RimWorld
Replace Stuff - Continued
971 comentarios
Meme Goddess  [autor] Hace 58 minutos 
@kanid99 ~ Ah ok, so did some testing. Yes, this mod does not add that feature. There is however some mod that does, which I happen to use in my normal saves. I don't know which one it is though ^.^ If you want, I can give you my mod list and you can take a look through it and try to find the mod that adds it
Meme Goddess  [autor] hace 5 horas 
@GULÉ🏠 ~ I can take a look at updating that mod, since it's open source ^.^

@kanid99 ~ I believe that it should be keeping the bills, I'll look into it ^.^
kanid99 hace 12 horas 
Is it a known issue that destroyed workbenches no longer retain their bills when they are auto-rebuilt ?
GULÉ🏠 hace 18 horas 
@Meme Goddess by the way, is it possible to make a mod similar to item temperature?
Nobody seems to be updating it :( It was really nice to not have meat spoil while cooking it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2600234849&searchtext=item+temperature
GULÉ🏠 hace 18 horas 
@Meme Goddess I did it through onedrive! Thanks! 🥳🥳
Meme Goddess  [autor] 7 OCT a las 11:53 
@GULÉ🏠 ~ Don't think so, but you could do a network share with a symlink to have 1 version between multiple PCs ^.^
the wincher 7 OCT a las 11:44 
rest in peace to a legend o7 ty for continuing the mod
GULÉ🏠 7 OCT a las 7:44 
Do you know if there is a way for RimSort to export or sync the mod settings from ingame? :O
I play between PC's and it's really annoying they aren't synced through steam :(
Ruggedgolem 7 OCT a las 0:42 
o7
Monarch 7 OCT a las 0:40 
Rip Uuugggg o7
Meme Goddess  [autor] 7 OCT a las 0:35 
@CrimsonKnight ~ Haha, all good ^.^ You in no way have to, but if you want to, there's a link on my profile to donate
skelet 7 OCT a las 0:12 
o7
CrimsonKnight 7 OCT a las 0:08 
Okay, sorry to send it twice! I really appreciate you continuing this mod. I can't imagine playing without it. This is a top 5 mod for me. Any way I can buy you a coffee? :praisesun:
Meme Goddess  [autor] 6 OCT a las 23:36 
@GULÉ🏠 ~ Yeah, I used Rimpy for the longest time, and then someone commented on one of my mods about RimSort and I've been in love with it ever since ^.^ Makes debugging mod conflicts *possible*. I'll take a look in a bit

@CrimsonKnight ~ Hello again ^.^ That issue is on my list, just taking a bit to get to it due to having a lot to do and being on holidays at the moment
CrimsonKnight 6 OCT a las 17:31 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3455529827
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3343888138&searchtext=more+grouped+buildings
These two mods (effectively the same mod)—

—or possibly their dependent mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2864015430

—do not function with this mod enabled. Not sure if there's anything you can do on your end. Thought I should bring it up. :)
Lanyon 6 OCT a las 15:40 
RIP Uuugggg :(
GULÉ🏠 6 OCT a las 11:06 
I mean load order errors or warnings.
GULÉ🏠 6 OCT a las 11:06 
Omg then you can actually import my specific modlist and try it out? :O
I've removed this mod from my modlist due to the issue, but It shouldn't matter when in my modlist you add it, I got no errors.
GULÉ🏠 6 OCT a las 11:04 
Wow okay, i did not know RimSort existed, I've been using Rimpy until now.
https://rentry.co/pymb3pko

Thank's for explaining!
MajorityOfTheInternet 6 OCT a las 10:47 
https://pastebin.com/sVZNTHY2

Error log where I captured how pawns get stuck trying to do a job when replacing an existing wall with a new wall. They all stand there and this log starts spamming until the building is replaced
Meme Goddess  [autor] 5 OCT a las 17:12 
@GULÉ🏠 ~ Not quite, that looks like you've uploaded your mod config to rentry, instead of exporting via RimSort. If you do it via RimSort, then it allows me to import via it, which automatically downloads all the mods you're using
GULÉ🏠 5 OCT a las 1:15 
Like this?
https://rentry.co/yge3u25g

I removed replace stuff - continued from the list.
Meme Goddess  [autor] 4 OCT a las 6:08 
@GULÉ ~ That sounds like a mod conflict, if you send me your mod list using RimSort export via rentry.co, I can take a look at it when I get a chance ^.^

@Bob-Engelbert ~ Huh, interesting ^.^
Meme Goddess  [autor] 3 OCT a las 8:01 
@wangbin1930 ~ What's a shooting wall?
wangbin1930 3 OCT a las 7:50 
Retain the way to generate new blueprints on buildings and build them
wangbin1930 3 OCT a las 7:43 
I can't replace a normal wall with a shooting wall
Bob-Engelbert 1 OCT a las 6:45 
The Replace order doesn't seem to take into consideration whether you know something exists, which for example means that you can pinpoint the exact location and shape of ancient threats deep inside mountains, or the layout of derelict labs.
SomeRomanianGuy 1 OCT a las 6:22 
Could you add a wide version of the over-wall vent?
GULÉ🏠 30 SEP a las 10:04 
Yup, it is THIS mod, removing it removed all the red errorsfdetrg
GULÉ🏠 30 SEP a las 8:18 
Is this mod throwing red errors?

https://gist.github.com/HugsLibRecordKeeper/d69913acdd6d763e6582a9318c7e7cf7

Building a bed on top of existing bed.
Vladmirangel 30 SEP a las 6:41 
Odd bug encountered. So recently i could not deconstruct stuff in my game because my builders get stuck doing "standing". Gonna just skip over most of the testing i did. But i disabled my mods one by one until the bug disappeared. And the bug disappeared when i removed this mod.

So yeah, something about this mod is preventing me from deconstructing Though constructing and replacing are working fine. Could be a mod conflict as well somewhere since i have a lot of mods.
Cypress, Master Spy of IKEA 29 SEP a las 20:14 
I can confirm, Gloomy Furniture was the culprit. Had issues getting pretty much everything to work, took it out? I can replace walls, I can replace doors, everything's working. Can provide my modlist if that's also needed.
Duane Dibbley 29 SEP a las 15:56 
It looks like the problem is with Gloomy Furniture. Shame. I really liked the wall light it added.
Meme Goddess  [autor] 27 SEP a las 17:32 
@HazeyInDaHead ~ I'm so confused, I've downloaded your mod list and am testing it on my laptop. Everything works completely fine. No error on startup, can replace everything with everything, including rustic and sterile walls. I did notice you have "Replace Stuff Mod Compatibility", you should remove that, as it's compatibility has been rolled into this mod and improved for 1.6.

Not sure where to go with testing this further, perhaps you can add me and we can talk more about it and try to narrow the issue down ^.^
HazeyInDaHead 27 SEP a las 8:18 
The mod works with vanilla items but seems to have stopped being compatible with many mod items. The sterile wall example I have is from VE Medical Module and Im pretty sure it was working up until I had to reinstall all my mods and start fresh.

I thought this was a 'me' problem but it seems an update broke compatibility somehow.
Meme Goddess  [autor] 27 SEP a las 1:06 
@Duane Dibbley ~ Does the issue happen with just this mod installed?
Duane Dibbley 26 SEP a las 17:10 
I seem to be having a similar problem to everyone else. I can replace stuff over vanilla walls or regular rock walls but that's it. It won't let me replace any other sort of wall or structure, vanilla or otherwise. And I don't get any errors either, it just says "Space already occupied."
HazeyInDaHead 26 SEP a las 16:48 
@meme Goddess - No its a similar issue as RheaRhe and Im also seeing a red error instantiating replace stuff mod on startup, same list as earlier.

I used to also be able to replace rustic walls with normals and the other way around. I thought sterile wall was vanilla haha
Loathsome Fungus 26 SEP a las 16:07 
Wait he died? Fuckin a, that really sucks. Cheers for keeping it updated.
Meme Goddess  [autor] 26 SEP a las 5:52 
@RheaRhe ~ Do you happen to have Gloomy Furniture? It has a patch that breaks this mod's replace feature.

@HazeyInDaHead ~ Appreciate the mod list ^.^ Is it just the sterile wall? If so, I'll probably need to add compat for it
RheaRhe 26 SEP a las 1:24 
am i just missing something here? No errors or anything but anytime i try to lay a wall or door over an existing wall or door it says space occupied
HazeyInDaHead 25 SEP a las 13:10 
@meme goddess - Im having an issue where I cant replace a stone wall with a sterile wall, is that normal??

The blueprint turns red like vanilla but I can still build over things like chunks and trees. Any idea whats causing that?

Rentry list - https://rentry.co/ercgxv8m
Meme Goddess  [autor] 24 SEP a las 1:23 
@Erequas ~ If you send me a mod list (exported with RimSort via rentry) then I can take a look at it ^.^
Erequas 23 SEP a las 15:54 
I'm running into a problem where none of the rock chunks, plants, or trees are rendering properly, and its causing a significant enough amount of lag that it sometimes crashes if I zoom out too fast. I am going to play around with my mod order as I don't see anything recent in the comments about this.
Meme Goddess  [autor] 23 SEP a las 14:50 
Yeah, please start a discussion for an error like that. Also I need information about how/when it happens, the stack alone isn't helpful ^.^
Babaloo321 23 SEP a las 13:49 
Bro, posting all that just spams the page lol, start a new discussion thread instead.
不善言辞钟表头 21 SEP a las 20:50 
Replace_Stuff.NewThing.RememberWasNewThing:Prefix(Frame __instance)
at RimWorld.JobDriver_ConstructFinishFrame+<>c__DisplayClass8_0.<MakeNewToils>b__1 (System.Int32 delta) [0x001a7] in <24d25868955f4df08b02c73b55f389fe>:0
- TRANSPILER OskarPotocki.VEF: IEnumerable`1 VEF.Pawns.VanillaExpandedFramework_JobDriver_ConstructFinishFrame_MakeNewToils_TickAction_Patch:Transpiler(IEnumerable`1 codeInstructions, MethodBase method)
at Verse.AI.JobDriver.DriverTickInterval (System.Int32 delta) [0x0009f] in <24d25868955f4df08b02c73b55f389fe>:0
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch2(System.String)
[Core, Assembly-CSharp.dll] Verse.AI.JobUtility.TryStartErrorRecoverJob(Verse.Pawn pawn, System.String message, System.Exception exception, Verse.AI.JobDriver concreteDriver)
不善言辞钟表头 21 SEP a las 20:50 
<24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.CompQuality.SetQuality (RimWorld.QualityCategory q, System.Nullable`1[T] source) [0x00027] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x0017c] in <24d25868955f4df08b02c73b55f389fe>:0
- TRANSPILER Uuugggg.rimworld.Replace_Stuff.main: IEnumerable`1 Replace_Stuff.DestroyedRestore.ReviveBuilding:Transpiler(IEnumerable`1 instructions, MethodBase mb, ILGenerator ilg)
- TRANSPILER OskarPotocki.VEF: IEnumerable`1 VEF.Pawns.VanillaExpandedFramework_Frame_CompleteConstruction_Patch:Transpiler(IEnumerable`1 codeInstructions)
- PREFIX Uuugggg.rimworld.Replace_Stuff.main: Boolean Replace_Stuff.Virtualize_CompleteConstruction:Prefix(Frame __instance, Pawn worker)
- PREFIX Uuugggg.rimworld.Replace_Stuff.main: Void
不善言辞钟表头 21 SEP a las 20:49 
Exception in JobDriver tick for pawn DMS_Mech_ShaftWorker768476 driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_2627422) A = Thing_Frame_Bed2130752 Giver = JobGiver_Work [workGiverDef: ConstructFinishFrames])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4B7CF105]
at Verse.Grammar.GrammarUtility+<RulesForPawn>d__1.MoveNext () [0x00149] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Tale_SinglePawn+<SpecialTextGenerationRules>d__10.MoveNext () [0x00082] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.Tale+<GetTextGenerationRules>d__29.MoveNext () [0x00151] in
Meme Goddess  [autor] 19 SEP a las 22:51 
I'll add it to my todo list ^.^