RimWorld

RimWorld

ConveyorBelts
46 Comments
Flux 22 Jul @ 2:19pm 
Will this be updated to 1.6?
Tenchi 19 Apr @ 3:24pm 
Why does it need Microelectronics? Conveyor belts precede the computer.
Napoleonix 14 Jan @ 12:13pm 
Why i cant place them at interaction spot in VEFM factories ?
Scorpio 23 Nov, 2024 @ 12:00pm 
+1 to make them non flammable and being placed at interaction zone of VFEM machines
Futstub 31 Oct, 2024 @ 10:15am 
Dude, all the things you could do with conveyor belts in Rimworld if you had an inserter like in Factorio... :steamhappy:
recatek 23 Aug, 2024 @ 10:36am 
Having a non-flammable version of the overwall conveyor belt would be a nice interaction with the Furnace mod for excess item disposal.
Kushiban 23 Aug, 2024 @ 6:50am 
Well, someone modded the VFE Mechanoids factory buidings to remove the need for hoppers.
So you might make both of them work together now.

The mod is "VFEM - No Hopper Necessary" (/?id=2647654863)
Adambaked 6 Jul, 2024 @ 5:33am 
wish i could place these on the interaction zone of VFE machines, please try look into that :steamhappy:
CodyProductions 22 Jun, 2024 @ 12:20am 
Does this work with vfe mechanoids?
摄魂狼 15 Jun, 2024 @ 10:52pm 
cool
1kili2 9 May, 2024 @ 8:06pm 
awesome! i will let you know if anything happens next time i get to play
Rhiom  [author] 9 May, 2024 @ 6:52pm 
Updated for 1.5 to stop giving errors. Additional, should now stack objects if they match with the one in front of them. Please let me know if you have any difficulties
1kili2 18 Apr, 2024 @ 5:59pm 
seems to still work without issues for me in 1.5, i am curious if anyone knows of a mod that works nicely with this to store stuff because the belts seem to be unable to stack stuff together at the end, like if it drops 20 slate blocks they end on the ground, and if another 20 slate blocks come in instead of stacking on the others to form a stack of 40 they stay on the belt, even if the belts output into a shelf
Nevore 17 Feb, 2024 @ 8:52am 
If you're using designator shapes it can screw up rotation in a couple of different mods, possibly including this one
Maty the Fluff :3 21 Jan, 2024 @ 3:30pm 
I can't rotate the over wall conveyor thingy, it's stuck in vertical :/
im grugging it 20 Jul, 2023 @ 9:25am 
How do you rotate them.
Matt 2 Jul, 2023 @ 11:01pm 
One issue I am encountering is with the hauling priorities. If set the start of the conveyor to critical, my colonists will grab items from storages to the start of the belt in an infinite loop. If I set the priority to low, my colonists will completely ignore the belt all together, am I doing something wrong?
Zankas 28 Mar, 2023 @ 5:55am 
I was hoping for something that would pull from the tile next to it and then feed it along the conveyor line.
Lurkily 19 Nov, 2022 @ 1:47pm 
While I'm not confused, as I used an earlier version of conveyors when I played in the past, a few example images and explanations would go a long way towards helping people understand if it's something they want.
Del 26 Oct, 2022 @ 6:17pm 
@Rhiom .. Is this meant to be the successor to 'Industrial Rollers'? .. some documentation might help.
Caramel 24 Oct, 2022 @ 3:04pm 
[google translate]
The conveyor belt should have its own wire instead of pulling one separately
This will greatly increase the workload of demolition
Reality is also powered by belts
Rhiom  [author] 22 Oct, 2022 @ 11:21am 
@Clay, you can build a line next to farming areas for instance, and having it transport supplies back to a fridge. I have also had it transfer food from a fridge to the dinning area, keeping one meal stack out, so colonists dont have to enter the freezer. Can also use in a medbay, to keep a backstop of medical supplies. those types of things.

There are other mods, like industrial rollers, which have more features, and can autosort, but I tried to keep this minimalist in the style of vanilla rimworld's content.
Skully_Bojangles 22 Oct, 2022 @ 10:49am 
@Clay I use conveyor belts alongside a furnace mod to build garbage incinerators.
miku567 22 Oct, 2022 @ 6:28am 
@Clay you could use it to transfer items from orbital traders to your stockpile(s) without your pawns.
Clay 21 Oct, 2022 @ 9:20pm 
This looks interesting but... Why would I use it? How would I use it? How would this benefit me? Is this made for use with other mods? Some additional screenshots showing examples and ideas would be super helpful. I'm not being a jerk, I just really don't understand. Thanks in advance for some explanation. :) :steamhappy:
Michael 17 Oct, 2022 @ 2:23pm 
Oh wow this actually got updated! Many, MANY thanks, I've been using some Factorio ripoff a lot just for belts, Thanks for updating this
Rhiom  [author] 17 Oct, 2022 @ 1:52pm 
Took a while, but should be updated for 1.3 & 1.4. Let me know if there are problems
Michael 20 Sep, 2022 @ 10:44am 
1.3 when?
csfireworks 23 Apr, 2022 @ 9:15am 
good mod
The Polish DJ 24 Oct, 2021 @ 2:36pm 
Still waiting for it in 1.3
soglasen666 8 Oct, 2021 @ 2:50pm 
It's in 1.2.
soglasen666 8 Oct, 2021 @ 2:50pm 
Hi there is a bug that bothers me a lot. When there is food in the input storage and someone is eating it, conveyor belt tries to transport a green "chewing" sprites and it then sometimes lasts forever, sometime stops. Thanks for the mod.
//SlipperyPete:. 11 Sep, 2021 @ 4:55pm 
Glad to hear an update might be coming, I've been meaning to try this one for awhile now! Thanks in advance!
miku567 8 Sep, 2021 @ 12:06pm 
No problem.
Rhiom  [author] 7 Sep, 2021 @ 5:57pm 
It's not updated for 1.3 yet. When I tried it, it looked like something is screwing up with the animation code, so I will need to update when I get a chance. Sorry team.
miku567 5 Sep, 2021 @ 3:44pm 
Anyone tried if it works in 1.3?
geniusthemaster 2 Jun, 2021 @ 1:17am 
have a golden unicorn.
RΞΛPΞRisONLINE 24 Jan, 2021 @ 1:04pm 
Only thing im missing is a pusher, to push the resource into the hopper. Still i really like the artwork. :)
Tyrant 14 Jan, 2021 @ 8:38am 
It is very important you do not put version numbers in the packageId. Every time the packageId changes, it falls out of people's mod load order because packageIds are used in RimWorld's config file.
Rhiom  [author] 11 Jan, 2021 @ 1:33pm 
@Niamhi Thanks for the catch. Updated it
Niamhi 9 Jan, 2021 @ 4:52am 
@AdeptPaladin

in:
steamapps\workshop\content\294100\2341116025\About\About.xml

change:

<packageid>Rhiom.ConveyorBelts.1.0</packageid>

to:

<packageId>Rhiom.ConveyorBelts.1.0</packageId>

Look the same? look closely at the I in Id ;)
Snickerdoodle 9 Jan, 2021 @ 12:47am 
It looks like this mod is not compatible with 1.2.2, I am getting errors when loading into the game related to this mod:

Attempt to use string packageid to refer to field packageId in type Verse.ModMetaData+ModMetaDataInternal; xml tags are now case-sensitive. XML: <ModMetaData><name>ConveyorBelts</name><author>Rhiom</author><packageid>Rhiom.ConveyorBelts.1.0</packageid><supportedVersions><li>1.0</li><li>1.1</li><li>1.2</li></supportedVersions><description>V1.2

<snipped the rest for brevity>

Is there an update for it or is it something I can fix relatively easily on my own?
KILLFUCC SOULSHIEITTER 3 Jan, 2021 @ 6:33am 
These are essentially just literal conveyors for those wondering, they do not pull from inventories etc. Nothing particularly useful unless you transfer items manually off belts and onto belts.
Malminas 1 Jan, 2021 @ 10:12am 
Looks great! do you have conveyors that go underground a farther distance?
Razor 2.3 31 Dec, 2020 @ 10:20am 
Okay, how does this compare to Industrial Rollers?
Evil Weevil 29 Dec, 2020 @ 3:57pm 
Nice artwork. Can't wait to give it a try.