RimWorld

RimWorld

Replimat
1,581 Comments
FG_Remastered 13 hours ago 
@Jackstar: Check the priorities on the storage zones.
Jackstar 19 hours ago 
Hi, my colonists wont put meat in the hopper even though I allowed it, inside the contents menu. :steamfacepalm:
Captain_Doug Apr 26 @ 5:51pm 
Ok I think i've fixed it after building a septic tank, it's now saying it's running
Captain_Doug Apr 26 @ 4:50pm 
hello! I just built my setup, however I'm having a problem. I built a Sewage recycler to go along with Dubs Hygiene mod, however all the toilet are now saying they aren't connected after I deconstructed the sewage outlet. Couldn't find an answer online, do I need to build a septic tank or sewage treatment. I do have the replimat computer and the sewage recycler connected to the power and to the plumbing. thanks for anyone's help!
eman2019 Apr 7 @ 2:00am 
500 cigarettes
sumghai  [author] Mar 19 @ 4:17am 
@Randy Ragequit - I'll have to think about it.
Randy Ragequit Mar 18 @ 3:04pm 
Hi there!
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
Player Sky on Twitch Mar 4 @ 11:12am 
Thanks for the reply and congratulations on the great MOD. :AOEKnight:
sumghai  [author] Mar 3 @ 4:01pm 
@Player Sky on Twitch - I have no plans to add wastage factor as a mod option.

The Replimat system works via mass-to-mass conversion, rather than the ingredient nutrition calculations used for vanilla cooking bills.
Player Sky on Twitch Mar 3 @ 11:03am 
The mod is wonderful, but I think it would be more interesting if it used more meat or any other ingredient to make the meals, maybe twice as much as it would on the stove for example.

To make the mod more balanced, it would be possible to add something to the cofig to change these values? :cherrypie:
sumghai  [author] Feb 21 @ 7:29pm 
@MEGABL4C3 - If you want Spanish translations, please make a Pull Request on this project's GitHub repo: https://github.com/sumghai/Replimat

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.
MEGABL4C3 Feb 21 @ 6:55pm 
me encantan estos mods pero lastima que la mayoría de los mods de este juego están en ingles o ruso, me encantaría que le den mas importancia a la comunidad latina y que le agreguen el españon
Tookatee Jan 21 @ 7:51am 
Also on an unrelated note I've noticed that the Gourmet meals from VCE never get made with any of the condiment ingredients. Would be nice if those got added to the random ingredients these meals can contain as without them they lack the temp buffs they would normally grant pawns if they were cooked (and thus have no reason to be made with this mod since without them they're just worse lavish meals).
Tookatee Jan 21 @ 7:39am 
Not to mention the potential to further popularize your custom replimat meals mod, since rn it's not super useful beyond roleplay purposes (especially for those already running other meal mods).
Tookatee Jan 21 @ 7:39am 
No offense, but why is it not intended for those purposes? We are playing Rimworld, where all of those are valid and sometimes required strategies for nearly all playstyles, with even vanilla cooking. I also never mentioned anything regarding maxing out a pawn's hunger before combat, but that too is yet another use for having stockpiled meals.

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.
sumghai  [author] Jan 20 @ 4:19pm 
@Tookatee - The batch replication feature is only for stockpiling packaged survival meals that do not require refrigeration.

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.
Tookatee Jan 20 @ 10:40am 
Not to mention that you can already mass print any meal by just adjusting the pawn's food restriction to the meal you want and then drafting your pawn shortly after they print that meal to eat, repeating until you get the amount you want. Adding the ability to print any meal like you can now with survival meals would remove this tedious process players need to follow in order to get the full expected functionality of what is purporting to be a food replicator.


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.
Tookatee Jan 20 @ 10:40am 
Being able to selectively print the custom meals you made (or any meal honestly) from the replicator like you can now with survival meals would be an amazing addition. Not only does it make complete sense for the replicator to be able to do this, but it serves a useful gameplay purpose. Besides more trade options, a big one off the top of my head would be the ability to print specific meals for colonists to take into their inventory for consumption away from the terminal. It's always a time waste for pawns to have to constantly run back to the nearest terminal to get a meal, especially on larger maps or when stocking up prisoner rooms/refilling buildings that require food upkeep. And from a feedstock conservation perspective, you also don't want to always be forced to print out packaged survival meals for every situation.
sumghai  [author] Jan 14 @ 5:17am 
@Salty - You'll need to write your own patch mod using XPath PatchOperations.
Salty Jan 13 @ 5:29pm 
would it be possible to add an easy cfg file or an option in mod settings for setting the wealth scale of the made objects? i understand that because of feedback it is set to the values they are but i personally feel the hundreds of thosands of value added simply for being able to bypass the cooking skill and having access to adv comps "or buying them" isn't at the right level for myself personally. simple a scale or even a field in mod settings to set values myself would be great ^^
if there is a way to do this already just no in that menu im sorry as i missed it when i had looked.
Visible Disgust Jan 13 @ 12:38am 
500 cigarettes
sumghai  [author] Jan 7 @ 4:33am 
@Kardek - Good catch, thanks! I'll make a note of that for the next update.
Kardek Jan 7 @ 4:04am 
Animal Controls might want to be on the incompatible mod list. To be fair the mod does call it out in the description. Behaviour was pawns wouldnt use terminal. Cheers!
Margam Jan 1 @ 1:56pm 
Legitimately such a good nutrient system that it just completely obsolete traditional cooking and nutrient paste, kudos.
sumghai  [author] Dec 29, 2024 @ 8:04pm 
Updated to 1.5.9 - See the Change Notes for details

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.
sumghai  [author] Dec 24, 2024 @ 7:01pm 
@1875 - Your bug report on GitHub is missing basic troubleshooting information.

And while you have identified a probable cause of incompatibility issues, could you please edit your GitHub report with the new information?
1875 Dec 24, 2024 @ 3:05am 
I know the reason now, it's because of the BurgerBaron mod
1875 Dec 23, 2024 @ 9:12am 
I added a record on GitHub and uploaded a video attachment. The record name is:
When feeding a baby, the little person will stand still and continuously retrieve baby food from the device.

Thank you for following my question
sumghai  [author] Dec 23, 2024 @ 3:45am 
@1875 - You? Stand still?

Please follow the troubleshooting guide [gist.github.com], then submit a bug report to Github [github.com].
1875 Dec 23, 2024 @ 1:36am 
I will stand still and keep emptying the storage tank until it is empty
sumghai  [author] Dec 22, 2024 @ 6:58pm 
@1875 - What are you trying to say?

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.
1875 Dec 22, 2024 @ 7:01am 
When there is a baby, they will always take baby food
1875 Dec 22, 2024 @ 5:38am 
nice!so good
sumghai  [author] Dec 21, 2024 @ 6:01pm 
@drshahramanvariazar - Organic matter is organic matter. Waste not, want not ;)
drshahramanvariazar Dec 19, 2024 @ 2:55pm 
ur telling me with dubs hygine mod on and with this mod on

people can eat their waste of crap LOL
sumghai  [author] Dec 7, 2024 @ 7:38am 
@Xûr - I have no plans to lower the idle and active power consumption of Replimat buildings in any way (not even through special items or artifacts), as these are Spacer / Ultratech level buildings, and their very high power requirements are part of the challenge and intent behind this mod.

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.
Xûr Dec 7, 2024 @ 7:33am 
Good to know, it does make sense in a balanced means, looking forward for more of your mods. Yet maybe just maybe, there will be some super rare items that somehow lower the consumption.
sumghai  [author] Dec 7, 2024 @ 7:23am 
@Xûr - Yes, the power consumption spike while running is a deliberate design decision.

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.
Xûr Dec 7, 2024 @ 7:16am 
Hoppers and Cadaver Processors by them-self have 2000W power needs and when they are working they consume 20000W each, is this a deliberate design decision or bugs?
Myphicbowser Dec 5, 2024 @ 6:25pm 
When I get to that point, I'll report back!
sumghai  [author] Dec 5, 2024 @ 6:22pm 
@Myphicbowser - I don't really use DeepRim myself, so I can't say for sure.
Myphicbowser Dec 5, 2024 @ 5:45am 
Honestly I'm glad they don't need an extra cable or something, because it makes it closer to Star Trek, where it just pulls from these hidden tanks. More Star Trek mods would actually be really cool, thank you for your wonderful work

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
sumghai  [author] Nov 29, 2024 @ 7:56am 
@Oozy - As per the images above, Replimat buildings are connected via the standard power network.
Oozy Nov 29, 2024 @ 2:37am 
How do you connect the things together, I can't find any pipes for it?
sumghai  [author] Nov 18, 2024 @ 7:01am 
Updated to 1.5.8 - See the Change Notes for details

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.
ChelGame Nov 18, 2024 @ 5:09am 
@sumghai - thx
sumghai  [author] Nov 18, 2024 @ 4:12am 
@ChelGame - In this particular case, you don't need to give me logs, as I know the exact cause of the issue (Replimat.IncidentWorker_ReplimatMalfunctionSmokeleaf is only available for RW 1.5). I think I can push a fix out tonight or tomorrow night.

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.
ChelGame Nov 17, 2024 @ 11:37am 
Hello. I have a 1.4 build without add-ons. In the logs, this error pops up: "Could not find a type named Replimat.IncidentWorker_ReplimatMalfunctionSmokeleaf". I checked, this is an error of the mod itself, because it remains even if you leave only the mod itself and harmony. Where can I share the logs?
sumghai  [author] Nov 3, 2024 @ 12:16am 
@Bread - You'll need to write your own XPath PatchOp to change the designation category. Good luck!
Bread Nov 2, 2024 @ 10:40pm 
is there any way to move it into the production folder, so it wouldn't take up a separate one??