RimWorld

RimWorld

VFEM - No Hopper Necessary
65 Comments
Sarg Bjornson 22 Jun @ 4:50am 
Yessir
ハグ / Ian_Suffix  [author] 22 Jun @ 4:38am 
Oh good! Redistributed, not "gone and dead".
Sarg Bjornson 22 Jun @ 3:59am 
Yes! Getting split into two: a new factions mod, and a furniture mod (for the factories). The hoppers probably won't be necessary at all
ハグ / Ian_Suffix  [author] 22 Jun @ 2:24am 
Sure we’ve established the core item processor is getting a makeover, but VFE Mechanoids is “gone?” :(
Sarg Bjornson 22 Jun @ 1:55am 
Item Processor is gone, and so is VFE Mechanoids :)
Happy 22 Jun @ 1:39am 
There will be a 1.6 in about a month. :-)
Sarg Bjornson 11 Jan @ 3:18am 
Well, I *hope* there will be a 1.6... Nobody knows yet for sure
ハグ / Ian_Suffix  [author] 11 Jan @ 3:16am 
Re: "grinder stops on low number stack"
https://imgur.com/wlvsfTB
ハグ / Ian_Suffix  [author] 11 Jan @ 3:11am 
@Sarg Makes sense to me. I know how painful SOS2 had it when they were trying to update saves to retain compatibility between versions. That aside, there'll be a 1.6?! I'm out of the loop...

@UmbraStar I'm going to have to retract my "it works!" comment on using shelf-like objects with the grinder. Because the grinder returns the first applicable item stack on the tile, it stops pulling when the stack it has its eye on reaches a low number, even if there are more item stacks to draw from. Modifying the grinder to keep looking, or sum up all applicable items on the tile, would require a Harmony patch.
Sarg Bjornson 11 Jan @ 3:02am 
I can tell you I don't look forward to making the changes haha. It will have to wait to the next RW version, as otherwise it'd break all saves
ハグ / Ian_Suffix  [author] 11 Jan @ 2:48am 
The eye of Sarg is yet upon me... :OhNoBlue:
That'll be something to look forward to, I'm sure.
Sarg Bjornson 11 Jan @ 2:44am 
And now you know why Item Processor is going away and we are migrating everything to the pipe network :D
ハグ / Ian_Suffix  [author] 11 Jan @ 2:33am 
@UmbraStar
Nutrient Paste Expanded uses its own item source acquisition method, which cleverly uses a "RegisterToGrinder" comp it patches onto vanilla hoppers to find which adjacent buildings should be treated as sources of items.
I interpreted this to mean you can apply this comp to any building at all to make them into an items source, and to demonstrate, I edited the OwlFridgeBase thingDef from "Simple Utilities: Fridge" (RIP owlchemist). Usually, you'd want to make a patch operation for this, but what's a bit of XML editing among old, dusty mods?
```
<comps>
<li MayRequire="lwm.deepstorage" Class="LWM.DeepStorage.Properties">
<!-- various parameters -->
</li>
<!-- Additional comp that allows the VNPE grinder to access items on this tile -->
<li MayRequire="VanillaExpanded.VNutrientE" Class="VNPE.CompProperties_RegisterToGrinder" />
<!-- other comps -->
</comps>
```
And it worked! The grinder now pulls from refrigerator buildings.
UmbraStar 7 Jan @ 2:18pm 
Would this also work with things such as Vanilla Nutrient Paste Expanded?
ハグ / Ian_Suffix  [author] 19 Dec, 2024 @ 2:11am 
@D3K43 Definitely. This patch was conceived as a way to make consistent the way one used VFEM factory objects with Rimfactory objects.
D3K43 5 Dec, 2024 @ 4:19pm 
One of the biggest gripes I have with VFEM is that it doesn't have proper automation. You're saying with this mod, I can use Rimfactory's conveyor belts in conjunction with VFEM's machines?
ハグ / Ian_Suffix  [author] 13 Nov, 2024 @ 4:10am 
I've also finished testing with Phaneron's Basic Storage.
@Psyckosama / @PapaFenn
I'm going to need more specifics to continue testing-- most important of all, which storage object you're having trouble with.
ハグ / Ian_Suffix  [author] 12 Nov, 2024 @ 5:44am 
So far, no issues found on my end.
https://imgur.com/xACh72v
ハグ / Ian_Suffix  [author] 10 Nov, 2024 @ 2:53am 
Standard shelves confirmed to still be working. Next to try adaptable storage modules
Psyckosama 29 Oct, 2024 @ 4:27pm 
Thank you.
ハグ / Ian_Suffix  [author] 25 Oct, 2024 @ 7:01pm 
@Psyckosama Older storage mods often stacked items "physically" in the world, merely hiding their graphics under something else. If Adaptive Storage containers hold their items virtually-- maintaining a list without placing them in the world (the smarter way)-- that would be the reason this mod does not work with it. A cursory look at Adaptive Storage modules shows they're really quite aesthetically nice, so I'll look into creating a secondary Adaptive Storage Framework patch.
ハグ / Ian_Suffix  [author] 25 Oct, 2024 @ 6:22pm 
It's possible that a more recent modification to the Vanilla Expanded Framework changed something. This patch does include an analysis portion, so if something's new, it should comment on it in the console when Rimworld starts up. I'm afraid I don't have the time to investigate immediately, but I'll get around to it by the end of the month.
PapaFenn 14 Oct, 2024 @ 6:55pm 
does not seem to work for me no matter where i place it
Psyckosama 3 Oct, 2024 @ 8:40am 
Does not seem to work with adaptive storage
Kazeck 17 Apr, 2024 @ 6:16pm 
Thank you so much!
Moonarian 11 Apr, 2024 @ 7:49am 
thank you!:bbtcat:
ハグ / Ian_Suffix  [author] 11 Apr, 2024 @ 7:17am 
I've confirmed it's working on 1.5! Updating now.
Moonarian 10 Apr, 2024 @ 7:37pm 
it's great,plz update to 1.5:bbtcat:
walkin_here 17 Nov, 2022 @ 3:26pm 
Will certainly try that. thanks for looking into it, too.
ハグ / Ian_Suffix  [author] 17 Nov, 2022 @ 4:22am 
@Contorta There doesn't seem to be an easy fix, but I did find that you can place whatever you want when the factory building is in a frame state-- i.e. people are bringing resources over to build it.
ハグ / Ian_Suffix  [author] 11 Nov, 2022 @ 4:06am 
@Contorta I'll check it out.
walkin_here 10 Nov, 2022 @ 4:08pm 
is there any way to get around a factory 'Interaction Spot' not being able to be blocked by anything other than a hopper? Trying to place IO ports from PRF in their place and getting that error so I'm forced to use conveyors to push them two tiles.
VelxraTV 21 Oct, 2022 @ 11:46pm 
Thank you!
ハグ / Ian_Suffix  [author] 21 Oct, 2022 @ 11:45pm 
Done!
ハグ / Ian_Suffix  [author] 21 Oct, 2022 @ 7:45pm 
@Velxtra Working on it now!
VelxraTV 21 Oct, 2022 @ 1:52pm 
Please update to 1.4
ハグ / Ian_Suffix  [author] 28 Jul, 2022 @ 6:06am 
Done.
Victor 27 Jul, 2022 @ 2:04pm 
Hey could you add VFE-M as a dependency? That would make it easier to organize different modlists on Rinpy, thanks!
ハグ / Ian_Suffix  [author] 23 Jul, 2022 @ 7:16am 
@LeadTears VFEM: Vanilla Factions Expanded - Mechanoid. In addition to new mechanoids, it adds various kinds of machinery you can create from mechanoid components. Technically, this mod only requires the Vanilla Expanded Framework.
LeadTears 22 Jul, 2022 @ 10:42am 
and what is the mod in the picture
ハグ / Ian_Suffix  [author] 22 May, 2022 @ 5:49am 
Quite right!
Meo 20 May, 2022 @ 9:00am 
Actually I believe I managed to make it work with the 1x2 skip from Deep Storage. :summer2019corgi:

I think it is dependent on if there is an item stored in the cell where the factory pulls from, so provided a storage is placed correctly, you can actually use larger storages, although smaller sizes are still preferable.
ハグ / Ian_Suffix  [author] 20 May, 2022 @ 4:23am 
@Meo I'm afraid this mod only works with 1x1 storage objects: VFEM checks specific locations, not actual storage zones. All this mod does is erase the need for a hopper to be in those specific locations.
Meo 19 May, 2022 @ 10:27am 
Not sure if this is a bug or simply a mod limitation but for some reason the mason saw does not register the large stone dumping bin from the deep storage mod to pull resources from.

The bin itself is around 3x4 or so, does this only work with 1x1 storage or is it just positioning it correctly? (There are no log errors from what I am aware of.)
Pillowesque 1 Jan, 2022 @ 10:50pm 
I actually almost commissioned this mod bless your soul
ハグ / Ian_Suffix  [author] 26 Nov, 2021 @ 2:55am 
@Sarg Great! I'm ecstatic to know Alpha Ships has been updated, by the way.
Sarg Bjornson 26 Nov, 2021 @ 1:36am 
@ハグ / Ian_Suffix: Apology accepted, no bad blood :)

I may change the mod in the future to accept different defs from an XML list, I'll tell you so you can adapt the transpiler if necessary
Leafield 26 Nov, 2021 @ 1:28am 
@ハグ / Ian_Suffix
I appreciate that reply, content creator. Especially considering the public sphere you posted in. Will definitely give this a try.

@Sarg Bjornson
. . .
ハグ / Ian_Suffix  [author] 23 Nov, 2021 @ 5:25pm 
The makeup of code can reflect anything from time restraints to progress accumulation to obscure means of optimization. My "code review" is my own impression and nothing more, but I apologize for the indirect swipe. Frankly, I'm rather happy you read all the comments.
Sarg Bjornson 21 Nov, 2021 @ 7:40am 
@ハグ / Ian_Suffix: "and boy what a mess that code is". Well, fuck you very much