RimWorld

RimWorld

WallStuff
248 Comments
Arcjc  [author] Apr 25 @ 5:44am 
@Muffintitan I don't have the location to hand but it should be in a previous comment somewhere, all the settings are in an xml file in your Rimworld user folder if you delete that it will create a new one and reset everything to normal.
Muffintitan Apr 24 @ 5:09pm 
to add for celerity, my issue is coming from the replicator. i can interact with the other mod settings. just none for the replicator (besides add item, but even then its only a bugged list)
Muffintitan Apr 24 @ 5:08pm 
I cant seem to use any of the mod settings. when i open the options it spams my error log and slows the game to a crawl.


Exception filling window for RimWorld.Dialog_ModSettings: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5E0EE8CA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

i think its because i added items to the list it could spawn a long time ( and many mods) ago, and now that those items are no longer there the game is freaking out. but the mod wont even respond to me clicking the reset list option to fix is. is there a way to basically force the mod to reset it values?
crafty1983 Apr 16 @ 9:57am 
yep you need both multi analyzers.
Jeremy Lin Apr 16 @ 3:29am 
idk if this mod is the cause of multi analyzer not working
but some of the mod i have require the core Multi analyzer to research stuff.
lean311200 Mar 3 @ 2:43pm 
"In fact, unchecking the option for this mod doesn't seem to do *anything* - it still shows the wall-mounted one as the requirement in the research tree. Could you look into that?"

i found out that the solution is quitting the game and then loading your save (all of this after having unchecked the patch in this mod's options)
weregamer Jan 11 @ 7:06pm 
I like a lot of the stuff here, but unfortunately the replacement research requirement for the wall mounted multi-analyzer messes up PRF, even when I turn it off in the options, because PRF requires both the multi-analyzer and their special research linkable for the more advanced stuff. In one game I got around this by building one of each multi-analyzer type, but that didn't help in a second game.

In fact, unchecking the option for this mod doesn't seem to do *anything* - it still shows the wall-mounted one as the requirement in the research tree. Could you look into that?

TBH, the killer things in here are the wall-mounted blackboards and tool boards. The comms unit is nice too, but not as much of a must-have. Maybe a "lite" version that doesn't mess with research at all?
crafty1983 Dec 9, 2024 @ 3:22am 
Does the wall comms work with the mod "chatting on comms?"
Glass Fruit Nov 5, 2024 @ 10:32pm 
Would it be possible to add a wall mounted bioferrite harvester and electroharvester from anomaly?
Askesis Oct 21, 2024 @ 6:52am 
Just a wee thing, I don't know if it's a design decision or not: the replicator resets the timer to 24 hours whenever a save is loaded.
Gr13nSl1me Oct 11, 2024 @ 8:21am 
@Arcjc - thank you for the swift response. No worries. I'm the other way in that I like the research expense for the replicator as the way I use it is OP. No worries - I'll edit the values to the original for myself. Thank you for an awesome mod!
Arcjc  [author] Oct 11, 2024 @ 7:26am 
@Gr13nSl1me

Yes that's intentional as part of an update I've removed the research requirements from things and added them to just Vanilla research options (I've been getting annoyed by how much extra research things some mods add recently and decided to not be part of the problem)

So I set the values very low just so people didn't waste time researching them, I'll remove them for what I imagine is the inevitable 1.6 update but didn't want to now in case it broke anyone's in progress save
Arcjc  [author] Oct 11, 2024 @ 7:24am 
@Miss Massacre, thank you for that, completely missed that bug !
I've fixed that now and added a toggle in the settings menu that will let people choose between the Wall Mounted Analyser or the normal one for research requirements (which would let the wall mounted one just be a thing you can boost research speed with)
Gr13nSl1me Oct 11, 2024 @ 7:07am 
My research values for Wall Stuff have changed to 1 and 2 for the two tiers - can't see anything in the logs, but am guessing this may be a mod conflict, rather than a bug?

EDIT - just checked the 1.5 ResearchProjects.xml and it is showing <baseCost>1</baseCost>..?
Miss Massacre Oct 10, 2024 @ 1:05pm 
The Wall Mounted Analyser seems to have an issue, at least for me, wherein I need to have the Wall Mounted Multi-Analyser, as well as the regular one built and connected, or the requirements won't be met, I'm not sure if research requirements has an "or" string in it, but it does simply ask both of me, which slightly defeats the purpose! Besides that, loving the update, loving the work, keep it up for as long as you enjoy it <3
Arcjc  [author] Oct 6, 2024 @ 2:58pm 
Update to add Wall Mounted Sleep Accelerators, Neural Superchargers and Multi Analyzers, the Sleep Accelerators and Neural Supercharges DO NOT need the Transhumanist meme to build them, but not sure you'll be able to research Neural Superchargers without it.
Arcjc  [author] Oct 6, 2024 @ 2:57pm 
@Askesis That's added, was a bit of a pain tbh :D Rimworlds normal code looks for the nearest Neural Supercharger for the automatic usage so had to modify that with a Harmony patch, the short version of the problem is this will no prefer using a Wall Mounted one over any normal ones if possible no matter how much further away the normal one is to the Wall Mounted one.
Askesis Sep 30, 2024 @ 2:48pm 
Another (hopefully easy) request: neural supercharger :-)
Arcjc  [author] Sep 24, 2024 @ 1:50pm 
@Z03, what do you mean it doesn't seem to work ? All the power switch does is act as a break in a power line, if you've got a door they can connect to a wire further away since they don't need a direct wire connection so it might be connecting to a wire the other side of the swich
Z03 Sep 23, 2024 @ 4:03pm 
i wanted to use the wall power switch to turn on/off my electric door but it doesnt seem to work. any idea on how to properly set it up?
Yutoe Sep 5, 2024 @ 9:46pm 
Gotcha thanks for the response, was just wanting it for hospitality thats all. thanks again
Arcjc  [author] Sep 5, 2024 @ 2:07am 
@Yutoe, Sorry I don't want to keep adding different types of the same thing, to be honest I've never seen more than 2/3 colonists using the TV at the same time so I've never seen the need for the ultra mega big TVs from VFE
Arcjc  [author] Sep 5, 2024 @ 2:04am 
@Askesis Added both the scanners

For everyone I've also removed the requirement from all items to have the WallStuff research completed, it's been annoying me for a while with how cluttered by research tab is, everything now just needs some kind of vanilla research to be completed, the Replicator now needs AdvancedFabrication, the rest just need whatever they needed before just no WallStuff research.

I've left the Research itself in for now just in case it would break a save, I'll remove it when the inevitable 1.6 update arrives.
Askesis Sep 4, 2024 @ 12:29am 
Two (hopefully easy) requests: long range mineral scanner and ground penetrating scanner. I think they are both vanilla
Yutoe Sep 3, 2024 @ 6:08pm 
Any thoughts on adding wallscreen television but with other sizes? EI similar to the Megascreen and Ultrascreen from Vanilla Furniture Expanded Spacer Module
Arcjc  [author] Sep 3, 2024 @ 4:09pm 
@Askesis I would imagine so, they would likely need a patch on their side to add the defs I’ve got to whatever list they use
Askesis Sep 3, 2024 @ 7:13am 
@Arcjc Thank you so much!

Been playing with the Power++ mod and notice that the trading terminal and the universal trade terminal both don't take wireless connections - is that something related to those mods?
Arcjc  [author] Aug 28, 2024 @ 5:56am 
@Askesis

Added Wall Mounted Universal Trade Terminal from https://steamcommunity.com/sharedfiles/filedetails/?id=3281403886
Also moved some items around so they will only load if the related mod is also in a users load order which should get rid of a few errors for people I hope
Askesis Aug 19, 2024 @ 2:21pm 
Could you add support for Universal Trade Hub? https://steamcommunity.com/sharedfiles/filedetails/?id=3281403886
hestaby316 Aug 4, 2024 @ 1:48am 
Checked and its set to only 1x. Anyway thank you for the reply and i'll just use other wall items.
Arcjc  [author] Aug 3, 2024 @ 4:52pm 
@hestaby316 that sounds like you’ve got the ui scaling set to over 1x, unfortunately I’m not aware of a better way to list the items available in the settings window
hestaby316 Aug 3, 2024 @ 2:06pm 
Am having a problem adding items to the wall replicator. Tried this with just wallstuff as the only mod. When clicking the add item button it brings up a list of items. But the menu/list is cropped/small and no way to scroll down and missing right side of the list.
Arcjc  [author] Jul 29, 2024 @ 1:48pm 
Update to add a new wall Mounted Mech Booster
Arcjc  [author] Jul 18, 2024 @ 9:04am 
@[MaD] I'd love to but when I tried last time getting them to work was impossible, I might take a try using the new wall mounting system that 1.5 introduced.
[MaD] Jul 17, 2024 @ 4:12pm 
Could you add wall-mounted loudspeakers?
GoSu Jul 16, 2024 @ 7:35am 
Found it thank you!

AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config
Arcjc  [author] Jul 16, 2024 @ 7:30am 
@GoSu you can do it manually in the settings file, I'm not on my gaming PC right now so can't remember where the file is but there might be a previous comment where I've mentioned it
GoSu Jul 16, 2024 @ 7:23am 
Is there a way to remove an item that I had in the list of replicator, that is no longer present in the game?
Arcjc  [author] Jul 16, 2024 @ 7:19am 
@Chaplain Roach, can you be more specific ? I've been using them in my most recent play and they're working fine with a lot of vanilla stuff
Chaplain Roach Jul 15, 2024 @ 5:08am 
wall mounted beacons don't fully work with vanilla, and outright don't function with other mod features.
Arcjc  [author] Jun 26, 2024 @ 1:17am 
@Rylock Thanks for that, fixed !
Rylock Jun 25, 2024 @ 10:46am 
Just an FYI Arcjc, there seems to be some comparability issue with Dubs Performance Analyzer. Haven't checked if it works in game. Just base game with Perf Analyzer and Wall stuff this is the log error I get :

[Analyzer] Mod WallStuff has packaged the base-game Rimworld assemblies
Gr13nSl1me Jun 25, 2024 @ 7:56am 
Awesome, thank you so much @Arcjc!
Arcjc  [author] Jun 25, 2024 @ 7:23am 
Updated to 1.5 compatibility, there were a few errors on loading that should be fixed now and a few other bits needed correcting as well but should all be working now !
Gr13nSl1me Jun 24, 2024 @ 3:03am 
Most elements work, but I have the same issues as @Cassie below.
Cassie Jun 23, 2024 @ 7:06am 
@AlphaMis how does it work for you/? Orbital trade beacon doesn't detect silver and replicator, you can't change what it spawns nor does it spawn anything.
AlphaMist Jun 21, 2024 @ 7:41am 
FYI it works with 1.5 not had any problems at all using it
AGingersaurusRex Jun 8, 2024 @ 12:56pm 
We are love you
Yutoe Jun 5, 2024 @ 3:05am 
Thanks for the update in advance
Ivarukฅ(^•ᴥ•^)ฅノ彡 May 4, 2024 @ 9:06pm 
thank you for the update of your intentions! appreciated this mod