RimWorld

RimWorld

RimFridge: Now with Shelves!
342 Comments
Hellboy 12 hours ago 
@"Just Harry" You were totally right, user error. The Harmony patch was the culprit. Thanks :D
Enlonwhite 14 hours ago 
Yeah so many times, so many opportunities, this should be vanilla. But hey thanks for giving us this charming mod sir!
Celgaming 18 hours ago 
Surprised Tynan didn't add this with the Odyssey update because space is everything now with the new scenario.
zxcvbnm 22 hours ago 
1.6???
butcher638 12 Jul @ 3:15am 
thanks!
BilbroFratins 11 Jul @ 9:32pm 
Can confirm it does now work with that Harmony fork.
"Just Harry"  [author] 11 Jul @ 9:29pm 
A Harmony patch is used to alter the temperature of things stored in fridges, so that would definitely do it.
This fork of Harmony may be of use for macOS users: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3515420793
BilbroFratins 11 Jul @ 9:16pm 
I'm also playing on mac, so I think that's the issue. I read Harmony isn't working with silicon chips. Gonna try to fiddle with that
"Just Harry"  [author] 11 Jul @ 8:50pm 
@Hellboy, That's not good... I think v2.0.6 should fix the mod for macOS.
Hellboy 11 Jul @ 8:38pm 
doesnt work on my mac m2, items get stored but are not getting refridged. with same save it does work on pc just fine :steamthumbsup:
"Just Harry"  [author] 11 Jul @ 6:41pm 
@SnowManBear, Oops, that's an oversight on my part—fixed now!

@BilbroFratins, That sounds like the fridges' ThingComps aren't functioning at all. Are there any errors in the dev log when building a fridge? Or when selecting an already-built fridge?
BilbroFratins 11 Jul @ 5:16pm 
Not sure why, but I can't adjust temps on the fridge (single or double) and the food on top of it isn't considered frozen or cold. It's as if they are acting as just normal shelves.
SnowManBear 11 Jul @ 4:59pm 
I searched the first few pages and didn't see anyone mention that colonist will not put any of the new raw fish in the fridges
"Just Harry"  [author] 11 Jul @ 3:45pm 
Is this happening with a wall-fridge or a normal fridge?
John H. 11 Jul @ 3:36pm 
Why don’t colonists treat fridges as the closest spot for food, even when it’s nearby? Is this intended or a bug?
"Just Harry"  [author] 11 Jul @ 2:09pm 
I've done some preliminary testing with fridges in gravships, and all seems to be working well.

I've also released v2.0.4 of this mod, adding a setting for whether wall-fridges are airtight or not – which controls whether oxygen, in gravships, can exchange through wall-fridges or not.
It defaults to true, because that seems reasonable if regular doors are airtight. (Just pretend that pawns are smart enough to treat a wall-fridge as an airlock, by not opening multiple doors simultaneously).
Deimos kai Aischylos 1 Jul @ 11:34am 
Their fix has never worked for me, even with trying to unsubscribe to it. No worries. Will just be something I'll adapt around. Forever love the fridges.
"Just Harry"  [author] 1 Jul @ 5:15am 
I've just released version 2.0.3 of this mod.
The only changes are that now the default mod options will be set correctly for players without an existing configuration for RimFridge; configurations affected by the incorrect default values will be migrated to the correct values automatically.
"Just Harry"  [author] 1 Jul @ 5:15am 
@Alusavin, the maximum stack-size is supposed to default to three—definitely not zero!
Apologies for that, I introduced an issue that caused the settings to not be set properly for users without any existing configuration for RimFridge.
It's fixed now, though, with some logic to correct the broken defaults.

@' Deimos kai Aischylos', no worries, I think the issues between this mod and Vanilla Nutrient Paste Expanded were resolved on VNPE's end back in February this year.
Deimos kai Aischylos 1 Jul @ 2:16am 
I am silly. I spaced out on a vital detail: the mod I use allows the fridges to be used as hoppers for Vanilla Nutrient Paste Expended. I believe it was a general fix from long ago but which has the added benefit of also allowing fridges to work with VNPE. They work as hoppers for regular nutrient paste machines just fine--it just slipped my mind as I never use the regular ones. So, totally understandable if that can't be addressed. Sorry for any undue concern.
Alusavin 30 Jun @ 11:22pm 
Hello again, I just was able to get back on, I think I solved the error (user error of course). The stack size was set to zero so it wouldn't allow anything in the fridge. I'm guessing I didn't read the change log well enough and didn't realize that it was defaulting to zero! Sorry to bother you and thanks for the awesome mod!
Deimos kai Aischylos 30 Jun @ 10:52am 
Bear with me as I have my game largely decommissioned until the DLC. Once that comes out, I'll test things out to see if it still happened. I would not be shocked if it were a mod conflicted considering my 600+ list.
Declan 30 Jun @ 3:02am 
Thank you for the update :KneelingBow:
Crazy Cat Gentleman 30 Jun @ 12:52am 
Harry, thanks for the explanation and the new option!
"Just Harry"  [author] 30 Jun @ 12:16am 
I've just released v2.0.1 of this mod, the main highlight is that wall-fridges are once again no longer limited to being split between only two rooms, they can now be split between four-or-fewer rooms, as usual.

Additionally, a (mostly) harmless error that could occur when loading a save file has been fixed. (If your save is already affected by the bug, you'll receive one last (mostly) harmless error during the first load).
"Just Harry"  [author] 30 Jun @ 12:16am 
@'Deimos kai Aischylos', is there any chance you could post a screenshot of one of your malfunctioning hopper arrangements, please? So that I can investigate what's going wrong.

@'Crazy Cat Gentleman', the light passing through wall-fridges is intentional—doors are made of glass, innit?
That said, I've added an option to revert to the old light-blocking behaviour, for anyone who doesn't like the new behaviour.
Crazy Cat Gentleman 29 Jun @ 8:38pm 
I find that wall fridges pass light between rooms in Rimworld 1.6 unstable. I know the fridge gives off a glow that results in 50% light level on an adjacent tile, but that's not what I'm seeing. I have a fully enclosed room with a lamp a few tiles away from a wall. in that wall is a wall fridge. on the other side of the wall there's no light source, so two tiles away from the fridge is 0% lit if the lamp in the room is off. when it's on, the same tile is 50% lit.
Deimos kai Aischylos 29 Jun @ 12:52pm 
By chance, any possible way to bake in the fix that allows these to be used as hoppers? I noticed I still have to use the mod that fixes that but would love to stop, especially since it hasn't received a 1.6 update yet. I know that it received an update to be used as a hopper years ago but it just never seems to work for me without that mod which fixes it.
"Just Harry"  [author] 29 Jun @ 11:40am 
That's definitely not intended—but also I can't replicate it, I'm able to store wastepacks just fine.

Are you able to store other items in fridges?
Alusavin 29 Jun @ 5:37am 
Hey love this mod, but upon this update I can no longer get waste packs into the fridge, was this intended? It was working before this update and I'm on 1.6 with no other mods except this one.
"Just Harry"  [author] 28 Jun @ 10:49pm 
Aye, it's more of a new limitation than a new feature.
I had planned to add a different type of wall-fridge accessible from only one side, but that can't really be done without really getting into the weeds of the game's path-finding, and that's out of scope for this mod; the two "door" sides are a relic of that.
I'll change it so that all the non-corner cells can be used as "door"s in the next update—soon™.
Ender 28 Jun @ 10:35pm 
Sorry I deleted my comment before seeing yours.
I didn't realise wall fridges now have vents like coolers.
My wall fridges were venting into each other.
Rotating them fixed the issue.
If this is a new feature it may break some people's setups like mine, I'll put my old comment below in case others have the same issue as me.

------------------
Previous Comment:
'Hi, I have found an issue with the latest update to your mod.
about half my wall fridges now start increasing in temperature forever, no matter if they're switched on or off.
I checked with just this mod running and it's still an issue.
I saw in the change log for v2.0.0 that you changed how wall fridges vent heat, I have mine surrounding 3 out of 4 walls of a room with more fridges and shelves adjacent to them. Will that now not work due to heat venting or is it a bug?'
"Just Harry"  [author] 28 Jun @ 10:27pm 
I'd be able to say for certain if it's a bug given a screenshot of the fridges.

If those wall-fridges are 1x1 wall-fridges you may need to rotate them so that at-least one of the "doors" are facing the open areas.
(When placing a wall-fridge the cells highlighted in green are the doors; I lack the artistic skill to make that apparent from the sprite alone).
BirdOfPray 28 Jun @ 8:38pm 
Thank you for your awesome work!

(P.S for users I'm using adaptive storage and new built fridges start with zero stackable option thus you need to increase stack size to allow using)
VitaKaninen 28 Jun @ 4:12pm 
Thanks so much for adding the new features and options!
"Just Harry"  [author] 28 Jun @ 12:01pm 
I've just released v2.0.0 of this mod—it's a big update , but the gist of it is that I've rewritten large swaths of the mod for improved performance and correctness.
The performance impact of this mod should now be negligible, especially for colonies with large prisons or many prisoners, and for maps with many items.

(These changes are for version 1.6 of RimWorld only, so as to avoid disrupting established 1.5 playthroughs).

The main highlights feature/fix-wise are:
The maximum stack-size for items in a fridge is now adjustable on a per-fridge basis.
Animals can now eat from wall-fridges.
Animals can now be permitted or forbidden from accessing items in a fridge on a per-fridge basis.
Wall-fridges split between prison-cells and non-prison-cells now behave much more reliably.
"Just Harry"  [author] 28 Jun @ 12:00pm 
If you experience any errors in the dev console that mention transpilers failing to apply, please let me know along with a list of the mods you're using so that the incompatibilities can be investigated.
VitaKaninen 20 Jun @ 5:22pm 
Animals can use the fridges as long as they are not a wall-type fridge.
Vitharr_Vulcan 20 Jun @ 5:16pm 
animals can't use the fridges.. welp there goes my barn fridge plans
H_Love 18 Jun @ 7:21pm 
权威!!good!!
Alpenhörnchen 17 Jun @ 9:37am 
Meals spoil in 1.6?
Bigeyez 15 Jun @ 7:38pm 
Doesn't seem to be working correctly in 1.6. I place the fridges and they stock them but no one removes food from them. They just sit full and people walk past the fridges to head into the freezer and grab food.
"Just Harry"  [author] 14 Jun @ 12:57pm 
Thanks for the testing on 1.6. :csdsmile:

I've released version 1.3.1 with the fixes and optimisations introduced in v1.3.0 for version 1.6 of RimWorld backported for version 1.5.
Also included is a small bug fix for RimFridges that are minified or held by something.
Caelin 13 Jun @ 11:23am 
omg amazing on the crazy fast update!! Thanks so much!!
malkavian6 13 Jun @ 5:43am 
This is an awesome mod, and an awesome author. thank you for being so quick to adjust what you can in your mod so we can play in the new unstable branch .. and giving change notes.

Cheers. I always use fridges - my beer economy relies on your content. thank you
Speechy 13 Jun @ 5:01am 
amazing thanks! Love this mod
lost 13 Jun @ 4:27am 
Thanks Harry!
This mod is one of the absolute must-haves :-)
Been running it with no issues on 1.6 for over 5 hours of gameplay.
"Just Harry"  [author] 12 Jun @ 8:10am 
Oh, and I forgot to add: the mod should now be fully translated, which was a contribution made by the GitHub user JiaRG—many thanks to them.
"Just Harry"  [author] 12 Jun @ 7:54am 
I've just released version 1.3.0 of this mod, with support for version 1.6 of RimWorld.
Additionally, a few performance optimisations have been made.

And, I think the issue that can cause RimFridges to fail to build with certain mod combinations may have been fixed (in the version for v1.6).
A full list of the changes can be found in the change notes .

Unless anyone finds any issues with the new changes, when testing this in v1.6, I'll backport the fixes and optimisations to v1.5 at some point.
VitaKaninen 7 Jun @ 3:09pm 
@Owlie, you can limit the number of stacks and stack size with a mod such as Variety Matters Stockpile.