Thank you all for bringing this up and big thank you red51 for clarifying this . Has been driving me nuts too.
Posts by Nr1Dane
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Ich kann dich und mich beruhigen, an der ToolsAPI und dem Modelloader liegt es nicht. Übrigens die Ordner Umbenennung in 0ToolsAPI ist nicht mehr notwendig. Dank der Prioritäten.
Bei den Blueprints, passiert es gelegentlich das durch die Rotation der BP's die "neuen" Rasterkoordinaten nicht auf das Spielraster passen.
Die Sachen fallen ab weil, sie nicht mehr mit einem Objekt Verbunden sind.
Z.B. die Perfekt an der Wand platzierte Lampe wird nach der Drehung, ein wenig von der Wand entfernt platziert (mit dem Auge nicht zu erkennen).
Der einfachste Weg ist: Admin zu sein und in der Console undo zu benutzen, damit werden die zuletzt zerstörten Objekte wiederhergestellt, bis der Gesamte Blueprint entfernt werden soll (Hier kommt aber ein Bestätigungsfenster, das dann Abgebrochen werden kann).
Bei Bauten für BP's, sollte Mann z.B. Lampen, ein wenig in die Wand setzen, der Kleinste zur Verfügung stehende Raster Schritt reich da Völlig aus:Daumen hoch:####
I can't and calm me down, to the ToolsAPI, and the ModelLoader, it is. By the way, the folder is renamed in 0ToolsAPI is no longer necessary. Thanks to the priorities.
In the Blueprints, it happens occasionally due to the Rotation of BP's the "new" grid coordinates not on the game grid to match.
Things fall because they are no longer Associated with an object.
For example, the Perfect on the wall-placed lamp will not recognize after the rotation, a little away from the wall is placed (with the eye).
The easiest way is: to be Admin to use the Console undo, the last destroyed objects will be restored to the Entire Blueprint should be removed (Here, a confirmation window, which can then be Canceled), but.
In the case of buildings for BP's, should man, for example, lamps, put a little into the wall, the Smallest available Grid step rich as Completely
I re-ran the situation last night and that seems to be exactly what happened - rotating did something to make certain objects go bonkers and disassociate themselves.
I lined up the BP perfectly and no falling objects. I used on many occasions a gridsize of 0.025 for simpler and accurate snaps across the board in my BP and seems like no problem there, but larger snap points/gridsize here and there made some sort of difference. Hmmm. Will tinker around a bit more.
Thank you for the heads up. Cheers!
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And set regular lights to blink/flash and set/change the interval.
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Sharing my Steel Tower BP and a couple of BP parts that was used. I have a few more parts BP's that was used if interested and may upload later when time permits.
Feel free to use any way you like.
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Super very helpful!
Vielen dank!
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I have the same problem and it’s seemingly random. Until a fix is made, I just open console and type undo several times to restore the dropped objects.
I have not tried that but I'll experiment with that a bit. Thank you.
I saw another post about BP folder size issue on a server so I did a cleanup on my SP game and in my BP test scenario it did seem to work at first, perfect BP placement, no object falls and no fall-tru traps. Then went into a couple of other worlds and nope. In one world the BP placement dropped only 2 objects and no fall-tru's but in the other world all but one object dropped and several fall-tru's from stair steps but also including some platform floor blocks. I even cleaned up the blueprint database in one of the worlds, removed BP's no longer present in the BP folder, but to no avail.
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Nr1Dane soooo sorry for this off-topic post, but your doggy is so cute
Yeah he was, that was my boy, I lost him a decade ago but he still lives in my memory. Thank you for your kind words. Cheers!
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So I have created this tower mostly metal and 5 levels with some objects (glass door, bulkhead lamp (oval and single), and a square manhole cover).
I have also within this blueprint used a blueprint of a metal staircase added into each level of the building and a metal beam consisting of one-block segments of a beam. Nothing fancy.
The whole contraption blueprints fine and places fine, but the above mentioned objects "falls off" at random - sometimes a few, sometimes all and end up as a wooden box containing the object wherever gravity lands them.
Also, at random, some of the staircase steps are visible but you'll fall through and the step(s) cannot be removed with the sledgehammer - it's like it's not there. Ctrl-F4-F7 mass delete works if selection is made around the affected block(s).
This is single player, btw, I have tried different worlds (SP) and same thing happens at random.
In my main world game same thing happens but I also have an area where I cannot delete vegetations, blocks and even pick an apple - that crashes the game without any error message except the Windows msg stating the game has stopped responding. Found nothing in the logfiles.
I have the following plugins (ToolsAPI as 0ToolsAPI, AutoDoors, BlueLib-0.2.0 and ModelLoader) - I am using the AutoDoors in my main game and seems to work ok except for the delete-stuff-crash and random Drop-O-Things from my Tower BP.
Any ideas for me to troubleshoot? I'm not that traversed (yet) in Unity. Oh, Steam game files verify is ok.
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Very, very nice - a modular fortress kit. I like it.
Sehr, sehr schön – ein modularer Festungsbausatz. Gefällt mir.
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Wow - fantastic.
Hidden stuff:
Yup, found the *hidden* stuff - like the model ship and little tractor (what BP is that from, btw?)
- Really cool!
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Really cool!
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Absolutely *amazing* - As a newbie to the game I could not resist using this and your yellow Galleon in my big game world. A *BIG* thank you.