RimWorld

RimWorld

Fermenter
97 Comments
IDreamofZombie 8 Dec, 2020 @ 10:04am 
Let me start by saying I love this mod and have used it for awhile. I wish to only use this for beer brewing, it is so much superior than the vanilla vats. Is there anyway to disable all the other items it brings to the game, and only have the fermenter added?
General Phanter 21 Aug, 2020 @ 4:32am 
wait he quits?
Mlie 11 Aug, 2020 @ 12:57pm 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2194522312
Hope it helps anyone!
frost 8 Aug, 2020 @ 10:23am 
any chance you have compatibility plans for the UF version of VG Drinks? just curious
Lustique 22 Jun, 2020 @ 4:34am 
@Pelador: Thanks!

The error occurred in my test game just before it crashed, so it had to be the butchering bill, I think.
Pelador  [author] 21 Jun, 2020 @ 12:08pm 
@Lustique

As you are probably aware Meru may have found the issue. There may be a way of changing the oil operations for how Bills are processed using a transpiler which may be more compatible with linux. Currently looking into this.

The more recent issue wont be related to the previous problem. That is more to do with workgivers and usually associated with wether checks are being performed for items used in recipes. Most notably that occurs when something in the recipe listing cannot be or hasnt been checked that it can be reserved for the pawn that is used in the Bill.

Do you know which Bill is associated? Can be analysed by suspending bills as a process of elimination. But it isn't something I'm aware of in my own game either.
Lustique 21 Jun, 2020 @ 7:21am 
@Pelador: Sorry if I'm getting on your nerves with this issue, but I felt like trying something else just now and started Rimworld with Harmony, Core, Multiplayer , Hugslib (for additional logging), and Fermenter.

Using quickstart on a tiny map, dev-killing random animals, dev-building a butcher table and issuing a butchering job (so pretty much what Meru does here in output.webm: https://discord.com/channels/131466550938042369/683015847697973333/722878404336287816 ) reliably makes the game crash pretty much immediately (I guess when a pawn starts doing the job), but this time I also got an error:

RimWorld.WorkGiver_DoBill provided target Thing_TableButcher1816 but yielded no actual job for pawn Ben. The CanGiveJob and JobOnX methods may not be synchronized.

Is this of any significance?
Pelador  [author] 19 Jun, 2020 @ 9:05pm 
@Update @James Stone

Compatibility VCE/VPE: Fruits and other items will be used in a number of the Fermenter recipes. (Note no additional cheese fermentation recipes have been added at this time).
James Stone 19 Jun, 2020 @ 2:34am 
Hey there! Just wanted to know if there's going to be support for the Vanilla Expanded Cooking and its modules?
Lustique 18 Jun, 2020 @ 7:06am 
@Pelador: Just to let you know, there's now a small discussion going on about this kind of issue (there seem to be other mods affected by this) on the Harmony discord (see e.g. here: https://discord.com/channels/131466550938042369/683015847697973333/722878404336287816 ). This might actually be a Harmony related problem.
Lustique 13 Jun, 2020 @ 5:38am 
@Pelador: Oh, OK, thanks anyway. I guess I just won't be able to use this mod, then. :|
Pelador  [author] 11 Jun, 2020 @ 6:18pm 
@Lustique

The mod does neither of these things (either patching virtual methods or empty methods). Fermenter is written with "in house" code for its operation and the only reason it makes use of harmony is for multiplayer compatibility so that some methods can be patched and syncronised for that playing environment.
Lustique 11 Jun, 2020 @ 2:13pm 
@Pelador: OK, I'm kind of suspecting that no one is going to have a look at my Ludeon post ( https://ludeon.com/forums/index.php?topic=52421.msg479944#msg479944 ), because the problem might be too obscure.

As there was a (maybe?) similar problem before with Unix and different mods using Harmony, I've got two questions for you (that I don't really understand, but you might):

Do you patch any virtual methods ( https://ludeon.com/forums/index.php?topic=37241.msg396864#msg396864 ) or
do you ‘use Harmony into empty methods‘ ( https://ludeon.com/forums/index.php?topic=37241.msg451938#msg451938 ; does that make sense?)?

Apparently these are things that are/were problematic when Unix is in use.
Lustique 9 Jun, 2020 @ 4:08am 
@Pelador:

1) Thanks!

2) Well, I think the problem is that no one except Canute, who isn't an expert himself and also doesn't use Linux, is the only one who has commented in my thread, possibly because the problem might be so hard to debug, or I might just be the only person with this problem. If I try to post this in the Bug section, instead of the Mod bug section (if you use any kind of mod, you're not supposed to post a bug report in the ‘official’ bug report section; I guess it's not their problem, then), I'll probably only get told to get lost (although more politely). I'll try anyway.
Pelador  [author] 8 Jun, 2020 @ 6:05pm 
@Lustique

1) Harmony now added to the steam page as a dependency.

2) I wouldn't be able to recreate a linux issue using windows myself, but yes if it is an operating system problem then best reporting to Ludeon.
Lustique 8 Jun, 2020 @ 9:59am 
@Pelador:

I've got two problems, one easily fixed, one probably not so much.

№1: Harmony should be a dependency on the Workshop page. Anyone who uses mods probably already has this active anyway, but I just noticed during debugging.

№2: With only Core, Harmony and Fermenter activated, Rimworld randomly CTD's for me. It took me quite some time to narrow this down from 350+ mods, but I just used only the aforementioned mods, and Rimworld crashed for me. I have no idea how that is possible. I'm on Linux.

I've just also tested only Core and Harmony alone for a bit, but this seems to work. This was expected, as bigger modlists worked, as well, but I wanted to be thorough.

I've already made a Ludeon thread about my debugging efforts (for logs, etc.): https://ludeon.com/forums/index.php?topic=52325.msg479592
Pelador  [author] 21 May, 2020 @ 10:32am 
@Update

RC2 and MP compatibility.
Pelador  [author] 21 May, 2020 @ 10:18am 
@James Stone

Sure will check the details.
Pelador  [author] 21 May, 2020 @ 10:13am 
@Omega13

I guess you'll have to weigh up the conferred benefits (mood and joy aspects) to see if it is worthwhile or not as a process to convert milk into processed foods.
James Stone 21 May, 2020 @ 10:07am 
@Pelador Rimcuisine addons have been ported to 1.1 by Mlie, and the many fermenter recipes the mod has aren't being recognized by the fermenter.
Omega13 21 May, 2020 @ 9:19am 
That being the case, why would bother creating precursors and fermenting yoghurt just to food poison myself when I can do that with raw food? Is the yoghurt intended to be an ingredient for something else?
Pelador  [author] 21 May, 2020 @ 8:41am 
@Omega13

Working as intended. (2% chance).
Pelador  [author] 21 May, 2020 @ 8:39am 
@James Stone

Not sure I understand what happened or what you are referring to?
Omega13 21 May, 2020 @ 7:42am 
Possible bug - Fruit Yoghurt counts as a dangerous food type and can cause food poisoning
James Stone 21 May, 2020 @ 4:39am 
Rimcuisine modules got temporarily ported into 1.1, any chance for a compatibility fix for it?
Pelador  [author] 20 May, 2020 @ 10:53am 
@Update @Omega13

ty for heads up, wasn't aware that Dis had implemented one.

Update now ensures appropriate recipes for oils.
Omega13 20 May, 2020 @ 9:57am 
Checking back in as now I've researched Oil Plants - the tech correctly adds the recipes to the regular VGP grinding stone, but not the electric millstone.
Omega13 20 May, 2020 @ 2:21am 
Aha! That makes sense. Thank you again for the quick and helpful replies.
Pelador  [author] 20 May, 2020 @ 2:17am 
@Omega13

You need to have researched the plants or trees research for the oil recipes to appear on the Grindstone.
Omega13 20 May, 2020 @ 1:44am 
Small note:Starting a new run and this time I noticed that you mentioned that the VGP grindstone can make oils - however, I am unable to do so. Do I need to unlock a research first? Or put the mods in a certain order?
Pelador  [author] 15 May, 2020 @ 3:02am 
@Update

Japanese translation - Proxyer
Omega13 14 May, 2020 @ 5:51pm 
I totally misunderstood that you were boosting the cooking speed; I had a brain fart. I would honestly need to play with it more because now it may be okay. It's still a lot of work to set up, but it may be worth it, especially if you're short on cooks. Overall, having fun with this mod. It adds SO MUCH. Still figuring out what to use.
Pelador  [author] 14 May, 2020 @ 5:48pm 
@Omega13

Would you also like to perhaps see the consumption rate reduced?
Omega13 14 May, 2020 @ 5:46pm 
Ignore the post i just deleted: I misunderstood you were posting an update.
Pelador  [author] 14 May, 2020 @ 5:39pm 
@Update

Boost to meal production rates with oils. (Oils on "average" should now boost at a rate of 2x as opposed to 1.5x.)
Pelador  [author] 14 May, 2020 @ 5:38pm 
@Omega13

Oils on "average" should now boost at a rate of 2x as opposed to 1.5x.

Though this is skewed around curve based on value (uses an oil of value 6 as a middle benchmark for the aforementioned rates). The curve was previously set to reduce ticks between 10 - 60 per IG second based on value. Now they are reducing work ticks from 30 - 90 per IG second. The work ticks are associated with the work amounts for the production of meals.
Omega13 14 May, 2020 @ 4:57pm 
So this is a neat mod, but trying out the cooking oils, my cooks seem to burn straight through it faster than I can produce it, and I can't even tell the difference from the normal cooking speed. It seems like for such a production and materials sink, maybe it should do more? (I mean, with the ultimate goal being "time saved" the fact that you need to produce a precursor AND ferment that precursor more than negates that advantage.
Bobdolemite 6 May, 2020 @ 1:51pm 
@Pelador thanks for making the update for the workgiver. I did some testing and here are the initial findings:

Previously:

Fermenter hauling job was 20-60 ms

Now:

0.2-4 ms

Seems to have had a drastic and positive effect. Ill keep testing and let you know.
Pelador  [author] 4 May, 2020 @ 4:05pm 
@Update

Chemshine fementation should no long have the wick ticks issue with VFE use.

I have separated the Work tasks for the vats and fermenters into separate tasks to help improve performance. This means that you will need to update the work tasks accordingly if part way through a save game to how you want the vat values. Also, could players provide feedback on how much if any an improvement to performance they observe?
Kov 4 May, 2020 @ 9:17am 
Hello, I encountered the same error mentioned by Zardoz and narrowed it down to this mod and a combination of different ones (doesn't happen by itself), here are my logs with just Vanilla Expanded and a few utilities:

https://gist.github.com/05d3c725b18df58efa5a8f86bbb8bb05
Bobdolemite 3 May, 2020 @ 8:51pm 
I saw there were many previous comments about this but just wanted to add my .02. The refill work job seems to be generating a lot of lag for me (even when barrel is not in use). SYR Universal Fermenter just released an update utilizing dictonary caching to fix this issue:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2073225100

is there any hope something like that migth help with the work type lag?
Pelador  [author] 3 May, 2020 @ 10:09am 
@Update @Pejman

Compatibility patch for RimBees curtesy of @Pejman added to the mod.
Pelador  [author] 3 May, 2020 @ 8:23am 
@JDG PejMan

I'd be happy to look at what you've done on my discord. Fermenter is designed for compatibility so it might simply drop in as a patch file.
[JdG] Pejman 3 May, 2020 @ 3:26am 
@Pelador : i added the mead myself already . Modding mods because too lazy to make my own :)
I just hope is doesn't dissapear on mod update (it probably will :O)
Pelador  [author] 2 May, 2020 @ 8:31pm 
@Pejman

Not currently, I can make a note of it in my Discord however, but it may be some time before I can address it. (Further details on discord).
[JdG] Pejman 1 May, 2020 @ 4:34pm 
Any plan to add rimbee's mead to the fermenter?
Wolski 29 Apr, 2020 @ 2:01pm 
Could I suggest reducing the amount of oil used while cooking? Right now pawns use multiple oil bottles to cook one meal, which seems a little bit excesive...
Zardoz 28 Apr, 2020 @ 5:01pm 
Using this mod following exception is thrown

Exception parsing <startWickOnDamageTaken>Flame</startWickOnDamageTaken> to type System.Collections.Generic.List`1[Verse.DamageDef]: System.ArgumentException: Exception parsing System.Collections.Generic.List`1[Verse.DamageDef] from "Flame" ---> System.ArgumentException: Trying to parse to unknown data type List`1. Content is 'Flame'.
at Verse.ParseHelper.FromString (System.String str, System.Type itemType) [0x000ea] in <032d0428bd3b4871b44e7cd832eb5c58>:0
--- End of inner exception stack trace ---
Solardarity 23 Apr, 2020 @ 12:19am 
Ok thanks for the better understanding guys. My point still stands there's an unnecessary amount of lag coming from this mod unfortunately. I'll stick with using mountains of vanilla fermentation barrels.
Anvil Pants 22 Apr, 2020 @ 1:48pm 
Yeah, frequency isn't anything to do with the fermenter's job giver. It will be checked when any pawn with that job assignment is looking for work.