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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.
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.
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.
@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.
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)...
The Cadaver Processor "erases" the origin of the meat when converting corpses into feedstock.
@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
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.
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)
The current design does leave extra visual space on either side, but is a perfectly acceptable compromise.
Size 2*1 maybe better.
Or stretch the texture a little more wider
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.
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.
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!
Alternatively you could alter the stack sizes with mods like OgreStack or Stack XXL
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?
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
The Replimat system works via mass-to-mass conversion, rather than the ingredient nutrition calculations used for vanilla cooking bills.
To make the mod more balanced, it would be possible to add something to the cofig to change these values?
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.