RimWorld

RimWorld

Ceramics VEF
205 Comments
asdlfehasdkwjaghsdm 12 Jul @ 6:31am 
Yeah on 1.6 the kilns dont load and stuff
Fancypuggo 25 Jun @ 10:06am 
1.6? Would love to keep playing with this mod!
Luke Vale 22 Jun @ 8:57am 
Seems due to the lack of interest in this mod, there isn't much discussion regarding it. I'd love to see a alternative or for this to be updated, here's hoping. But if not, the mod was wonderful, and a great addition I used alot, and I'll be sad to not have it any more.
Gildedphoenix 15 Apr @ 4:17pm 
THen the rest::
"START
Power needed: 100 W
Grid excess: 12623 W (2800 Wd stored)

Porcelain Mixer is filled with Sand (filled at 128 of 128)
Porcelain Mixer's 2nd slot is filled with Clay (filled at 19 of 43)
END
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.InspectPaneFiller:DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor (Verse.ISelectable,UnityEngine.Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents (UnityEngine.Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI (UnityEngine.Rect,RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)"
Gildedphoenix 15 Apr @ 4:16pm 
I just encountered with a pawn stopping bug when pawn was tasked with filling the porcelain mixer, resulting in with pawn standing still. And once I force the task to fill the mixer, I got a debug flashing red error, starts with::

"Inspect string for N7_ElectricPorcelainMixer54984 contains empty lines."
Leoraaaaaaaaaaaaaaaaaaaaa 25 Aug, 2024 @ 11:09pm 
Just gave it a try and didn't have any issues. Went through and tried every building/bill added. Also made a few things from porcelain
Valikdu 20 Jul, 2024 @ 9:20am 
this may work now since there's a new version of Processor framework with same id;

can somebody check it out?
Leoraaaaaaaaaaaaaaaaaaaaa 3 Jun, 2024 @ 11:47am 
I'd also love an update to this great mod! Miss playing with it
tabakista 1 Jun, 2024 @ 10:21am 
I really miss this mod :(
VerucaKatt 27 Apr, 2024 @ 12:42pm 
Any plans to update to 1.5?
Lord Dudelsack 7 Jan, 2024 @ 5:51am 
if it helps: it seems like the standing error is mostly ( if not only not sure yet) occuring when one of the ingrendiends is missing or not enough for a full fill there. guess the pawn is stuck in a looking for ingrendient loop
Lord Dudelsack 6 Jan, 2024 @ 9:07am 
somethings odd with it in my safes. it often seems like either the kilns or the brick/porcelain extruders are resulting in my pawns standing around
derduerk 4 Nov, 2023 @ 11:03am 
lags
DeathTomato 19 Jun, 2023 @ 4:16pm 
Doesn't seem compatible with Vanilla base generation expanded unfortunately, soemthing to do with the KCSG_Base_Faction_NoBridge def?
Ten Said Yes 8 May, 2023 @ 4:13pm 
I for one really like the mud brick drying mechanics of Ceramics VEF and would love to see it made to work with EM materials if present. Not sure how popular an opinion that'd be, but just tossing it out there in case there's any others who'd like to see some inbuilt EM - C:VEF intercompatibility.

That aside, thanks for making the port! I keep coming back to it every install... after accidentally downloading the 1.2 version of Ceramics. Every... time...
Lurmey 2 May, 2023 @ 12:03pm 
That's a good point actually.. I hadn't thought to use Cherry Picker. I'll give that a go.

Thanks :)
Xidon Eye  [author] 2 May, 2023 @ 10:01am 
i take a look, hoow this could work togather. but isn't Cherry Picker made for this? or do you like to keep the mud brick drying of Ceramics VEF with EM materials?
Lurmey 2 May, 2023 @ 7:07am 
Would love if this worked with Expanded Materials - Stones and Mortars. I prefer EM's clay and mud bricks, but I want to keep C-Composite, Silica Wafers and Porcelain.
Auranim 19 Feb, 2023 @ 6:35pm 
Huh! That was positively surprising! Subscribing now!
Xidon Eye  [author] 19 Feb, 2023 @ 1:40pm 
@Auranim Yes, Ceramics is fully compatible with Fertile Fields [1.1] , if nothing big has changed lately...
Auranim 19 Feb, 2023 @ 4:07am 
Does this work with clay from Fertile Fields?
Xidon Eye  [author] 26 Jan, 2023 @ 4:04am 
@valikdu i will take a look, but i think, it is named after the material it is build from. plant scraps (from Fertile Fields), fiber (ceramics), fibrous hay (ZARS), straw (Medieval Overhaul) or hay (vanilla).
patching "<stuffAdjective>*NAME*</stuffAdjective>" to the stuffProps of the plant scraps should make it easier for the eye.
i will test it later today.
Valikdu 26 Jan, 2023 @ 3:41am 
Can you make it so that the timber frame wall (with the Fertile Fields patch) isn't named "plant scraps timber frame wall"? I love the design of it.
Xidon Eye  [author] 25 Jan, 2023 @ 4:27am 
@123nick this reads like an old bug, from VFE. destroying the faulty processor does help most of the time. but sometimes, the pawns ai will get confused. processor framework, looks lioke to work better. but the mixing of items to one product was not supported, last time i checked.
i hope the VFE processor rework will fix it. untill then, there is sadly nothing i can do.
123nick 24 Jan, 2023 @ 8:50pm 
There is a bug, idk if with this mod specifically or VFE in general, where if a item needed for a processors input is in a spot colonists cannot path too, it will get them stuck Standing when they try to input it into the processor. this happened when i built my sand traps in such a way there was a tile enclosed by all of them, and a sand spawned there, but none of my pawns could walk to get it. So instead they stand around and are stuck when they try to reserve it to bring it to the brick extruder. Log: https://gist.github.com/HugsLibRecordKeeper/05f46ec0e1ab482afc06d14071a5c165
Oda Nobuna 31 Oct, 2022 @ 10:25am 
ah thank you very much ^^ no problem I understand ^^
Xidon Eye  [author] 31 Oct, 2022 @ 6:43am 
@Oda Nobuna sorry i got sadly to much to do outside of rimworld.
there was an error, what is fixed now.
something in KCSG code did change. i read it before, but didn't thougt it would impact the patch.
besides the fix, my own digside base-layout does work now.
Oda Nobuna 27 Oct, 2022 @ 7:06pm 
mod incompatible with vanilla outpost, is that normal?^^'
Xidon Eye  [author] 23 Oct, 2022 @ 12:29pm 
@Galli4nt this mod is completely xml based. i quickly tested it on 1.4, with vef and pf and everything worked. so i updated the about.xml.
Galli4nt 23 Oct, 2022 @ 5:57am 
Seen this has been updated since the 1.4 announcement but isn't flagged as 1.4 - is it safe to use or still awaiting another update? (no rush if so, just trying to work out if I can use it yet)
Dominic 16 Oct, 2022 @ 6:13am 
Deconstructing doesn't remove it. However it looks to have no effect on gameplay so no biggie
Xidon Eye  [author] 14 Oct, 2022 @ 2:49pm 
the message could be left from the "old" missing element. and could disappear after deconstructing and reconstructing the kiln, not minify.
i can't find any differences from the brick kiln to the other kiln. but i put this on the list for the rework update.
Dominic 14 Oct, 2022 @ 6:59am 
Thanks a lot it's been fixed to the point where it's playable no problem. The only thing left is a message that says "product is spoiling!" whenever the temperature exceeds the afformentioned 1 to 32 range. So far though seems that's only a visual bug without any actual impact
Xidon Eye  [author] 13 Oct, 2022 @ 2:00pm 
hmm... the github wiki does not say they set a base temp range.
...\Steam\steamapps\workshop\content\294100\2607350656\Patches\ProcessorFramework\ProcessorFramework.xml
search for

<thingDef>N7_FiredBrick</thingDef>

and add

<usesTemperature>false</usesTemperature>

but i update it quickly.

i will rework this mod after the new VEF Item Processor 2 is done, what most like will wait for 1.4 going live.
Dominic 13 Oct, 2022 @ 11:14am 
I noticed that with processor framework the brick kiln has a safe temperature range of between 1 and 32c it seems weird. Not to mention that it's incredibly infuriating when bricks that are literally baking in fire are being spoiled by ambient temperature over 40 C. Is it possible for you to patch this or if not can you let me know where i can manually edit the values?
Sorry if posting this in the comments as well as discussions is annoying, wasn't sure where its more easily visible.
Cheshire Kate 21 Aug, 2022 @ 7:27pm 
Thank you, deconstructing and reconstructing fixed the problem
Xidon Eye  [author] 20 Aug, 2022 @ 5:58pm 
@Cheshire Kate do you also use [SYR] Processor Framework?
if so, you need to deconstruct all Kilns and drying racks once, with architect tool. and rebuild them.
Cheshire Kate 20 Aug, 2022 @ 5:41pm 
My porcelain kilns have started giving a NullRef exception today. They were fine yesterday.
https://i.imgur.com/5iT1o2c.png
Xidon Eye  [author] 13 Aug, 2022 @ 2:09pm 
@AerosAtar looks like the outpost i handbuild in xml doesn't work anymore. i test some more. thank you
AerosAtar 13 Aug, 2022 @ 10:42am 
@Xidon Eye
This mod seems to be triggering a NRE in the VE Framework's KCSG code (the basegen stuff).

I've let the VE team know about the NRE so they can get that fixed, but I suspect you'll want to see if you can track down what in this mod is causing it to trigger.

Log for reference: https://gist.github.com/HugsLibRecordKeeper/741e15e872e051a5ec75645db7c0844d
Xidon Eye  [author] 13 Aug, 2022 @ 2:26am 
@Rents_Due Great to hear.
Rents_Due 12 Aug, 2022 @ 11:39pm 
did a little reordering of the mods and now it lets me fill.
Xidon Eye  [author] 7 Aug, 2022 @ 6:56am 
do to the "standing." bug issue and the processor framework is so widespread. i did a pf - patch. (not uploaded yet)
there is one problem. the buildings mid game, who will get patched with processor framework aktive (all kilns and drying rack), will give red errors messages untill deconstructed. new processor buildings work fine. i don't see a way to avoid this problem, do to the buildings thingClass get changed.
Xidon Eye  [author] 7 Aug, 2022 @ 3:37am 
@Rents_Due I tested it for hours. The only flaw I found was the "standing". bug, what is a thinktree problem. what comes from VEF. Do you have any mods that modify the materials or processors?
Rents_Due 6 Aug, 2022 @ 1:07pm 
Basic Kilns not accepting raw materials:
Pawns will not place material in to fired basic Kiln, Primitive Kiln, or Basic Porcelain kiln.
Drying rack and electric kilns work as intended.
Brick and Porcelain automated processors work as intended
Xidon Eye  [author] 26 Jul, 2022 @ 9:58am 
i may need to revisit the later stages of this mod. the original says the silica wafer is needed for solar cells.
rpayne88 26 Jul, 2022 @ 9:01am 
Got it, it still says its made on the machining table on the info page (for lack of a better term) for components.
Xidon Eye  [author] 26 Jul, 2022 @ 7:17am 
@rpayne88 you need to craft the components on a Fabrication Bench. for balancing purposes, it was made on the Machining table in the original mod, but more expensive.
i hope to make it more clear in the new update.
rpayne88 26 Jul, 2022 @ 4:24am 
What happened to the bill to make components? I have advanced ceramics researched, yet there's no bill to actually make components.
Xidon Eye  [author] 12 May, 2022 @ 1:17pm 
@Alien Xenomorph funny, i didn't notice that either. same entry. is fixed now. thank you.