RimWorld

RimWorld

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VFEM - No Hopper Necessary
   
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Mod, 1.3, 1.4, 1.5
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82.889 KB
Nov 6, 2021 @ 11:00am
Apr 13, 2024 @ 7:55pm
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VFEM - No Hopper Necessary

Description
Seize the means of supply! Down with hard-coding necessary defs!
This tiny transpiler edit to VFECore removes the need to place ingredients in VFEM "factory hoppers".
Feed your machines however you please, in the style of Project RimFactory.
Works well with Deep Storage or Project RimFactory.

This mod is safe to add or remove at any point, but don't forget that removal of this mod will reinstate the requirement that ingredients be placed in factory hoppers for VFEM factory objects to use them.
59 Comments
Sarg Bjornson Jan 11 @ 3:18am 
Well, I *hope* there will be a 1.6... Nobody knows yet for sure
ハグ / Ian_Suffix  [author] Jan 11 @ 3:16am 
Re: "grinder stops on low number stack"
https://imgur.com/wlvsfTB
ハグ / Ian_Suffix  [author] Jan 11 @ 3:11am 
@Sarg Makes sense to me. I know how painful SOS2 had it when they were trying to update saves to retain compatibility between versions. That aside, there'll be a 1.6?! I'm out of the loop...

@UmbraStar I'm going to have to retract my "it works!" comment on using shelf-like objects with the grinder. Because the grinder returns the first applicable item stack on the tile, it stops pulling when the stack it has its eye on reaches a low number, even if there are more item stacks to draw from. Modifying the grinder to keep looking, or sum up all applicable items on the tile, would require a Harmony patch.
Sarg Bjornson Jan 11 @ 3:02am 
I can tell you I don't look forward to making the changes haha. It will have to wait to the next RW version, as otherwise it'd break all saves
ハグ / Ian_Suffix  [author] Jan 11 @ 2:48am 
The eye of Sarg is yet upon me... :OhNoBlue:
That'll be something to look forward to, I'm sure.
Sarg Bjornson Jan 11 @ 2:44am 
And now you know why Item Processor is going away and we are migrating everything to the pipe network :D
ハグ / Ian_Suffix  [author] Jan 11 @ 2:33am 
@UmbraStar
Nutrient Paste Expanded uses its own item source acquisition method, which cleverly uses a "RegisterToGrinder" comp it patches onto vanilla hoppers to find which adjacent buildings should be treated as sources of items.
I interpreted this to mean you can apply this comp to any building at all to make them into an items source, and to demonstrate, I edited the OwlFridgeBase thingDef from "Simple Utilities: Fridge" (RIP owlchemist). Usually, you'd want to make a patch operation for this, but what's a bit of XML editing among old, dusty mods?
```
<comps>
<li MayRequire="lwm.deepstorage" Class="LWM.DeepStorage.Properties">
<!-- various parameters -->
</li>
<!-- Additional comp that allows the VNPE grinder to access items on this tile -->
<li MayRequire="VanillaExpanded.VNutrientE" Class="VNPE.CompProperties_RegisterToGrinder" />
<!-- other comps -->
</comps>
```
And it worked! The grinder now pulls from refrigerator buildings.
UmbraStar Jan 7 @ 2:18pm 
Would this also work with things such as Vanilla Nutrient Paste Expanded?
ハグ / Ian_Suffix  [author] Dec 19, 2024 @ 2:11am 
@D3K43 Definitely. This patch was conceived as a way to make consistent the way one used VFEM factory objects with Rimfactory objects.
D3K43 Dec 5, 2024 @ 4:19pm 
One of the biggest gripes I have with VFEM is that it doesn't have proper automation. You're saying with this mod, I can use Rimfactory's conveyor belts in conjunction with VFEM's machines?