Oxygen Not Included

Oxygen Not Included

Blueprints Expanded
124 Comments
Zackbot 18 Oct @ 11:04am 
intuitive, functions well, adds a ton of features i didn't know i needed, works with blueprints from the old mod. 11/10
Boblakk 8 Oct @ 2:53pm 
Thats incredibly well made! Thanks for this essential missing UI feature. I was always wondering if im alone in thinking theres missing some convenience features for building after Ive played cosmoteer.

One minor suggestion: you could add a save button to a already copied blueprint via CRTL + C
MegaDON 3 Oct @ 11:02am 
Very good mod, how did I not find it earlier
ixion 24 Sep @ 7:53am 
@Sgt_Imalas I just came to say thank you! I cannot play without this mod. The updates you are making are amazing and all of this should be in the base game!
Funny smile 22 Sep @ 11:13am 
thank
Sgt_Imalas  [author] 22 Sep @ 8:22am 
storage tile crash should be fixed now
Sgt_Imalas  [author] 22 Sep @ 3:39am 
Make sure you have Mod Updater (and not mod manager).

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
노아 22 Sep @ 3:31am 
When I subscribe this mod, the game says "mod download failed"... do you know what's the problem? I cant play ONI without this mod...
Funny smile 22 Sep @ 2:05am 
I used the StorageTile in the crew module of the rocket. I've almost forgotten what exactly was stored there. It might have been some medicines and algae?
Sgt_Imalas  [author] 21 Sep @ 12:23pm 
rather; what was the storage tile configured to store?
Sgt_Imalas  [author] 21 Sep @ 12:13pm 
I cannot reproduce the issue, what was stored in that storage tile?
Funny smile 21 Sep @ 11:55am 
error log:
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.
Sgt_Imalas  [author] 19 Sep @ 12:10am 
thats because mod managers updating is garbage.
Use Mod Updater.
cedaroo 18 Sep @ 5:55pm 
Thanks. The confusion was that while it _said_ I had the update (after I went thru the update steps) it didn't. Manager's Force-Update didn't work. Removing the mod and reinstalling worked great. Now I see the 'info screen' and like it very much. Thanks! Sleep well.
Sgt_Imalas  [author] 17 Sep @ 4:02pm 
that screen exists for both use tool and snapshot

(and no, im not getting enough sleep)
Sgt_Imalas  [author] 17 Sep @ 4:01pm 
Atm there is not hotkey, its a checkbox in the new state screen (above the priority selection)
cedaroo 17 Sep @ 3:03pm 
Well that was quick. :-) Are you getting enough sleep? :-) The change log, which I thank you for using, (seriously, so few modders do) shows that you've "added the option to turn off blueprint building data application on placement".

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!
Sgt_Imalas  [author] 16 Sep @ 10:25am 
given the fact that I'm not fully satisfied with the current use tooltip (its too crowded/too much information), I might add that in the next update;
my idea is to move some of the information (and potential toggles into an info container in the bottom right)
cedaroo 16 Sep @ 5:37am 
Thanks. I thought it might be an option I had overlooked.

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. :-)
Sgt_Imalas  [author] 16 Sep @ 1:39am 
as of now; no, what would be the use case of not copying settings?
cedaroo 16 Sep @ 1:11am 
Love this incredibly useful mod! Question: Sorry if I'm missing it but is there a keyboard modifier or way when using the _snapshot_ tool to not copy settings? Same question for blueprints. FWIW I too have memory issues, so not having to "invent the wheel" each time is very stress reducing! Thanks!
kukuTU-터키 2 Sep @ 7:11pm 
thank you Sgt_Imalas
i remove fluid shipping mod
Sgt_Imalas  [author] 2 Sep @ 12:06am 
Fluid shipping contains a broken type reference and needs to be updated.
i can't do anything about that
kukuTU-터키 1 Sep @ 7:27pm 
PeterHan.PLib.Core.PRemoteComponent.Process (System.UInt32 operation, System.Object args) (at <de6fc1121cf144249065a14b7bcd556c>:0)
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.
kukuTU-터키 1 Sep @ 7:26pm 
hi Sgt-Imals

i have a problem Blueprints Expanded with Fluid Shipping (https://gtm.steamproxy.vip/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)
Jaggid Edje 25 Aug @ 12:34pm 
@RuneTrantor, this site has activity: https://blueprintnotincluded.org/
Not sure if there are others or not.
Rune Trantor 25 Aug @ 12:24pm 
is there any place to share bps? Would love to have some nice builds by others to use on occassion. (Or maybe have the mod come with a few preloaded ones? <3)
Warmachine 29 Jul @ 5:56pm 
I don't usually find mods compelling enough to comment, but this mod is a game changer. When it comes to being able to replicate a design in a hurry, like automation control circuits for instance or hydra/SPOM designs, this thing can't be beat. Biggest QOL in however many hundred hours I've clocked so far.
Proton 10 Jul @ 2:22am 
Actually a great mod, thanks so much.
Jaggid Edje 3 Jul @ 1:49am 
@Derrick, you'd be surprised at how many other people also have "memory problems" when it comes to ONI. I use blueprints of 'basic things' all the time in my playthrough.

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. :)
Derrick 3 Jul @ 1:33am 
Don't know who you are, but I love you. Sincerely. I have a memory problem, and sometimes I lose hours at a time to just... blank time... like... nothing happens that I remember and nothing has gotten done. This will help me finally get to space! now that i can have them work on one large project at a time, just in case the proverbial lights go out.

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?
Sgt_Imalas  [author] 2 Jul @ 5:27pm 
also generally "forces reload" is fake.
skip the message with escape
Sgt_Imalas  [author] 2 Jul @ 5:25pm 
@Baconator fix your OneDrive situation, this is not a mod issue.
Jaggid Edje 2 Jul @ 5:24pm 
@Baconator, that's an issue that can happen which is not related to the mod itself. Google your problem, you'll find dozens of results with a dozen different ways to resolve it, all of which will work.
Baconator 2 Jul @ 5:12pm 
can't load the game with this mod. it forces a reload loop when mod gets updated
Smegy Bean 1 Jul @ 11:58pm 
game crash when you place a blueprint with two rocket platforms placed directly connected to each other without port extensions, happens both with and without sandbox
Sgt_Imalas  [author] 1 Jul @ 12:12pm 
:steamthumbsup:
< blank > 1 Jul @ 12:09pm 
The Power Consumption of the Space Heater is not saved
Sgt_Imalas  [author] 30 Jun @ 1:31pm 
yoink
< blank > 30 Jun @ 1:20pm 
Thank you for adding everything I mentioned below!

Found a new setting not saved: the Severity Requirement threshold on the Triage Cot
< blank > 29 Jun @ 6:17pm 
yw! Testing it as I build

It's also missing the setting "Fuel Request Threshold" from the Coal Generator
Sgt_Imalas  [author] 29 Jun @ 12:15pm 
> if you find this not working for a setting, please notify me;

thx
< blank > 29 Jun @ 11:48am 
Does not save some building settings like the "Disable Disinfect", or the Wash Basin/Sink directions
Sgt_Imalas  [author] 23 Jun @ 9:01am 
Your displayed mod version lies (that tends to happen for semi broken updating). That crash cannot happen for rocket modules in the last version.
Use mod updater.
不要扶她! 23 Jun @ 4:41am 
Mod version 1.5.2.
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
Sgt_Imalas  [author] 23 Jun @ 4:11am 
Update your mod. That crash is from a previous version
天空 23 Jun @ 2:34am 
此MOD会导致建造辐射粒子引擎时闪退
Jaggid Edje 23 Jun @ 12:49am 
I just was tipped off that this mod existed over on reddit. I've been using "Blueprints (fixed)" for ages, had no idea this one existed. Such a fantastic set of features. Sgt_Imalas, thank you very much for yet another genius mod.
Sgt_Imalas  [author] 22 Jun @ 11:18am 
You can grab a local version on my github [github.com]