Blueprint Shotgun


Adds a gun that shoots items to build ghosts, upgrade entities, and more! Also features a vacuum mode to mine entities, tiles, and ground items. An alternative to nanobots or other early bot start mods.

Utilities
a day ago
1.1 - 2.1
16.8K
Blueprints

b got a crash while shoting cliffs

a day ago

The mod Blueprint Shotgun (0.2.22) caused a non-recoverable error.
Please report this error to the mod author.

Error while running event blueprint-shotgun::on_tick (ID 0)
value for required field 'name' is missing
stack traceback:
[C]: in function 'create_entity'
blueprint-shotgun/scripts/build/cliffs.lua:115: in function '?'
blueprint-shotgun/scripts/flying-items.lua:21: in function 'on_tick'
blueprint-shotgun/control.lua:302: in function <blueprint-shotgun/control.lua:299>

I was deconstructing with a planner and shot at a marked cliff and as soon as the item hit the cliff the game crashed and I got this error message.

the error reoccurs as soon as I mark a cliff for deconstruction and shoot the shotgut at it.

a day ago

I just tested in a vanilla game, and couldn't reproduce. Do you have any mods enabled that would affect cliff explosives in some way? Adding new ones, changing the existing ones, etc?

a day ago

this is the modlist I am currently using, I don't think there is anything in here doing anything to the cliff-explosives.
{
"mods":
[

{
  "name": "base",
  "enabled": true
},

{
  "name": "elevated-rails",
  "enabled": true
},

{
  "name": "quality",
  "enabled": true
},

{
  "name": "space-age",
  "enabled": false
},

{
  "name": "advanced_target_priorities",
  "enabled": true
},

{
  "name": "alien-biomes",
  "enabled": false
},

{
  "name": "alien-biomes-graphics",
  "enabled": false
},

{
  "name": "Armor_upgradable",
  "enabled": true
},

{
  "name": "artillery-visibility-2_0",
  "enabled": true
},

{
  "name": "ArtilleryShellStack",
  "enabled": true
},

{
  "name": "assault_spidertron_V2",
  "enabled": true
},

{
  "name": "auto-deploy-combat-robots",
  "enabled": true
},

{
  "name": "AutoDeconstruct",
  "enabled": true
},

{
  "name": "belt-visualizer",
  "enabled": false
},

{
  "name": "blueprint-sandboxes",
  "enabled": true
},

{
  "name": "blueprint-shotgun",
  "enabled": true
},

{
  "name": "BottleneckLite",
  "enabled": true
},

{
  "name": "camedo-snapmine",
  "enabled": true
},

{
  "name": "cannon_defense_systems",
  "enabled": true
},

{
  "name": "change-recipe-quality-without-re-selecting-recipe",
  "enabled": true
},

{
  "name": "die-quietly-please",
  "enabled": false
},

{
  "name": "even-distribution",
  "enabled": true
},

{
  "name": "FactorySearch",
  "enabled": true
},

{
  "name": "FastGate",
  "enabled": true
},

{
  "name": "FilterHelper",
  "enabled": true
},

{
  "name": "fireproof-land-mines-2-0-port",
  "enabled": true
},

{
  "name": "flib",
  "enabled": true
},

{
  "name": "folk-fill",
  "enabled": true
},

{
  "name": "inventory-repair",
  "enabled": true
},

{
  "name": "KS_Combat_Updated",
  "enabled": true
},

{
  "name": "Kux-CoreLib",
  "enabled": true
},

{
  "name": "Kux-GuiLib",
  "enabled": true
},

{
  "name": "Kux-ProductionRates",
  "enabled": true
},

{
  "name": "OilOutpostPlanner",
  "enabled": true
},

{
  "name": "Planet-Hopper",
  "enabled": false
},

{
  "name": "RateCalculator",
  "enabled": true
},

{
  "name": "Recharging_Armor",
  "enabled": true
},

{
  "name": "RPGsystem",
  "enabled": false
},

{
  "name": "sa-science-packs",
  "enabled": false
},

{
  "name": "SpidertronEnhancements",
  "enabled": true
},

{
  "name": "spoilage-solution",
  "enabled": false
},

{
  "name": "StatsGui",
  "enabled": true
},

{
  "name": "textplates",
  "enabled": true
},

{
  "name": "tile-upgrade-planner",
  "enabled": true
},

{
  "name": "VehicleSnap",
  "enabled": true
},

{
  "name": "visible-planets",
  "enabled": false
},

{
  "name": "Water-Friendly-Walls",
  "enabled": true
},

{
  "name": "zoom-based-exoskeleton-speed",
  "enabled": false
}

]
}

a day ago

I had a hunch it was KS Combat, and thankfully that was correct.
KS Combat replaces a bunch of projectiles with streams, since streams have more of an arc compared to the straight line path that projectiles take.
Blueprint Shotgun was scanning specifically only projectiles to figure out what it needs to spawn when a cliff explosive item gets used.

I've fixed this in version 0.3.8, though I noticed you're on the last 2.0 version of Blueprint Shotgun.
I prefer not to backport/maintain two game versions of the same mod; I've got enough mods on my plate already lol.
I guess for now avoid shooting cliffs with the gun until 2.1 comes out (or you decide to switch to experimental), sorry about that.

9 hours ago

thanks for the support, are there any issues with switching to the experimental branch?

9 hours ago

Not really, if anything it's usually more stable than 2.0 since it has more bugfixes.
The only thing to be concerned about is if you wanted to switch back, I don't think you can load saves made in a higher game version.

8 hours ago

cool, guess ill do that the next time I load up the game

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