RimWorld

RimWorld

Material Filter
Senacharim 16 Jul, 2020 @ 3:13am
Bug Report
1st, thank you for one of the mods on my "must have" list.

I like the new UI update, but is there no "update the save" transition in there?

It seems to have borked my 10 year colony, spamming the Rimworld_log will null reference exceptions about various filters which have been relocated.
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Showing 1-7 of 7 comments
Senacharim 16 Jul, 2020 @ 3:23am 
Update: It appears saving the colony and restarting Rimworld ironed out the 'null reference' issue, but every set filter has been unset. ಠ_ಠ

Needs a search bar, doesn't need "Allow" on every line when an "allowed materials" at the top of the list would accomplish the same. Would be far more useful if sorted alphabetically.

Has some bugs with 'empty lines' appearing for modded materials, but aside from that I guess it's just an annoying bug rather than a save-breaking bug.

Thanks again.
Last edited by Senacharim; 16 Jul, 2020 @ 3:24am
Senacharim 16 Jul, 2020 @ 3:30am 
You removed it from crafting bills!!!???!!

Do you know how many things you just broke in my colony?

Advice from an old programmer:

Think VERY HARD before removing a feature--even if you think nobody is using it.

Upgrade a feature, sure. Slightly alter a feature, maybe no big deal.

Remove something without bothering to let anybody know or providing a reasonable alternative? Bad move.
Kami Katze  [developer] 16 Jul, 2020 @ 7:46am 
Oh right, i had to rename the filters to access them more reliably later on, sorry about that.
Only happens with an old save though and you just have to set them again.

Regarding the crafting bills, i didn't really see the sense in showing it there since the usable materials are already listed there anyway (like the recipes at a tailoring bench for example).

The button is shown in the crafting bill for recipes with "specialProducts == SpecialProductType.Smelted", but I will need to change that to something else since it doesn't work for 'Destroy weapon' and stuff like that :/
Kami Katze  [developer] 16 Jul, 2020 @ 9:41am 
btw, you can rename the set filters in your savegame if you want:
old name: "allowSteel"
new name: "MaterialFilter_allowSteel"

I added "MaterialFilter_", just in case some other mod uses the same name somehow.
Last edited by Kami Katze; 16 Jul, 2020 @ 9:41am
Senacharim 16 Jul, 2020 @ 12:09pm 
That's good thinking on the naming convention, that'll save you trouble going forward.

I mainly used the Material Filter on craft bills for things like "cremate all clothing"--filtered for patchleather and human leather, that sort of thing.

Super useful--until my pawns started destroying all the clothing as of the latest load.

Thank you for the quick reply, apologies as to the rapid fire messages rather than waiting to make a comprehensive post.
Kami Katze  [developer] 16 Jul, 2020 @ 12:23pm 
why would you destroy human leather hats? :P

but yeah, i'm gonna fix this soon™, I just need to find out how^^
CrusaderRO 1 Jun, 2023 @ 4:07pm 
Hi. This might not be a bug, but who knows?!

I'm seeing the material filter windows when clicking the Details for workbench bills (e.g. recycle apparel). Unfortunately, it does not work in this case at all.
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