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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455.072 KB
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.
106 Comments
Brody 13 Sep @ 10:27pm 
Well it didn't copy the effect of the joker to the right but it DID copy buildings so I could place them TO the right which is much better.
Mozetronick 11 Sep @ 12:37pm 
For some reason it didn't remember my 2 blueprints from a neighboring save and I had to build the same building again. Doesn't work for me, even the export option doesn't help. If it was supposed to do something when exporting, the text window I was expecting to copy this blueprint doesn't appear. The "Blueprints" folder with .xml files seems to be there, but it doesn't show up in other games. I don't understand how to make it work correctly in all worlds. Is it really meant to work only within one save?
S.E.A.F Commando 8 Sep @ 10:08pm 
does this mod allow me to save a base and automatically start with it in new games?
Radiosity 2 Sep @ 2:33pm 
@Confused_Pacifist - Came across this earlier today, seems like it's probably what you're after:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2189006791
RaiderLeader666 2 Sep @ 10:49am 
Nvm it just doesn't work with modded blocks like the overwall air conditioner
RaiderLeader666 2 Sep @ 10:38am 
Throws an error when trying to draw the ghost preview and doesn't work
A Good Boy 31 Aug @ 12:30am 
so i have to actually build my thing to save it? cant just save my plans and copy paste that to another game?
Confused_Pacifist 26 Aug @ 9:56pm 
is there any mod that pairs with this to save storage preferences with the blueprints? id love to not have to set up my storage settings every time.
Whitewolf 24 Aug @ 2:28am 
It's a mod clash with "Adaptive Storage Global Settings" To bad, I liked that mod, But I like this one more so...
Whitewolf 24 Aug @ 1:08am 
Blueprints disappear during game play. I load my game and all my blue prints are there, go back after a few minutes and they are gone, only the create button and a cancel button are there, cancel button is not normally there and I can't import my blue prints. Now save and reload might bring them back, but they are gone again the next time I look. Any ideas?