RimWorld

RimWorld

Expandable Fermenting and Processing
64 Comments
Thundercraft 8 Feb, 2024 @ 8:02pm 
Any chance of an update for 1.4?
(There are certain mods which rely on this framework and are still waiting for it to update...)
MrClem97 9 Nov, 2023 @ 9:40am 
Please update? I love making beer colonies and this seems to be the only one that does not add 364557 million other things.
kooky112 20 Jul, 2023 @ 8:39pm 
Got confirmation that most likely this mod needs updating since the person who made winery went through their code and confirmed all they need is this mod to update.
dzlockhead 9 Apr, 2023 @ 9:32pm 
Either this or the winery mod is currently not working. Causing an issue with barrels. If dev still maintains, I can provide additional details.
kooky112 2 Nov, 2022 @ 12:28am 
I use this mod and your brothers mod. Could you guys both team up and update please?
eagle0600  [author] 27 Aug, 2021 @ 3:50am 
This is made to be used as a dependency for brewing mods, but as far as I'm aware the only mod that currently uses it is my brother's mod, Winery, Wine Making and Ageing .
Thundercraft 27 Aug, 2021 @ 12:13am 
By itself, this doesn't actually do much, does it? Is this intended as an example to help modders to learn to make a brewing mod and how to update it? Or do certain brewing mods require this as a dependency?
eagle0600  [author] 10 Aug, 2021 @ 6:19pm 
Recompiled for version 1.3
EtBellatorLucis 30 Jul, 2021 @ 1:09pm 
Sadly, it doesn't wokr in 1.3. Colonists just don't want to use fermenting barrels.
とおせんぼ 18 Apr, 2020 @ 8:46pm 
Hello.

I made your wonderful mod the premise of my mod.
We apologize for the delay in contacting us.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2056631665

There is a problem currently occurring.

If used at the same time as "VGP Drink", the brew barrel created with this mod will not work.
The error log does not occur either, so the cause cannot be identified.
This is occurring even with the smallest mod configuration.

Is there any solution I can do?
eagle0600  [author] 5 Mar, 2020 @ 8:02pm 
Certain people only have a DRM free version of the game which they purchased through methods other than steam. According to one of my users, this version of the game does not have that patch.
Angelin01 5 Mar, 2020 @ 4:20pm 
Are you sure? Tynan pushed an update to fix error logs (even though they were supposedly harmless), 1.0 versions should work perfectly fine. I know Dubs' mods are all working on both versions. Are you not mixing them up with the HarmonyLib problems from ealier this week?
eagle0600  [author] 4 Mar, 2020 @ 11:00pm 
It does, theoretically. However, the format required doesn't work with versions of 1.0 many people are using. So I'm going to host multiple downloads for it instead.
Angelin01 3 Mar, 2020 @ 1:01am 
Hey Eagle, if you don't mind, the new 1.1 version added support for multiple mod versions using a single workshop item, no need for external downloads anymore. It mostly boils down to placing both versions in folders named 1.0 and 1.1 with a little bit of About.xml tweaking. The game will detect and use the proper one automatically if done right. Feel free to ask for help if needed.
Thanks for the update :)
eagle0600  [author] 2 Mar, 2020 @ 3:31pm 
Added link to Nexus download for the 1.0 compatible version.
eagle0600  [author] 29 Feb, 2020 @ 8:27pm 
Updated for version 1.1
Crustypeanut 31 Jul, 2019 @ 1:42pm 
Yeah I've decided just to make a recipe for intermediate items instead. Trimmed meat, prepared fruit, and pickle brine - which then you put into the racks/barrels for processing. Should work better performance-wise, as its exactly the same as fermenting barrels.
eagle0600  [author] 30 Jul, 2019 @ 8:10pm 
It sounds like a performance problem rather than a simple bug. That is unfortunate, because I have no experience fixing that kind of problem. Nonetheless, I'll look into it, and I again thank you for narrowing the scope of the problem for me.
Crustypeanut 30 Jul, 2019 @ 7:14pm 
I think I've narrowed it down even further, because I changed the drying racks to fermenting and it still causes it. Instead, I think its because those are using an ingredient filter (in the case of the drying rack, it looks for the meat category stuff) instead of just a single item. I tested my cheese press, which only uses a special milk curd item, and its not causing any lag. But the ones looking for meat, vegetables, and fruit are.

The cheese press I hadn't changed from processing to fermenting yet, so its not that. I need to head to bed so I can't test further, but I'll see if I can work around it when I get the chance.
eagle0600  [author] 30 Jul, 2019 @ 6:26pm 
I'll look into the problem soon. Thank you for bringing it to my attention.
Crustypeanut 30 Jul, 2019 @ 5:09pm 
Hm... I'm having some weird stuttering/lag when using objects made with this mod. Specifically those using the ExpandableFermenting.CompProperties_Processing code. I have a ton of ones that use the fermenting code and it works hunky-dory, no issues - but when I place my other ones (pickling barrels, drying racks, cheese press), which use the processing one, I start seeing stuttering, but not all the time.

It stutters whenever pawns are awake and working - if I draft them, the lag stops. If they're asleep, the lag stops. Its almost as if they're constantly looking to fill those barrels/racks and its causing an overflow, and lagging. But I get no errors or anything and everything works - it just lags.

I'm going to replace the processing ones with fermenting ones here shortly to bypass it, but I wanted to let you know. I don't *need* to use the processing one.. I'll just have to change up the preferred temperatures of the stuff.

Fantastic mod though overall!
eagle0600  [author] 28 Jul, 2019 @ 2:39pm 
Also, you'll need the workgiver and job defs, not just the assembly.
eagle0600  [author] 28 Jul, 2019 @ 2:36pm 
My mod is not designed to work like that. I would much prefer you instead list my mod as a requirement of your own.

If you insist on packaging the assembly instead, I will allow it as long as you put a link to my mod in your mod's description, but I will not offer support.
N7Huntsman 28 Jul, 2019 @ 12:17pm 
Thank you so much for this! Was looking into trying to modify the existing fermenting barrels for a project, but this saves me a whole lot of work! Just to check, are you alright with us packaging the Assembly file within our mods when we use them?
Da]BSE[WuergerKing 20 May, 2019 @ 3:25pm 
@ eagle6000: Great thank you, that's what I meant. No hurry, just has been a sugestion. I know myself, how hard these bill things are...

Posted somethinf in the bug fixing thread btw.
eagle0600  [author] 12 May, 2019 @ 2:11pm 
If I were to implement something like that, I would rather it be handled as a bill, rather than defined in the xml. How this is typically done for fermenting items is that there is a pre-process step (in the base game, turning hops into wort), which acts as a control for how much fermenting you want to do. You make only as much hops as you want to turn into beer. Unfortunately, you can't "make wort until you have X <wort OR beer>" in the base game, but fixing that is beyond the scope of this mod. Perhaps I can figure out how to create bills for fermenting buildings, I'll look into it.
Da]BSE[WuergerKing 12 May, 2019 @ 7:01am 
Would it be possible to add the option: "Fermentize until you got "Select Number" of X" Maybe with X being selectable in the xml files?
eagle0600  [author] 15 Apr, 2019 @ 1:58pm 
The exposed values are listed in the provided fermenting barrel xml, but sure.
dninemfive 14 Apr, 2019 @ 6:52pm 
Nice! I was just thinking of doing this. Can you update the description to list the exposed values?
Crustypeanut 2 Feb, 2019 @ 4:03am 
I just wanted to pop over here and say THANK YOU for this! This has proven to be a super useful and underrated little mod that deserves more attention than its getting.
eagle0600  [author] 21 Oct, 2018 @ 9:40pm 
Updated to version 1.0, no changes necessary.
eagle0600  [author] 24 Sep, 2018 @ 5:13pm 
I'd need your four digit tag to add you as a friend, and I'd rather not. I'll create a bug-fixing thread and you can link the details there. You can upload your mod as private and put a link there if you want to let me download it that way.
☆smileyalyssa『悪』 24 Sep, 2018 @ 3:25pm 
the full stack trace is too long for steam. if you have discord, add me as a friend so i can send you the defs. my discord name is just smileyalyssa, no star or funky symbols.
eagle0600  [author] 24 Sep, 2018 @ 1:54pm 
Posting a link to your defs might help too.
eagle0600  [author] 24 Sep, 2018 @ 1:53pm 
Can you post the full stack trace?
☆smileyalyssa『悪』 24 Sep, 2018 @ 12:22pm 
thank you for making this .dll, i made my own custom fermenting barrel and it sorta works, but im getting tick errors whenever my colonists try to fill the fermenting barrel: Exception ticking Viktor (at (124, 0, 69)): System.InvalidCastException: Cannot cast from source type to destination type.
eagle0600  [author] 6 Sep, 2018 @ 3:59pm 
No, that's fine. If anyone has problems with my mod I want people to feel they can come to me for help. It really didn't take very much time.
Da]BSE[WuergerKing 6 Sep, 2018 @ 3:45pm 
Thank yoou for your efforts, reinstalling the game worked. Guess this specific update went wrong. Without your help I still would look for the error.
And also: I'M very sorry for having stolen your time.
eagle0600  [author] 6 Sep, 2018 @ 3:20pm 
I cannot reproduce this error, and neither does the exception make any sense. The method not found is a common method used frequently by the game. The only thing I can think of is that my mod somehow cannot find core game library (Assembly-CSharp.dll) in .\RimWorldWin64_Data\Managed. Is anyone else getting this error?
Da]BSE[WuergerKing 6 Sep, 2018 @ 3:02pm 
Still getting this error. I'm getting the same text in the description line of the (vanilla) fermenting barrel.
eagle0600  [author] 6 Sep, 2018 @ 2:07pm 
I was unable to reproduce your exception. Nonetheless, I have cleaned up the references and rebuilt the mod. Give it another try.
Da]BSE[WuergerKing 6 Sep, 2018 @ 4:59am 
Btw. Love your mod, exactly what I needed. I hope to release my food processing mod within one month and will of course reference your mod (it is definitly needed)
Da]BSE[WuergerKing 6 Sep, 2018 @ 4:58am 
Hey there, after B19 I'm getting an exception now:

System.MissingMethodException: Method not found: 'Verse.Translator.Translate'.
at ExpandableFermenting.Building_Processing.GetInspectString () [0x00000] in <filename unknown>:0
at RimWorld.InspectPaneFiller.DrawInspectStringFor (ISelectable sel, Rect rect) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor(ISelectable, Rect)
RimWorld.MainTabWindow_Inspect:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI(Rect, IInspectPane)
RimWorld.MainTabWindow_Inspect:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
eagle0600  [author] 6 Sep, 2018 @ 12:42am 
I wasn't going to, but since there's some demand for it I've uploaded a separate B18 version. I'd like a way to keep different versions of a mod on the same page, but that really isn't a feature of Workshop, near as I can tell.
Lunfa Reo 5 Sep, 2018 @ 7:20pm 
Any chance I could get a standalone version for B18?
eagle0600  [author] 30 Aug, 2018 @ 2:48pm 
Updated to B19
eagle0600  [author] 29 Jul, 2018 @ 5:41am 
Don't forget to link your mod when you're done. I'm interested in seeing what people do with this, since it justifies me making it in the first place.
Da]BSE[WuergerKing 29 Jul, 2018 @ 3:11am 
Thank you so much! :steamhappy:
eagle0600  [author] 28 Jul, 2018 @ 8:10pm 
Okay, I've created a separate file for the 1.0 candidate version.
eagle0600  [author] 22 Jul, 2018 @ 4:28am 
I'm not sure if I want to update this for the unstable branch if the proper release is right around the corner.