Custom Blueprints used wrongly by assembler in large blocks tab.

lAimBotl shared this bug 4 months ago
Reported

If you make a custom component tab and add blueprints to make 1000x steel plates at a time for a custom (or adding to the vanilla) assembler the large blocks tab will use the x1000 components as if they are normal vanilla blueprints, making the block costs in the large blocks tab very high and inaccurate to the blocks in game.


Not really sure what the best approach to fixing this would be, maybe checking the amount the blueprints makes and if it is over the amount it costs only make 1,

or prioritize using vanilla component blueprints.


For Testing:

--------------------------------------------

BluprintClasses.sbc:

<?xml version="1.0"?>

<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">

<BlueprintClassEntries>

<Entry Class="LargeBlocks" BlueprintSubtypeId="Assembler/LargeAssemblerT2_lAimBotl" />

</BlueprintClassEntries>

</Definitions>

--------------------------------------------

BlueprintsBULK.sbc:

<?xml version="1.0"?>

<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">

<Blueprints>

<Blueprint>

<Id>

<TypeId>BlueprintDefinition</TypeId>

<SubtypeId>SteelPlateX1000</SubtypeId>

</Id>

<DisplayName>Steel Plate x1000</DisplayName>

<Icon>Textures\GUI\Icons\component\steel_plate_componentX1000.dds</Icon>

<Prerequisites>

<Item Amount="21000" TypeId="Ingot" SubtypeId="Iron" />

</Prerequisites>

<Result Amount="1000" TypeId="Component" SubtypeId="SteelPlate" />

<BaseProductionTimeInSeconds>1000</BaseProductionTimeInSeconds>

<IsPrimary>true</IsPrimary>

</Blueprint>

</Blueprints>

</Definitions>

--------------------------------------------

BlueprintClassesBLUK.sbc:

<?xml version="1.0"?>

<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">

<BlueprintClasses>

<Class>

<Id>

<TypeId>BlueprintClassDefinition</TypeId>

<SubtypeId>BulkComponents</SubtypeId>

</Id>

<DisplayName>Bulk Components</DisplayName>

<Description>Bluk Components</Description>

<Icon>Textures\GUI\Icons\buttons\BulkComponents.dds</Icon>

<HighlightIcon>Textures\GUI\Icons\buttons\BulkComponents.dds</HighlightIcon>

<FocusIcon>Textures\GUI\Icons\buttons\BulkComponents_focus.dds</FocusIcon>

<InputConstraintIcon>Textures\GUI\Icons\FilterComponent.dds</InputConstraintIcon>

</Class>

</BlueprintClasses>

<BlueprintClassEntries>

<Entry Class="BulkComponents" BlueprintSubtypeId="SteelPlateX1000" />

</BlueprintClassEntries>

</Definitions>

--------------------------------------------

Cubeblocks_Assemblers.sbc:

<?xml version="1.0" encoding="utf-8"?>

<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">

<CubeBlocks>

<Definition xsi:type="MyObjectBuilder_AssemblerDefinition">

<Id>

<TypeId>Assembler</TypeId>

<SubtypeId>LargeAssemblerT2_lAimBotl</SubtypeId>

</Id>

<DisplayName>Assembler Tier 2</DisplayName>

<Icon>Textures\GUI\Icons\Cubes\assembler.dds</Icon>

<Description>4 times speed</Description>

<CubeSize>Large</CubeSize>

<GuiVisible>false</GuiVisible>

<BlockTopology>TriangleMesh</BlockTopology>

<Size x="1" y="1" z="2" />

<ModelOffset x="0" y="0" z="0" />

<Model>Models\Cubes\Large\Assembler.mwm</Model>

<Components>

<Component Subtype="SteelPlate" Count="480" />

<Component Subtype="Construction" Count="320" />

<Component Subtype="Motor" Count="80" />

<Component Subtype="Display" Count="40" />

<Component Subtype="MetalGrid" Count="40" />

<Component Subtype="Computer" Count="640" />

<Component Subtype="SteelPlate" Count="80" />

</Components>

<CriticalComponent Subtype="Computer" Index="0" />

<MountPoints>

<MountPoint Side="Front" StartX="0" StartY="0" EndX="1" EndY="1" />

<MountPoint Side="Back" StartX="0" StartY="0" EndX="1" EndY="1" />

<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="1" EndY="2" Default="true" />

<MountPoint Side="Top" StartX="0" StartY="0" EndX="1" EndY="2" />

<MountPoint Side="Left" StartX="0" StartY="0" EndX="2" EndY="1" />

<MountPoint Side="Right" StartX="0" StartY="0" EndX="2" EndY="1" />

</MountPoints>

<BuildProgressModels>

<Model BuildPercentUpperBound="0.16" File="Models\Cubes\Large\AssemblerConstruction_1.mwm" />

<Model BuildPercentUpperBound="0.33" File="Models\Cubes\Large\AssemblerConstruction_2.mwm" />

<Model BuildPercentUpperBound="0.50" File="Models\Cubes\Large\AssemblerConstruction_3.mwm" />

<Model BuildPercentUpperBound="0.83" File="Models\Cubes\Large\AssemblerConstruction_4.mwm" />

<Model BuildPercentUpperBound="1.00" File="Models\Cubes\Large\AssemblerConstruction_5.mwm" />

</BuildProgressModels>

<BlockPairName>LargeAssemblerT2_lAimBotl</BlockPairName>

<EdgeType>Light</EdgeType>

<BuildTimeSeconds>320</BuildTimeSeconds>

<ResourceSinkGroup>Factory</ResourceSinkGroup>

<InventoryMaxVolume>16</InventoryMaxVolume>

<InventorySize>

<X>1</X>

<Y>1</Y>

<Z>1</Z>

</InventorySize>

<StandbyPowerConsumption>0.001</StandbyPowerConsumption>

<OperationalPowerConsumption>2.24</OperationalPowerConsumption>

<BlueprintClasses>

<Class>LargeBlocks</Class>

<Class>SmallBlocks</Class>

<Class>Components</Class>

<Class>EliteEquipment</Class>

<Class>EliteTools</Class>

<Class>EliteWeapons</Class>

<Class>EliteConsumables</Class>

<Class>BuildPlanner</Class>

<Class>BulkComponents</Class>

</BlueprintClasses>

<AssemblySpeed>2.8</AssemblySpeed>

<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>

<DamagedSound>ParticleHeavyMech</DamagedSound>

<PrimarySound>BlockAssembler</PrimarySound>

<ActionSound>BlockAssemblerProcess</ActionSound>

<DestroyEffect>Explosion_Missile</DestroyEffect>

<DestroySound>WepSmallMissileExpl</DestroySound>

<PCU>40</PCU>

<IsAirTight>true</IsAirTight>

<TieredUpdateTimes>

<unsignedInt>60</unsignedInt>

<unsignedInt>120</unsignedInt>

<unsignedInt>240</unsignedInt>

</TieredUpdateTimes>

</Definition>

</CubeBlocks>

</Definitions>

Replies (2)

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1

Here is the mod in question if it makes it easier. I tried some weird stuff already but it didn't work. . .

photo
1

Hello, engineer!

Thank you for reaching our forum.

This issue has been reported into our internal system.

Kind Regards

Keen Software House: QA Department

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