RimWorld

RimWorld

Replimat
1,618 Comments
sumghai  [author] 10 hours ago 
Updated to 1.6.1 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests 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.
sumghai  [author] 15 Jul @ 11:10am 
@Giggles - You'll have to decide for yourself.

Replimat does significantly simplify the raw-food-to-meal production chain, especially for very large and high population colonies. I've also heard it fits well with the theme of the new Odyssey DLC.
Giggles 15 Jul @ 4:51am 
Having a hard time telling, is this mod OP?
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
sumghai  [author] 29 Jun @ 10:56pm 
@gh0stashes - I'll look into that error when I have time.

@Crimson - Yes, by replicating and storing some packaged survival meals, using the batch survival meals gizmo button on the Terminals. If you don't have any survival meals in stock, leaving the low food warning alert active even with a Replimat system is intentional.
Crimson 29 Jun @ 8:21pm 
is there a way to get the low food warning off the screen? I have 11k L of feedstock and still get the low food warning.
gh0stashes 29 Jun @ 4:12pm 
Weird conflict with Vanilla Traits Expanded in 1.6.

System.MissingMethodException: Method not found: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing,bool,bool,RimWorld.QualityCategory,bool)
[Ref 909FF64A]
at VanillaTraitsExpanded.TraitsManager.GameComponentTick () [0x00045] in <4763713b2a1c4f92a8c129fc645f2e47>:0
at Verse.GameComponentUtility.GameComponentTick () [0x0001a] in <052ffdda8ff74a858542a735289dd477>:0
- POSTFIX com.Replimat.patches: Void Replimat.Harmony_GameComponentUtility_GameComponentTick:Postfix()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)...
lobosan 25 Jun @ 8:56am 
Cool - so many new additions since I last used this mod! Thank you!
sumghai  [author] 23 Jun @ 9:37am 
@eaglegundam - The Replimat system by default avoids generating meals containing human meat as an ingredient (unless the pawn is a cannibal or has a cannibalism precept on their ideology).

The Cadaver Processor "erases" the origin of the meat when converting corpses into feedstock.
eaglegundam 23 Jun @ 3:53am 
hmm ok i was just asking becaus pawns get a eat human meat debuff
sumghai  [author] 22 Jun @ 7:33pm 
@DarkMatter - I don't think that's doable with the way the Replimat system is built off the base game Nutrient Paste dispenser.

@eaglegundam - Sorry, I have no plans for an Animal Corpse Processor or Repli-Butcher: https://github.com/sumghai/Replimat/wiki/FAQ#q-why-doesnt-the-replimat-corpse-processor-accept-animal-corpses
eaglegundam 22 Jun @ 2:05pm 
would love to have a animal corps processor as well
DarkMatter 21 Jun @ 9:37am 
This has been such a game-changer for my playthroughs. Probably one of my favorite mods for Rimworld. The only thing that would make it better would be the ability to limit usage of the terminals - I'd like to put one in each of my hospital rooms strictly for the patient's use, but pawns will stop in the rooms to pick up a meal on the way to the dining room.
sumghai  [author] 13 Jun @ 1:31am 
Updated to 1.6.0 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests 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.

Note that all future updates will be exclusively for RimWorld 1.6 onwards. The 1.5 and 1.4 versions are only included to help players migrate their saves.
sumghai  [author] 8 Jun @ 12:53am 
@Tookatee - No promises, but I may consider larger tanks in a future update.
Tookatee 7 Jun @ 9:29pm 
Any chance we could get an industrial sized version of the feedstock tank? Even in an otherwise purely vanilla colony, it can be quite trivial to fill up a single (or even multiple) feedstock tanks with something like a decently sized corn farm. Especially by the time a colony is advanced enough to unlock replimats.

Could frame it as the starship version of the feedstock tank, where it's been optimized to more efficiently store feedstock and lock it behind starflight basics. (some crossover potential with SOS2 if you wanted)
Freddy Fazbear 7 Jun @ 11:30am 
5 hundred cigarettes.
sumghai  [author] 2 Jun @ 8:32pm 
@zyzyhasl - The hopper is 3x1, to ensure that the 1x1 storage cell for holding raw food is always in the center of the building, regardless of orientation. A 2x1 design wouldn't work, nor would a 1x1 cell graphic.

The current design does leave extra visual space on either side, but is a perfectly acceptable compromise.
zyzyhasl 2 Jun @ 2:13am 
The Size of Replimat Hopper was 3*1,I don't think this matches the texture very well
Size 2*1 maybe better.
Or stretch the texture a little more wider
FG_Remastered 27 May @ 8:14am 
@MountSwolmore: If you don't feel like using any of the things I mentioned, there is always Stockpile Limit which allows you to change the threshold at which the hopper is refilled.

But I must second the idea to turn the hopper into a shelf. That would be really useful, especially if you have more than one source of food coming in at the same time, but long downtimes between loads, such as with agriculture or cannibal colonies getting raided. Plus you wouldn't have to pay the extra power demand of multiple hoppers being idle all the time.
MountSwolmore 27 May @ 6:50am 
Haulers don't start hauling until it's empty and they'll make trips to put 1-4 items in; increasing the stack size won't help because they almost never load a full stack. I have 20 people and about another 20 hauler bots. Labor isn't the issue, it's process.

Every time a crop is harvested, they take the stack of 1-5 and throw it in the hopper. The next handful they pick up goes to storage because the hopper is full... until they get to storage and what was in it is broken down. Now another hauler picks 4 corn and puts that in.

Adding more hoppers doesn't stop them from being "full" with 1 berry in it.

Adding more haulers doesn't stop them from loading it with just 1 berry.

It's not even active half the time because it's always waiting 30 seconds for 3 seconds of work. The ability to even hold 2 stacks would greatly improve efficiency. The efficiency from not having to cross the map to get meals is wiped out by how many more trips to make to partially load the single slot.
sumghai  [author] 26 May @ 11:35am 
@Kamikaze - The Cadaver Processor ignores a corpse's apparel and gear mass, and simply destroys them. I might look into making the Processor dump all gear (and maybe implants) in a future update.

As for meal ingredients, the whole point of Replimat is to obscure the origins of meals. As FG_Remastered suggested, if you want specific meals to cater for specific precepts, download the various recommended meal mods, and/or configure your pawns' individual meal policies.

@MountSwolmore - See what FG_Remastered said.

@FG_Remastered - Many thanks for helping to answer these user questions!
FG_Remastered 26 May @ 9:03am 
@MountSwolmore: Either make it so the hopper is filled faster by recruiting more haulers, moving it closer to storage, or add more hoppers.

Alternatively you could alter the stack sizes with mods like OgreStack or Stack XXL
MountSwolmore 26 May @ 8:14am 
Loving the mod but is there a way to make the hoppers hold more than a single stack? It's full whether the stack is 5 or 50 so there's a ton of downtime with it sitting empty while someone else brings another stack of 3 corn.
FG_Remastered 26 May @ 3:33am 
@Kamikaze: Yes, if you use a mod like Cannibal and Insect Meals
Kamikaze 26 May @ 1:49am 
Another question - AFAIK - Replimat hides food`s origins. Is there any means of retaining them, or add that taste and flavor by choice? For instance - i`ve got the colony of tunnelers, who loves cooked fungus, insect meat and jelly, and dispise all other ingridients. Can this mod make them happy?
Kamikaze 26 May @ 1:42am 
"Cadaver Processors convert humanoid corpses to nutrient feedstock by mass"
And what about their clothes? My pawns puts corpses in processor with all of their clothes on, and all implants they have and there`s nothing left after processing, is that mass also counts? In case that it can process clothes and implants - why it can`t process all inorganic stuff?:steammocking:
Jackstar 3 May @ 12:45pm 
ok. it didnt work first time but a restart made it work; thank you! :steamhappy:
FG_Remastered 2 May @ 10:29am 
@Jackstar: Check the priorities on the storage zones.
Jackstar 2 May @ 4:09am 
Hi, my colonists wont put meat in the hopper even though I allowed it, inside the contents menu. :steamfacepalm:
Captain_Doug 26 Apr @ 10:51am 
Ok I think i've fixed it after building a septic tank, it's now saying it's running
Captain_Doug 26 Apr @ 9:50am 
hello! I just built my setup, however I'm having a problem. I built a Sewage recycler to go along with Dubs Hygiene mod, however all the toilet are now saying they aren't connected after I deconstructed the sewage outlet. Couldn't find an answer online, do I need to build a septic tank or sewage treatment. I do have the replimat computer and the sewage recycler connected to the power and to the plumbing. thanks for anyone's help!
eman2019 6 Apr @ 7:00pm 
500 cigarettes
sumghai  [author] 18 Mar @ 10:17pm 
@Randy Ragequit - I'll have to think about it.
Randy Ragequit 18 Mar @ 9:04am 
Hi there!
I have an idea for some compatibility. while replimat works just great with hospitality, i think it might be useful if there was an option to check or uncheck if colonists are allowed to use the replicator. since you usually have this system in mid-game earliest, here is always a lot of meals left in the fridge, which i think is a waste if you just throw them into the hoppers since the replicator uses less overall food mass than a single lavish meal. plus i usually have my colonists eat their own food first and the guests from hospitality use the replicator for money.
also it is quite annoying that them pawns always run across the map to get 3d printed food instead of eating what their long-trained gourmet credences them :D

just as an idea tho. maybe that could be a thing
-Sky- 4 Mar @ 4:12am 
Thanks for the reply and congratulations on the great MOD. :AOEKnight:
sumghai  [author] 3 Mar @ 9:01am 
@Player Sky on Twitch - I have no plans to add wastage factor as a mod option.

The Replimat system works via mass-to-mass conversion, rather than the ingredient nutrition calculations used for vanilla cooking bills.
-Sky- 3 Mar @ 4:03am 
The mod is wonderful, but I think it would be more interesting if it used more meat or any other ingredient to make the meals, maybe twice as much as it would on the stove for example.

To make the mod more balanced, it would be possible to add something to the cofig to change these values? :cherrypie:
sumghai  [author] 21 Feb @ 12:29pm 
@MEGABL4C3 - If you want Spanish translations, please make a Pull Request on this project's GitHub repo: https://github.com/sumghai/Replimat

https://docs.github.com/es/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/about-pull-requests

Also, please only post comments here in English.
MEGABL4C3 21 Feb @ 11:55am 
me encantan estos mods pero lastima que la mayoría de los mods de este juego están en ingles o ruso, me encantaría que le den mas importancia a la comunidad latina y que le agreguen el españon
Tookatee 21 Jan @ 12:51am 
Also on an unrelated note I've noticed that the Gourmet meals from VCE never get made with any of the condiment ingredients. Would be nice if those got added to the random ingredients these meals can contain as without them they lack the temp buffs they would normally grant pawns if they were cooked (and thus have no reason to be made with this mod since without them they're just worse lavish meals).