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zedyzheng therzok hbyscl mik3qiao kyorakuyk limoka wingless222 innominata denverdoug zhangxp1998 ciizel songyandong 458263917ydh red-f thomasblt starfi5h wmtorode simwhiteside tyukara broodja mattsemar jml3on testpushpleaseignore shifan3 thecodershome scrivener qq253498229 lumpy196 rootrex1 arakashic rainvm volaruqq arosplochqol's Issues
shift copy of buildings with inserters always has colliding inserters
When shift-clicking a building with inserters, the inserters collide with belts placed in the same orientation as the building that was copied.
I tried to copy the building to the left of the ghost.
MultiBuild feature request: Gap every X
For example, I like building smelters in groups of 6, with a 1-wide gap between groups. That's because that's the exact area a Tesla Tower can cover if placed in the gap.
Similar to how you can increase/decrease the gap with +/-, maybe you could bind Shift +/- to increase and decrease group size.
CopySorters function is broken
[MultiBuildBeta][Suggestion
[Suggestion][MultiBuild] Automatically Place Foundation
It would be awesome if buildings being placed that are blocked by lack of foundation could automatically place foundation/soil to resolve the blockage.
[MultiBuild] [Feature request] Keep orientation of shift-clicked buildings.
Arguably a regression, as CopyInserters provides this and MultiBuild is meant to provide the same functionalities. To some extent MultiBuild does cover this by making a blueprint (see #51 though), but for mining machines and such it doesn't.
Without mods, shift-clicking a building is the same as selecting it in the build menu, and gets you that building in whatever orientation you had it most recently during the current build mode session, or in the default orientation. With CopyInserters, it gets you that building in the orientation of the one you clicked (and with any associated sorters), and this is also now the "most recent" for menu select purposes. With MultiBuild (as of v2.2.0), if it's a blueprintable building it gets you a blueprint (with sorters) and the "most recent" orientation is reset to default; if it's not blueprintable it behaves as vanilla.
2.0.5 MultiBuildBeta Belt Issue
Copy Planetary Logistic station does not copy min load of drones
MultiBuild 2.0.6: Copying elevated belts and stacked buildings is broken, it overlaps some and ignores others
Filters/Priorities on splitters not copied with blueprint.
Hi.
When copying splitters, the filters and/or priorities are not copied, so when building a blueprint you'd have to figure out how the splitters are set up.
This can be an issue with other peoples blueprints.
Otherwise, love the mod! :)
MultiBuildBeta: Belt-to-Belt Sorters not copied
Sorters that move from items from one belt to another aren't included in blueprints. This sample blueprint should move items from one storage container to another:
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
ArgumentOutOfRangeException
[MultiBuildBeta] IndexOutOfRangeException @NearColliderLogic
happens randomly (0-1/min) when selecting a build position in any mode, Shift+LMouse or blueprint and even the remnants of the blueprint.
I cannot reproduce the error immediately after restarting.
maybe "private static int[] _nearObjectIds = new int[128];" -> 4096 as in the original
Exception hit 4 times: IndexOutOfRangeException: Array index is out of range.
NearColliderLogic.GetBuildingsInAreaNonAlloc (UnityEngine.Vector3,single,int[],bool) <0x00ad9>
com.brokenmass.plugin.DSP.MultiBuild.BlueprintManager.Paste (UnityEngine.Vector3,single,bool) <0x01632>
com.brokenmass.plugin.DSP.MultiBuild.BuildLogic.PlayerAction_Build_DetermineBuildPreviews_Prefix (PlayerAction_Build&) <0x01a61>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..DetermineBuildPreviews> (PlayerAction_Build) <0x00b92>
com.brokenmass.plugin.DSP.MultiBuild.BuildLogic.PlayerAction_Build_BuildMainLogic_Prefix (PlayerAction_Build&) <0x001dc>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..BuildMainLogic> (PlayerAction_Build) <0x00023>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..GameTick> (PlayerAction_Build,long) <0x0037f>
PlayerController.GameTick (long) <0x0013f>
Player.GameTick (long) <0x0006c>
(wrapper dynamic-method) GameData.DMD<GameData..GameTick> (GameData,long) <0x00110>
GameMain.FixedUpdate () <0x00262>
Target methods matching by name:
System.Void PlayerAction_Build::DetermineBuildPreviews()
System.Void PlayerAction_Build::BuildMainLogic()
virtual System.Void PlayerAction_Build::GameTick(System.Int64 timei)
System.Void GameData::GameTick(System.Int64 time)
Relevant plugins:
1. com.brokenmass.plugin.DSP.MultiBuildBeta - brokenmass-MultiBuildBeta-2.1.4\MultiBuild.dll
Postfix[index=0]: static System.Boolean com.brokenmass.plugin.DSP.MultiBuild.BuildLogic::PlayerAction_Build_DetermineBuildPreviews_Prefix(PlayerAction_Build& __instance)
==================
Exception hit 8 times: IndexOutOfRangeException: Array index is out of range.
com.brokenmass.plugin.DSP.MultiBuild.BuildLogic.ActivateColliders (NearColliderLogic&,System.Collections.Generic.List`1<UnityEngine.Vector3>) <0x0015b>
com.brokenmass.plugin.DSP.MultiBuild.BlueprintManager.Paste (UnityEngine.Vector3,single,bool) <0x01a05>
com.brokenmass.plugin.DSP.MultiBuild.BuildLogic.PlayerAction_Build_DetermineBuildPreviews_Prefix (PlayerAction_Build&) <0x01a61>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..DetermineBuildPreviews> (PlayerAction_Build) <0x00b92>
com.brokenmass.plugin.DSP.MultiBuild.BuildLogic.PlayerAction_Build_BuildMainLogic_Prefix (PlayerAction_Build&) <0x001dc>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..BuildMainLogic> (PlayerAction_Build) <0x00023>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..GameTick> (PlayerAction_Build,long) <0x0037f>
PlayerController.GameTick (long) <0x0013f>
Player.GameTick (long) <0x0006c>
(wrapper dynamic-method) GameData.DMD<GameData..GameTick> (GameData,long) <0x00110>
GameMain.FixedUpdate () <0x00262>
Target methods matching by name:
System.Void PlayerAction_Build::DetermineBuildPreviews()
System.Void PlayerAction_Build::BuildMainLogic()
virtual System.Void PlayerAction_Build::GameTick(System.Int64 timei)
System.Void GameData::GameTick(System.Int64 time)
Relevant plugins:
1. com.brokenmass.plugin.DSP.MultiBuildBeta - brokenmass-MultiBuildBeta-2.1.4\MultiBuild.dll
Postfix[index=0]: static System.Boolean com.brokenmass.plugin.DSP.MultiBuild.BuildLogic::PlayerAction_Build_DetermineBuildPreviews_Prefix(PlayerAction_Build& __instance)
==================
When will the blueprint be added? I can't wait...
When will the blueprint be added? I can't wait...
MultiBuildBeta: NullReference Exception
MultiBuildBeta: 2.0.3
I ran into this exception while testing out the beta. I have already copy/pasted this blueprint ~6-7 times without issue, so it's not a consistent repro. (the game is dead at this point, items on belts aren't moving).
Edit:
After saving right here and reloading I get this error, but the game appears to be running:
Edit 2:
It might have something to do with this sorter that isn't connected properly. Every other sorter connected fine:
Edit 3: Yeah this sorter is definitely busted, I can't delete it even after multiple reloads, and hovering over it with the core games mass destruct crashes things.
[MultiBuild] Method not found error
MultiBuild broken after update
[Suggestion] [MultiBuildBeta] All blueprints to join ghost belts
Allow blueprints to join ghost belts, similar to how blueprints can join placed belts.
[Suggestion] A way to join belts
Thanks for the mod!
It'd be great if there was a way to join belts when pasting a blueprint. I.e. if built belts overlap with blueprint belts, join them together when pasting.
MultiBuild, possible improvement
The adjustable spacing of your mod is excellent addition, i wonder if its possible to remember the spacing for buildings separately?
So you can put down poles at certain distances and then build the assemblers like normal without having to use +/-.
don't need foundation support if placed blueprint is on water outside of build range
MultiBuildBeta: How about adding a mirror flip feature
I think it would be very useful if copy or blueprint can be flipped.
Thanks for your amazing work.
How to install in DSP?
I've tried running it with r2modmanPlus
But it seems to be not registering with the game. How i can launch it with the mod?
[Suggestion] [MultiBuild] A way to overlap blueprints
Sometimes I have a blueprint (like 5 assembling machines) but I want a non multiple of five. Having a way to overlap the blueprint with an already built one and ignore the "compatible" already built pieces would be great! That way if I wanted 12, but I had a blueprint with 5, then I could stamp out 5, then 5, then overlap 3 and paste two more.
error in 0.6.17.5932
game version 0.6.17.5932
plugin version brokenmass-MultiBuild-1.1.2
Exception hit 4323 times: MissingMethodException: Method not found: 'VFAudio.Create'.
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..DetermineBuildPreviews> (PlayerAction_Build) <0x00bb9>
MultiBuild.MultiBuild.BuildMainLogic_Prefix (PlayerAction_Build&) <0x0032c>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..BuildMainLogic> (PlayerAction_Build) <0x00023>
PlayerAction_Build.GameTick (long) <0x002c0>
PlayerController.GameTick (long) <0x0013f>
Player.GameTick (long) <0x0006c>
(wrapper dynamic-method) GameData.DMD<GameData..GameTick> (GameData,long) <0x00114>
GameMain.FixedUpdate () <0x00262>
Target methods matching by name:
void PlayerAction_Build::DetermineBuildPreviews()
void PlayerAction_Build::BuildMainLogic()
void GameData::GameTick(long time)
Relevant plugins:
...
harmony-auto-d7346aa4-3ffe-4ff8-9e6c-0ff2c0ff8264 - DSP modding pack\Alejandro1-BuildAnywhere-1.4.2\BuildAnywhere.dll
Postfix[index=1]: static bool BuildAnywhere.PlayerAction_Build_DetermineBuildPreviews_Patch::Prefix(PlayerAction_Build __instance)
==================
game error with liquid storage tanks
Null Reference Exception when copying a mk3 assembler
Functionality loss from CopyInserters
Cheers on the amazing work done here and the quick fixes + improvements.
Just wanted to call out a quick thing. With the clash of CopyInserters, the toggle ability to not copy inserters is lost.
Not sure if this is something that can be re-added, but thought I'd call it out.
Cheers!
3therios#0794
MultiDestruct depreciated on Thunderstore?
Reference: https://dsp.thunderstore.io/package/brokenmass/MultiDestruct/
Sorry if this isn't the place for requests like this, I couldn't find another.
MultiDestruct is not listed on Thunderstore anymore, and says on its page (luckily for me I had a direct link saved) that it "has been marked as deprecated, and it's suggested another alternative is used."
I see no such alternative. I thought maybe the new Blueprinting mod would have the functionality but it doesn't seem to.
Is this depreciation incorrect, or is there an alternative I don't know about. If so, what is that alternative? I would suggest putting a link to that alternative in the Thunderstore page. It would have saved my confusion.
[MultiModBeta] - [Bug] Orbital Collector C&P Doesn't work
Idea - Icarus Logistic Station + Improvement
Add 1 interstellar slot command to Icarus's internal inventory.
Use Mecha Energy, Wrapper & drone for request and delivery.
Improve logistic station min/max configuration by adding an additional filter for each supplied/requested/stored item.
Use case example with Hydrogen:
1. Request 2500 locally
2. Request 2500 From Orbital Collector
3. Store 5000 From Belt
3. Supply 7500 Locally
4. Supply 2500 Remotely
Specific LS Target List Selection.
Use case example:
1. ILS A Request from solar system X and Supply to Solar System Y Station B
2. ILS Request Deuterium from station A B C & D Supply To E & F
ILS Statistics Panel Tab
1. Track Supply & Demand of ILS(s) for solar systems & planets
2. Track available quantity per station/item.
I'm fine in C# however my knowledge in modding unity games is close to none but I'm available to support in developing this or bug fixes & testing.
Let me know what you think! Also big thanks for your mods they're a life changer!
能量枢纽的状态不能被复制,只连接了传送带的分拣器也没有被复制
[MultiBuild] [Bug] Dismantle mode deselects blueprint
If you enter "Dismantle Mode" while holding a blueprint, when you exit back to "Building Mode" you're only holding a basic building.
Steps to reproduce:
- shift-click building with sorters attached or select a blueprint
- press
x
- press
x
Expected results:
- Same thing held.
Actual results:
- Bare building held.
MultiBuild v2.2.0, BepInEx5.4.5, as installed by r2modman 3.1.9.
[Suggestion] Rectangular Selection / Live Contents Count
I am having great difficulty ensuring that I got everything selected when creating large blueprints; despite slowly sweeping back and forth and carefully checking visually afterwards, it's very easy to miss a belt segment or sorter. I uploaded a dozen or so blueprints yesterday and most of them ended up having errors.
It would make life a lot easier if I could just move the cursor to one corner, hit a key (HOME?), move to the other corner, and hit another key (END?).
On a related note, having a live display of the types and counts of items in the current selection would be a helpful cross-check.
Again, TYVM for your hard work on this project.
[MultiBuildBeta] [Bug] Error when placing storage after items left on ground
This error happened when I was testing the recent update that places items on the ground when your inventory is full.
I forced items to be placed on the ground.
Then I placed a storage box mk 2 to free up inventory space so I could pick up the items on the ground.
Upon placing the storage box, I got the following error:
MultiBuildBeta 2.2.1
Sorters cannot be placed on belts that are connecting to existing ones
Error when building
I can 100% reliably cause this crash:
ArgumentException: An element with the same key already exists in the dictionary.
by pasting this build and clicking it into the world: https://files.terriblefish.com/universal%20matrix%20replication%20-%20layer%201%20-%20equator%20-%20no%20fiber%20optic%20thingers
If I snapshot the source buildings and lay it down again, I generally get the same error within a couple of minutes. I can send my save game if that helps.
Crash on save load
There seems to be some conflict between BuildAnywhere mod and Multibuild Beta. Disabling BuildAnywhere stops the crash. The crash happens when you select an item from the mecha's inventory.
Exception hit 2424 times: MissingMethodException: Method not found: 'VFAudio.Create'.
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..DetermineBuildPreviews> (PlayerAction_Build) <0x00b90>
com.brokenmass.plugin.DSP.MultiBuild.BuildLogic.PlayerAction_Build_BuildMainLogic_Prefix (PlayerAction_Build&) <0x001dc>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..BuildMainLogic> (PlayerAction_Build) <0x00023>
(wrapper dynamic-method) PlayerAction_Build.DMD<PlayerAction_Build..GameTick> (PlayerAction_Build,long) <0x0037f>
PlayerController.GameTick (long) <0x0013f>
Player.GameTick (long) <0x0006c>
GameData.GameTick (long) <0x00110>
GameMain.FixedUpdate () <0x00262>
Target methods matching by name:
System.Void PlayerAction_Build::DetermineBuildPreviews()
System.Void PlayerAction_Build::BuildMainLogic()
virtual System.Void PlayerAction_Build::GameTick(System.Int64 timei)
Relevant plugins:
1. com.brokenmass.plugin.DSP.MultiBuildBeta - brokenmass-MultiBuildBeta\MultiBuild.dll
Postfix[index=0]: static System.Boolean com.brokenmass.plugin.DSP.MultiBuild.BuildLogic::PlayerAction_Build_DetermineBuildPreviews_Prefix(PlayerAction_Build& __instance)
2. harmony-auto-efbf3416-8403-45ee-ae21-627de7cfd5e1 - Alejandro1-BuildAnywhere\BuildAnywhere.dll
Postfix[index=1]: static System.Boolean BuildAnywhere.PlayerAction_Build_DetermineBuildPreviews_Patch::Prefix(PlayerAction_Build __instance)
==================
[Suggestion] [Multibuild] A way to ignore colliding blueprint elements
I.e. with factorio, you can hold down shift to paste a blueprint with collisions, and it will simply not paste the colliding elements.
[Multibuild Beta] Copied splitters not connecting properly when linking thermal generators
To reproduce:
- Place a belt with a fuel feed (such as coal)
- Place a thermal generator with three splitters picking up the fuel from the belt
- Place a second generator next to the first
- Place two splitters (I was using blue if that's possibly part of the issue), feeding the second generator from the first generator (creating a chain of generators)
- Shift-click on the second generator to copy it
- Place the copy next to the second generator with the splitters linked up, adding a third to the chain
While the splitters show a connection between the second and third generators, the third generator will show NO FUEL and the splitters won't feed. It is necessary to manually delete and recreate the splitters to get them to feed fuel.
Note, this does work correctly if you're placing a working chain of generators in a blueprint--this is just an issue with the shift-click copy function.
I should also note it works correctly in the mod this mod replaces (the name escapes me--the one that allows you to copy buildings and their splitters).
[MultiBuild] [Bug] Shift-clicking a building resets orientation to default
Normally when you initiate build mode, buildings will be in a default orientation, and any rotations done will be remembered until you exit build mode. With MultiBuild v2.2.0, when shift-clicking a building, you get a blueprint of it in the orientation of the instance you clicked on, and the remembered orientation is reset to the defualt orientation. Any rotations done to the blueprint will be remembered, but relative to the default orientation, not the orientation of the instance, nor the previously remembered orientation.
Steps to reproduce:
- Start build mode (with
b
or by selecting a building from the menu) - Via the build menu, place an assembler rotated once (white prongs pointing east)
- Shift-click it
- Right-click
- Select assembler from the menu
Expected result:
- Same orientation (white prongs pointing east)
Actual result:
- Reset orientation (white prongs pointing north)
Further steps:
- Shift-click it again
- Rotate once (white prongs pointing south)
- Right-click
- Select assembler from the menu
Expected result:
- Same orientation
Actual result:
- Rotated relative default orientation (white prongs pointing east)
MultiBuild v2.2.0, BepInEx5.4.5, as installed by r2modman 3.1.9.
(Originally mistakenly thought to be part of #49)
Blueprints tab blocking flight data when it's open and you go into sail mode.
Thanks for your mods + an idea
Thanks for all your mods, they are huge QOL improvements!
If you are accepting requests one mod that I would love to see is something that would help find bottlenecks and spit out production capacity/consumption for the current planet. I'm thinking it would work like:
- click button to start mod -->
- look at all the smelters/assemblers/etc on the current planet -->
- calculate theoretical maximum production/consumption assuming they work at 100% -->
- spit it out in some format, either in the UI or a file like Resource Spreadsheet Generator does
Mark bepinex as a dependency in thunderstore
I installed MultiBuildBeta with r2modman but it was broken until Soullessbody noted I needed bepinex. I didn't catch this in the docs, but if that mod is marked as a dependency on thunderstore then the mod manager will download it automatically (like it does for copyinserters)
Solar panels can be placed closer than they should be.
Creating a blueprint of solar panels close to the equator and pasting it further from the equator allows to create a denser solar field than possible otherwise.
Error in 2.0.4
When I update 2.0.4
I can't open the blueprint function, click the button to not respond.
[MultiBuildBeta] IndexOutOfRangeException when coping building with unfinished inserter
Ver 2.1.4, using r2modman
When I start to copy buildings that has inserters to be built (but not done), this exception raises immediately.
Toggle Copying of Logistic Tower Slots
First of all, TYVM for your hard work on this mod, it's very helpful.
One thing that would make it even easier to use would be the ability to toggle whether the slot settings on towers are copied. Right now, they are, so if you want to copy (for example) an Iron Smeltery and make a new Copper Smeltery, when the duplicate factory is created, it immediately starts importing and smelting iron.
On a related topic, the ability to mass-change the recipe in Smelters and Assemblers would be really, really handy.
[Suggestion][MultiBuildBeta] Add option to ignore belts
When attempting to use MultiBuildBeta to create a large build out of tiles, I find myself having to connect the belts between the placed sections of each tiled build.
My thought is that instead, I could place the belts I need for the full build first, and then place as many copies of the build as I need over the already placed belts.
To make this easier, it would be nice if there was an option to ignore belts when selecting items for a blueprint.
Index out of bounds exception while shift clicking chemical plant with inserters
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