RimWorld

RimWorld

Perfectly Generic Item
174 Comments
Judge Dread 11 Jun @ 9:16pm 
sadness maybe one day we will find that elusive update
Ascythian 30 Apr @ 6:13pm 
I would also like to see this updated to 1.5. Thank you.
Hermann 9 Nov, 2024 @ 1:35pm 
1.5?
Thranos 29 Aug, 2024 @ 11:49am 
Ironic- It could save others from outdated mods, but not itself.
Tommy Gray x Land Raider 4 May, 2024 @ 6:27am 
1.5 plz
baby carrot 3 Mar, 2024 @ 3:27pm 
This broke some things in my game unfortunately. I couldn't haul items despite having configured storage for them, I couldn't make a storage zone etc. It was resolved upon removing the mod.
CreepWallk 1 Jun, 2023 @ 10:34pm 
heads up if a workbench gets replaced with a perfectly generic item it creates a stack of 0 that if anything trys to haul you game will slow to about 3 fps
Acua3 3 Apr, 2023 @ 10:06pm 
I'm completely floored by this. I thought that generic stuff was some regular mod item in Starbound. Didn't even make the connection that this was related to that. Crazy.
iter mortuus 2 Dec, 2022 @ 9:37am 
question is there a way to make pgi walls/doors/beds/other deco be a thing?
Mr. J Soda 21 Oct, 2022 @ 5:50pm 
So some minor good news, I'm using this mod in 1.4 and I've yet to find any bugs from it, other than raiders sometimes using PGIs to build mortars but that also happened in 1.3
TinySnek 13 Oct, 2022 @ 4:47pm 
I recently loaded a save file with Combat Extended, Arsenal of Reaction, and PGI, and PGI had replaced all of the CE ammo for the weapons in the Arsenal of Reaction mod with PGI. All of the other CE weapons from both the base mod and extensions were untouched. I'll try reloading the save but I did not change my mod list recently.
Rowan Skye 8 Aug, 2022 @ 3:45am 
So, some things I noticed while having this on my load order.

It really bricks saves if PGI replaces a removed clothing mod, from ideologies to world pawns.
Ogliss  [author] 31 Jul, 2022 @ 3:21am 
@RowanSkye
if you mean seperate versions of the PGI for each, im afraid its not something that can be done well, since it doesnt know which it should use, all i have is the old defName, none of the information regarding its type is available, it would be reliant on folks including specifc keywords in the defName.

@PeasantUnit
im afraid thats not an area of the game ive tried messing with, id imagine it is

@Mage of Void
hmmm weird, will try and look into that when i have some time
Rowan Skye 30 Jul, 2022 @ 7:22pm 
Ever thought about creating PGIs that technically count as wearables/usables?
Meanie 3 Jan, 2022 @ 8:46am 
Is it possible to not have it on the storage lists?
Mage of Void 15 Oct, 2021 @ 10:17pm 
somehow this mod broke the auto butcher menu in my game. removing it fixed the issue.
Ogliss  [author] 25 Sep, 2021 @ 3:26am 
@Tha Reaper
possible, they might patch that method, im afraid i dont use any of the VE mods myself so i havent tested with em
Tha Reaper 25 Sep, 2021 @ 1:25am 
@ogliss I've noticed that the PGI gets used for the artillery from vanilla de defences expanded. Maybe that's the problem?
Ogliss  [author] 21 Sep, 2021 @ 1:22am 
@PhilosoDuck
sadly not simply - all this has access to when its patch is run is the defname of the removed def, it has no context other than that, no reference to the pawn that might be wearing/equipping it.

i might be able to add another patch that only runs at load and removes/moves any Wquipped/Worn PGI's to the pawns inventory or drop them, will try and look into it when i have a moment
PhilosoDuck 21 Sep, 2021 @ 1:09am 
@Ogliss It was because of VE Fishing. My pawn had a fish "equipped" (she was hauling it but you can wield fish as a melee weapon I guess?). Then, I changed the mod settings to reduce the types of fish (eg. trout, bass, koi, etc -> large, medium, small), turning all existing fish into PGI including the equipped one.

If there's a way to check if a pawn has a PGI equipped or is being worn, it would probably be good to add forcing the pawn to drop it (I can imagine weapon and armor mods causing similar issues).
Ogliss  [author] 19 Sep, 2021 @ 12:42am 
@PhilosoDuck
Haha! How the hell did you manage that? - its likely erroring cause the PGI doesnt have the CompEquippable that all weapons are assumed to have, so it shouldnt be possible to equip them....

@Tha Reaper
Yeah, its been mentioned before, however testing it just now i was unable to repo that and looking at the code for the construction i dont see how it would do it, unless its another mod causing it, in vanilla sieges are hardcoded to only use steel as the construction material for the artillery.
PhilosoDuck 18 Sep, 2021 @ 10:51pm 
One of my pawns managed to equip a PGI, causing a bunch of ticking exceptions (log here: https://gist.github.com/9a4d54b64d2b8a9edbe25a7ae93684fb )

It removed all gizmos for that one pawn (draft button etc), and I couldn't draft them. It was fixed as soon as I made them drop it.
Tha Reaper 12 Sep, 2021 @ 3:04pm 
Since 1.3 almost all sieges spawn with "perfectly generic mortars" which of course never get build because the PGI despawns. I had to disable this mod for more challenging raids
Brit No! 17 Aug, 2021 @ 5:53am 
Goddamn homestuck mods being useful for the game
NoctisTheBogWitch 25 Jul, 2021 @ 8:31am 
I want to use this as a relic, please.
Ogliss  [author] 25 Jul, 2021 @ 1:42am 
@British Empire
Nope not intended
llt 25 Jul, 2021 @ 1:40am 
Thanks.
Ogliss  [author] 25 Jul, 2021 @ 1:38am 
Should be fixed
Ogliss  [author] 25 Jul, 2021 @ 1:02am 
@llt
huh, thanks for letting me know, will recompile and push an update momentarily
llt 25 Jul, 2021 @ 1:00am 
@Ogliss I get an error when opening the mod options in 1.3:
[HugsLib][ERR] Exception during DoWindowContents: System.MissingMethodException: Verse.Listing_Standard Verse.Listing_Standard.BeginSection(single)
at HugsLib.Settings.Dialog_VanillaModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x000e4] in <4dd8a30b2ddc479e878b55ffe02db6e8>:0

BeginSection added 2 more extra arguments in 1.3, recompiling against the 1.3 ref assemblies fixed it.
NoctisTheBogWitch 18 Jul, 2021 @ 10:25pm 
"One of the few things starbound did right"
My old laptop when someone uses the generic armor: "Baby I'm not even here, I'm a hallucination"
ǝuoƆ ǝɹǝW ツ 26 Jun, 2021 @ 7:23pm 
The raiders made a mortar from perfectly generic item. Is that supposed to happen?
Ogliss  [author] 24 Jan, 2021 @ 12:12pm 
@tomkiel
aye its becuase 'Stuff' with lower values is more often chosen to be used, and this has a value of 0

the issue Should be fixed in the github version of the mod, but the update killed a few peoples saves on steam so i rolled it back
DatSamTho 24 Jan, 2021 @ 11:56am 
In my save (with no mods removed) I got a siege raid, in which the raiders used Perfectly Generic Mortars. . . yeah
willowism 16 Oct, 2020 @ 7:21am 
homestuck
Dylonk 14 Oct, 2020 @ 11:48am 
is this a fucking homestuck reference
platinumhawkzz 12 Oct, 2020 @ 4:42am 
Still conflicts with stuffed floors... Makes them generic on map creation.
Liseq 12 Oct, 2020 @ 3:12am 
Use this mod when necessary. It conflict with some mods and you may end up with green walls while deleting the mod may not be possible (it conflicts with adding material filter mod for example).
"one of the few things starbound did right"
agreed.
[AR]UMP-45 4 Oct, 2020 @ 6:52am 
another starbound player wwwwww
nice mod btw!
dabeek 2 Oct, 2020 @ 8:42pm 
Brilliant
Sonderistic 2 Oct, 2020 @ 1:53pm 
@Ogliss thanks (:
Ogliss  [author] 2 Oct, 2020 @ 12:09pm 
@Sonderistic
should be, though you will get a few errors, i suggest enabling the mod option to delete PGI's and letting the game run for a couple mins before saving, quitting and removing the mod
Sonderistic 2 Oct, 2020 @ 12:06pm 
removal mid-save?
BlueZephyr 22 Sep, 2020 @ 7:40pm 
*happy poptop noise*
platinumhawkzz 22 Sep, 2020 @ 4:34am 
So it seems to not work with the Stuffed Floors mod, when I generate a new map, any floors in ruins are marked generic, but when I uninstall this mod, the floors appear normally?
platinumhawkzz 21 Sep, 2020 @ 8:14am 
thanks!
TheRealStidles 21 Sep, 2020 @ 7:53am 
@mallnibba If during a playthrough you remove a mod which adds items, instead of the items creating errors and making the save unplayable it instead turns them into a "perfectly generic item" which means the game won't break.
platinumhawkzz 20 Sep, 2020 @ 9:08pm 
Could someone explain the purpose of this mod?
lfcxy 15 Sep, 2020 @ 3:12am 
not work well with Deep Storage. Some of storage furnitures disappear mysteriously after loading and those green jelly come out.

PS: I have used the experimental function of this mod to edit the def of those furnitures - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1617282896