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If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to the main Replimat mod repo on Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
If you have feedback/suggestions regarding the main Replimat mod itself, please post it on the main Replimat mod page.
Sometimes you want to top your colonist off (with their regular fine meal) instead of waiting for their hunger to fall below 25%.
If your item's XML def has the ingestible/foodType set to Meal, and has a preferability set to MealSimple or above, then the Replimat mod will automatically recognise it as a meal option.
Drugs and non-food consumable like blood packs aren't supported.
Is there a guide I can look at to adding new food items to the Replimat? I often play With the Hellsing Arms Ultimate mod and am looking to add blood punches to the list for my own game. More or less turning the machine into a blood processor for vampires. <(;..;<)
I don't see how increasing the replication cost would "balance" it out, nor do I see why something like it should be added to the mod options.
Finally, this workshop page is specifically for the Replimat Meals sub-module, so anything to do with the main Replimat mod should be commented on that workshop page instead.
- Packaged Survival Meals do not spoil when not refrigerated, and are better for long-term storage than nearly all other meal types, so it it makes sense they can be batch-replicated.
- If players are wanting to stock up on lavish meals to sell to traders, or to boost mood by instructing pawns to eat specific stockpiled meals at specific times, then I'd say the fact that Replimat doesn't allow fine or lavish meals to be batch-replicated is intentional, as it prevents this kind of cheesing behavior.
Also, one does not "extract" or "print" meals from Replimats - meals are replicated.
You will still have a chance to replicate vanilla RimWorld Simple/Fine/Lavish meals, unless you explicitly disallow those meals in RimWorld's built-in food policy restrictions for each of your pawns.
Specifically, since simple meals lack a mood buff in vanilla and are thus eaten purely for sustenance, I think things that are often considered 'comfort foods' like pizza or poutine feel out of place in the category, as do desserts. Dessert is pretty much defined as being an "extra" that people eat specifically for the enjoyment of it. Even something as incredibly simple to make as shaved ice like kakigori doesn't really fit as a simple meal because desserts should give mood buffs.
But I also understand it gets very arguable and that even going by the logic of keeping things that "should" give mood buffs out of simple meals is going to result in a lot of different opinions, so I'm not exactly complaining either, just putting my two cents out there.
This'll be a very immersive mod. Wonder what my colonists will enjoy today.
I'm definitely open to more meal ideas, but preferably those corresponding to real-life Old Earth cuisine. Cannibals should just eat regular RimWorld meals that have human meat automatically added as an ingredient by Replimats.
@ParaNautic - I've been thinking about better survival meals too, but that's probably outside the scope of this mod, which is focused on Old Earth cuisine. I'll probably add spacer-tech military rations to Project Lethe instead.
Jokes aside congrats on releasing this :) Can't wait to give this a go in my next playthrough
Also I feel like we need some veggie options so I'll have a little think if you're up for adding a few more meals. (I also wonder if there could be a custom meal or two for cannibals?)
This submod just adds meal choices primarily for immersion/storytelling purposes.