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Seriously though sorry for the delay, irl stuff is a huge chunk of my time at the moment
It *looks* like Rimcuisine actually adds its own bulk-crafting recipes for food, though? And they're pretty well balanced - like "Lavish Meals" in bulk only produces *two*, which means a lot more chef work-hours go into cooking if you decide to do lavish meals.
Here's some more things to add to the list of 'maybe do someday' integrations, in order of my perceived popularity in the community:
- Uncured plasteel and uncured composite from "Rimfeller"
- Protein Mash and Nutrient Solution from "Questionable Ethics"
- Methadone from "Psychology"
- Making concrete from "(WD) Simple Concrete" at the Smelter
- Conditionall pills from "Reconditioning Pod"
- Insulation slabs from "Insulation"
- The various soil and corpse 'bags' from "Soil Enhancement"
- Cannibal and insect meals from - you guessed it - "Cannibal Meals (Continued)" and "Vanilla Insect Meat Meals". :P
Fixed certain recipe names with placeholder names still present.
Fixed the Marble, Slate and Limestone bulk recipes to allow "do until you have x".
Fixed icons to show with Dubs' Mint Menus.
More updates coming soon!
Though xml is really more configuring than actual programming, I do plan on doing more complex mods in the future with C# but I'm still new to the whole idea, but there's still a lot of xml mods to be made (and fixed)
Well, to do your diligence due justice, I hopped in to grab specifics, so whenever you get time, it's an easy fix:
1. The sandstone recipe is named "Make sandstone blocks in bulk devtest"
2. Marble, slate, and limestone, do not allow you to "do until you have X"; they say "this recipe cannot have a target count, because it has multiple or unpredictable products." (Sandstone-devtest, and granite, *do* allow you to "do until you have X" and they work just fine.)
3. I don't know if this is something you have control over; but for whatever reason, slate, marble, and limestone aren't showing their icons in Dubs' Mint Menus. (Since it's the same three, I suspect this is caused by the same error as #2.)
Picture! https://imgur.com/a/pOBiTX2
Also, I'm a competent programmer, heh; if you want to upload this to GitHub, I can probably fix it myself and drop you a pull-request. Saves you some work, perhaps.
I'm a bit busy at the moment but I am going to fix some stuff with my Rimworld mods soon, including creating an addon mod for this which adds some mod support to some popular mods like Rimcuisine 2
FYI, in my last playthrough, it looks like some of the stonecutting recipes were off, too:
1. One of the recipes, I can't remember which, is mis-titled "Blah Blah in bulk DEVTEST" or something like that — oopsies!
2. A different one of the bulk-stonecutting recipes — but only one of them! — was breaking "Do until you have X"; it claimed 'this recipe can't work with that feature, because it has unpredictable or multiple outputs.' But the rest of the stone types worked fine for do-until-X (including the DEVTEST one! haha.)
The normal recipe can find ingredients just fine (they're one room over); but the bulk recipe from this mod says "needs ingredients."
Thank you all for your suggestions!
When bulk crafting a specific type of stone blocks (like sandstone or marble), and setting it to craft until X, it looks at all stone block types. Would it be possible to have it look only at the type I am crafting.
I would like to be able to maintain 150 blocks of bother marble, sandstone and granite, and not have other blocks from ruins mess it up.
This mod adds recipies to alleviate that, it is simply more efficient time-wise. You still need to spent as many resources as making them individually though ^^.
I hope that helped.
New : Added bulk crafting recipes for all chunks.
Fixed : fixed pemican recipe working at the wrong bench.
I'll be updating the mod shortly.