Hi can you help me? I tried to press the default button, my chest/inv closes and nothing happen. If I press and the item don't have use the toast about it shows
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: WhatItemsCanICraft.Plugin+Patches+<>c__DisplayClass0_1.<ItemIconOnPointerDown>b__2 (System.Collections.Generic.List`1[T] craftables) (at <117d3c64a7f8413aae945b9ef2f9f930>:0) WhatItemsCanICraft.Plugin+<GetRecipesUsingItem>d__10.MoveNext () (at <117d3c64a7f8413aae945b9ef2f9f930>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <85d1d3e7744a4a47b5f51883bf40bba2>:0) UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) WhatItemsCanICraft.<>c:<ItemIconOnPointerDown>b__0_1(ItemData) PSS.Database:GetDataInternal(Int32, Action`1, Action) PSS.Database:GetData(Int32, Action`1, Action) WhatItemsCanICraft.<>c__DisplayClass0_0:<ItemIconOnPointerDown>b__0() WhatItemsCanICraft.<LoadAllRecipes>d__9:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) WhatItemsCanICraft.Patches:ItemIconOnPointerDown(ItemIcon) Wish.ItemIcon:DMD<Wish.ItemIcon::OnPointerDown>(ItemIcon, PointerEventData) UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Rewired.Integration.UnityUI.RewiredEventSystem:Update()
Hi, it looks like you might have tried to configure the button you need to press in your mod config, but entered something that isn't valid. You can delete the config file to reset to defaults.
I do not believe this is working as intended. It's missing a lot of recipes that used to show when clicking on an item, only works when near a usable crafting area when before (IIRC) it would show you recipes anywhere but I am unsure on this. For planks specifically it's only showing the Bush armor set and the Sun Haven/Nel'Vari Selling portals... Apparently wooden planks makes nothing else. Other craft-able items that DEFINITELY have crafts, IE. Earth Crystals and Nectarines, are showing no uses now. Many apologies if I'm just missing something here but I used the mod before the update dropped and these were not issues I experienced before.
Unfortunately I haven't been able to reproduce this so far. When I check recipes using Wood Plank, it shows me 100s of recipes in the window.
Edit: Actually, I think I might know why this is happening. The game now loads/unloads item data as required to reduce memory usage. If the game never actually loaded in the data for a crafting table, the plugin cannot "see" the recipes and so won't show the items. On my farm I have nearly every crafting table so it loads in when the character loads in. I'll try and see if I can somehow work around this...
Can confirm that when running v1.1.1.0 of this mod on Sun Haven 1.4.7 jam maker recipes are not showing up in the list when I ctrl+click their component items.
I open my inventory, left control, and left click and it will tell me if there is no crafting recipe but when it has one it just closes the window and nothing pops up. I attempted to hold left control and click on my hot bar and it didn't work either. I'm unsure of how to fix it. I am also having an issue with the fishing mod as well, it doesn't pop a window open when I right-control and left-click (I changed the config). I'm unsure if it's a mod error or a me error.
It does show a window for me when I control click, but the window doesn't have any contents no matter the item. For comparison your fishing info mod works fine. I've tried removing all other mods except for this one and had no luck, so it doesn't seem to be a conflict issue. Any Advice?
EDIT: NEVER MIND THIS WAS LITERALLY ME JUST BEING STUPID
Love your mods! I've got this one and just installed the fish info one, ctrl clicking my rod in the action bar shows which crafting recipes it's used for rather than catchable fish, is it possible to use both mods at once?
I can probably make the two mods work more gracefully together in the future, but for now you can change the keyboard key held down for one of the mods from e.g. ctrl to shift, alt, or something like that. Just go into the BepInEx/config folder, and change this line in the config file for the mod you want to change it for:
Keyboard Button = LeftControl
You can find a list of possible button names on this page: https://docs.unity3d.com/ScriptReference/KeyCode.html
uhm I dont know if its the resolution or not, but when I try to use this mod it just gets really big, takes up my whole screen and i cant close it back up. Its there a way to adjust the size?
23 comments
Thanks for the helpful mod!
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
WhatItemsCanICraft.Plugin+Patches+<>c__DisplayClass0_1.<ItemIconOnPointerDown>b__2 (System.Collections.Generic.List`1[T] craftables) (at <117d3c64a7f8413aae945b9ef2f9f930>:0)
WhatItemsCanICraft.Plugin+<GetRecipesUsingItem>d__10.MoveNext () (at <117d3c64a7f8413aae945b9ef2f9f930>:0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <85d1d3e7744a4a47b5f51883bf40bba2>:0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
WhatItemsCanICraft.<>c:<ItemIconOnPointerDown>b__0_1(ItemData)
PSS.Database:GetDataInternal(Int32, Action`1, Action)
PSS.Database:GetData(Int32, Action`1, Action)
WhatItemsCanICraft.<>c__DisplayClass0_0:<ItemIconOnPointerDown>b__0()
WhatItemsCanICraft.<LoadAllRecipes>d__9:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
WhatItemsCanICraft.Patches:ItemIconOnPointerDown(ItemIcon)
Wish.ItemIcon:DMD<Wish.ItemIcon::OnPointerDown>(ItemIcon, PointerEventData)
UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
Rewired.Integration.UnityUI.RewiredEventSystem:Update()
Thanks.
i found this in the log red colored hope can help fix it thank you
at System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) [0x00023] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) [0x0017a] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) [0x00010] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Enum.Parse (System.Type enumType, System.String value) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at WhatItemsCanICraft.Plugin+Patches.ItemIconOnPointerDown (Wish.ItemIcon __instance) [0x00021] in <117d3c64a7f8413aae945b9ef2f9f930>:0
Edit: Actually, I think I might know why this is happening. The game now loads/unloads item data as required to reduce memory usage. If the game never actually loaded in the data for a crafting table, the plugin cannot "see" the recipes and so won't show the items. On my farm I have nearly every crafting table so it loads in when the character loads in. I'll try and see if I can somehow work around this...
I open my inventory, left control, and left click and it will tell me if there is no crafting recipe but when it has one it just closes the window and nothing pops up. I attempted to hold left control and click on my hot bar and it didn't work either. I'm unsure of how to fix it. I am also having an issue with the fishing mod as well, it doesn't pop a window open when I right-control and left-click (I changed the config). I'm unsure if it's a mod error or a me error.
EDIT: NEVER MIND THIS WAS LITERALLY ME JUST BEING STUPID
Keyboard Button = LeftControl
You can find a list of possible button names on this page: https://docs.unity3d.com/ScriptReference/KeyCode.html