RimWorld

RimWorld

Project RimFactory Revived
3,002 Comments
Rook1830 Aug 1 @ 4:36pm 
anyone having trouble with wall splitter (I have it attempting to place into a storage and it refuses to function or acknowledge the container at all so it keeps backing up my storage it's very off and on about recognizing the storage) I feel like if we can designate a place on ground approach for storage would be better (items auto pick up when it's placed on ground / below(inside) a storage if it's not done that way)
Tobi Aug 1 @ 12:01pm 
For some reason, when this mod is used along side [FSF] Complex Jobs, it reverts the split of harvesting from plant cutting, i.e. pawns need the plant cutting job enabled to be able to harvest again.
Chessxn Aug 1 @ 11:05am 
It might be related to other mods I have installed but when I try to add a bill to my smart recycler, the UI breaks and I can't complete making the bill or close any of the windows properly. For now I'm just gonna flick on dev mode next time I launch and destroy the object
hurRdurR Aug 1 @ 7:22am 
Am I stupid or is there just no dedicated automated buidling for making chemfuel but one for wort and one for beer?

I know, S.A.L. exists but that results in a 9x9 footprint at least (:
[IoD]Sn1p3rr3c0n  [author] Jul 30 @ 9:41am 
@Hawk
Thanks for your report. I was able to reproduce this but only when linked to an ASU.
We will look into that issue
Hawk Jul 29 @ 11:27am 
I will look into how to make detailed report and submit one... also another issue I noticed is that on ship launch anything that is on DSU OUTPUT PORT will "fall trough the ship floor and be left on the ground and lost.
[IoD]Sn1p3rr3c0n  [author] Jul 29 @ 9:51am 
@黎昕-PW @Zero
We are aware of this compatibility issue with Better workbench management and are working on a Solution.

@Hawk
I can reproduce the issue with splitters and we will look into it.

However I’m unable to reproduce your reported issue with spillage.
Maybe you can try to make a more detailed report so that we can get that sorted.
See: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
Hawk Jul 29 @ 9:33am 
With odyssey.. on grav ship landing all Conveyor splitters lose their filter settings and mess up my production line, setting them again every time is a pain... also DSU units that are near to full will spill items on the ground on the landing making big mess. Hope something can be done about that.
Zero Jul 28 @ 9:45pm 
same as PW if i click on a work details it bugs out on me and wont allow me to close it
黎昕-PW Jul 28 @ 7:07pm 
I found a bug. When I click the "Details" button on the work site, the system freezes.
Resplendent Potatoe Jul 27 @ 10:08am 
I am so excited to see this getting an update for 1.6.
Thanks for all that you do, this mod is awesome in scale, feature and utility!
I beg you to improve the mod. The conveyor belt distributor cannot accelerate, and the assembly line that is running at full speed is waiting for it to slowly distribute items. And the advanced I/O port is also useless. If the character is called up by me during an attack, the items he wants to take will remain in the I/O port and not be taken by anyone. Or maybe even though there are advanced I/O ports next to the workbench, the character has to stubbornly travel thousands of miles to the digital storage center to get raw materials. I'm really going to collapse. Another thing is that the adaptive workstation clearly has enough raw materials within its range, but it is stuck in the formula search stage and doesn't work until I manually turn it on and off.:steamsad::steamsad:
[IoD]Sn1p3rr3c0n  [author] Jul 26 @ 2:30am 
@Hawk
Will look into it

@Heart
Already fixed on master. Will be in the next update

@BRSaura
Works on my end. Maybe try to make a full report see: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
Heart Jul 26 @ 1:06am 
red warning with VBE: Could not resolve cross-reference: No Verse.ThingDef named VBE_AmbrandyNormal found to give to Verse.ThingDefCountClass (10x null)
my mod list: 1.Harmony 2.DLCs 3.Vanilla Expanded Framework 4.Vanilla Brewing Expanded 5.Vanilla Brewing Expanded - Coffees and Teas 6.Project RimFactory Revived
Eustna Jul 26 @ 12:35am 
thanks
【みずき】暁山瑞希 Jul 25 @ 4:20pm 
Praise our mighty industrial lord!:soviet_bread:
flightgamer Jul 25 @ 3:18pm 
Thank you so much for keeping this mod up to date!
Mousetrap Jul 25 @ 12:26pm 
omg I'm so happy, love this mod
Hawk Jul 25 @ 12:02pm 
Seems it is an easy fix... adding this maxItemsInCell in the xml for storage containers.
<building>
<maxItemsInCell>16</maxItemsInCell>
<defaultStorageSettings>

I tested it and it seems to work ok... Can you please test and add this.. it would be very much appreciated.
Thnx.
Hawk Jul 25 @ 11:37am 
First of all thank you so much for 1.6 update... I found a bug or conflict with very popular Adaptive Storage Framework mod... anyhow the number of stacks in Factory's storage containers dont show up correct in the info view for example large metal box shows it can hold 4 stacks when we know it is actually 64 stacks. Even so box can be filled up to 64 stacks but will show 64/4..
Here is a picture of the issue that speaks more than 100 words:
https://ibb.co/WNnz0LRL
Would be very cool if this can be patched somehow.
Thnx.
White Widow Jul 25 @ 9:07am 
Thank you for updating! This mod is such a huge part of my play style!
BRSaura Jul 25 @ 2:17am 
@[IoD]Sn1p3rr3c0n Thanks I know it worked before, been years working with this mod and I'm always impressed on how its coded.
I'll create a bug report anyways since assemblers on stations have trouble outputing materials when recycling/smelting things since they don't output the materials, just steel when one of the things has it.
sharkcrisp049 Jul 25 @ 1:24am 
do we got new stuffs in 1.6?
Cervezaceranco Jul 25 @ 12:35am 
Thank you so much, I love you.
PsychShrew Jul 25 @ 12:22am 
Thank you so much for the update!
DG Noir Jul 25 @ 12:09am 
Thank you For updating the mod and may god bless you.
far out Jul 24 @ 11:36pm 
i feel ancient for remembering this mod lol
P.T.U.R.I.K Jul 24 @ 10:57pm 
The flying factory!!
大番薯之怒 Jul 24 @ 8:57pm 
COOL!
Mudpi Jul 24 @ 8:20pm 
nice !
HeyItsAlex Jul 24 @ 8:12pm 
This mod is what makes the game for me; thanks for updating!
苍穹 Jul 24 @ 6:13pm 
太棒了
1325495123 Jul 24 @ 5:41pm 
今天特意看了一下更新了,nice
Chessxn Jul 24 @ 4:58pm 
Thank you for updating this mod to 1.6! So much appreciated
[IoD]Sn1p3rr3c0n  [author] Jul 24 @ 2:04pm 
@BRSaura
They are working fine for me. Please consider making a detailed report. Hopefully we can figure out what your issue is
See: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports

@Necromenta
We are actually quite Optimized. Should you still notice a provable issue using Dubs Performance Analyzer please let us know.
We would gladly optimize things further.
BRSaura Jul 24 @ 12:40pm 
For now I'll abuse hoppers, it seems picking from storage buildings is limited
BRSaura Jul 24 @ 12:33pm 
How do I make pullers grab from the entire stockpile, instead of jsut the next cell? Just like when placing items?
Oneironaut Jul 24 @ 11:45am 
The update is here! Hope your exams went well and you get some downtime to de-stress.
量产型作死翁 Jul 24 @ 11:36am 
holy
Necromenta Jul 24 @ 11:29am 
1.6 is here yeahhhh. though not sure, I feel this mod is a big late-game TPS offender, what do you guys think?
ClaymoreZ Jul 24 @ 11:12am 
what I have saw? fresh 1.6 update!!!
deltanedas Jul 24 @ 9:54am 
chuds just wait for it to be finished
GK_QJY88 Jul 24 @ 7:49am 
1.6plz
ω Jul 24 @ 7:09am 
1.6plz
苍穹 Jul 23 @ 11:37pm 
催更
The Magic Lemur Jul 23 @ 9:05pm 
Would you please publish the github changes
nick1wasd Jul 23 @ 2:23pm 
Hmm... The github has the update, curious the turn around speed for pushing it to Steam so I don't have to fret about manual updoots. I'm cheering for you mod authors! I am so excited to have this mod in glorious 1.6
BRSaura Jul 23 @ 7:47am 
Updated on github if someone wants to check
抽风的猴子 Jul 23 @ 3:15am 
1.6:steamthumbsup:
包子大叔Bb Jul 22 @ 5:21am 
天天盼。这个模组可以带来很多乐趣