RimWorld

RimWorld

Replimat
1,694 Comments
sumghai  [author] Sep 22 @ 1:07pm 
@Obiben27 - Perhaps lower the storage priority of all your other stockpiles?
Obiben27 Sep 22 @ 10:18am 
sorry for another question so soon but what do you recommend for trying to get pawns to load food into it? I have it set to max storage priority
sumghai  [author] Sep 21 @ 10:48am 
@Obiben27 - That’s entirely up to you, as the Replimat can convert just about any raw food into feedstock.
Obiben27 Sep 21 @ 8:22am 
what food do you recommend growing?
sumghai  [author] Sep 17 @ 2:38am 
@M1911A1 Oversize® - When It's Done™.
M1911A1 Oversize® Sep 17 @ 12:06am 
when is the lathe mod comeing out?
sumghai  [author] Sep 15 @ 11:43am 
@Readtext - Again, please direct your question regarding Replimat Terminals as vending machines to the author/maintainer of Hospitality.

All I know is that they've been handling the feature on their end. There is nothing to be sad about.
Readtext Sep 15 @ 5:53am 
Guests buy items in permitted areas. There is a lack of a "feeder" with dry rations, from where it is possible to buy or take to the caravan. Manual mode helps, but each time manually typing is a bit sad.
sumghai  [author] Sep 15 @ 12:52am 
@Readtext - The Replimat system disassembles raw food into an organic feedstock, then very rapidly (~5 seconds) reassembles them at the molecular level into complete meals. A very high power consumption justifies the glitterworld technology that makes the process possible.

Yes, you will need to build more advanced power generation buildings, or simply have lots of solar panels and batteries.

I've heard rumors about the Hospitality mod having some kind of Vending Machine feature, but that's a question best directed to the author/maintainer of the Hospitality mod.
Readtext Sep 14 @ 8:17pm 
I'll have to build a reactor) Is it possible to somehow allow food for guests from the Hospitality mod?
Readtext Sep 14 @ 7:38pm 
Why does it consume so much power? Even for the final game, the minimum consumption of 32000 is very high.
sumghai  [author] Sep 13 @ 1:28pm 
@Pamparampampamparam - No. The point of the cadaver processor is that it removes the origin of human meat by converting it into a generic organic feedstock material.
Pamparampampamparam Sep 13 @ 1:20pm 
Will colonists complain if they eat meals made from cadavers?
sumghai  [author] Sep 9 @ 10:34pm 
@legend - Please follow the troubleshooting guide [gist.github.com], then submit a bug report 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.
legend Sep 9 @ 2:22pm 
got a "gentemperature" entry on perf analyser that's pretty laggy, I really don't want to remove this mod though, can you take a look?
sumghai  [author] Aug 29 @ 6:39pm 
@Gr4vedigg3r - I don't plan on adding features/settings that limit cadaver processors to accepting only stripped bodies, as it is not consistent with the base game crematorium accepting non-stripped bodies by default. You'll just have to remember to manually strip cadavers beforehand.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report 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.
ComfySeat Aug 29 @ 6:24pm 
@sumghai IDK, I must have a mod interacting poorly. It is what it is. Is there a chance still of adding an option to only put stripped bodies in it?
sumghai  [author] Aug 28 @ 11:01pm 
@Gr4vedigg3r - Have you connected your cadaver processor to the same powernet as a working Replimat computer and feedstock tanks? Do you have empty space remaining in your feedstock tanks? Do you have enough power to run your Replimat system?

I tested the cadaver processor just now on a bare minimum modlist and map, and it works just fine.
ComfySeat Aug 28 @ 10:39pm 
Hi, I'm not sure I'm using the cadaver processor properly. Every time a body is tossed in nothing happens. No spike in power, no gain of material, nothing. It makes for a moderately convenient compact waste disposal but I would like to be able to get something from it, and maybe an option to only toss in stripped bodies. Thanks for the awesome mod!
Droll Aug 27 @ 5:28pm 
I wanted to see if anyone else was getting this before I made a proper report - When looking through Dubs Performance Analyser I noticed that Replimat.Building_ReplimatComputer was hogging 51% of the compute under Draw Dynamic Things.

It seems like the replimat computer might have some performance problems when its being rendered on screen, my guess is the progress bar style display maybe?

I know that its the render because when I move my camera away, after a moment the entry disappears as it stops being actively drawn.
sumghai  [author] Aug 22 @ 3:12pm 
@Magia🔥Baiser - Sorry, I have no plans for cross-integration with VNPE. And just a reminder, Star Trek replicators are not food 3D printers.
Magia🔥Baiser Aug 22 @ 3:09pm 
I saw someone ask the same thing i was thinking. A link between VNPE and Replimats. Seeing the impossibility.

I suggest the work around i use of having a rim-factory puller place nutrient paste meals into the replimat hopper.

If there's some way to further streamline that concept i know not. I do see the value of both mods and use both. The drip feeders and link to growth-vats are a quiet godsend in some respects, but the ability to print any meal like from ST is just perfection and you'd expect such in a glitterworld setting. Love the mod and look forward to the further growth of it. :er_heart:
sumghai  [author] Aug 22 @ 3:02pm 
Updated to 1.6.3 - 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.
sumghai  [author] Aug 19 @ 11:16am 
@crua9 - I'm planning to implement industrial replicators when I get around to working on the main Lethe mod.
crua9 Aug 19 @ 10:00am 
It would be great if we had something like this for normal items. My base is flooded with stone blocks
sumghai  [author] Aug 17 @ 11:24pm 
@kBaylife - I could not reproduce the issue you described on my end; I had a Replimat Sewage Recycler plumbed to a DBH septic tank, and the recycler was successfully converting sewage into Replimat feedstock.

Have you tried enabling the Do Not Drain gizmo in your Septic tanks?
kBaylife Aug 17 @ 12:15pm 
thank you!
sumghai  [author] Aug 17 @ 11:41am 
@kBaylife - I'll take a look later this week.
kBaylife Aug 17 @ 10:54am 
It is connected via plumbing to the rest of my pipes, including the DBH septic tank. that tank still filled up until 100% and was then drained by my dudes resulting in a stack of sludge to be hauled🤔
sumghai  [author] Aug 17 @ 10:48am 
@kBaylife - The Sewage Recycler requires a plumbed connection to a DBH sewage tank.
kBaylife Aug 17 @ 10:09am 
Amazing Mod, works especially well to keep the whole cooking very compact on my gravship!

but how exactly does the sewage recycer work? If I have no septic tank my toilets are out of order, if i have one that fills up instead. Do I need the big sewage treatment, or am I overlooking something?
sumghai  [author] Aug 17 @ 12:43am 
@Raygne - Have you connected all Replimat buildings (Terminals, Computer, Hoppers, Tanks) to the same power grid? Do you have sufficient feedstock?
Raygne Aug 17 @ 12:13am 
Sorry, I meant to add it. I realized that but even with enough power it still won't do anything. I had more than enough power during a test and it did nothing. It's like it refuses to recognize the power grid.
sumghai  [author] Aug 17 @ 12:12am 
@Raygne - Yes, Replimat buildings have increased power consumption when actively running. This is intentional.
Max Pendragon Aug 13 @ 11:25am 
Appreciate your attempt though! But yeah, pretty sure the "error" is just something on my end. I uninstalled it, played a bit without, and reinstalled and now everything works fine again.


If it DOES happen again, I'll try to note what I was doing before hand so I can actually test though.
Max Pendragon Aug 13 @ 10:17am 
@sumghai

Not really looking to make a bug report, as I'm pretty sure it's a very niche edgecase where something just "broke" in my save, rather than actually the fault of your mod. As the issue just SUDDENLY started happening mid-save too, I'd also have to then play on that test save for several days and HOPE it happens again. I don't exactly have that kinda time on my hands.
sumghai  [author] Aug 13 @ 1:09am 
@Max Pendragon - I could not reproduce the issue as you have described using a very stripped down modlist of Harmony, Core, Odyssey, Replimat and MedPod.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report 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.
Max Pendragon Aug 12 @ 9:05pm 
Not exactly sure why, but midway through my game I suddenly started getting a bunch of missing object errors referencing something from replimat, and my gravship could no longer fly. Removing this lets me fly again, which is very VERY strange.

I doubt it actually has anything to do with your mod though, it was just so bizarre I felt compelled to share. Gonna test some stuff to see if I can find a way to add your mod back in without getting those errors again, I really want to use it D:
Yuya Aug 11 @ 5:03pm 
Awesome I look forward to seeing that.
sumghai  [author] Aug 11 @ 4:51pm 
@Yuya - I'm actually planning for the upcoming Lethe mod a distributed item/apparel/weapon fabricator system, so watch this space!
Yuya Aug 11 @ 5:53am 
Could we get an offshoot version of this that works with materials. I am not asking for a total dissolving of materials like it does with the food. But like it puts materials in a kind of pocket dimension kind of thing. So then pawns can just go to the terminal in the workshop and get out what they need without needing to go all the way to the storage area.
sumghai  [author] Aug 11 @ 12:37am 
@Xyllisa Meem Paradox Station - It looks like VTE mostly (but not completely) hides the wires by having their original heater texture graphic be drawn offset in one direction, then negated by drawOffset in XML. I'll look into this when I have time this weekend.

@ CydricAbraxas -

1) I'm unfamiliar with the vending machine game mechanic or mod that you speak of.

2) Hoppers distribute tanks equally amongst all connected tanks for redundancy, and I don't really plan on adding fluid transfer between tanks for simplicity. Having your gravship's tanks temporarily connect to a ground base's own tank network is not really an intended use case.
CydricAbraxas Aug 10 @ 12:35pm 
Two questions:
1) I noticed the new wall mounted terminal does not permit it to be a vending machine (not sure if that was from another mod, or native) but that the standard unit still does. Was that something that just needed to get kicked to the next patch, or is that the penalty for wanting that streamlined aesthetic?
2) Is there any plan to have the ability to pump feedstock from one tank to another? Not sure of the programming logistics, but it would be neat if we could refill the tanks on a gravship from the colony/base's primary ones. Also, I had to dismantle a bunch of tanks for space reasons recently, and it felt bad that I couldn't save the stock in some fashion. Moving them to another location was sadly a non-starter.
I believe the wall heater from this mod lacks wires poking out.
https://steamcommunity.com/sharedfiles/filedetails/?id=3202046258
M1911A1 Oversize® Aug 10 @ 12:40am 
i just had a funny idea for how to do organic particulate suspension to nutriant past a jury rigged replimt termal strapted to a hopper and the hopper acts like a hopper but creats something like kibble inside of its self
sumghai  [author] Aug 9 @ 9:03pm 
@Xyllisa Meem Paradox Station - If you could share an example (from another mod) of a wall-mounted powered building that doesn't show wires, I could look into patching this in a future update.
The replimat wall terminal has a wire that sticks out.
sumghai  [author] Aug 7 @ 9:21pm 
@Arkblade - That's a pretty hacky workaround, but I'll allow it.
Arkblade Aug 7 @ 8:13pm 
With regard to VNPE, there is no requirement to connect the two networks directly. When the VNPE paste outlet is located next to the Replimat hopper, the discharged paste should simply be automatically fed into the Replimat hopper.
sumghai  [author] Aug 7 @ 3:06pm 
Updated to 1.6.2 - 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.