RimWorld

RimWorld

Project RimFactory Revived
2,882 Comments
[IoD]Sn1p3rr3c0n  [author] 16 hours ago 
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] 16 hours ago 
@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 :)
< blank > 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?
~Nols~ Mar 27 @ 4:12am 
Is there any way to adjust the miner resources, or patches available? Any mod that adds rock types puts those rocks into the main resource pool, instead of being part of the 10% rock pool.
[IoD]Sn1p3rr3c0n  [author] Mar 26 @ 12:47am 
@Nyarlathotep
While this is central to the Idea of a Self Learning Machine, you can of course change that for yourself by removing it in the def. At this point this is not something we plan to expose with an GUI.

@Holgast
Thanks for your report. We will look into it.

@Pontifex Maximus
If you are using designator shapes you need to select the Line Tool.
(or click on the GUI)

@Vedrit @Rexplan
We are aware of this issue, its tracked under #810

@EvilCrayfish
You may use the Lite Mode from the Settings. If that's still too much for you consider using Cherry Picker.
EvilCrayfish Mar 25 @ 8:12pm 
Is there a possibility of releasing a separate digital storage unit? Please, it is very necessary and not only for me.
Rexplan Mar 25 @ 1:53pm 
I have been having the same issue as Vedrit. I am using this mod together with the factory buildings from Mechanoids Expanded, and I want to output exactly 20 steel from my Digital Storage unit into a factory hopper. However, when I build a I/O pusher and set its max output to 20, it instead outputs nothing. The max output option functions fine on the I/O port, so why not on the pusher?
Vedrit Mar 23 @ 8:58pm 
I can't get the I/O pushers to output anything if they have max output enabled
Pontifex Maximus Mar 23 @ 5:21pm 
I can't seem to get the conveyors to change direction. They will only point north and I can't rotate them.
Holgast Mar 23 @ 1:27am 
Hey, the mod compatibility patch for Extra Stone uses the def names for the old version of Extra Stone
Nyarlathotep Mar 18 @ 9:49am 
A question, is there a way to turn off the production speed decay on assemblers? I feels like a bit of a bizarre addition on a piece of machinery, personally, so i was hoping there was a way to remove it.
[IoD]Sn1p3rr3c0n  [author] Mar 18 @ 12:49am 
@ⒹⓔⓐⓓⓜⓐⓝWalking
We are aware that the drills have that issue. We will look into it.

@Tsunatus
With the similarity in the text I will assume you also wrote on our discord, so I won’t respond here.

@Brimstone Witch
Please ensure that The Furnace is Fueled, your Item is in the White Input range, You have a relevant active bill and that the Item is accepted.
You may also want to verify that the building is able to output the stored items. It won’t work if its internal queue is full
Brimstone Witch Mar 16 @ 3:15pm 
am i doing something wrong? my blast furnace isnt accepting items even when i place them on the area
Tsunatus Mar 12 @ 1:46am 
Having a small bug where the drones are constantly shuffling items around when all the storages are linked. I have the drones set in a warehouse to help manage and relocate items but for some reason they really love to move a stack and steel from one storage to another and then the other drone takes the stack back to the original. They are also doing the same for stainless steel but both storages are from Medieval overhaul with the former the adaptive storage graphic patch.
sadly not compatible with better workbench management.
specifically the quarries.
Alex Mar 7 @ 9:32pm 
put wall, put wall conveyer, destroy the wall, wall conveyer still there.
profit
Pasaway Mar 5 @ 10:09pm 
Save our Ship 2 Capacitor Arrays will eliminate "zzzt" events on the network. They "happen", but the report says the Capacitor Array prevented it. There is no explosion or loss of power.
Nyarlathotep Mar 2 @ 9:04pm 
@Boatmurdered Oh, shiz, that's good to know, though that also means I gotta rebuild all my conduits now.
Boatmurdered Mar 2 @ 7:10pm 
@nyarlathotep Just happened to pass this by (was looking for things about conveyers for VFE Mechanoids): If you use hidden conduits they won't ever zzt.
Nyarlathotep Mar 2 @ 8:45am 
So, I haven't really played much with this mod yet, however I do have a quick question. I've noticed the mod adds really massive batteries (Insanity version adds even bigger ones), so I'm curious, if there's a way to avoid the "zzzt...' event from absolutely exploding the whole map. I do have RT Fuses installed, so that definitely helps, but I'm curious if this mod adds something that helps as well.
l1ghtdark0705 Feb 25 @ 11:34am 
Can Confirm It's not Clean pathfinding