Bluebuild

by Mylon

Allows blueprints to be used much earlier. Once a blueprint is placed, nearby entities will be auto-placed at 5/second so long as you have the objects in inventory and are standing still. Once items are marked for deconstruction, they will be auto-removed and put into inventory so long as you are standing still. Press b to toggle building, press n to toggle demolishing.

Utilities
4 years ago
0.14 - 1.1
6.17K
Blueprints

b Crash with Miniloader

6 years ago

This happens to me fairly regularly when putting down larger blueprints. I can get away with small ones but it's 50/50 with larger ones. This was a railway intersection that probably crossed cell boundaries, but the content was otherwise just vanilla track and signals.

5202.569 Error MainLoop.cpp:1035: Exception at tick 24073407: Error while running event Bluebuild::on_tick (ID 0)
Error while running event miniloader::on_put_item (ID 9)
__miniloader__/lualib/util.lua:65: invalid direction passed to rotate_box
stack traceback:
    __Bluebuild__/control.lua:132: in function 'bluebuild'
    __Bluebuild__/control.lua:50: in function 'bluecheck'
    __Bluebuild__/control.lua:35: in function 'playerloop'
    __Bluebuild__/control.lua:270: in function <__Bluebuild__/control.lua:269>
5202.570 Error ServerMultiplayerManager.cpp:96: MultiplayerManager failed: "Error while running event Bluebuild::on_tick (ID 0)
Error while running event miniloader::on_put_item (ID 9)
__miniloader__/lualib/util.lua:65: invalid direction passed to rotate_box
stack traceback:
    __Bluebuild__/control.lua:132: in function 'bluebuild'
    __Bluebuild__/control.lua:50: in function 'bluecheck'
    __Bluebuild__/control.lua:35: in function 'playerloop'
    __Bluebuild__/control.lua:270: in function <__Bluebuild__/control.lua:269>"
6 years ago
(updated 6 years ago)

It appears there's a bug with raising the event manually. I'm surprised "revive.direction" doesn't work. I'll look into it.

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