RimWorld

RimWorld

[1.0] TR brewing and alcohol expanded
52 Comments
Nāgas In Paris 9 Jul, 2020 @ 4:35pm 
1.1 soon pls
1960S Motown Ye N HH 25 Jun, 2020 @ 3:14pm 
Is this 1.1 compatible yet? :p
jptrrs 30 May, 2020 @ 3:49pm 
+1 confused by the misplaced 1.1 tag! Just removing that from the about file would save you lots of complaints here!
Jagwired 27 Feb, 2020 @ 9:49pm 
All good. The comment was primarily due to the 1.1 tag on the mod. :)
TR  [author] 27 Feb, 2020 @ 1:02pm 
thx for the heads up - nope it's not compatible with 1.1 yet. I'll get to it eventually, but right now real life issues prevent modding.
Jagwired 24 Feb, 2020 @ 5:59pm 
Just a heads up, despite the tag this is not compatible yet with 1.1. I get a lengthy string of red text and plenty of broken mods, or vanilla game play when this is loaded. Just sifted through 200 mods to find this puppy.
TR  [author] 5 Oct, 2019 @ 8:49am 
while true that beer strictly is worth less than it's raw resources please note that not every trader will accept these raw resources while almost anyone will buy beer. And it weighs a lot less than stone blocks for example.
fishysalad 16 Jul, 2019 @ 3:27am 
I like the mod but if brewing beer for trading this makes it very inefficient, the market value of the raw resources is 22 per beer (+making the stein) and the market value of the beer is still 12.
is there any way to change this to make it more worth it?
ŅōŐD꣣ƶ 21 Jun, 2019 @ 8:42am 
Has anyone tested the mod with multiplayer?
Liparelli21 2 Jun, 2019 @ 3:56am 
I see this mod might catch Dubwise's attention on the future
Oh God Spiders No 7 May, 2019 @ 1:05pm 
thanks!
TR  [author] 7 May, 2019 @ 11:49am 
@MickMicrobe: My guess is it's the universal fermenter that creates the issue. I haven't got around to implementing what Owlchemist suggested. But I'll look into it eventually.
TR  [author] 7 May, 2019 @ 11:46am 
@Oh God Spiders No: I added tags to make fermented beer, mash, fermented mash and so on untradeable. It should work. Please report if it does. Now you should only be allowed to trade finished alcoholic products.
MockMicrobe 6 May, 2019 @ 9:29am 
I can't get the mod to work except at the start of the load order. Otherwise it won't build the fermenting barrel. I think it may be an issue with Frontier Shields.
Oh God Spiders No 24 Apr, 2019 @ 12:49am 
To be clear, that's 0.50 silver, i.e. 1/2 silver
Oh God Spiders No 24 Apr, 2019 @ 12:48am 
I just bought 1519 fermented beer at .50 silver per unit. I'm going to make a killing when I bottle this stuff.

I understand why you made un-bottled fermented beer so cheap, but it's unbalanced. Is there some way to remove it from other factions' trading lists?
Owlchemist 10 Apr, 2019 @ 8:54pm 
Great to hear it. I been posting some comments on other mods trying to see if we can get everyone on the same page so our mods play together nicely. There doesn't appear to be any fundamental difference between the two versions as far as I can tell, they just label things differently.
TR  [author] 10 Apr, 2019 @ 8:52pm 
I thought I had the issue with the tobacco mod solved. Guess I have to look into the other version of the universal fermenter. Will do ASAP but may take a couple of days.
Owlchemist 10 Apr, 2019 @ 5:57pm 
Hello - I would recommend switching over to the more popular version of universal fermenter. there are two versions of this .dll floating around the workshop but they cannot co-exist. The Blueberries mod is one such example of the more popular version. It's pretty easy to switch over, you just gotta swap out the jobdef and workdefs files and change one line on your production building(s).
AppearAnon 8 Apr, 2019 @ 4:03pm 
hey i noticed both of these mods "use the universal fermenter"

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1550446824

would this cause a conflict? i'm unable to use the tobacco mod
Gavril 3 Apr, 2019 @ 12:24pm 
@reize you may want to put your reply about VGP in the description. You will probably get like one or two fewer people asking about it. I know I was not looking forward to looking through all the comments to see if it had already been addressed (luckily it was on the first page). Looks good though! I've been thinking that I would like something that expands brewing! This is a bit more expansive than I was thinking too! lol
AppearAnon 1 Apr, 2019 @ 12:43pm 
hmm weird i had it but i couldn't find. i ended up deleting that colony anyways so i'll see about the new one :D
TR  [author] 1 Apr, 2019 @ 11:00am 
you can build the still after researching "brewing". It is found in the production tab. The name is "primitive fueled still"
AppearAnon 1 Apr, 2019 @ 7:18am 
i'm not able to find the still's or specific research, can you help my blindness :P
TR  [author] 31 Mar, 2019 @ 5:40am 
new update: added a primitive fueled still for tribals. Tribals can now make their own firewater :)
pgames-food 31 Mar, 2019 @ 12:16am 
these are interesting process chains, (i hope the primitive mash tab doesnt require arms) :)

btw for spiders question, theres a mod called Medical Supplements which has aspirin btw :)
AppearAnon 30 Mar, 2019 @ 3:04pm 
@Reize thats awesome, nice to see you're seeking to improve your mod quickly. I can't wait to see whats going to come out as my colony was wiped and i had to abandon i'ma be in tribal for a while longer lol.

Glad to hear your covering balancing as you go and your right now that i think about your Point, more inefficiency with the extra would prove expensive. I like to keep things on a balanced level also, if i come across something i'm not sure about i'll check with you to see if it's intended.

lastly if hear you on wanting to keep it small and want to thank you for adding this realism to the game
TR  [author] 30 Mar, 2019 @ 12:34pm 
For now I have a primitive still planned as an update for tribals. I finished the graphics today so you can expect the update in the next couple of days. It will allow tribals to distill alcohol using a fueled still.

And lastly - yep the price adjustment for beer was due to the extra brewing and because you now need an additional 250 corn/rice to brew 25 beer. I wanted to make it a bit more attractive money-wise. Otherwise just selling the raw products is way more profitable (might be more profitable already - I did not do the math).
TR  [author] 30 Mar, 2019 @ 12:34pm 
As far as VGP is concerned I have no plans yet (maybe in the future). VGP adds a massive amount of stuff to the game which is not really what I am aiming for. My goal is to make the existing production chains more complicated without adding to much content. I aim at new recipes for existing work benches. That's why bottles are made at the sculpting table out of stone blocks. It's tempting to just add glass as and item made out of sand and add a "bottle making" work bench, but imho colonies get massive so quickly already - I aim to keep it "vanilla" but more complicated. But I just couldn't resist to add moonshine :)
TR  [author] 30 Mar, 2019 @ 12:34pm 
@ underling.X: As far as brewing is concerned I think tribals are punished enough by the less efficient mash tub. It yields only 19 wort instead of 25. I won't touch the fermenting process because if you can keep the temperature stable there really isn't much to it: Put it in the barrel and wait - tech does not speed this up :). And it's a lot harder for tribals to keep the temperature in the safe zone depending on the biome.
AppearAnon 29 Mar, 2019 @ 10:22am 
hey there i love the mod idea but is there something you can add for tribals to finish the fermenting process at an inefficient rate (40 % maybe)? I'm using Zars Tribal Reborn to add inefficient tribal work spots.

i've also noticed that none of the alcs from VGP drinks are able to be put into the primitive masher, will this be updated or is this intended or are other alcs able to be made once work tables are available?

another thought, since bio refinery is a requirement research, set up a tech tree around that for "efficient brewing" and possibly increase the knowledge of how to brew VGP as i'm sure brewing different alcs would require different standards.

Thanks for adding a more real feeling to making profitable products :D

oh 1 last thing, was there a price adjustment of beer to account for the extra processing?
Grimelord82 28 Mar, 2019 @ 8:51am 
Nooo, please, my kitchen was too big with VGP stuff already! Still may have to try it.
Oh God Spiders No 23 Mar, 2019 @ 8:54pm 
I love this mod! Now please make an aspirin mod for my first unlucky pawn that volunteered to try the moonshine :)
TR  [author] 23 Mar, 2019 @ 6:39am 
.... I gave it another shot because maybe i botched something up.Renamed the assembly universal fermenter1 with dnspy. Did not have high hopes, but launched it anyways. Now everything works. So very well done @AUTOMATIC. I owe you one :). This should now be compatible with anything that uses the universal fermenter without causing conflicts. Yeah!

... and I got an update as well: Included a new recipe for the brewery. Now you can make a "Herbal Essence" Drink at the brewery out of alcohol, herbal medicine and stoneware bottles. It gives you a small health boost: +2 % immunity gain speed, +1 % operation succes, +1 % better medical treatment for roughly 3 days. But you'll get tipsy in the process.
AUTOMATIC 22 Mar, 2019 @ 9:16pm 
Funny. If I name it universalFermenter1 it does work for me.
TR  [author] 22 Mar, 2019 @ 1:06pm 
@AUTOMATIC: Thx for the help. Tested it and can confirm that it's a conflict because both mods use the same name for the assembly. Unfortunately it is not as simple as renaming the assembly because if I name it "universalFermenter1" it won't work anymore. I guess something looks up the name and this has to be changed as well. But this is the line - I will look into it.
AUTOMATIC 22 Mar, 2019 @ 12:11pm 
In fact, changing assembly name for this mod to UniversalFermenter1 in dnSpy makes the error go away.

https://i.imgur.com/U0rg3Pv.png
AUTOMATIC 22 Mar, 2019 @ 11:58am 
I'm sure this is the reason. I'm not exactly expert in how C# loads assemblies, but I think the game looks at the assembly, sees that it's already loaded, and skips loading. And between those two mods, you use different namespaces - UniversalFermenter and Kubouch.
Heneral. Lhake_Phuke 22 Mar, 2019 @ 11:58am 
oh man.. so hard to choose between both drugs.. but il'l stick with yours 'coz the ciggarete one was unofficial update of the original mod
AUTOMATIC 22 Mar, 2019 @ 11:53am 
Cigarettes mod has UniversalFermenter.dll assembly in it. Ha.
TR  [author] 22 Mar, 2019 @ 11:35am 
did some testing with cigarettes mod. And it turns out there is a mod conflict right now. Whichever is lower in the mod list won't work. Right now you can either have the cigarettes mod or my mod. I will be looking into this but it might take a while. Sorry.
Heneral. Lhake_Phuke 22 Mar, 2019 @ 10:00am 
it gonna take a while for me to find the incompatibilities since i have over 300 mods!.. but there is drying rack and ciggarettes and tobacco
TR  [author] 22 Mar, 2019 @ 9:00am 
from looking at the error log i get to the same conclusions as you do: It fails to find the universal fermenter. Here is me guessing what could be the problem:

- mod incompatibilities: maybe my mod conflicts with one of your other mods that also uses the universal fermenter. Do you have another mod installed that let's something change by aging? Like a drying rack for drying smokeleaf leafs for example? Did you try rearranging the load order of your mods ? I guess my mod as the newest is at the bottom (which should be fine).
- mod downloaded incomplete: maybe for some reason it only downloaded my mod only partially. Perhaps unsubscribe an resubscripe helps?

I doubt that VGP causes conflicts because I did not touch an plant entries. Corn rice and so on are just part of the recipes. My mod does not care where they come from.

I posted the error log on the ludeon forums. Maybe someone who is less amateur than me can help.
AUTOMATIC 22 Mar, 2019 @ 8:52am 
Those graphics look very nice.
Heneral. Lhake_Phuke 22 Mar, 2019 @ 6:41am 
wait let me post the error log.. it says it fails to find the universal fermenter and i have VGP installed
TR  [author] 22 Mar, 2019 @ 5:45am 
@KillerShoujo: Here is the link: https://ludeon.com/forums/index.php?topic=33398.msg425754#msg425754
But what do you mean the mod wo'Nt work without it ? It should work fine. Please describe your trouble so I can attempt to fix it.
Heneral. Lhake_Phuke 22 Mar, 2019 @ 5:15am 
can you give the link for universal fermenter this mod wont work without that.. i cant find it on workshop
TR  [author] 22 Mar, 2019 @ 3:40am 
update march 22: Added a primitive mash tub that does not require electricity. That way tribals can brew beer at least. It works slower and is less efficient than the powered version.
TR  [author] 21 Mar, 2019 @ 6:19am 
update march 21: Incorporated the "universal fermenter" mod by Kubouch (great work, many thx!) to enable the fermenting barrel to accept mash in addition to wort. You can switch between what the fermenting barrel is supposed to ferment by a button when you click on the barrel.
TR  [author] 21 Mar, 2019 @ 12:17am 
@Daniel_USA hopefully it works without issues. Unfortunately I am very new to modding so issues are likely - but plz report so I can work on it.