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- * Fix: Error if clicking a mech booster blueprint.1 KB (174 words) - 04:18, 7 November 2023
- * Constructing furniture will install it on the spot where the blueprint was placed, and make it immediately useable. It can afterwards be ''uninst * "Re-installing" furniture will minify it, haul it to the target blueprint, and install it there.7 KB (931 words) - 09:49, 29 April 2024
- The blueprint can be laid atop an existing wall; the wall is replaced upon construction.3 KB (429 words) - 14:51, 7 May 2024
- ...of the "yellow wire" showing a prospective connection point when placing a blueprint, image of the "pink wire" showing the actual connection points once built}} ...ucture will be displayed as a golden yellow connection between the current blueprint position and the power. Note that it will display a connection even if the12 KB (1,727 words) - 10:01, 29 April 2024
- ...to, and with the side spout facing, a nutrient paste dispenser. The hopper blueprint will turn from red to green to indicate proper placement.4 KB (651 words) - 10:58, 11 January 2024
- * Fix: When a styled standing lamp is failed to build, a non-styled blueprint replaces it.4 KB (569 words) - 04:14, 7 November 2023
- ...trap order removed, as traps are now destroyed when used and replaced by a blueprint. Previously it involved rearming a sprung trap, so it could be triggered ag5 KB (760 words) - 15:26, 15 April 2024
- ...Version/1.3.3067|1.3.3067]] - Metallic walls now use stuff-specific UI and blueprint graphics. ...|1.3.3117]] - Added a "build door" gizmo that displays when a wall or wall blueprint is selected.10 KB (1,493 words) - 15:17, 14 April 2024
- ...Version/1.3.3067|1.3.3067]] - Metallic fence now use stuff-specific UI and blueprint graphics.4 KB (678 words) - 16:19, 6 April 2024
- When placing the watermill generator, the blueprint will show:5 KB (796 words) - 01:45, 13 June 2023
- * [[Version/1.4.3580|1.4.3580]] - Fix: Selecting autobong blueprint causes NullReferenceException.5 KB (760 words) - 18:16, 27 December 2023
- ..., it is destroyed. The "auto rearm" option, enabled by default, produces a blueprint to replace the trap.5 KB (836 words) - 13:14, 9 April 2024
- You can also have them cut down trees when there's a construction blueprint on top, so if you don't have an Agrihand, but have to get trees, you can pl5 KB (740 words) - 05:39, 1 April 2024
- Constructoids will also move items and cut plants to start working on a blueprint, however they have an effective [[Skill#Plants|plants]] skill of 0 and move6 KB (879 words) - 05:22, 25 April 2024
- ...his can be changed at will, even while the shelf is still in an unfinished blueprint form.6 KB (968 words) - 20:07, 1 May 2024
- ...is visible when the turbine is selected, or when placing the wind turbine blueprint. Any trees, mountains, roofs, and most buildings will reduce the turbine's6 KB (931 words) - 07:32, 27 December 2023
- ...|1.3.3117]] - Added a "build door" gizmo that displays when a wall or wall blueprint is selected.7 KB (1,046 words) - 15:43, 14 April 2024
- * Metallic fence and walls now use stuff-specific ui and blueprint graphics.6 KB (921 words) - 04:14, 7 November 2023
- * Fix: Selecting autobong blueprint causes NullReferenceException.6 KB (967 words) - 15:13, 17 December 2022
- ...ination. Vanilla now allows multiple pawns to haul materials to a building blueprint/frame for example9 KB (1,212 words) - 23:51, 15 April 2024
- ...his can be changed at will, even while the shelf is still in an unfinished blueprint form.7 KB (1,176 words) - 20:06, 1 May 2024
- * Improved: Error notification when trying to place blueprint incorrectly8 KB (1,274 words) - 02:24, 3 November 2023
- ...led clothes and jewellery for advertisers, and was also used as a physical blueprint for characters in virtual reality simulations.18 KB (2,279 words) - 11:28, 31 March 2021
- * Added a "build door" gizmo that displays when a wall or wall blueprint is selected.10 KB (1,552 words) - 04:14, 7 November 2023
- * Bugfix: Colonists will no longer get stuck if you put a blueprint under a hopper and they try to fill it.10 KB (1,708 words) - 02:53, 7 November 2023
- Used by Fire, and other cases where you'd not recognise the Blueprint without the Comp.15 KB (2,049 words) - 03:50, 29 April 2024
- * Fix: Error when mining smoothed wall for door blueprint. * Fix: Randomized graphics not maintained across blueprint -> frame -> building42 KB (6,443 words) - 05:19, 22 April 2024
- ...replacement toggle. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.14 KB (2,151 words) - 04:12, 7 November 2023
- ...they're assigned to. Select the colonist, right-click a target (such as a blueprint, object, or pawn) and choose an option from the context menu. If no menu ap17 KB (2,459 words) - 16:00, 15 April 2024
- * Selection is preserved as a blueprint becomes a frame and finally a finished building.17 KB (2,692 words) - 02:44, 7 November 2023
- ...spaceship parts. If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill. Many structures re28 KB (3,926 words) - 07:47, 12 April 2024
- *Fix: Blueprint graphics for wall/sandbags/door don't match the edge detect shader properly27 KB (3,995 words) - 04:11, 7 November 2023
- ...thumb|right|Siegers arriving at their chosen minibase location. The faint "blueprint" for the base is not visible until the resources are dropped.]] [[File:Sieg36 KB (5,582 words) - 19:51, 11 May 2024
- ...search, and are constructed instantly and at no cost when placing down the blueprint. Note that "deconstructing" is instantaneous, but leaves behind resources a39 KB (6,219 words) - 21:02, 16 January 2024
- ...g the gap by building a cheap wooden wall in front of or behind the cooler blueprint, then starting work on the cooler. The wooden wall will prevent temperature59 KB (9,977 words) - 02:46, 20 November 2023