missing the setting "Fuel Request Threshold" from the Coal Generator
thx
Use mod updater.
Game crash 100% when building rocket "Gas Cargo Canister"
log:
NullReferenceException: Object reference not set to an instance of an object
BlueprintsV2.BlueprintData.DataTransferHelpers+DataTransfer_TreeFilterable.TryGetData (UnityEngine.GameObject arg) (at <dfb45a3c53aa4ea19bd15ba24da690e6>:0)
BlueprintsV2.ModAPI.API_Methods.GetAdditionalBuildingData (UnityEngine.GameObject gameObject) (at <dfb45a3c53aa4ea19bd15ba24da690e6>:0)
BlueprintsV2.BlueprintsV2.BlueprintData.UnderConstructionDataSettingHelper.HasDataTransferComponents (BuildingUnderConstruction building) (at <dfb45a3c53aa4ea19bd15ba24da690e6>:0)
...(log too long)
Build: U56-675600-SCRD