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I have an idea for some compatibility. while replimat works just great with hospitality, i think it might be useful if there was an option to check or uncheck if colonists are allowed to use the replicator. since you usually have this system in mid-game earliest, here is always a lot of meals left in the fridge, which i think is a waste if you just throw them into the hoppers since the replicator uses less overall food mass than a single lavish meal. plus i usually have my colonists eat their own food first and the guests from hospitality use the replicator for money.
also it is quite annoying that them pawns always run across the map to get 3d printed food instead of eating what their long-trained gourmet credences them :D
just as an idea tho. maybe that could be a thing
The Replimat system works via mass-to-mass conversion, rather than the ingredient nutrition calculations used for vanilla cooking bills.
To make the mod more balanced, it would be possible to add something to the cofig to change these values?
https://docs.github.com/es/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/about-pull-requests
Also, please only post comments here in English.
This mod just seems feature incomplete without this (like you made an entire UI with a specific button to select different types of meals, only to have survival meals as the only option lol).
If it's some sort of personal issue...it really shouldn't be as there is no reason to be concerned with how other people play with any of your mods in their own game. Adding this as an optional feature for those players who wish to enjoy your mod in that way hurts nobody and only broadens the reach this mod has.
It is not intended for other purposes, including but not limited to:
- stockpiling non-survival meals for trading price bonuses
- stockpiling non-survival meals for meal-specific buffs
- stockpiling non-survival meals to fill up pawn hunger needs before combat
If you wish to print specific non-survival meals for your specific playstyle, consider writing your own personal patch mod.
Also, Replimat is based on Star Trek food replicators, not 3D printers, so it replicates and not prints meals.
Looks like I need to add another FAQ entry.
And if there is some sort of concern, just make it a toggleable mod option that's disabled by default and let those players who want to have this functionality opt into doing so. Although to be honest, I don't think anyone would really be upset if it was enabled by default.
if there is a way to do this already just no in that menu im sorry as i missed it when i had looked.
If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
And while you have identified a probable cause of incompatibility issues, could you please edit your GitHub report with the new information?
When feeding a baby, the little person will stand still and continuously retrieve baby food from the device.
Thank you for following my question
Please follow the troubleshooting guide [gist.github.com], then submit a bug report to Github [github.com].
If there is a baby that needs feeding, then of course pawns will replicate baby food. If they are generally hungry themselves, they will replicate actual meals as usual.
people can eat their waste of crap LOL
There are plenty of third-party mods that add high capacity power generators, and my planned Lethe spacer megamod will eventually also introduce its own range Thorium and fusion reactors.
The Replimat system breaks raw food and corpses down to the molecular (but not atomic) level and stores the resulting feedstock to be reconstituted into actual meals later, and since it does so very rapidly, it requires a very large amount of energy.
One question though, Deeprim, does that count as the same power network? I doubt it since I think its done in a different way, just curious how that works
If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].
Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.
That being said, I highly recommend you update your game to RW 1.5 - nearly all actively-maintained mods are already updated for RW 1.5, and any niche mod stuck on RW 1.4 or earlier are unlikely to be supported in the future anyway.