RimWorld

RimWorld

[SYR] Processor Framework (Continued)
93 Comments
Radar 9 hours ago 
someone else have problem with this mod with medieval att?
WJSabey 11 hours ago 
Not sure if it's your end or theirs, but Fertile Fields is kind of broken in 1.5 when loading saves from before the 1.6 update. Already existing composters are throwing up tons of reference errors until they are destroyed and rebuilt.
ShadowX116 17 hours ago 
So.. Are you including VBE on your end or just leaving it to VBE then?
Johnny Dollar 17 hours ago 
@ShadowX116
So does vanilla, medieval and settler.
This mod is to make 1 brewing container universal instead of having 16 different brewers.
It's the main purpose of this mod.
ShadowX116 12 Jul @ 4:52pm 
@Johnny Dollar Tbf, VBE has their own brewing machines.
Johnny Dollar 12 Jul @ 2:54am 
Are there no plans to add compatibility with Vanilla Brewing Expanded?
Currently only Medieval and Settlers are covered.
ViralReaction  [author] 27 Jun @ 8:50am 
I see, I’ll play with UI resolutions to see in game.
Aizuki 27 Jun @ 8:23am 
well the easiest is you can see it on 2nd image on your modpage that say Process Tab above. think because i use 720p resolution its become outofbound
ViralReaction  [author] 27 Jun @ 7:55am 
@Aizuki can you take a screenshot and share it?
Aizuki 26 Jun @ 7:53pm 
is it possible you fix the "Processes" botton beside "Content" UI? the Processes text get out of bound and it look ugly to see
ViralReaction  [author] 12 Jun @ 12:07pm 
@WJSabey I will look into it. Currently working to get bunch of mods updated to 1.6
WJSabey 7 Jun @ 11:16am 
Would it be possible to add a quantity target like workshops have, so that if we have more than a certain amount of the product they pause loading the processor until it falls below the level we set?
niko.k.sam 5 May @ 10:59pm 
Can you add a way to copy/paste the setting from one processor to another one of the same type?
Astronut7 27 Apr @ 7:27am 
The Dandelions mod is now making dandelion wine again, thanks.
ViralReaction  [author] 22 Apr @ 3:49pm 
@CloudPerson That should be doable. Let me see what I can do
☁☁☁🔫🐷☁☁☁ 22 Apr @ 2:15pm 
Could you add an option in config to hide the progressing bar(just like hiding the process icon) or hide them under screenshot mode(F11)?:er_sweat:
ShadowX116 7 Apr @ 5:16pm 
I dunno what happened in the last couple days, but I can no longer get Beer out of the Fermenting Barrels. When pawns go to take the Beer from it, it just doesn't give the Beer items.

Other alcohols such as Wine, and Mead, Mulberry Wine and Griffon Berry Wine from Medieval Overhaul return their products just fine. I don't know why it's just the Beer that suddenly can't produce as I haven't changed any mods lately.
Johnny Dollar 3 Apr @ 7:47am 
I tried to create a patch for Vanilla Brewing Expanded, but they just refuse to show up in the process bill on the fermenting barrel.

You patched Medieval 2.
Please, I beg of you, patch vanilla brewing as well.
Astronut7 21 Mar @ 12:47am 
This mod worked well on 1.4, but on 1.5 right-click functionality is bugged. I'm trying to get the Dandelions mod and the Blueberries mod to work with this. I'll try rearranging the load order, see if that helps, but right now not a single task that requires right clicking (such as filling the barrels) works.
TurtleShroom 16 Mar @ 8:38pm 
Now that the Vanilla Factions Expanded Medieval Mod has been re-released, do you plan on reinstating the original Mod's replacement for the Mead?
8DarkTraveler8 16 Mar @ 2:03am 
You deserve a big kiss on the lips mate.
WiseArkAngel 2 Mar @ 6:37pm 
Fucking Legend
ViralReaction  [author] 18 Feb @ 6:04pm 
That level of latency is definitely errors. The things that were improved was the tab selecting overhead and the PostDraw. Neither the WorkGiver nor JobDriver for FillProcessor was touched, so your issues would be unrelated to the recent updates.
ODevil 18 Feb @ 1:44pm 
Somehow the performance has now gotten much much worse for me.
"FillProcessor - Hauling - [SYR] Processor Framework" now averages 173ms with repeating spikes to 500ms.
I also made sure I have the latest version by deleting the mod locally and downloading it anew by verifying files. It was fine a few days ago and it didn't spike that much back then.
It doesn't show any related errors or warnings from what I saw, but here's the HugsLog anyway: https://gist.github.com/HugsLibRecordKeeper/a32132b2ae45ec8f285c5887b05816d7
Fiona 14 Feb @ 5:36am 
@ViralReaction Thank you so much:steamhappy:
ViralReaction  [author] 13 Feb @ 6:28pm 
@Fiona The properly fixed performance increase should be working fine now. Sorry for any inconvenience
Fiona 13 Feb @ 6:24pm 
@ViralReaction Thank you
ViralReaction  [author] 13 Feb @ 11:19am 
@Fiona Hmm, I’ll take a look when I’m off. I have reverted to the previous version for the time being. I think may be issue with how the caching is being done.
Fiona 13 Feb @ 10:11am 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.Log:ErrorOnce (string,int)
Verse.InspectTabBase/<>c__DisplayClass19_0:<DoTabGUI>b__0 ()
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Fiona 13 Feb @ 10:10am 
Exception filling tab ProcessorFramework.ITab_ProcessorContents: System.NullReferenceException: Object reference not set to an instance of an object
[Ref CC5915AB]
at ProcessorFramework.ITab_ProcessorContents.DoItemsLists (UnityEngine.Rect inRect, System.Single& curY, System.Collections.Generic.IEnumerable`1[T] processors) [0x000dc] in <1b8978a3da1b4d139e8c67dc125eec0e>:0
at ProcessorFramework.ITab_ProcessorContents.FillTab () [0x000af] in <1b8978a3da1b4d139e8c67dc125eec0e>:0
at Verse.InspectTabBase+<>c__DisplayClass19_0.<DoTabGUI>b__0 () [0x00039] in <69945a8ed6c540cf90b578de735e0605>:0
Fiona 13 Feb @ 10:10am 
since the recent update I've been experiencing issues with the colonists and animals tabs not appearing
ViralReaction  [author] 12 Feb @ 2:23pm 
@Beetlenade I’ll try to replicate it. I’ll see what I can do. Does use TryPlaceThing which would describe what you experiencing.
Beetlenade 12 Feb @ 2:16pm 
It seems like any time i would take a finished process from a barrel that is lined vertically against a wall (specifically wall to the left of the barrel, additional barrels above and below), the finished product would despawn rather than being ejected in the nearest unoccupied space, as if it were trying to place itself below the barrel but because something else is in the way the product simply fails to spawn rather than being shunted to a different unoccupied space.
Idk if the product would have any effect but this specific scenario was processing ale from medieval overhaul.
ThatManHosk 8 Feb @ 3:11pm 
I can't get any processes to show up on the workbenches, am I doing something wrong? The mod is very high up on my modlist
Fahrräder 21 Jan @ 12:05pm 
I want to echo Malminas and WDLKD with their request for more VE compatibility! Brewing is such a bloat. Let me know if you need a hand with coding, I'd be up for it.
EasyE 12 Jan @ 7:38pm 
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Meyar 2 Jan @ 9:21am 
I'm getting oddly high (3.5ish ms) performance draw from FillProcessor - Hauling - [SYR] Processor Framework in Dubs Performance Analyzer, anyone have any idea what might be up with that?
TosTos 29 Dec, 2024 @ 4:53am 
THANK YOU
WDLKD 23 Dec, 2024 @ 10:08am 
I want to echo Malminas with his request for more VE compatibility
Guineatown20806 14 Dec, 2024 @ 12:09pm 
Is there a way to also have the base processor barrels that would normaly be used for the processing? For example I would like to still have the chemshine barrel from VFE Settlers instead of it being removed. It would be nice if I could configure which processing I want to be in the universal fermenter barrel and which not.
Dhoone 21 Oct, 2024 @ 11:31pm 
Is there way to limit processing buildings to stop once you have x amount?
Malminas 19 Oct, 2024 @ 1:48pm 
Is there any chance you could patch in the various cooking/alcohol structures from Vanilla Cooking Expanded and Vanilla Brewing Expanded ?
Large Brain Rotation 5 Oct, 2024 @ 8:26am 
Removing Vanilla Textures Expanded - Variations fixed dark textures, seems they're a bit incompatible at the moment. But other than that, no serious problems
Large Brain Rotation 5 Oct, 2024 @ 12:22am 
For some reason this mod causes brewery station texture go super dark. Changing the load order gave no result, so I bet this is compability issue. Any ideas on how to fix it?
ViralReaction  [author] 20 Sep, 2024 @ 10:20am 
Without a log I cannot help you. But this mod hasn’t been updated since May
Therapi 20 Sep, 2024 @ 9:31am 
yes that's the same problem I had. Crashing as the game is loading. I am pretty sure it's SYR Processor Framework. It was working perfectly until recently as Odin reported the same thing 8 days before I had a problems first start coming up. I absolutely made sure it was not another mod. This mod list is the only fun way to play this game waaaah waaaah! lol please feed us moar
Odin 12 Sep, 2024 @ 10:00am 
it crashes the game when game is launching((
ViralReaction  [author] 30 Aug, 2024 @ 5:51pm 
You need to unsubscribe from the original one.
John Banana The Fool 30 Aug, 2024 @ 5:51pm 
i have a slight problem, ingame it says the mod is only 1.3 and 1.4 but on the mod page it says 1.5. is there anyway to fix this
wydscum 27 Aug, 2024 @ 5:14am 
my fault man im glad i can use this mod again thoo