public static void HandleMessagesTick()
        {
            if (IPC.Active)
            {
                try
                {
                    switch ((State)IPC.State)
                    {
                    case State.Idle:
                        return;

                    case State.GetMaterials:
                        IPC.SetObjectBuf(Materials.Get());
                        break;

                    case State.GetWeaponsRanged:
                        IPC.SetObjectBuf(WeaponsRanged.Get());
                        break;

                    case State.GetWeaponsMelee:
                        IPC.SetObjectBuf(WeaponsMelee.Get());
                        break;

                    case State.GetApparels:
                        IPC.SetObjectBuf(Apparels.Get());
                        break;

                    case State.GetBuildingsFromMaterials:
                        IPC.SetObjectBuf(BuildingsFromMaterials.Get());
                        break;

                    case State.GetAnimals:
                        IPC.SetObjectBuf(Animals.Get());
                        break;

                    case State.GetDebuffs:
                        IPC.SetObjectBuf(Debuffs.Get());
                        break;

                    case State.GetDrugs:
                        IPC.SetObjectBuf(Drugs.Get());
                        break;

                    case State.GetFoods:
                        IPC.SetObjectBuf(Foods.Get());
                        break;

                    case State.GetActiveIncidents:
                        IPC.StringBuf = ActiveIncidents.Get();
                        break;

                    case State.GetPawnsHeddifs:
                        IPC.StringBuf = PawnsHeddifs.Get();
                        break;

                    case State.GetBodyParts:
                        IPC.SetObjectBuf(BodyParts.Get());
                        break;

                    case State.GetFacilities:
                        IPC.SetObjectBuf(Facilities.Get());
                        break;

                    case State.GetPlants:
                        IPC.SetObjectBuf(Plants.Get());
                        break;

                    case State.GetBackstorys:
                        IPC.SetObjectBuf(Backstorys.Get());
                        break;

                    case State.GetTraits:
                        IPC.SetObjectBuf(Traits.Get());
                        break;

                    case State.GetCEAmmos:
                        IPC.SetObjectBuf(CEAmmos.Get());
                        break;

                    case State.GetTools:
                        IPC.SetObjectBuf(Tools.Get());
                        break;

                    case State.BuildingStuffDump:
                        new BuildingStuffDump();
                        break;

                    case State.WeaponApparelDump:
                        IPC.StringBuf = WeaponApparelDump.Get();
                        break;

                    case State.InjectDll:
                        IPC.StringBuf = InjectDll.GetResult(IPC.GetObjectBuf <InjectParameters>());
                        break;

                    case State.GcCollect:
                        GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
                        GC.WaitForPendingFinalizers();
                        Log.Warning($"[RimHelperProxy] GC.Collect() called!");
                        break;


                    default:
                        throw new Exception($"UnknownState: {IPC.State}");
                    }
                }
                catch (Exception e)
                {
                    Log.Error($"[HandleMessagesTick] Exception: {e.Message}");
                    Log.Error($"[HandleMessagesTick] StackTrace: {e.StackTrace}");
                }
                finally
                {
                    IPC.State = (int)State.Idle;
                }
            }
        }