RimWorld

RimWorld

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Vanilla Nutrient Paste Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
637.672 KB
Jan 19, 2023 @ 7:06am
Jul 8 @ 8:18am
13 Change Notes ( view )

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Vanilla Nutrient Paste Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
109 items
Description
[www.patreon.com]



Check Change notes.



Vanilla Nutrient Paste Expanded is a small mod created to showcase what the new Pipe network code is capable of in Vanilla Expanded framework. It adds a rather simple chain, unlocked with Nutrient Paste research project, allowing the player to store nutrient paste in advance without the need for convoluted nutrient paste dispensers and hoppers. Players will now pipe nutrient paste directly from paste grinders into large storage vats. This can be connected to special output valves which serve prisoners and colonists with a not-so-tasty disgusting-looking stew.

The introduction of nutrient paste dripper will allow you to automatically feed bed-bound colonists or prisoners. Truly the stuff of nightmares.

Nutrient paste pipes can now be connected to any structure requiring nutrients, such as the Growth Vat, and will automatically supply it with required fuel.

We are not removing the current nutrient paste dispenser or changing how it works - well, maybe a little change, but other than that this mod serves as new content, not changes to existing content.




The content of this mod can be seen below.











A: Can I add it mid-playthrough to an existing save?
A: Yes, definitely.

Q: Does this work with Combat Extended?
A: Yes.

Q: What happens if the power is cut from the vats?
A: The content will begin spoiling rapidly, until power returns.

Q: Can I prevent the content from spoiling?
A: Yes, simply keep your vats in a refrigerated room.

Q: Can I use the nutrient paste pipes to provide nutrience for buildings that require it? Such as the Growth vat?
A: You absolutely can!

Q: What happens if I put meat/human meat into the grinders?
A: It will contaminate the entire supply - so if your colony is vegetarian and some meat makes it way into the supply, all nutrient paste meals will contain meat. Fear not, you can cleanse the system with one press of a button, discarding every meal inside!



[forms.gle]



Authors:

Oskar Potocki, a mod designer and artist responsible for art.
Kikohi, a programmer responsible for all the code.
Rimworld is owned by Tynan Sylvester.
(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (33)
9
21 hours ago
Bug report: Nutrient paste feeder won't stop producing meals
Undead_Duckling
11
May 5 @ 3:26pm
Feature Request: Invisible Nutrient Paste Pipes
Tactical Drongo
5
Dec 10, 2024 @ 5:08pm
Bug report: Feeder dump nutrient paste in the adjacent tiles instead
VNxFiire
936 Comments
coldcell Jul 31 @ 1:01pm 
What's the difference between a Nutrient Paste Tap and Nutrient Paste Feeder, other than their size?

Let's say I want to feed my prisoners nutrient paste. I'm not sure which of the two I should be using.
Katudor Jul 30 @ 5:22pm 
Small bug: nutrient paste pipes/chemfuel pipes/ all other Expanded pipes do not get constructed in smoothed vacstone corners, and power lines still do. Tested a few times, including last night. It is a very small thing, but I just wanted to point it out, especially because these mods are part of my standard playstyle now
Phanlix Jul 29 @ 7:09pm 
@Ronin YES! The Refrigerated ground dispenser allows you to build a pipe to your nutrient paste storage then constantly generates a stack of nutrient paste on the ground animals can eat, and with the refrigeration never spoils. So clutch for feeding animals.
Ronin Jul 28 @ 6:52pm 
Would this allow me to set up a system where the same Dispenser that gets filled for feeding colonists will reroute Nutrient Paste to a feeding tray and the pipe will automatically 'spew' meals out onto the tray, perfect for automatically feeding livestock? If so that's an amazing game changer!!
WyldHardt Jul 26 @ 10:28am 
Konop4t - the same can be said about the average player for Rimworld. We each have too many mods to go through and appease each developers differing modes of reporting bugs. In this developers very language: either fix the mode or we don't use it.

Likewise, any player that comes across this issue and comes here now can see my comment and self fix.
M.H.E. Jul 26 @ 3:39am 
Seems that the Biosculpter takes double the required amount of nutrients when being fed by a pipe. It takes one round of nutrients when the process begins and another when it is finished. I am using Faster Biosculpter Pod in case that is an issue.
Konop4t Jul 25 @ 8:28pm 
Azzkal, same problem, had to set only nutrient paste in the Assign tab
Konop4t Jul 25 @ 8:23pm 
WyldHardt, words of the developers:

"- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all."
WyldHardt Jul 25 @ 4:33pm 
Like to add that the below only happened after the recent hotfix.
WyldHardt Jul 25 @ 4:29pm 
Nutrient paste valve is breaking grav ships. When I removed the valve, the grav ship functioned normally. I have both nutrient paste pipes and Chemfuel pipes. Ive tested and narrowed down specifically to the valve.

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref C4D45A35]
at PipeSystem.PipeNetManager.UnregisterConnector (PipeSystem.CompResource comp) [0x000ce] in <51e70c54d3a74897b386f0d6bd1f0d95>:0
at PipeSystem.CompResource.PostDeSpawn (Verse.Map map, Verse.DestroyMode mode) [0x00007] in <51e70c54d3a74897b386f0d6bd1f0d95>:0
at PipeSystem.CompPipeValve.PostDeSpawn (Verse.Map map, Verse.DestroyMode mode) [0x00001] in <51e70c54d3a74897b386f0d6bd1f0d95>:0
at Verse.ThingWithComps.DeSpawn (Verse.DestroyMode mode) [0x00026] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0
at Verse.Building.DeSpawn (Verse.DestroyMode mode) [0x00014] in <d2f9716cc2ac4cda9c2a174cc147bf37>:0