RimWorld

RimWorld

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Replimat
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Mod, 1.4, 1.5, 1.6
File Size
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2.215 MB
17 Apr, 2019 @ 2:44pm
13 Jun @ 1:23am
67 Change Notes ( view )

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Replimat

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
3 items
Description
Replimat adds a Star Trek-style distributed food replicator system, capable of efficiently feeding colonists with high quality meals. No cooks or stoves required!

Developed in collaboration with Dubwise.


  • Feed colonists, patients and prisoners without stockpiling cooked meals - pawns automatically choose random meals when hungry
  • Feed pets and other colony animals with replicated Kibble, Hay or Synthmeat
  • Batch replicate Packaged Survival Meals for caravans
  • Convert and store any raw food into a nutrient feedstock resource
  • Uses the base game's food restriction system - customize meals, ingredients and condiments allowed for each pawn
  • Replimat buildings connect to each other via standard powernet - no special plumbing or conduits needed
  • Random (rare) Replimat malfunction incidents - can be disabled in Mod Settings
  • "Ate replicated food" thought and mood debuff for pawns with Gourmand trait
  • HD Quality textures for Camera+


  • Complete the Molecular Nutrient Resequencing research project
  • Obtain a Isolinear Computing Module from Exotic Goods Traders (caravans and orbital) or Item Stash Quest rewards
  • Build a Replimat Computer, which controls all other Replimat subsystems
  • Build Replimat Feedstock Tanks
  • Build Replimat Hoppers, and supply it with any raw food
  • Build Replimat Terminals in mess halls, near patient beds and/or prison cells; wardens can also fetch meals from Terminals outside of prisons
  • Build Replimat Animal Feeders in barns or near animal beds


  • Hoppers convert raw food to feedstock by mass, and since raw food items in RimWorld are individually only 0.01~0.03 kg, an impressive 2k stockpile of raw meat will give less than 60 L of feedstock (assuming a conversion rate of 1.07 kg/L, equivalent to the real-life Abbott's Ensure Nutritional Shake)
  • Cadaver Processors convert humanoid corpses to nutrient feedstock by mass, and accounts for missing body parts as well as body sizes (smaller corpses like Ratkins yield less feedstock than baseline humans)
  • Visitors from the base game cannot eat from Terminals, as the changes required to the visitor food source priority tree would also cause them to steal colonist meals if no Terminals are built on the map
  • Feedstock tank capacities are very high, most colonies are not expected to completely fill a tank; this is a deliberate design decision, as a tall tank with a size of a 1x1 cell would in real life be equivalent to your average 250L hot water tank
  • Feedstock tank contents do not count towards the Low Food Warning storage thresholds, so it is recommended that you batch replicate enough Packaged Survival Meals beforehand
  • Meal ingredients are randomly chosen based on their original recipes
  • Replimat systems will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Czech
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian
If you wish to translate this mod to your own language, please make a pull request on GitHub.




  • none



https://github.com/sumghai/Replimat/wiki/FAQ


  • Anaeka (Russian translation)
  • isty2e (Korean translation)
  • Kandahara of rimworld.2game.info (initial Japanese translation)
  • Ralph Shepard (Czech translation - project details[prekladyher.eu])
  • Randy Ragequit (German translation)
  • simplyWiri - Miscellaneous code tweaks





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai and and Dubwise (authors) when publishing your derivatives in the download and forum posts



Popular Discussions View All (29)
0
14 Feb, 2023 @ 9:50pm
PINNED: Please submit bug reports on GitHub, not Steam Workshop
sumghai
1,615 Comments
Drakomir 12 Jul @ 5:09am 
@Sumghai Alright, thanks for the help and quick response. I'll have a look on the Animal Controls page. Maybe they know a bit more.
sumghai  [author] 11 Jul @ 9:46pm 
@Drakomir - I'm not sure, to be honest.
Drakomir 11 Jul @ 8:50pm 
@Sunghai is there a way to fix this or a mod that would be compatible with your mod that does something similar to Animal Controls that you know of?
sumghai  [author] 11 Jul @ 8:01pm 
@Drakomir - I haven't had solid confirmation, but apparently Animal Controls patches animal/pawn feeding logic in a way that is incompatible with Replimat
Drakomir 11 Jul @ 3:35pm 
RimPy mentions that your mod is incompatibel with 'Animal Controls" for some reason.
sumghai  [author] 9 Jul @ 12:04am 
@gh0stashes - I took a look at your error log, but couldn't reproduce your bug with just Harmony, Core, VEF, VTE and Replimat.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
Playzr 🐵 6 Jul @ 2:03am 
Ah great thanks for doing that and letting me know. Looking forward to the DLC. :steamhappy:
sumghai  [author] 5 Jul @ 2:12pm 
@Playzr - This mod was already updated to be compatible with RW 1.6 on 13 Jun 2025, although there may be a few minor bug fixes in the coming weeks.
Playzr 🐵 5 Jul @ 6:10am 
Just wanted to check if this mod will be updated to 1.6 in time for the 11th July release? Would really compliment a space ship to have replicators and not waste space with a kitchen.
Crimson 30 Jun @ 5:36pm 
Thanks