RimWorld

RimWorld

Survivalist's Additions
88 Comments
Mlie Oct 16, 2023 @ 1:28pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3052462368
Hope it helps anyone!
Arthas Mitsurugi Mar 9, 2023 @ 2:29pm 
Please update to 1.4
Arthas Mitsurugi Mar 9, 2023 @ 2:19pm 
please update this mod to 1.4
gun_smoke_blue Oct 18, 2022 @ 1:29pm 
Will this be updated to 1.4?
CantPlayJack Sep 10, 2022 @ 4:01pm 
I tried using Processor Framework instead of Universal Fermenter and it does not work. The charcoal pit never gets filled with wood. No option for bills, etc.
xX908Xx Jun 24, 2022 @ 7:19am 
Man, this mod is very cool to use in tribal playthroughs and in conjunction with "Set Up Camp". It would be useful if you could replace shelter wall blueprints with shelter doors the same way you can with normal walls and doors.
DarkArtistryNKP May 17, 2022 @ 10:11pm 
@Gun_Shy Yeah since the code for processor framework is just an updated and better ver of Uni-Fermenter i sort of figured that might be the case.
But i wasn't sure if i was gonna need to rewrite the dependency for it in a local copy(if i could actually figure out how to do that) of Survivalist-Additions here.
I couldn't really afford to test ether concept though.. as i was having too many other issues.
Honestly i've given up on trying to play RimWorld.
Gun_Shy May 7, 2022 @ 10:11pm 
@DarkArtistryNKP Hey, I just tried them loaded together, and it worked. Not only that, but I unsubscribed from Universal Fermenter, subscribed to Processor Framework, and loaded my in-progress save file, built a fueled crematory, and there was no problem. Just make sure Processor Framework is up high in the load order above dependencies like this mod. It will throw a warning in the mod list, as well as some red in the debug menu, but it won't actually cause a problem.
DarkArtistryNKP Apr 13, 2022 @ 3:34pm 
Would it be possible to update this to rely on this instead https://steamcommunity.com/sharedfiles/filedetails/?id=2633514537
phobologic Mar 7, 2022 @ 10:50pm 
Does anyone know how to pickle vegetables? I have vinegar, I have vegetables - but my colonists ignore the job at the stove.
Langusteer Feb 17, 2022 @ 8:28am 
My smoker doesn't consume any charcoal, yet I can't find any issues with the .def:
<li Class="CompProperties_Refuelable">
<fuelConsumptionRate>75.0</fuelConsumptionRate>
<fuelCapacity>40.0</fuelCapacity>
<fuelFilter>

Is this possibly universal fermented related as well?
Zylleon Jan 29, 2022 @ 8:31am 
Snares don't seem to be working. Here's the error: https://pastebin.com/3AxrzNjE
jedimasterburst Aug 30, 2021 @ 9:13pm 
Same issue with both cabbage and turnip.
BlueTressym Aug 25, 2021 @ 10:02pm 
I'm getting the same error spamming as BanHandler and the same error is spamming with turnips as well. I'm unable to publish the log because it keeps timing out :(

BanHandled Aug 16, 2021 @ 10:06am 
Oops, meant to say the below error is spammed when there are Cabbages on the map.
BanHandled Aug 16, 2021 @ 10:06am 
Exception ticking SRV_PlantCabbage656745 (at (64, 0, 67)): System.MissingMethodException: void Verse.DamageInfo..ctor(Verse.DamageDef,single,single,single,Verse.Thing,Verse.BodyPartRecord,Verse.ThingDef,Verse.DamageInfo/SourceCategory,Verse.Thing)
at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch0(Verse.TickList)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string)
(wrapper dynamic-method) Verse.TickList:Verse.TickList.Tick_Patch0 (Verse.TickList)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch0 (Verse.Root_Play)
uberjammer Aug 9, 2021 @ 11:05pm 
I like the attention to detail - charcoal does in fact deteriorate in quality if left outdoors, even though it's only carbon.
Tanelorn Jul 30, 2021 @ 10:30pm 
I really think you need to improve the camping table so pawns can make everything you can make at a crafting spot. It's virtually useless as is with only a few items craftable.
Kitty Jul 20, 2021 @ 10:43pm 
SYR universal fermenter hasn't updated, so now I can't use it. :(
CrackaJack Dec 8, 2020 @ 12:12pm 
i think it has something to do with the SYR universal fermenter, back when the old universal fermenter was used everything worked fine.
ian.conrad Oct 26, 2020 @ 7:15pm 
Following up: The smokers are suffering from the same effects. For whatever reason it seems that the config values declared in options->mod_settings->{ETC} for this mod are no longer being honored.
ian.conrad Oct 25, 2020 @ 1:18pm 
Yeah, just adding in my two cents here -- the charcoal pits in this upload take days instead of hours, and only convert one wood to one charcoal. This seems to be completely ignoring the options settings for the mod, as well; they have no impact that I can discern.
SkyLarkBlue Oct 21, 2020 @ 4:45pm 
Another comment... I've been playing with it for the first time so I'm working through it. The charcoal issue seems to be that it's inheriting temperature ranges from the fermenter (I do have UF), but not displaying the sensetivity. it fails before 45 and above 90. My current comment is about smoking meats. I'm playing with other preservation mods and they keep putting salted meats and dried fish in the smoker instead of meat going bad very soon. Can controls be added to prevent this? Is there a way to have them put the closest to rotting in first? or maybe a quick process at the butcher to prepare meats that can be filtered (this is how Rimcuisine handled it).
SkyLarkBlue Oct 20, 2020 @ 4:47pm 
I got the jute to grow, guess I missed the fertility requirement, but i'm having a similar issue with the charcoal pit to DarkArtistryNKP. It's just cancelling when it gets too hot and right clicking says "Cannot fill, bad temperature". Can't use the smoker until I can get charcoal either.
SkyLarkBlue Oct 20, 2020 @ 4:14pm 
How do I grow jute? I don't see any missing requirements but my colonists won't plant it.
DarkArtistryNKP Sep 24, 2020 @ 10:58am 
above 90˚ F is when I get it. Also it seems like if it's filled and in process and the area that the pit is in reaches that temperature range it cancels the process and I lose what ever was in there. I'm gonna to a test in a temp controlled area later to confirm this. Also i'm betting it very well could be simply a mod conflict as i've got a 200+ list.
mantrasong  [author] Sep 24, 2020 @ 7:41am 
The charcoal pit _shouldn't_ be temperature sensitive, as of the last update I pushed. That being said, that error message was previously hidden due to a bug in Universal Fermenter, which must have been fixed.

What sort of temperature are you seeing that error at?
DarkArtistryNKP Sep 23, 2020 @ 12:12pm 
So uhhh just for reference? Is there anything in this that codes temperature being a factor for the charcoal pit? Cuz i'm getting a notification "Can not fill charcoal pit: Bad Temperature"
CitrusTree Sep 21, 2020 @ 5:09am 
I do, because it's a dependency for the mod.
mantrasong  [author] Sep 20, 2020 @ 3:32pm 
@Antillion - Do you have the Universal Fermenter installed? Otherwise, the charcoal pit should be working. If you're having issues still, you can post a log in the bug reports thread.
CitrusTree Sep 20, 2020 @ 2:08pm 
Sorry for the question, mostly because this might just be an issue on my side, but has the charcoal pit been fixed? A lot of very useful things require charcoal and it just seems to be completely borked on my game, the description and everything in it look borked with a lot of error texts saying "Index out of range" and other things I can't understand. If needed I can post more.
DarkArtistryNKP Sep 19, 2020 @ 5:31pm 
Charcoal Pit works fine for me, But i sort Remember I used to get more charcoal out of the wood i put in about 3x as much. And I might be wrong on this unless it has changed, but I don't think charcoal provides more fuel time per item than just wood... If that's the case it just makes it a time waste. Not sure if this is a bug/conflict or any intentional change though.
mantrasong  [author] Aug 23, 2020 @ 10:10am 
The charcoal pit not working is not because it's broken but that currently the Universal Fermenter doesn't report when it can't be loaded due to lack of materials (including when the stack is currently claimed by someone else), or temperature.
CrackaJack Aug 10, 2020 @ 12:41am 
for some reason the charcoal pit doesnt work for me anymore now, cant load it with wood. it worked before the update, might still be a load order thing tho
ian.conrad Jul 5, 2020 @ 7:20pm 
To get all fruits, not just Berries, for vinegar production, modify the correct section of 1550854139/1.1/Defs/RecipeDefs/Recipes.xml to include the categories element with the FruitFoodRaw list item element, at about line 158:

[quote]
<fixedIngredientFilter>
<categories>
<li>FruitFoodRaw</li>
</categories>
<thingDefs>
<li>RawBerries</li>
</thingDefs>
</fixedIngredientFilter>
[/quote]
ian.conrad Jul 5, 2020 @ 7:19pm 
To switch to SYR's Fermenter: Modify 1550854139/About/About.xml to be as so:


[quote]
<modDependencies>
<li>
<packageId>syrchalis.universalfermenter</packageId>
<displayName>[SYR] Universal Fermenter</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/2073225100</steamWorkshopUrl>
<comment>
<packageId>Mantrasong.Processors</packageId>
<displayName>Universal Fermenter</displayName>
<steamWorkshopUrl>steam://url/CommunityFilePage/2015487929</steamWorkshopUrl>
</comment>
</li>
</modDependencies>
[/quote]
ian.conrad Jun 24, 2020 @ 11:24pm 
@mantrasong -- could you possibly update the Vinegar Juice recipe to allow any fruit source rather than just berries? Some maps make it much easier for example to grow agave than berry bushes. (And for those of us with VGP, sitting on tens of thousands of figs while not having any vinegar because no berry bushes is minutely vexing.)
DarkArtistryNKP Jun 16, 2020 @ 10:04am 
Another request for dependency to switch to SYR's Fermenter as it's a bit more updated, and more mods have that chosen as their dependency.
It'd be awesome if it could be coded to depend on ether/or but i'm pretty certain thats not a thing.
ananya_rose04 May 15, 2020 @ 10:52am 
Can you make it so the smoker can be miniaturized?
Luinithil Apr 25, 2020 @ 2:50am 
@mantrasong Syrchalis made an updated and optimised version of the Universal Fermenter code here: https://steamcommunity.com/sharedfiles/filedetails/?id=2073225100 . Would you be switching to depend on that port?
__ Apr 11, 2020 @ 2:22pm 
As mentioned, the smelter doesn't allow smelting weapons, and gives only 10 steel per slag chunk versus the vanilla fueled smelter's 20, which makes it a very sub-par option.

I recall previous versions of the mod spawning reeds on the banks of rivers, and the mod menu options seem to indicate a setting for controlling this, but I haven't been able to get the reeds to spawn since like B18.

I only recently realized how useful the charcoal pit is, turning 25 wood into 75 charcoal. I don't know if it's possible, but charcoal should probably be disallowed as fuel for the tribal passive-cooler (it might be a mod I'm using making this re-fuelable in the first place; if so then my bad).
floboug Mar 19, 2020 @ 12:14am 
I play in medieval mode : i really would enjoy to be able to smelt weapons in your forge, because it is the only way to get rid of them, actually, and the steel would be really appreciated. If it is possible, thank you !
Dentist [2 RANG] Mar 8, 2020 @ 12:05am 
i meant if you add fermentation would that not work with RimCuisine or Vegetable Garden Project version of fermentation?
mantrasong  [author] Mar 7, 2020 @ 3:05pm 
I removed the mod compatibility list because I haven't tested it, honestly. It should still be compatible with everything, as I left those patches in place, but I haven't verified everything still works.
Dentist [2 RANG] Mar 7, 2020 @ 2:13pm 
so is this not going to work with RimCuisine or Vegetable Garden Project anymore?
mantrasong  [author] Mar 7, 2020 @ 1:22pm 
Announcement: I've pushed an update that has a soft dependency on the Universal Fermenter mod. That will eventually become a hard dependency, so plan accordingly. The switchover should be pretty transparent, but will require you to rebuild your fermenters
mantrasong  [author] Mar 5, 2020 @ 10:34am 
In theory, I've updated this to support 1.0 and 1.1. I haven't tested it extensively, so please let me know if anything breaks
__ Mar 1, 2020 @ 6:51pm 
Yay, I really like this mod. Thank you for the update Mantrasong.
mantrasong  [author] Mar 1, 2020 @ 3:15pm 
1.1 update pushed. Not extensively tested, but the changes were pretty minor.
mantrasong  [author] Feb 27, 2020 @ 9:28am 
I will be porting this to 1.1, but it will probably take me another week or so to do.