RimWorld

RimWorld

chickens Multiproducer
50 Comments
Cat Burglar 22 Jun @ 12:40pm 
o7
Cibo 16 Apr, 2024 @ 8:37pm 
we get 1.5 when? hehe, im adding the 1.5 line in the about file to see how compatable this is, if nothing else some recipe's are better than none,
chicken305  [author] 25 Jul, 2021 @ 3:36am 
Updated for 1.3 Please check for any errors.

added DrugCookingSpeed as well now
Nick 23 Jul, 2021 @ 5:40pm 
Will there be am update for 1.3? found a substitute mod but doesn't beat this mod by any means.
Nick 29 Aug, 2020 @ 3:52pm 
Does this work for 1.2?
Xion 16 May, 2019 @ 11:04am 
Some bulk drugs recipes aren't using stats such as drug synthesis speed so it's faster to make drugs one by one than in bulk, for example if your pawn has bionics and increased manipulation stat making 10 flake one by one is faster than making it in bulk.
Anastasia 26 Feb, 2019 @ 6:59am 
For making kibble 10x and 5x, plant scraps are not in the ingredients list. They are in the list for the basic kibble. Would you mind adding them? I have sooo many plant scraps hanging around.
chicken305  [author] 17 Oct, 2018 @ 11:42am 
Updated for 1.0
chicken305  [author] 14 Oct, 2018 @ 3:21am 
@xion fixed.
Xion 12 Oct, 2018 @ 2:35pm 
There's some typos on the Fabrication Bench, "Make advanced component3" and "Make advanced component5" also it would be nice to keep normal components like that and not "Industrail" components.
chicken305  [author] 12 Oct, 2018 @ 1:05pm 
@xion sou can now multiproduce chemfuel
Xion 9 Oct, 2018 @ 9:30pm 
Can you add a recipe for chemfuel?
chicken305  [author] 6 Aug, 2018 @ 11:29am 
@Mongenfish i am not sure if i can help you with that topic, didnt you have a backup of that save?

You can buy me whatever you want ;-)
Mongenfish 21 Jul, 2018 @ 9:14am 
Great mod, thanks! Any help you can offer to edit a save rws file? I sent a caravan, and since one member had a fit, they decided to stop outside my town and starve to death. :( Any help you could suggest greatly appreciated! Keep up the good work! Perhaps I should buy you a coffee?
chicken305  [author] 13 Jul, 2018 @ 8:40am 
Fixed the Component assembly Workbench Bug
chicken305  [author] 8 Apr, 2018 @ 1:41am 
i fixed that now in the newest version, thanks for the tip
Ilmoran 6 Apr, 2018 @ 3:31pm 
@Lance Hardwood I was looking at this mod due to someone else having the same issue with advanced components. Looking at the xml, it seems this mod overwrites the original component assembly bench to add the new recipes, but doesn't include the advanced component recipe. If you are still using this mod, you can fix it by doing the following:
- open the folder for this mod
- navigate to the RecipeDefs directory
- open Bulk10.xml
- find <li>MakeComponent5</li>
- add a new line below it with <li>MakeAdvancedComponent</li>
Lance Hardwood 22 Feb, 2018 @ 8:05am 
I noticed that your mod prevents me from producing advanced components. after uninstalling the mod I can produce them again. Is that a known bug?
Greiger 25 Dec, 2017 @ 7:36pm 
Awesome mod idea, now my cook won't spend forever running back and fourth from the fridge an entire night just to make breakfast for everyone in the morning.

Gotta say though I first saw this mod some time ago and I thought it was a mod to let chickens lay multiple eggs at once. :)
chicken305  [author] 21 Dec, 2017 @ 8:22am 
will take a look into it :)
WMG 19 Dec, 2017 @ 1:34am 
Hey, any possible way of adding bulk recipes for wort and chemfuel?
TeraRaptor 11 Dec, 2017 @ 8:13pm 
man, you never cease to amaze me, this mod is a MUST for RimWorld. I hope Tynan and/or ludeon hires you for real.
chicken305  [author] 11 Dec, 2017 @ 12:11pm 
Added 10x Pekoe and Joints to Druglab at 65% worktime, since rolling that shit in a professional lab is better than at the stupid floor
TeraRaptor 10 Dec, 2017 @ 8:00pm 
U ARE AWESOME!! THANKS A LOT MAN!
chicken305  [author] 10 Dec, 2017 @ 6:12am 
implemented the bulk production of psychoid pekoe as well
TeraRaptor 6 Dec, 2017 @ 8:34am 
Awesome! thanks a lot really! :D
chicken305  [author] 5 Dec, 2017 @ 4:21pm 
implemented the stonecutting.

gotta look into the pekoe one tho.
TeraRaptor 30 Nov, 2017 @ 11:29am 
Just a little suggestion
add the bulk recipe for "Psychoid Pekoe" it's already part of the vanilla game.
since it's the new drug introduced in this patch and it's research is tier1, also is less addictive and less damaging than smokeleafs rolls.
Thank you
LisanAlGaib 29 Nov, 2017 @ 5:56pm 
I know that there's a bill for every type of stone, but I've seen bulk stonecutting implemented by just making one stonecutting bill to rule them all, then allowing filters for the different chunk types. Dunno if that makes the idea any easier.
chicken305  [author] 26 Nov, 2017 @ 5:58am 
Bug is fixed.

Need to look into stonecutting, but i think that is handled different.
LisanAlGaib 24 Nov, 2017 @ 8:26pm 
Can you add in bulk stone cutting bills?
BNE Domestic Terminal 24 Nov, 2017 @ 5:05pm 
Thanks for updating! Though I've been getting a string of errors when I enable the updated mod, this is the first of the debug log;

F:\SteamLibrary\steamapps\workshop\content\294100\966175947\Defs\RecipeDefs/Bulk10.xml: root element named RecipeDefs; should be named Defs
Verse.Log:Error(String)
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

I'm not a coder, so I'm not sure if this is the most pertinant info available from that log but just a heads up! I couldn't see anything insinuating a conflict but truth be told, I don't really know what I'm looking for beyond explicit mentions of other mods in the logs.
Thanks for your work and hope this helps, it's a fantastic mod, really want to see it working!
chicken305  [author] 23 Nov, 2017 @ 8:52am 
should be working for 0.18 now
TeraRaptor 21 Nov, 2017 @ 10:51pm 
PLEASE UPDATE for B18 this mod was game changer for me, please!
Ignotus 18 Nov, 2017 @ 6:52am 
does it work with a18?
chicken305  [author] 22 Oct, 2017 @ 7:59am 
xpath? not really knowing that :/ :D
Vas 13 Oct, 2017 @ 5:58am 
How come you didn't use xpath to add your new recipes in anyway?
Koriath 5 Aug, 2017 @ 6:47pm 
Just wanted to post here a warning:
I'm not sure which mod (since I'm running a few dozen) but one of them broke the "Component Assembly" research together with yours. I noticed one of your files changes that research.
At first, the research was gone. Then I uninstalled your mod and it was back.
Putting it at the bottom of the load order fixed.
Again, I don't know which mod broke it, but you should really look into it.
Otherwise, nice mod. Saves me a crapload of time on the cooks running back and forth to fetch ingredients.
chicken305  [author] 25 Jul, 2017 @ 3:31pm 
Yes that is as intended, I set the worktime for 10 pieces at 80% of what 10 single pieces would need to produce, just as the description says as well :)

Thanks for your help :)
c4bombexpert 25 Jul, 2017 @ 1:47pm 
Yup no problems with V Garden. In almost every case your recipes call for slightly less work per unit on the larger bulk bills than it does - i.e. your 10x Meal is slightly more efficient than 10x meals made via the 4x meals used 2 and a half times. If that makes sense. Which is exactly how it should be - slightly less work per unit to make more at once. So it's great!
chicken305  [author] 21 Jul, 2017 @ 4:27pm 
Thank you very much!

Did you maybe try what happened when you used my mod in combination with on of these?
Thundercraft 21 Jul, 2017 @ 3:12pm 
One could use PatchOperationSequence and PatchOperationTest [gist.github.com] to test if a certain mod is installed and only apply an xpath patch (or not) on that condition.

Example: https://pastebin.com/kMz1s4pY

This performs a PatchOperationAdd only if it finds a label for the RecipeDef with the defName "Make5Components", which is one of those the Reasonable Components mod adds.
Thundercraft 21 Jul, 2017 @ 3:08pm 
I like to use Reasonable Components , myself. It adds new 5,10,25,50 and 100 bulk recipes as well as modifies the recipe for 1. But there are other component mods, such as Cheaper Components and Bulk Components .
chicken305  [author] 21 Jul, 2017 @ 9:32am 
@JanMichaelVincent i doubt it will interfere with vegetable garden, but it would be nice if you could test it and tell me how it went or if any problems appear :)

@thundercraft I may try to get the resourceneed out of it so thet it picks the most active resourceneed implemented, yet I do not use any of these mods as well so please tell me which mods you use and i can try to implement that :)
Thundercraft 16 Jul, 2017 @ 11:54am 
Interesting mod. And I really want to try this. However, I wish you hadn't added bulk recipes for Components. There are actually several mods which adjusts the costs for Components - including bulk recipes - and some of us either already use one of those or prefer their implementation.
c4bombexpert 13 Jul, 2017 @ 10:11pm 
Really need something like this so that making joints doesn't take all dang day. Any idea if this has any conflicts with Vegetable Garden? It has quite a few bulk recipes for cooking but doesn't touch drugs at all. Also any way you could split the drug recipes/ smithing / cooking into different parts? If it's not hard to edit I can probably do it myself but I'm not used to Rimworlds text defs.
chicken305  [author] 9 Jul, 2017 @ 3:49pm 
New Update including:
- Yayo
- GoJuice
- Flake
- Penoxycyline
- WakeUp
- Medicine
TheSpookiestSkeleton 8 Jul, 2017 @ 10:52am 
cool
chicken305  [author] 8 Jul, 2017 @ 3:59am 
gonna sit down and add the rest of the drugs tomorrow probably
TheSpookiestSkeleton 7 Jul, 2017 @ 7:45pm 
I need bulk yayo production for my drug cartel