RimWorld

RimWorld

Perfectly Generic Item
 This topic has been pinned, so it's probably important
Ogliss  [developer] 21 Aug, 2020 @ 3:47am
Bug Reports
If you have HugsLib you can press CTRL + F12 to copy the report and paste it here.

Alternatively click
https://gyazo.com/579d014e1fe4583c19c03ba6fe54e91d
which should open something like this
https://gyazo.com/fd6fbe3394b1f87805b05cd5e4ff4d93
in the bottom left is the share logs button, click that and copy the link and paste it into a comment here

or you can copy it from your log directory, which will be something along the lines of.

C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt or \RimWorld\RimWorldWin_Data\output_log.txt
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Showing 1-15 of 25 comments
Ogliss  [developer] 21 Aug, 2020 @ 6:01am 
Thank you kindly good sir, will look into it
BloodyBane 22 Aug, 2020 @ 8:47pm 
PerfectlyGenericItem is not ingestible.
Verse.Log:Error(String, Boolean)
RimWorld.Pawn_DrugPolicyTracker:AllowedToTakeToInventory(ThingDef)
RimWorld.JobGiver_MoveDrugsToInventory:GetPriority(Pawn)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch0(Pawn_JobTracker, JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Update()

Hope this is what you wanted.

I have no experience, but from context clues, I would assume its a conflict error with another mod that changes food.
Would post Huglib logs, but it's getting an error when I try to upload.
Sour 1 Oct, 2020 @ 7:26am 
Not exactly a bug, but is there anyway to prevent quest rewards from being made of Perfectly Generic material?
Don't know if this would be a bug per say, but sometimes I've noticed that walls in generated scenarios will be made up of generic materials (a mod wasn't removed it just makes them out of the material)
brucethemoose 19 Jan, 2021 @ 8:34pm 
^ I've noticed this as well.
Ridge 22 Jul, 2021 @ 11:57am 
Hey! I don't know if it is very specifically this mod affecting it - it may just be getting mentioned in the log, but the new auto-slaughter under the Animals tab feature comes up empty (I have like 30 chickens and alpacas, so less micromanagement of them is a must LOL) and I get this in console:

Exception filling window for RimWorld.MainTabWindow_Animals: System.ArgumentException: An item with the same key has already been added. Key: PerfectlyGenericItem at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000c1] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at RimWorld.Dialog_AutoSlaughter.RecalculateAnimals () [0x00070] in <acc1a8abfe07492884c6f18dcdaa4807>:0 at RimWorld.Dialog_AutoSlaughter.PostOpen () [0x00006] in <acc1a8abfe07492884c6f18dcdaa4807>:0 at Verse.WindowStack.Add (Verse.Window window) [0x0003a] in <acc1a8abfe07492884c6f18dcdaa4807>:0 at RimWorld.MainTabWindow_Animals.DoWindowContents (UnityEngine.Rect rect) [0x00064] in <acc1a8abfe07492884c6f18dcdaa4807>:0 at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <acc1a8abfe07492884c6f18dcdaa4807>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string) Verse.Window:InnerWindowOnGUI (int) UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

From an avid mod-adder and deleter-er, thanks for the awesome mod :D
Ogliss  [developer] 22 Jul, 2021 @ 12:23pm 
Hmm thats interesting, will try and get to testing that today if i can
Ted 24 Jul, 2021 @ 5:02am 
Settings for the mod dont seem to work
Ogliss  [developer] 25 Jul, 2021 @ 1:43am 
@Killa
can you be a little more specific? does the menu not open? or does the setting itself just not do anything?
ZzZombo 21 Aug, 2021 @ 3:04am 
Hello. I have a couple of bug reports. First is that this mod replaces a random (first?) ingredient of meals with PGI on save load, every time w/o failure. Second, it appears not to be edible or some such, breaking the game when a pawn tries to ingest an item with such ingredient, or if somehow it doesn't break at that point (tends to be fairly random), when the item in question actually is about to be consumed, conferring no nutrition or other effects. And last, there is the original bug report with debug logs I made on Mlie's Discord server, at that point I has been thinking it was his updated mod that caused this behavior: https://discord.com/channels/680705672911913016/693732045100154910/878544577173274715.
Ogliss  [developer] 21 Aug, 2021 @ 3:24am 
@ZzZombo
the way this mod functions is it patches the method in the vanilla backcompatability system that gets called when a def is missing, then replaces it with the PGI def - the only reason it would change the ones in meals is if those defs would be being passed through the backcompatability system in the vanilla game.
testing this end and unable to reproduce - can you repo it with just this mod loaded? if not i would wager its some sort of conflict.

so if theres a missing def, vanilla passes it to its backcompatability check - to check if its something in vanilla thats changed between versions - i patch this method, only if it fails to find a matching def does PGI kick in.

Sadly since the original def is missing - its impossible to know what its supposed to be and by the time it reaches the method i patch theres no context - it doesnt know that its a missing item from a meal - the vanilla system i hook into is hardcoded to only pass the name of the def, its ment as a static thing, to replace A with B between game versions, it was not intended to dynamically catch and replace missing defs, which is what this is an attempt at doing to some small degree

im afraid i dont have access to that link(whats what discord said when i tried to click it), so i dunno what your refering to their
Last edited by Ogliss; 21 Aug, 2021 @ 3:33am
ZzZombo 21 Aug, 2021 @ 3:34am 
Sorry, this is the log then: https://gist.github.com/e0b1a160184fa497f572f42f7653edbf. Regardless of whether this aspect of the mod is working properly, meals should still be edible, right? And, honestly, I see no point in actually adding this as replacement for missing ingredients, at least with the option to remove PGIs from the game such ingredients (not whole meals!) shouldn't stay just as well.

EDIT: sorry, didn't see the lower half of the post as I didn't scroll that far. I suppose it's possible after patching is done to check meals for PGI in them, right? And then you can act accordingly.
Last edited by ZzZombo; 21 Aug, 2021 @ 3:37am
Ogliss  [developer] 21 Aug, 2021 @ 3:46am 
@ZzZombo
as i said, the method patched to make this mod work has no context - it Doesnt know if its an ingredient or not - All it gets to go on is the DefName, the DefType(HediffDef, ThingDef, etc).
im afraid that as far as im aware theres nothing i can do about it, its a limitation

that looks very much like an extra null check or two YC.RealDining.Patch.FoodAbout.Patch_BestFoodInInventory.Postfix would fix the issue
but would need to be done on their end
Ogliss  [developer] 21 Aug, 2021 @ 3:50am 
Originally posted by ZzZombo:
I suppose it's possible after patching is done to check meals for PGI in them, right? And then you can act accordingly.

hmm, you mean like patching on load to remove it from any meals? yeah i Think so, but if your not removing defs from your game and the issue is happening Every load, thats another problem entirely, since those defs Shouldnt be missing - if that makes sense? unless im miss understanding?
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