RimWorld

RimWorld

MoreBulkProduction
46 Comments
Gasdobun Apr 13, 2024 @ 1:32am 
Any 1.5 compatibility ETA?
amorek Dec 9, 2023 @ 1:06am 
There seems to be bug with bulk drug production, since those don't give any experience.
jonjowett Dec 3, 2023 @ 6:42am 
Some feedback:

1. At the moment, it looks like the Work amount for some recipes hasn't been scaled correctly to take account of the increased number of items produced. (Eg: 1 x simple meal is 5 work; 50 x simple meal is also 5 work. All of the meals seem to have incorrect scaling. But the kibble seems to have been scaled reasonably. Didn't check any of the others.) I was thinking of adding this to an existing save, so I haven't verified this with testing (I loaded, poked around, and quit immediately), but it seems like this would mean that you can bulk-produce 50 items in the same time as 1 in the base game. I can understand wanting some small speed improvement, but 50x faster is unrealistic IMO.

2. I think x4 recipes (for some items) are part of vanilla now, in which case you can remove the relevant x5 recipes from this mod.

3. There's no bulk recipe for pemmican :-(
Targetdrone  [author] Dec 5, 2022 @ 5:44am 
@policemam no, sorry, dont have mortar shells in there...
policemam Dec 4, 2022 @ 10:16pm 
it can make bulk shell?
tuk0z Jul 4, 2022 @ 4:33am 
v1.6.2: Noice :-)
Era Jun 10, 2022 @ 11:56pm 
Thankyou!
Targetdrone  [author] Jun 10, 2022 @ 2:31pm 
ok... managed to track down the problem causing the Error, should no longer throw out illegal character error now
Era Jun 10, 2022 @ 12:01pm 
I haven't done a playthrough in a long while, I'm not sure if the issue I mentioned is still happening or not

I had various mods (I think the most popular yet compatible medical overhaul / prosthetics mod at the time) and some other smaller ones, nothing that should throw errors though
Targetdrone  [author] Jun 10, 2022 @ 9:58am 
@Era just in case this is still relevant for you, do you have another mod that modifies drugs/medical gear? because in my testrun with my mods enabled, there were no errors.
Targetdrone  [author] Jun 10, 2022 @ 9:51am 
sorry, didn't get any notifications that there were posts....
sooo.. i just fired up the game with my mods enabled, and i didn't get any errors or warnings.

so i cannot really say where the problem is, but my guess would be a conflict with another mod you have loaded.

@IDreamofZombie
sorry, as i said, i didn't get any notifications about new posts. Bulk wort should be doable, but it will take a couple of days till i am caught up and have time to dive into the mod again.
IDreamofZombie Mar 17, 2022 @ 10:51am 
@Targetdrone Any chance to add bulk wort? And thank you for your work on this!
tuk0z Nov 18, 2021 @ 8:02am 
Same red errors as @Era shows up upon loading Main menu for some time (also for BulkCraftPenoxycyiline50, BulkCraftMedikit5/50, GoJuice, WakeUp and Yayo). Have double checked the relevant part in my savefile (under « thing Class="Building_WorkTable" ») and none of the « illegal character(s): "[]{}" » are anywhere to be seen. Any idea what could causes these errors?
Era Nov 9, 2021 @ 7:10pm 
Config error in BulkCraftPenoxycyline5: label contains illegal character(s): "[]{}". This can cause issues during grammar resolution. If this was intended, you can use the "ignoreIllegalLabelCharacterConfigError" flag.

I'm not certain if its this mod, but its the only bulk crafting mod I have enabled I Think- so it might be this one

This happens for all vanilla drugs and the medikit
FiveHead Aug 7, 2021 @ 7:07am 
Great! Thanks for the quick fix.
Targetdrone  [author] Aug 4, 2021 @ 11:22am 
@FiveHead actually, you are right, and i dropped the ball reading my own mod files... fixed it now properly :p
FiveHead Aug 4, 2021 @ 9:05am 
@Targetdrone Hey thanks for the reply. No worries though, I've already fixed it. I added

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName = "WakeUp"]/recipeMaker/recipeUsers</xpath>
<value>
<li>BulkDrugLab</li>
</value>
</Operation>

to the end of PatchBulkDrugTableProd.xml in \1.2\patches\

and removed <li>Cooking<\li> under <workTags> in BulkProductionWorkGivers.xml in \1.2\Defs\.

If that was by design (crafters who won't cook can't work in bulk drug labs) then you don't have to make any changes anyways.
Targetdrone  [author] Aug 1, 2021 @ 1:19pm 
@FiveHead ok, i had a look... it is by design that the bulk-cooking uses the cooking job just as the regular bulk and normal meals... and my mod doesn't change anything with the druglabs, so i wouldnt know why you dont have no wakeup recipe there... maybe another mod?
Targetdrone  [author] Jul 31, 2021 @ 1:27am 
@FiveHead Ill have to look into that, but currently I dont have the game installed as i was just maintaining my mods... Ill try to get to it this week though.
FiveHead Jul 29, 2021 @ 10:20pm 
Great mod! I like that this has research requirements for bulk recipes. I found two problems during my gameplay though-- BulkProductionWorkGivers has workTags 'Cooking' which prevented my production specialist, who had no problem synthesizing drugs in ordinary drug lab, from working at the bulk drug lab. Another problem is that bulk drug lab does not have a WakeUp recipe in PatchBulkDrugTableProd. But other than that, its well fleshed out and easy to use.
Targetdrone  [author] Aug 27, 2020 @ 12:34pm 
added compatibility with 1.2, didnt have time to add that patch yet
Targetdrone  [author] Jun 24, 2020 @ 10:44am 
no problem, in fact, i could create an additional mod to patch in plant scraps usage for kibble, but i'd like to keep it seperated from the main mod, in case people do not like me modifying the stock recipes... (one of the reasons my nutritious kibble mod is seperated as well)
Sally smithson Jun 24, 2020 @ 8:56am 
@author I think it does. i dont actually know if its possible to patch your own stuff when another mod is enabled but otherwise i will write a patch myself if you are too busy with irl things.. thanks for looking in it in the first place
Targetdrone  [author] Jun 24, 2020 @ 8:05am 
@arendjvr
hmm... i had a look into it, and my bulk kibble recipe is the same exact recipe as the vanilla one.... in other worlds, the vanilla kibble recipe doesn't seem to use plant scraps either? is it possible that fertile fields alters the base kibble recipe? because that would explain why the bulk one wouldnt allow scraps but the "vanilla" one does....
Drift_91 Jun 24, 2020 @ 7:33am 
@arendjvr You may want to try this out:
https://steamcommunity.com/sharedfiles/filedetails/?id=2044554257

Does exactly what you want. I'm just not sure if you can run both this mod and that one at the same time but it's worth checking out.
Sally smithson May 28, 2020 @ 5:10am 
thats perfectly fine. irl things have a higher priority over virtual ones
Targetdrone  [author] May 28, 2020 @ 4:51am 
@arendjvr ill have a look into it, just the next 2 weeks are rather busy irl, so i dont know when i will be able to make time for it...
Sally smithson May 28, 2020 @ 3:41am 
when using fertile fields i cant seem to use the plant scraps in the bulk kibble recipe while i can use it with the vanilla recipe. is it possible to get compatiblity done with fertile fields?
AdventureTime Apr 23, 2020 @ 4:01am 
Yayy bulk production , to make my pawns become slaves \o/
Targetdrone  [author] Mar 20, 2020 @ 1:18am 
@boolyman yeah well, have fun with a different mod then, ifyou cannot be bothered to manage it with a set source component range and some storage restrictions, i cannot be arsed to care if you use my mod.... i upload them as is, because i made them and think they are useful, and if someone else finds them useful too, great, if not, great. I even go out of my way sometimes if i have time to add stuff that is requested politely, but i certainly don't care one bit about some passive aggressive shit like you posted....
Jay Mar 19, 2020 @ 9:24pm 
Not having the ability to bulk produce individual stone block types means I have to download a different mod to take care of bulk stone cutting... which means I might as well just download a different mod that does what your mod does, AND bulk stonecutting.
IDreamofZombie Feb 29, 2020 @ 8:44pm 
I didn't even think about the medicine. Thank you very much!
Targetdrone  [author] Feb 29, 2020 @ 8:02pm 
ok, there you go, bulk production for all the standard drugs and standard medicine...
IDreamofZombie Feb 29, 2020 @ 9:28am 
@Targetdrone Thank you for considering adding in bulk drug production. And like I said, even if you don't, I appreciate your work on this mod and wanted to say thank you for it.
Targetdrone  [author] Feb 29, 2020 @ 9:09am 
@IDreamofZombie hmm... there might be a chance, allthough i haven't planned concretely to do so yet ;)
but actually thats not a bad idea, i might expand the mod into that direction...
IDreamofZombie Feb 29, 2020 @ 8:39am 
Thank you, I just upgraded to 1.1 and was happy to see this. Any chance you will be adding bulk drug production? If not, thank you still.
Armedwithpuns Feb 7, 2020 @ 7:57am 
thank ya, you da man!
Targetdrone  [author] Feb 7, 2020 @ 2:23am 
ok... added 5x fine and 5x lavish meal bulk production tech....
Armedwithpuns Feb 6, 2020 @ 2:44pm 
bulk fine meal production?
Targetdrone  [author] Feb 5, 2020 @ 11:23pm 
@arendjvr i didn't add pemmican because in order to do bulk production research you need industrial tech.... and by that time surival meals (or kibble) would be the more logical thing to make, no?
Sally smithson Feb 5, 2020 @ 12:45pm 
maybe add a bulk production for pemmican since that is very tedious to make without the bulk option
Armedwithpuns Sep 28, 2019 @ 11:22am 
can you add bulk recipes for fine meals and medicine crafting with mods?
Targetdrone  [author] Sep 18, 2019 @ 2:59pm 
nope, only get one time xp , sorry
.Rhah. Sep 18, 2019 @ 7:58am 
Question!
I use this mod currently but just thought to ask if doing the bulk crafting gives you 5/50 crafts worth of experience or does it still count it as just one baseline craft? Still going to use it regardless, as it is more balanced to my tastes and playstyle but was curious about this particular conundrum.
HaZ Nov 28, 2018 @ 6:31am 
:D nice thanks!
Targetdrone  [author] Nov 27, 2018 @ 4:30pm 
well.. i guess i decided to upload this mod... I am using it for a bit now, and so far i didn't run into any problems...