RimWorld

RimWorld

Stuffed Workbenches
83 Comments
cucumpear  [author] Jul 9 @ 12:43pm 
I'm testing atm, no worries.
一万年太久 Jul 9 @ 4:19am 
1.6 please?:steamhappy:
PhD in THC Nov 1, 2024 @ 3:03am 
Can confirm every workbench defaults to wood
cucumpear  [author] Jul 17, 2024 @ 12:23am 
It should not *break* things but I generally wouldn't recommend it. Chances are that every existing workbench will default to a wooden one.
gunns22 Jul 16, 2024 @ 7:28am 
Safe to add mid-save?
cucumpear  [author] Jul 17, 2023 @ 11:01pm 
Thanks for letting me know!
Runzu Jul 17, 2023 @ 3:05pm 
@cucumpear Seems to working just fine! ♥
Runzu Jul 15, 2023 @ 4:16am 
Oh thank you so much! I really appreciate it. I'll give it a whirl! :stardrop:
cucumpear  [author] Jul 14, 2023 @ 1:10pm 
Oh oops, I didn't have the energy to test this at the last update and completely forgot. I should have this out shortly.
Runzu Jul 14, 2023 @ 7:04am 
I would love to see an update of this! Especially since I use Kura's Gems and Stones. Which all have various properties!

Hope you're out there in the world well and safe! :slimetabby:
cucumpear  [author] Oct 24, 2022 @ 12:58pm 
It's on my to-do ^^
Mria Oct 24, 2022 @ 11:56am 
1.4 please!!! I really like it!
RealLifeHobgoblin Nov 18, 2021 @ 10:02am 
Narrowed down the error to an incompatibility with Expanded Materials - Metals
https://gist.github.com/77092fb07657d642d9e16fb7432a4aba
Which is fixed with a change to load order
https://gist.github.com/5ee11078c7e0cc6ad0fa3f2ec6cbcbdf
Stuffed Workbenches before Expanded Materials - Metals
cucumpear  [author] Oct 27, 2021 @ 9:09am 
Not sure what's conflicting there, I'll take a look as time and energy allows. For now I'd recommend moving Stuffed Workbenches to the end of the mod list, as that can fix some issues.
RealLifeHobgoblin Oct 26, 2021 @ 8:49pm 
https://gist.github.com/fecb913c62c43fa7ca2593be1d5273a2
[Stuffed Workbenches - Start of stack trace]
Verse.PatchOperationReplace(xpath="*/ThingDef[defName = "FueledSmithy"]/costList/Steel"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\Program FIles (x86)\steamapps\workshop\content\294100\940971981\v1.3\Patches\SWBCostPatches.xml

UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
XmlExtensions.ErrorManager:PrintErrors (string,Verse.ModContentPack)
XmlExtensions.PatchOperation_Patch:Postfix (Verse.PatchOperation,bool&,System.Xml.XmlDocument)
(wrapper dynamic-method) Verse.PatchOperation:Verse.PatchOperation.Apply_Patch3 (Verse.PatchOperation,System.Xml.XmlDocument)
(wrapper dynamic-method)
Blooest Jul 22, 2021 @ 11:41am 
Yep, sure is fixed. Thanks!
cucumpear  [author] Jul 22, 2021 @ 12:19am 
It should be fixed.
If the issue still appears it's a conflict (or the mod might need reinstalling). In that case I'd need a mod list to try and figure things out.
cucumpear  [author] Jul 21, 2021 @ 10:49pm 
How the heck does that happen? I'll fix is asap. Patching has been behaving really oddly for me, so I'm either being really dumb or something is going on. :slimeamazed:
Blooest Jul 21, 2021 @ 4:08pm 
Not sure if this a mod conflict, but I figured I'll throw this out here since I see the patch was altered for 1.3 -- it seems to be adding the Stony stuffCategory to all of the recipes that are using categories at the tailoring benches in addition to the benches themselves.
Hannibal Apr 22, 2021 @ 4:34pm 
hello, can you please patch the large work benches that Vanilla Expanded - Production adds? those currently cannot be stuffed. please and thanks
cucumpear  [author] Mar 9, 2021 @ 2:31am 
Thank you for your kind comment, this kind of message really makes my day better! :charmed:
SkyLarkBlue Mar 8, 2021 @ 3:44pm 
Just wanted to drop in an express my appreciation for this mod. I've been playing with it for a while and it's really so great to be able to use whatever material is available, for color matching and because when playing with mods that add more materials to the game, sometimes the default options are not possible. I had an issue with the brewery (again, I guess, seeing as I commented before), where I could only build with woods on a map that is very scarce on lumber. Placing this mod at the end of the modlist fixed the issue and it's such a relief to be able to use metal or stone and not need 200+ wood just to brew tea or make mash for alcohol. I can't imagine playing without this anymore.
cucumpear  [author] Jan 20, 2021 @ 2:24pm 
That's to be expected. if I ever get back into modding I might see if I can make some sort of patch but I'm out of the modding scene for the time being.
thewanderingoutsider Jan 18, 2021 @ 8:29pm 
Just letting you know that this mod conflicts with cattleya's production reskin.
Holgast Dec 23, 2020 @ 6:34pm 
oh never mind, I guess this material is marked as 'small' which is why it has a multiplier
Holgast Dec 23, 2020 @ 3:45pm 
could you adjust the price of butcher tables? they are costing 750 stuff
cucumpear  [author] Aug 29, 2020 @ 1:59am 
I'm not positive which mod conflicts but I changed my patches to check for these changes, so it should now work fine.
cucumpear  [author] Aug 29, 2020 @ 1:33am 
Yeah, looks like either something else messes with the brewery too or I overlooked a vanilla change, TY for letting me know.
SkyLarkBlue Aug 28, 2020 @ 6:55pm 
I seem to be having some conflicts involving this mod. It seems to be working in game, I'm just getting error messages I think from this mod at start up:
https://gist.github.com/HugsLibRecordKeeper/e3309377a063d0317f463ffb625e97d6
You are probably working on it, I'm just hoping to sort it out so I can keep this mod on my modlist with a clear conscience. Thanks!
liosalpha Aug 23, 2020 @ 9:57pm 
thank you!
cucumpear  [author] Aug 23, 2020 @ 12:00pm 
I'm working on updates right now! ^^
goldenGirlsJKsM56 Aug 22, 2020 @ 4:57am 
1.2 please! is good and nice mod!
Arswind Mar 15, 2020 @ 11:21pm 
Could you make a compatibility patch for vanilla furniture expanded production? Thnks
ambi Feb 28, 2020 @ 7:57am 
omg thx in advance if u update to 1.1. my sea ice colony really needs this mod lol :D :D :D
Mr-Bandit Feb 26, 2020 @ 2:55am 
YAY! :)
cucumpear  [author] Feb 26, 2020 @ 2:27am 
soon™ I'm working through my mods as I have time :)
Mr-Bandit Feb 25, 2020 @ 11:33pm 
1.1? please?? :/
Pass_Me_Your_Human_Rights Oct 14, 2019 @ 5:46am 
i have a problem with a mechanoid workbench,it seems to not work,and when picked from building it removes the hud
CrazyOdd Dec 6, 2018 @ 1:29am 
Did another test. Its my current save that crapps out, as it works perfect with a new start. Might still be worth looking into, just incase I managed to trigger a rare bug.
CrazyOdd Dec 6, 2018 @ 1:05am 
I have tried putting it both on the top and the bottom, no effect.
cucumpear  [author] Dec 5, 2018 @ 4:16pm 
That's VERY odd, I'll look into it more tomorrow (it's about 1 am here), but I'm busy for a few days from Friday on, so a solution might be a while if I can't figure it out tomorrow.
I'd say since it's some kind of conflict, try moving Stuffed Workbenches up in the load order, that sometimes fixes things like this and might help pinpointing what's up.
CrazyOdd Dec 5, 2018 @ 3:50pm 
I add this mod, I get the error, I remove it, error goes away.
Havent changed anything else.

Only thing I can think of, is that somehow the combo of the 2 workstation bill overhall and the paint mod, effects this mod, but that dont explain why its just the Machining Table.
cucumpear  [author] Dec 5, 2018 @ 3:00pm 
I'm honestly stumped, I don't see anything that would patch the costlist. Did you add any other mods at the same time?
CrazyOdd Dec 5, 2018 @ 1:52pm 
Full list, after its loaded and produces one of the errors: {LINK REMOVED}

Crash error: Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Widgets.ThingIcon (Rect rect, Verse.ThingDef thingDef) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DrawPanelReadout (System.Single& curY, Single width) [0x00000] in <filename unknown>:0
at RimWorld.ArchitectCategoryTab+<DoInfoBox>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0

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

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
cucumpear  [author] Dec 5, 2018 @ 1:34pm 
You probably have something else that patches that bench, I would appreciate a mod list.
CrazyOdd Dec 5, 2018 @ 11:56am 
Seems to be an error with the Machining Bench:
Cannot get AdjustedCostList for TableMachining with null Stuff.
Verse.Log:Error(String, Boolean)
RimWorld.CostListCalculator:CostListAdjusted(BuildableDef, ThingDef, Boolean)
RimWorld.Designator_Build:DrawMouseAttachments()
Verse.DesignatorManager:DesignationManagerOnGUI()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs_Patch1(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

It has zero stuff and trying to make a copy, crashes the game.
dismarzero Oct 26, 2018 @ 6:49pm 
Yeah My mod tests for the change then removes everything. :)
cucumpear  [author] Oct 21, 2018 @ 10:00am 
If that's the only error then you can safely disregard it, I'm guessing that Vegetable Garden already removes the constructEffect, so the patch can't find it.
I'll check that out though just to be sure. ^^
Watershine Oct 21, 2018 @ 9:31am 
The Brewery Conflict still exists it seems. I'm getting a little Error there (yes, i of course have VGPs Vegetable Garden installed :snowslimehappy:)

[Stuffed Workbenches] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName = "Brewery"]/constructEffect) failed
file: E:\Steam\steamapps\common\RimWorld\Mods\__LocalCopy_Stuffed Workbenches_(18-10)\Patches\SWBCostPatches.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Fix (?): Placing this Mod above VGP Garden Mods seems to fix that Error however. For anyone still encountering that Error. I haven't tested yet it this leads to any Bugs in the Game. ;-)
cucumpear  [author] Oct 17, 2018 @ 1:37am 
The update to 1.0 only changed the version code, so just enable it in your 0.19 game. ^^