RimWorld

RimWorld

Vanilla Nutrient Paste Expanded: Reimagined Progression
168 Comments
Molay 31 Jul @ 8:19pm 
Terribly sorry about that, didn't see you had one of these!
[Zerg03] MrHydralisk  [author] 31 Jul @ 5:20pm 
Molay, please move all info in proper Bugs discussion thread instead of comments section.
[Zerg03] MrHydralisk  [author] 31 Jul @ 1:17pm 
[JdG] Pejman, from what I remember VNPE itself didn't implement it, cause it was problematic to handle with current PipeNet, so maybe not. But you can put it in suggestions discussion thread in case I will have time looking into it in future.
[JdG] Pejman 31 Jul @ 11:59am 
any plans to add a paste drain (to put paste items into the network) ?? (so I can put paste I find or trade into the vats)
UltraEmailMan 31 Jul @ 11:47am 
Ah, okay. Thank you!
[Zerg03] MrHydralisk  [author] 31 Jul @ 11:11am 
百变仙子小阴, not sure what you mean, if it an issue, then report it in Bugs discussion thread.

UltraEmailMan, was asked before and basically I said that I will look into it and will see what can be done. Haven't had time to to check it out yet. Current SUF mod is used due to it perfomance efficiency and simplicity to add new fridge through just xml. For now you can put it in Suggestions discussion thread.
UltraEmailMan 31 Jul @ 10:51am 
Would you be willing to add the refrigerated hoppers with this mod as well? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3486264784
Molay 31 Jul @ 10:45am 
@=>PR<= XxDEM0NIKSxX Use one of the retexture mods or make one yourself if you find so abhorrent. If you can't find the retexture mods, read the mod description. Failing that just be miserable for all I care.
百变仙子小阴 31 Jul @ 10:33am 
Why is the ingredient missing
it turned to acceptable to everyone
Deathstar 30 Jul @ 11:46pm 
Dunno what your problem is, there is literally a retexture mod available
=>PR<= XxDEM0NIKSxX 30 Jul @ 3:34pm 
@[Zerg03] MrHydralisk Fix that abhorrent art style before you do ANYTHING else, my man.
[Zerg03] MrHydralisk  [author] 30 Jul @ 7:21am 
Dr. Hopsmeister, ye, if I would end up implementing such, then it def gonna be a separate tap. The main question is how pawn will decide what paste to take from it without breaking currently implemented system of VNPE. I will keep it on todo list for possible additions, in case I will get some free time.
Dr. Hopsmeister 30 Jul @ 6:42am 
Ah too bad!
thanks for quick reply!

Was hoping that I could just have one tap for all my needs - now I run lavish tap for royals, fine tap for normal colonists, simple tap as default for new recruits and prisoners and, slaves get diluted dispenser. Maybe another, more expensive type of tap (multitap) that could do all types as a separate building would be easier to add?
[Zerg03] MrHydralisk  [author] 30 Jul @ 6:23am 
Dr. Hopsmeister, it would be quite quite problematic to implement and most of the time you don't need more than one paste type tap, so it unlikely that i would make such at the very least any time soon.
Dr. Hopsmeister 30 Jul @ 6:06am 
Hej!
Love mod!
was curious if its possible for higher end paste dispensers to also provide lower tier meals?
So Lavish Nutrient paste tap could provide all types depending on the food policy instead of having to build 4 separate taps of each tier.
[Zerg03] MrHydralisk  [author] 30 Jul @ 4:42am 
Blossom, normal and diluted require 10 and 8, so you can use such. Skill level requirmets scale up with more advanced paste type, for progression and high end reasons.
Blossom 30 Jul @ 4:38am 
Just noticed for my first time with a mod that the feeding tubes require a construction level 12, not sure if its asking too much but that does make a mechanitor only run a bit rough due to constructors lv 10. Nothing else in vanilla has over level 10 construction required so I thought I'd add this in there in case you wanted to change that or keep it still :)
=>PR<= XxDEM0NIKSxX 29 Jul @ 7:28am 
@Deathstar You probably play Fallout 3 with realism mods and graphics/texture overhauls. That is negative, by the way. And also just a generalization but vanilla is typically better.
Ronin 29 Jul @ 6:53am 
Awesome!
[Zerg03] MrHydralisk  [author] 29 Jul @ 4:27am 
Ronin, glad that you like it. About mechanoid, it probably less efficient that dripper or feeding tube, but a pretty fun idea. Can't promise, but I can put it on todo list for possible additions.
Ronin 29 Jul @ 4:20am 
This looks like an awesome mod and exactly what I was looking for. Just downloaded mods for nutrient rations and packaged paste but this mod seems to cover it all plus you get the cool pipe system that seems less intrusive/overt than then VE version! I also love the sci-fi horror aspect of the "Hunger Suppressor". At first I thought it was for feeding animals automatically but then I remembered there's the Nutrient Paste Kibble for that.. it seems the device would be better placed elsewhere, around some failed raiders perhaps..... "What's that, you're on hunger strike?" *Toggles switch* **Nutrient deficient specimen detected - Feeding initated**

Any chance of a little Nutrient Paste Dispensing mechanoid that just visits prison cells? lol
[Zerg03] MrHydralisk  [author] 29 Jul @ 4:09am 
I made a FAQ in discussions for commonly asked questions.
Deathstar 29 Jul @ 3:34am 
What an incredibly rude comment lmao, the author can use whatever art style they like bro
[Zerg03] MrHydralisk  [author] 28 Jul @ 8:30pm 
=>PR<= XxDEM0NIKSxX, check the links and pick the one you prefer.
=>PR<= XxDEM0NIKSxX 28 Jul @ 6:47pm 
...why is the art so bad and un-vanillalike? DO YOU EVEN PLAY THE GAME TO REMEMBER THE ART STYLE CORRECTLY? @[Zerg03] MrHydralisk
blakebab 28 Jul @ 11:17am 
YUM! SLOP! THANK YOU! :Chiaki_DGR:
8015 28 Jul @ 1:38am 
Weird, now it works, just took it out of the hopper and back in.
8015 28 Jul @ 1:24am 
For some reason my nutrient paste grinders won't process raw fungus, is that intended?
1875 28 Jul @ 12:01am 
极致体能的小人会报错
A pawn with maxed-out physical stats will cause an error.
ΔeLtA 26 Jul @ 9:55pm 
At first, when I opened the mod, I thought, why do I need it at all, again, an unnecessary pile of mods...but I am ready for this mess only because of the rod with nutritious paste for soldiers who cry that they are only defending their native home from an army of bugs that will devour everyone if they break through the walls.
NormallyScott 26 Jul @ 4:40pm 
Oh man I can't wait to *RECYCLE NUTRIENTS OF HOSTILE ORGANICS*.
Snuggl 26 Jul @ 3:31pm 
@MrHydralisk: Thank you, i didn't notice them. 😄
[Zerg03] MrHydralisk  [author] 26 Jul @ 3:24pm 
Snuggl, check links in mod description.

Erythion, it highly possible that it related to VNPE itself and should be reported to them, since dripper code made by them.
Race9000 26 Jul @ 2:37pm 
@Erythion I was having that issue too recently... Though I don't have this mod active in the save where I noticed the issue, so it might not be this mod.
Snuggl 26 Jul @ 2:29pm 
I think the red, yellow and green colors of the different levels are way too bright. They are uncomfortable in the eyes and are also too different from the other less saturated colors. If you could adjust that and make them match the other colors more, that'd be great. Otherwise great mod! 💚
Champion of Super Earth 26 Jul @ 1:56pm 
FINALLY, Packaged Nutrient Paste, tysm
Erythion 26 Jul @ 12:07pm 
anyone else using VRE: Sanguophage not getting their draincaskets refilled with paste nutrition?
[Zerg03] MrHydralisk  [author] 26 Jul @ 9:36am 
giosuepolato1, it sadly would be too far from VNPE balance idea of needing to loose stored paste to remove unneeded ingredient. It already allowing to loose only portion of stored paste in VNPERP instead of fully draining vats intended by VNPE, which is already a very strong improvement. So I can get your point fo view, but I rather not add such for balancing reason.
giosuepolato1 26 Jul @ 9:27am 
could you make a filter that instaed of destroing the material will make camefuel?
[Zerg03] MrHydralisk  [author] 26 Jul @ 8:52am 
Miriouki, usually people just make a Translation mod with dependency on current one, so mod dev can add and change things in their own pace and translator can do things at their own pace. Basically you won't need to wait for me to upload translation, in case some changes would be needed. Just tell me when it gonna be released, so I could put info about it in desc.
Miriouki 26 Jul @ 8:43am 
Hello , i have translated your mod into French. Would it be possible to send you the translation so that you can integrate it directly into the mod into the "language" section, or would you prefer me to create a separate ‘translation’ mod?
xenonprime 26 Jul @ 8:40am 
Oh I LOVE the idea of this, I'm already thinking about making a colony that primarily processes and packages varying qualities of paste meals to sell.

Oooh, I bet this would go really well Hospitality!

Thanks so much for making this!
DemonX3 26 Jul @ 7:59am 
aw yeah zariman ten-zero block cuisine, my beloved
Toxtricity 26 Jul @ 5:30am 
наконец-то мои пешки смогут питаться кирпичами блевотины во время путешествий, удивительно что никто до этого не сделал подобный мод
[Zerg03] MrHydralisk  [author] 26 Jul @ 4:28am 
Race9000, I was using SUF, since it have best fridges perfomance-wise. Never used your mod for Fridge, but I can try looking into it, if it also require only xml.
[Zerg03] MrHydralisk  [author] 26 Jul @ 4:10am 
Samuel_Butcher, there is already a showcase of nutrient paste research tab in images.
Samuel_Bucher 26 Jul @ 12:47am 
Other than the hunger suppressor that works by shooting nutrient darts, this mod has a lot of great ideas. You should also showcase the new research projects in the description.
Computica 25 Jul @ 9:11pm 
Somewhere there's an Xzibet Meme here about Paste
Race9000 25 Jul @ 8:36pm 
Is it possible to make it so that the refrigerated parts are available if you have [sbz] Fridge enabled? I prefer to use that one instead of Simple Utilities: Fridge, but I could probably swap over since I imagine it isn't as simple as just adding a line of code to append that other mod.
[Zerg03] MrHydralisk  [author] 25 Jul @ 3:09pm 
TAWM, added a link to it in desc.