RimWorld

RimWorld

Replimat
1,596 Comments
sumghai  [author] Jun 13 @ 1:31am 
Updated to 1.6.0 - 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 in English only 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.

Note that all future updates will be exclusively for RimWorld 1.6 onwards. The 1.5 and 1.4 versions are only included to help players migrate their saves.
sumghai  [author] Jun 8 @ 12:53am 
@Tookatee - No promises, but I may consider larger tanks in a future update.
Tookatee Jun 7 @ 9:29pm 
Any chance we could get an industrial sized version of the feedstock tank? Even in an otherwise purely vanilla colony, it can be quite trivial to fill up a single (or even multiple) feedstock tanks with something like a decently sized corn farm. Especially by the time a colony is advanced enough to unlock replimats.

Could frame it as the starship version of the feedstock tank, where it's been optimized to more efficiently store feedstock and lock it behind starflight basics. (some crossover potential with SOS2 if you wanted)
Freddy Fazbear Jun 7 @ 11:30am 
5 hundred cigarettes.
sumghai  [author] Jun 2 @ 8:32pm 
@zyzyhasl - The hopper is 3x1, to ensure that the 1x1 storage cell for holding raw food is always in the center of the building, regardless of orientation. A 2x1 design wouldn't work, nor would a 1x1 cell graphic.

The current design does leave extra visual space on either side, but is a perfectly acceptable compromise.
zyzyhasl Jun 2 @ 2:13am 
The Size of Replimat Hopper was 3*1,I don't think this matches the texture very well
Size 2*1 maybe better.
Or stretch the texture a little more wider
FG_Remastered May 27 @ 8:14am 
@MountSwolmore: If you don't feel like using any of the things I mentioned, there is always Stockpile Limit which allows you to change the threshold at which the hopper is refilled.

But I must second the idea to turn the hopper into a shelf. That would be really useful, especially if you have more than one source of food coming in at the same time, but long downtimes between loads, such as with agriculture or cannibal colonies getting raided. Plus you wouldn't have to pay the extra power demand of multiple hoppers being idle all the time.
MountSwolmore May 27 @ 6:50am 
Haulers don't start hauling until it's empty and they'll make trips to put 1-4 items in; increasing the stack size won't help because they almost never load a full stack. I have 20 people and about another 20 hauler bots. Labor isn't the issue, it's process.

Every time a crop is harvested, they take the stack of 1-5 and throw it in the hopper. The next handful they pick up goes to storage because the hopper is full... until they get to storage and what was in it is broken down. Now another hauler picks 4 corn and puts that in.

Adding more hoppers doesn't stop them from being "full" with 1 berry in it.

Adding more haulers doesn't stop them from loading it with just 1 berry.

It's not even active half the time because it's always waiting 30 seconds for 3 seconds of work. The ability to even hold 2 stacks would greatly improve efficiency. The efficiency from not having to cross the map to get meals is wiped out by how many more trips to make to partially load the single slot.
sumghai  [author] May 26 @ 11:35am 
@Kamikaze - The Cadaver Processor ignores a corpse's apparel and gear mass, and simply destroys them. I might look into making the Processor dump all gear (and maybe implants) in a future update.

As for meal ingredients, the whole point of Replimat is to obscure the origins of meals. As FG_Remastered suggested, if you want specific meals to cater for specific precepts, download the various recommended meal mods, and/or configure your pawns' individual meal policies.

@MountSwolmore - See what FG_Remastered said.

@FG_Remastered - Many thanks for helping to answer these user questions!
FG_Remastered May 26 @ 9:03am 
@MountSwolmore: Either make it so the hopper is filled faster by recruiting more haulers, moving it closer to storage, or add more hoppers.

Alternatively you could alter the stack sizes with mods like OgreStack or Stack XXL
MountSwolmore May 26 @ 8:14am 
Loving the mod but is there a way to make the hoppers hold more than a single stack? It's full whether the stack is 5 or 50 so there's a ton of downtime with it sitting empty while someone else brings another stack of 3 corn.
FG_Remastered May 26 @ 3:33am 
@Kamikaze: Yes, if you use a mod like Cannibal and Insect Meals
Kamikaze May 26 @ 1:49am 
Another question - AFAIK - Replimat hides food`s origins. Is there any means of retaining them, or add that taste and flavor by choice? For instance - i`ve got the colony of tunnelers, who loves cooked fungus, insect meat and jelly, and dispise all other ingridients. Can this mod make them happy?
Kamikaze May 26 @ 1:42am 
"Cadaver Processors convert humanoid corpses to nutrient feedstock by mass"
And what about their clothes? My pawns puts corpses in processor with all of their clothes on, and all implants they have and there`s nothing left after processing, is that mass also counts? In case that it can process clothes and implants - why it can`t process all inorganic stuff?:steammocking:
Jackstar May 3 @ 12:45pm 
ok. it didnt work first time but a restart made it work; thank you! :steamhappy:
FG_Remastered May 2 @ 10:29am 
@Jackstar: Check the priorities on the storage zones.
Jackstar May 2 @ 4:09am 
Hi, my colonists wont put meat in the hopper even though I allowed it, inside the contents menu. :steamfacepalm:
Captain_Doug Apr 26 @ 10:51am 
Ok I think i've fixed it after building a septic tank, it's now saying it's running
Captain_Doug Apr 26 @ 9:50am 
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 6 @ 7:00pm 
500 cigarettes
sumghai  [author] Mar 18 @ 10:17pm 
@Randy Ragequit - I'll have to think about it.
Randy Ragequit Mar 18 @ 9:04am 
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
-Sky- Mar 4 @ 4:12am 
Thanks for the reply and congratulations on the great MOD. :AOEKnight:
sumghai  [author] Mar 3 @ 9:01am 
@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.
-Sky- Mar 3 @ 4:03am 
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 @ 12:29pm 
@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 @ 11:55am 
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 @ 12:51am 
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 @ 12:39am 
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 @ 12:39am 
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 @ 9:19am 
@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 @ 3:40am 
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 @ 3:40am 
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 13 @ 10:17pm 
@Salty - You'll need to write your own patch mod using XPath PatchOperations.
Salty Jan 13 @ 10:29am 
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 12 @ 5:38pm 
500 cigarettes
sumghai  [author] Jan 6 @ 9:33pm 
@Kardek - Good catch, thanks! I'll make a note of that for the next update.
Kardek Jan 6 @ 9:04pm 
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 @ 6:56am 
Legitimately such a good nutrient system that it just completely obsolete traditional cooking and nutrient paste, kudos.
sumghai  [author] Dec 29, 2024 @ 1:04pm 
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 @ 12:01pm 
@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 23, 2024 @ 8:05pm 
I know the reason now, it's because of the BurgerBaron mod
1875 Dec 23, 2024 @ 2:12am 
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 22, 2024 @ 8:45pm 
@1875 - You? Stand still?

Please follow the troubleshooting guide [gist.github.com], then submit a bug report to Github [github.com].
1875 Dec 22, 2024 @ 6:36pm 
I will stand still and keep emptying the storage tank until it is empty
sumghai  [author] Dec 22, 2024 @ 11:58am 
@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 @ 12:01am 
When there is a baby, they will always take baby food
1875 Dec 21, 2024 @ 10:38pm 
nice!so good
sumghai  [author] Dec 21, 2024 @ 11:01am 
@drshahramanvariazar - Organic matter is organic matter. Waste not, want not ;)
drshahramanvariazar Dec 19, 2024 @ 7:55am 
ur telling me with dubs hygine mod on and with this mod on

people can eat their waste of crap LOL