RimWorld

RimWorld

Project RimFactory Revived
2,900 Comments
[XGm] XTCProbstA2_TTV 9 hours ago 
Will def subscribe and install when it doesn't show red anymore I'll move it into my mod list! GL on your exams bro!
D9sinc Jul 5 @ 10:47pm 
For anyone curious on the update, check the next page and you will see this comment from SniperRecon

"Regarding 1.6

As University Exams are coming up again, those take priority.
I would not expect much progress from my side until those are done by mid July."

Give it time fellow PRF enjoyers.
Colezeveryepik Jul 5 @ 6:52pm 
Hey is there a confirmed date for 1.6 update? This mod does automation so much better than VME and Desperately need it for when I update to 1.6
量产型作死翁 Jul 4 @ 1:50pm 
i dont know how to play this game without your mod,Because I feel that no matter how far I build the colony, the colonizers cannot escape the fate of eternal suffering and hardship. However, your mod gives me a stronger sense of achievement after building a highly productive and advanced colony
󠀡󠀡 Jun 27 @ 10:11pm 
this mod i can not live without is one of the main mods i use i does what VE can't do and i like it
Playzr 🐵 Jun 23 @ 1:17pm 
Will this mod be updated in time for the new DLC? It's pretty essential, especially if I'm building a whole space ship, I need auto crafters and drills etc.
Sususu Jun 23 @ 1:35am 
I need to repair and move the workbench, but no one is responding. Right-clicking shows that it has been reserved for PRF_Static, but there is no further action. After inspection, I found that I must move the automatic workstation SAL first.
Kigsfoo Jun 22 @ 12:49pm 
... never mind. i researched self cooking and it somehow started working. might be a prerequisite
Kigsfoo Jun 22 @ 12:43pm 
cant figure out how to autocraft medicine. am i using the wrong machine? currently trying to use adaptive assembler
SpiderMonkey2470 Jun 21 @ 10:03am 
Just submitted a report/Hugs Report in the troubleshooting section of Discord. Thanks for being able to work with me on this btw!
[IoD]Sn1p3rr3c0n  [author] Jun 20 @ 11:53pm 
@SpiderMonkey2470
See: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#a-hugslib-log

TLDR: Get HugsLib, Install it, Observe issue, Upload Log (CTRL & F12), Share link at appropriate location.
SpiderMonkey2470 Jun 20 @ 1:19pm 
No clue whats causing the issue. I deactivated every mod besides this one and still experienced it, and I abandoned my other settlement I had to see if it caused the issue. How would I be able to get that HugsLib log? I'm pretty inexperienced with this stuff, its just been "Install mod, activate mod, autosort, plug and play"
[IoD]Sn1p3rr3c0n  [author] Jun 20 @ 6:05am 
@SpiderMonkey2470
Sounds like you have some incompatible mod causing that issue.
With a HugsLib log I might be able to assist you.
You can also use a Binary Search to find the offending mod.
Please feel free to report Incompatibilities, that way we can look into resolving them.
SpiderMonkey2470 Jun 19 @ 12:46pm 
Just a slight problem that's annoying but not irreparable. Whenever I put items into the Digital Storage Unit, it doesn't say that the items in it are in the inventory of my colony. For example, if I want to trade gold, I have to drop it from the DSU inventory, haul it to a storage plot or shelf, and then sell it. Any recommendations to fix this?
[IoD]Sn1p3rr3c0n  [author] Jun 19 @ 5:39am 
@Nitsah
If you are running into any issues please feel free to make a Report.
See: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
Nitsah Jun 17 @ 1:14pm 
Really wish the DSU wasn't so buggy to use
YouKnowWhoWhooo Jun 16 @ 4:59pm 
I apologize for my gross negligence in not reading the rules regarding mod permission use. I have deleted the mod and won't repeat my mistake.
Elgate Jun 16 @ 1:14am 
Greetings,

Just a heads up, someone has taken some part of your mod and re-uploaded it in their own mod. I'm not sure if it was approved or not. Sorry for the bother and have a wonderful rest of your day

https://steamcommunity.com/sharedfiles/filedetails/?id=3498605357
[IoD]Sn1p3rr3c0n  [author] Jun 15 @ 6:18am 
Regarding 1.6

As University Exams are coming up again, those take priority.
I would not expect much progress from my side until those are done by mid July.
[IoD]Sn1p3rr3c0n  [author] Jun 15 @ 6:14am 
@Mr. Harwood
There is not much I can tell you with the minimal info that is provided. It's probably some sort of incompatibility. A HugsLib Log could help. See: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#a-hugslib-log

@ian.conrad
We can consider that.

@MangoCobra
No Idea. Try it out. Depending on the Implementation you may need the “Generic Animal Harvester” if it works at all.

@Tomoyboy
That report is incredibly vague, I can’t help you if you don’t provide details.
How much is “very low yield”? How much were you expecting and Why?
A HugsLib Log could help as well. See: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#a-hugslib-log
Bronips Jun 14 @ 8:29am 
1.6?
Tomoyboy Jun 3 @ 11:47pm 
For some reason my auto butcher is giving very low yields of meat and leather when butchering, is this configurable or a bug? Thanks
Boogie_Woogie Jun 3 @ 3:18am 
bruh
MangoCobra May 27 @ 10:24pm 
Does the Milking Automation with Milkable colonists?

Just curious.
ian.conrad May 25 @ 7:56am 
It would be amazing if the DSU's I/O ports worked across maps when Multifloor was loaded.

I have no idea how complex that would be to implement though, given how storage inventory is global at the individual map level.
Mr. Harwood May 20 @ 2:49pm 
I'm having an issue when pawns try to craft something and there are both an advanced port and a normal IO port (as input) nearby - both pointed at the same DSU... their status says they are crafting, but all they do is haul from the advanced to the input IO port...
Telescopa May 16 @ 6:32pm 
@[IoD]Sn1p3rr3c0n ok thanks bro, i'll give it a try :)
ocssejcam May 14 @ 1:30am 
G'day @[IoD]Sn1p3rr3c0n I just wanna ask about the Automated Fish farm. I am not sure how to make it work. It says "Searching for Ingredients". I can't seem to figure out what to fill it in.
[IoD]Sn1p3rr3c0n  [author] May 13 @ 1:49pm 
@Telescopa
Well there Is an Input IO Port.
The standard IO Port can either be a Input Port or an Output where the item on top is available for all possible users.
Telescopa May 13 @ 6:15am 
well hoping a input I/O port in future which will save a lot of time of pawns. thank u for your answer
[IoD]Sn1p3rr3c0n  [author] May 12 @ 1:05am 
@Snow Blood Wolf
We are aware of this issue. This is caused by the vanilla reserving behavior.
Uninstalling, repairing and reinstalling is the way to go.

@Not Alexander
We will look into it

@Telescopa
The Advanced IO Port is an Output only device that only works for Pawns.
Telescopa May 11 @ 7:30am 
pawns can get any item from Advanced AI I/O port, but cant put anything in it even the I/O port had connected to a storage? when workers got materials,had done their work, taking the product to the further storage but not the closer AI I/O port. that's a kind of waste of time
Not Alexander May 7 @ 9:21pm 
Just confirmed that removing adaptive storage framework returns the storage amount to what it should be for crates/DSU etc in devtest, so it looks like it's overriding some settings by default
Not Alexander May 7 @ 8:48pm 
Anyone run into issues where the DSU only has 9 stacks available? I have a feeling it might be Adaptive Storage Framework since I have that as a dependency for Reel's Expanded Storage.
The overlay on the sprite shows 0/768, but the 'contents' tab which is part of the framework shows 0/9 which leads me to believe that it's changing that property.

I'm able to use Rimmsqol to edit the max storage per tile property of the DSU and fix it that way, but I'm not sure if that's going to cause other issues.
Snow Blood Wolf May 7 @ 4:44pm 
Hi there, i don't know if it's me who should touch some settings to fix it or if it's a bug/issue but my prostetic table broke down and it is attached to an assembler, the problem is that colonist won't repair it nor can i force them to do so, i tried moving the table thinking it was blocked but they couldn't because it was already prioritized by the assembler, i had to unninstall the assembler, start fixing the table and reinstall it
[IoD]Sn1p3rr3c0n  [author] May 5 @ 12:23am 
@fridgeBaron
It's intended as an option to get fish, if your map does not have the relevant water source.

@steel of pants
Wall Belts are unlocked with "Basic conveyor networks”.
It should be in the same group as the “Wall splitter”, if you see that instead right click on it.

@El Vice Presidente
Advanced IO Ports are for Pawns only.
El Vice Presidente May 4 @ 3:47pm 
Can anyone give me advice on this please:SAL Assembler (mk2) is refusing to take any items from the I/O port. Basically, I have my digital storage away from the workshop, I have a SAL assembler doing its thing on the fabrication bench, and an advanced i/o port right next to it. Paws gain access and use it, but assembler does not., What do?
Maticalfikt May 4 @ 11:00am 
I'd love a creator of the mod. He thought about players than only wants a conveyors.:steamthumbsup:
steel of pants May 2 @ 9:20pm 
why don't i have the "wall belt"?
fridgeBaron Apr 28 @ 5:03pm 
I should add I have vanilla fishing expanded
fridgeBaron Apr 28 @ 4:47pm 
is the automated fish farm supposed to be a way to make more food or just a way to convert food into fish. Unless I did my math wrong currently making fishfood takes 2 nutrition and the saltwater one makes ~0.9 and the freshwater one makes ~1 on average out of it.
Nanook Apr 26 @ 3:00pm 
@[IoD]Sn1p3rr3c0n idk what caused the error but after restarting my game its apparently fixed. weird stuff happens sometimes
[IoD]Sn1p3rr3c0n  [author] Apr 18 @ 4:55am 
@~Nols~
Currently not, but I will consider it for the Miner rework.

@terrie
Probably not but I can take a look at it.

@King Regicide
Maybe verify that the yellow Output cell is where you want it to be.
If thats not your issue please consider making a Report with more details.

@Dog With a Machinegun
Should be resolved in V2.8.8 It's out on GitHub, hopefully soon on steam too.

@Nanook
Hmm I am unable to reproduce your report.
I tested this with a “Wisent” Truck and it works just fine.
It should also be noted that in case you see that message we don’t alter any functionality.
I would be interested to know what mod causes that conflict.
Nanook Apr 18 @ 4:15am 
rimfactory causes error which makes my cargo items on vehicle not listed at all when trading with other settlement.

Report to Rimfactory with HugsLog(CTRL & F12) - TradeDeal InSellablePosition Apparel_Parka857157.MapHeld is Null

log : https://gist.github.com/HugsLibRecordKeeper/da5ca6df3f324e8d7a88d7fb8fded6ba
Dog With a Machinegun Apr 15 @ 10:03pm 
I am using the Dead Man's Switch mod alongside this, and none of the assemblers are able to place anything from that mod. They grab the materials, and do the work, but it gets stuck at 100%
ignis Apr 14 @ 11:42am 
What is the point of fish food? Isn't it just a kibble?
Zé da 12 O Cone Apr 10 @ 5:28am 
Finally I don’t need to lock up some poor soul in a room with a crafting bench and steel to make components all day.
King Regicide Apr 9 @ 10:09am 
Having an issue with either the I/O Port or the S.A.L Assembler MK 2, the items from the I/O Port keep getting put on the floor next to it is there any fix for this?
gibson8088 Apr 2 @ 4:46pm 
To anyone using SOS2. If you install anything that uses the drones from this mod it will cause problems while landing your ship. Also, set all I/O ports(refrigerated too) to Input or you risk losing a bunch of resources while landing.
terrie Mar 30 @ 8:19pm 
Great mod. Just want to know if it is possible to integrate adaptive storage frame with digital storage unit?