RimWorld

RimWorld

Replimat
1,710 Comments
sumghai  [author] Oct 20 @ 10:48pm 
@Alerios - No, I have no plans to do so. And Cherry Picker wouldn't work to remove the debuff.
Alerios Oct 20 @ 12:13pm 
Is there a possibility to add in the mod menu a feature disabling the replicated meal mood debuff? Or it would be ok to use Cherry Picker for that?
Wrath Oct 12 @ 11:55pm 
@sumghai Thanks. Thats actually what Im doing, manually sorted 600 mods this weekend, erased numerous red lines in the logs doing so. Not everyone will be willing to do so and needs a bit of knowledge and method, but every one definitely should do so! All the best and keep up the good work man
sumghai  [author] Oct 11 @ 11:36pm 
@Wrath - Yes, you may ignore it.

In fact, it seems RimPy (or at least its database) hasn't been updated since RW 1.5 / 2023, so its recommendations may be out of date. Consider using a more up-to-date mod organizer, or better yet, manually curate your modlist.
Wrath Oct 11 @ 9:28pm 
Well, according to Rimpy you get a yellow alert saying it should load before VE Framework
So it is safe to ignore it and let it lower in load order according to you?
sumghai  [author] Oct 11 @ 1:50pm 
@Wrath - I don't think so, as Replimat doesn't really require or depend on VEF.
Wrath Oct 11 @ 6:42am 
Is this really supposed to load before the vanilla expanded framework ? (rimpy alert)
sumghai  [author] Oct 10 @ 12:50pm 
@Quantum Fox - One of your comments is hidden, as it has been automatically flagged by Steam Workshop for containing potentially harmful content.

In any case, posting just the error log message with no context or reproduction steps does not provide me with sufficient information to investigate your problem.

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.
Quantum Fox Oct 9 @ 9:33pm 
why?
Quantum Fox Oct 9 @ 9:32pm 
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Quantum Fox Oct 9 @ 9:32pm 
Root level exception in Update(): System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref B0300D8B]
[0x0000c] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <51fded79cd284d4d911c5949aff4cb21>:0
at Verse.Thing.get_Map () [0x00013] in <24d25868955f4df08b02c73b55f389fe>:0
at Replimat.Harmony_GameComponentUtility_GameComponentTick.Postfix () [0x00036] in <4b673d897dc84f7c83bbd845ae3042e0>:0
at Verse.GameComponentUtility.GameComponentTick () [0x00057] in <24d25868955f4df08b02c73b55f389fe>:0
sumghai  [author] Oct 7 @ 12:24pm 
@evilmike74 - I am not aware of any multi-level mod that works reliability for RW 1.6.
evilmike74 Oct 7 @ 7:26am 
Can we get multi floor support of some sort? I like to have the terminals on any level.
Noddy Sep 30 @ 6:48am 
Ah understood, thank you very much for the answer!
sumghai  [author] Sep 29 @ 9:42pm 
@Noddy - No, because Replimat Terminals are functionally based on the game's own nutrient paste dispenser, and as far as I know, Achtung does not allow players to force pawns to use paste dispensers.

You'll have to ask Brrainz to implement that feature on his end.
Noddy Sep 29 @ 8:01pm 
Pardon me, I'm just asking to check, but is there a compatibility between this mod and achtung in order to force pawns to eat manually? Thank you very much.
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® alt 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.
JohnBrownAppreciator 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.
JohnBrownAppreciator 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.