RimWorld

RimWorld

Toolboxifier
42 Comments
Crazy_Cat_Gentleman  [author] 15 Mar, 2020 @ 10:03pm 
I'm not actively maintaining this. I expect it probably would still work in 1.1 though it'll complain that it might not. I can't see it hurting anything to try it.

The big problem is, I don't play Rimworld anymore. I tried 1.1 and IMO a lot of the improvements made it worse. So I doubt I'll play much in the future.

If someone wants to take over the mod you have my blessing. The license doesn't even require my blessing but you have it nonetheless :)
☾⎛sιтєʀ⎞☽ 15 Mar, 2020 @ 3:13am 
1.1?
Mistletoe The Bard 8 Nov, 2019 @ 4:23am 
@Superfluous J Alright, Thanks for the quick reply :D
Crazy_Cat_Gentleman  [author] 8 Nov, 2019 @ 3:51am 
I don't actually recall the specifics but IIRC it will work for some things but not others depending on how they're defined. The only real way to know is to try it.

And as the mod's not in active development anymore, the only way to fix ti if it doesn't work is to figure out what I did and change it :D
Mistletoe The Bard 8 Nov, 2019 @ 3:31am 
Omg, I thought about this for a long time. Does it includes the chairs from Gloomy?
Crazy_Cat_Gentleman  [author] 30 Apr, 2019 @ 6:38am 
I don't play Rimworld anymore, sadly, so my efforts are being directed elsewhere. Toolboxifier was always a bit of a wildcard, I often had to disable it on large bases due to lag, so it's probably not the best mod to be integrated into anything.

As long as it works as described I'll keep it here unchanged, and wholly encourage anybody to take it and integrate it into their own mods, but I won't be modifying it myself.
Rusturion 30 Apr, 2019 @ 5:28am 
When loading Toolboxifier above Vanilla Furniture Expanded an XML error [pastebin.com] appears on game load.

Loading VFE above Toolboxifier removes the issue.

Suggested load order:
Core
...
Vanilla Furniture Expanded (And probably all other mods that add furniture)
...
Toolboxifier


ps any chance of joining forces with the author of More Linkables ? Seems like a great way to add your function to all the mods !
Crazy_Cat_Gentleman  [author] 10 Feb, 2019 @ 9:43am 
None reported, and I've never come across one.
Natalo77 10 Feb, 2019 @ 9:07am 
Any hard incompatibilities
Gyger 6 Jan, 2019 @ 5:38am 
I see, I mainly use it to rebuild my drop pods but I have found a different mod to solve that problem so that is no longer an issue. Thanks for the clarification.
Crazy_Cat_Gentleman  [author] 6 Jan, 2019 @ 12:50am 
I noticed it but it was never very bad.

I bet it's that each wall or door you place is checking like every wall or door on the map to see if it's close enough to count. As they only used the feature for a few things (beds and research benches) the lag was never bad.

I really can't fix it, and doubt they will. I can't even verify it's what's happening but it fits the symptoms :/

The only solution I know of is to stop using the mod when it starts to cause problems.

Another solution is to disable it for doors and walls, though frankly that's all I use it for :)
Gyger 6 Jan, 2019 @ 12:24am 
It seems this mod is causing lag when constructing walls or mining. There does not appear to be any errors in the debug log so I do not know why the lag occurs.
JonnyNova 4 Nov, 2018 @ 11:40am 
Yeah, it should be upper case for both. No worries, and thanks for looking into it!
Crazy_Cat_Gentleman  [author] 4 Nov, 2018 @ 9:09am 
Should it be "About.xml" ? What about "preview.png" does that not show up for you because it's not "Preview.png"?

I apologize for this I do not believe that was written in any modding tutorial/documentation I read while making this. It's my first mod.
JonnyNova 4 Nov, 2018 @ 7:51am 
about.xml is lowercase in this mod and it breaks on Mac and Linux
sdp0et 3 Nov, 2018 @ 12:00pm 
Thanks. I was thinking that it might be invalidating the class because of the Class/comps clash. I'm not sure if that is how it works or not.

I'll remove it next time I restart. It's not a trivial thing with the load time.
Crazy_Cat_Gentleman  [author] 3 Nov, 2018 @ 11:13am 
No I don't think that's me. I don't actually modify that part of the definition. "thingClass" is defined by the core game and while you can change it, I don't. And I surely don't remove it or make it empty, as "Config error in Battery: has null thingClass."

If you could, remove toolboxifier and see if the errors go away. If not, you'll have to find the mod that it goes away when you remove it. Or perhaps, you've got a problem in Rimworld itself and need to wipe and reinstall.
sdp0et 3 Nov, 2018 @ 10:06am 
There are two sections that look like this:
_____________-
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in Battery: has null thingClass.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Config error in Battery: has components but it's thingClass is not a ThingWithComps

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

_______________

No other mention of "battery" in the file. I can upload the file if you think it will be useful.

Crazy_Cat_Gentleman  [author] 3 Nov, 2018 @ 6:48am 
I'm not seeing these errors in my logs. I don't see how batteries could be getting this error but not everything else I changed.

Could you provide your log, or at least the part around the error? I don't know how steam likes links so if you can't put a link here, maybe on the forum (I have a link to it in the description)
Crazy_Cat_Gentleman  [author] 3 Nov, 2018 @ 5:08am 
Hmmm. That sounds like errors I've seen before in the logs. I wonder if the fix I put in place somehow missed batteries.

I'll check it out, thanks for the report!
sdp0et 2 Nov, 2018 @ 9:57pm 
I'm trying to track down an error in my log where Battery ends up with a null thingClass because it has comps but is not a thingWithComps. They only patches I can find for Battery is from this mod. I don't know if this is causing me trouble yet, and I may be wrong about the cause, but I thought I'd mention it.
Tynan  [developer] 19 Oct, 2018 @ 3:57am 
:D thanks
Crazy_Cat_Gentleman  [author] 19 Oct, 2018 @ 3:50am 
Okay NOW it's set for 1.0 I updated in place (sorry!) but there are 0 changes other than the version number so it won't cause any problems no matter who uses what version.
Tynan  [developer] 3 Oct, 2018 @ 7:13am 
Ah, sorry, I only see 0.19 now. Should be good in that case. Thanks for responding and making the mod.
Crazy_Cat_Gentleman  [author] 3 Oct, 2018 @ 3:53am 
However updating to 1.0 at this time is problematic for me so I cannot test it. If anybody who's subscribed to this sees these posts, I'd love to know if it works. I'll be on 0.19 possibly for some time after 1.0 comes out, as I need to keep my YouTube Let's Play going and it has certain mods that I can NOT do without. So until they update, I won't be able to.
Crazy_Cat_Gentleman  [author] 3 Oct, 2018 @ 3:51am 
It is? I only see it tagged for 0.19
It WAS tagged for 1.0 back when 1.0 was unstable, but I changed it to be 0.19 at that time.

I don't know if it does work in 1.0 but I'd be surprised if it didn't, and it won't break saves. At the worst it woudl cause errors on load because something changed that I wasn't sure of.
Tynan  [developer] 3 Oct, 2018 @ 2:56am 
The mod's tagged as 1.0, but does it work with the final 1.0 build currently on the unstable branch? I just want to avoid old tags on mods causing problems for players.

More info: https://ludeon.com/forums/index.php?topic=45988.0
Crazy_Cat_Gentleman  [author] 27 Aug, 2018 @ 3:53am 
It already is :) I never put a link in the description becuase I figured anybody who doesn't install mods from Steam would just go to the Ludeon Forums anyway :)

Here's the link, I'm adding it to the description now.

https://ludeon.com/forums/index.php?topic=42988
Kírby 27 Aug, 2018 @ 12:52am 
Can you bring your mod as download?

(I can play the game the most time only offline - and steam doesn´t allowed workshop mods offline)
Crazy_Cat_Gentleman  [author] 15 Aug, 2018 @ 11:53pm 
MAJOR update.

This should fix pretty much every problem out there. Of course, if and when you find somthing not fixed (or newly broken) please tell me! This includes ANY errors you get in the log (except maybe the first time you load it, or any time the game itself updates) that you think may be related to this mod.

I basically rewrote the entire mod from scratch. This should probably be 2.0 but the functionality looks exactly the same.
Crazy_Cat_Gentleman  [author] 6 Aug, 2018 @ 11:11pm 
Okay I've put up a temporary fix that both sets the version of Rimworld correctly since they changed it to 0.19, and also "Fixes" mortars by removing them from the mod. If you want a chair by your mortar you'll have to do it the old fashioned way, but now you can set targets.

This will likely be the default version for a while. I've been banging my head on a few things and can't seem to get the errors to go away. I may have to wipe the board and start with a clean slate now that I know more about the process.

In the meantime, though, this should work fine. Let me know if any parts of it do not!
TheHahns 4 Aug, 2018 @ 7:30pm 
Sorry for the delay - I still cannot "Set Forced Target" on my mortars. I tried using the hotkey 'N' but it still doesn't work. Disabling the mod is the only way to bring it back.

I'm not using any mods that change the mortars/the mortar options so not sure whats happening.
Crazy_Cat_Gentleman  [author] 2 Aug, 2018 @ 9:13pm 
Okay the new build is up! Please repor any new (or still existing) bugs here or on the Ludeon forums. The only thing I'm sure is still present is that you have to own the item you selected (so selecting a wall in the world won't let you place a door) but that's so edge case I'm just not bothering with it.

In particular, Vents and Mortars should be fixed, and all the error spam on startup should be fine as well.
Crazy_Cat_Gentleman  [author] 2 Aug, 2018 @ 8:20pm 
I think I got this sorted out. I've fixed the visuals on the vents and hopefully the air flow as well (I've yet to test it but will soon) and hopefully that will fix mortars as well. And I also have now fixed it so there are no errors on startup (those errors were actually part of the vent and mortar problem). It'll be a bit because while I have it fixed in a hacked together instance, I have to propogate that to the mod itself.
Crazy_Cat_Gentleman  [author] 2 Aug, 2018 @ 3:55pm 
It's all realted to how I'm getting this done. I basically reverse engeneered beds and tool chests and then figured out how to shove the data into existing objects.
SqFKYo 2 Aug, 2018 @ 8:25am 
Sweet that you found the vent issue yourself as well :-) I think it not only messed up the textures, but somehow messed up the air flow as well, so not sure what was going on there. And it didn't come up even nearly 100% so a new colony might take some time to experience it.
Crazy_Cat_Gentleman  [author] 2 Aug, 2018 @ 5:48am 
No need to check I bet it was happening. I just experienced the "no vent textures" bug that someone else reported that I couldn't recreate. Seems building the stuff in god mode, it builds fine. It's when the pawns build it that it bugs out.

I think for now I'll have to just remove the offending items from my mod until I figur out what's causing it. The vent textures are slightly offputting, but not being able to use a mortar is just nasty.

Sadly I can't fix it until tonight at best, so for now just disable it. The next update (1.3) will either fix it or remove mortars so they'll start working but not have shelves or chairs easily available.
TheHahns 2 Aug, 2018 @ 2:39am 
I'll check it again later, but "Set forced target" was definitely missing for me :S
Crazy_Cat_Gentleman  [author] 1 Aug, 2018 @ 10:48pm 
Hmm what button are you missing? I see both "Set forced target" and "Hold fire" and when I set a target, the mortar fires just fine.
Crazy_Cat_Gentleman  [author] 1 Aug, 2018 @ 10:20pm 
I'll look into it. I wonder if there are any other items that you use in that way that are also affected.
TheHahns 1 Aug, 2018 @ 10:18pm 
Thanks for the mod - I do recall myself thinking how sloppy it was that some buildings had relevant options but not all.

BUG: With the mod enabled I do not have the option to fire my mortars - the option is either not there or its covered by one of the new options.
I've toggled the mod on and off 2 times and the issue remains.