RimWorld

RimWorld

Bulk Recipe Generator (Continued)
62 Comments
PatoPixelado Jan 27 @ 1:53pm 
i asking if work well with Cook Carefully? https://steamcommunity.com/sharedfiles/filedetails/?id=3392407178%20packageid:%208z.cookcarefully is updated from mod original https://steamcommunity.com/sharedfiles/filedetails/?id=2846590640

so i can create bulk from this mod Cook Carefully?
Dyspeptic Icarus Mar 25, 2024 @ 12:36am 
Status on a 1.5 update?
KiTA Apr 30, 2023 @ 1:57am 
Trying to figure out which one, but one of the VGP Garden mods causes this one to break pretty hard. (Edit: Appears to be VGP Garden Drinks.)
The Deadliest Joltik Nov 23, 2022 @ 9:03am 
Damnations! I was researching how to make my own bulk-recipes more efficient for my mods... and then stumbled across this mod! Now I just feel silly. I guess I'll just use this one and patch my stuff to not flood the tables if this one is detected.
ELLIOTTCABLE on Discord Sep 30, 2022 @ 2:36am 
It's a lot to ask, and may not be worth the effort, but ... any chance of an options-interface to disable particular recipes individually/manually?

As an example of an insane one, Human Resources' "document a particular technology" recipe has x5 variants. You're never supposed to be able to create more than one book for a given tech. :P

Similarly, this has a weird interaction with mods that add other, in-game ways to do bulk-recipes (i.e. Vanilla Expanded - Manufacturing, which already adds x4 recipes for meals ... meaning after this mod applies, you have recipes like "Make Simple Meal x4 x5", lmao.)
You know my name. Jul 3, 2022 @ 11:48pm 
Cant you just cancel the product? click on the item and hit cancel?
Harro Jul 2, 2022 @ 11:28pm 
Is there a way to stop the product from looking like an unfinished statue while its being crafted?
You know my name. Jun 28, 2022 @ 11:38am 
@no profile what do u mean if you saved it and played it back? I reset my recipes and ive been playing the same save game for another 30ish hours and havent had an issue since resetting the recipes. There was an option under mod setting to clear saved recipes, maybe try that.
no profile Jun 27, 2022 @ 2:25pm 
In addition, once I erased the recipe and reordered it, I was able to manufacture it.
But if I saved the recipe and played it back, it didn't work.
no profile Jun 27, 2022 @ 5:47am 
Thank you for always having fun mods. This is machine translation.
Since the update, I can no longer make bulk recipe items on my existing workbench.
When a pawn tries to make at least x10 or 25, the item disappears and becomes vague.
It doesn't seem to happen on the newly installed workbench.
You know my name. Jun 26, 2022 @ 8:06pm 
if you had this mod and it got updated today you need to reset all ur bulk recipes if its not a new game, the freaking machines are just eating the materials, my stove ate 3000 food materials, stone maker ate 300 chunks, smelter ate like 200 slag chunks. once u delete all the recipes and reapply them then itll be fine.
Huehuecóyotl Jun 26, 2022 @ 4:30pm 
Awesome, thank you!
FG_Remastered Jun 26, 2022 @ 12:55pm 
Thank you!
Mlie  [author] Jun 26, 2022 @ 12:17pm 
@FG_Remastered Added such an option. Requires restart of the game to have effect.
@Huehuecóyotl All recipes should now have unfinished thing-support.
FG_Remastered Jun 24, 2022 @ 11:44am 
Would you add an option to change the threshold for "short" recipes?
Huehuecóyotl Mar 4, 2022 @ 2:53am 
Text limit continuing:
Things like 5x Components take 447 units of work and if I queue up a bill for 5x components, I'll never get any because the pawns leave when the job is half done for whatever reason. Normally they'd be able to start and stop big jobs like that but they can't with this mod.

I know you're not the original author and just patched for newer version compatibility, but if you happen to know a way to make "Unfinished 5x _____" versions of the items that'd be really great.
Huehuecóyotl Mar 4, 2022 @ 2:52am 
That is to say, if I have a pawn "Make Revolver" they'll bring 2 components and 10 steel to the table, convert it into an "Unfinished Revolver" and then they can start and stop working on it any time, if they leave they leave an Unfinished Revolver on the table and can come back to it later.

However if I tell the pawn to"Make 5 Revolver" they'll bring 10 components and 50 steel to the table and it stays 10 components and 50 steel, and if they don't finish it all in one sitting then it remains just the base components and if they go back to it they start all over.
Huehuecóyotl Mar 4, 2022 @ 2:43am 
A lot of recipes just are't viable to use because the pawn won't make an "Unfinished Item" they'll just work the stack of components at the table, and if they get interrupted the whole job will be completely botched and have to restart. This is especially prevalent in weapon jobs where an x5 recipe can take upwards of 500 work units for simple weapons like revolvers. They'll get 3/4 through, go eat, then have to start all over. Can anything be done about this?
Mlie  [author] Feb 10, 2022 @ 10:01pm 
@ZzZombo From my understanding it is when it finds a recipe that has s name like ”[product] x[number]” That is probably already a bulk recipe so it skips that
ZzZombo Feb 10, 2022 @ 6:10pm 
Thank you! But I still want to know what to make out of the messages. Explain please.
Mlie  [author] Feb 10, 2022 @ 4:29am 
@ZzZombo Added logging option!
ZzZombo Feb 9, 2022 @ 8:19am 
What does it mean: "ambiguous recipe label: <recipe> x<multiplier>, right-click menu is disabled for this item"? And more importantly, can you please turn the logging off?
EtBellatorLucis Dec 6, 2021 @ 2:48pm 
It's ok. Anyway, thank you for an answer and for your mod adoptations)
Good luck!)
Mlie  [author] Dec 6, 2021 @ 2:43pm 
@1Жопа_Krota2 I dont think I can add compatibility with it, as it would require some IL-coding and that is not something im good at. Sorry
EtBellatorLucis Dec 6, 2021 @ 10:38am 
Yes, sorry. I use Dubs's Mint Menu so long, so I forget, that this window is from this mod. So, is there any possibillity to remove these bulk recipes from this window? This mod is very useful, but a lot of same recipes are very distracting.
Mlie  [author] Dec 6, 2021 @ 5:41am 
@1Жопа_Krota2 "Window on the right"? Are you perhaps using dubs mint menus or similar mod to change the gui? This mods settings are only active for the vanilla gui.
EtBellatorLucis Dec 6, 2021 @ 5:34am 
Is it possible to remove bulk recipes from this mod from the window on the right of active recipes? Despite checking setting "Put recipes in context menu' there are these recipes not in add bill button, but in the right window.
Mlie  [author] Nov 3, 2021 @ 7:06am 
@heymegalodon Follow the instructions under "Reporting Issues" to figure out what the problem might be
heymegalodon Nov 3, 2021 @ 6:48am 
@Mile I do not have that. Although the mod is on, harmony too.
Mlie  [author] Nov 3, 2021 @ 6:12am 
@heymegalodon From the description above: ”Right click original recipe in "Add bill" list to see corresponding bulk ones.”
heymegalodon Nov 3, 2021 @ 6:02am 
I did not understand how this mod works. To add a bulk recipe need to click left button on the usual recipe with ctrl?
ChrisPikula Oct 14, 2021 @ 2:51pm 
Awesome!
Mlie  [author] Oct 14, 2021 @ 10:47am 
@Chrispy Should be fixed now, thanks!
ChrisPikula Oct 14, 2021 @ 8:35am 
As a thought, could you set up the about.xml so that this loads after RIMMSQOL?

RIMMSQOL recipe customisation can be multiplied by this, but only if it loads first.
Drats666 Oct 11, 2021 @ 11:18am 
@Mlie health tab was still an issue about an hour before i posted that comment. the comment was just ment to inform others incase they run into similiar issue. and sadly with the time it takes for my game to relaunch after changing mods i wont be going through to narrow down any conflicts. easier to just remove problem mod since it never actually did anything for me. nothing againist your work, just didnt do anything for me except cause issues.
Mlie  [author] Oct 11, 2021 @ 12:44am 
@Drats666 Tested and I had no issues adding more bills to crafting tables that was built before adding the mod so you may have a mod conflict there.
The health-tab issue was resolved in the update released two days ago
Drats666 Oct 11, 2021 @ 12:09am 
So I had to drop this mod. for two reasons sadly. When running this mod, it actually rendered all my prebuild crafting tables useless. I was unable to add any bills to any of my existing crafting tables. as a result I didnt even bother trying to make a new one to see if it worked. Clicking the add bill button did nothing.

Another thing this mod did was, cause health->operations menu to cause my game to stop responding. removing this mod from my list resolved both issues.
SetArk <Nyanverick 07> Sep 20, 2021 @ 4:51am 
Oh ouki.
I'm gonna drop a message there, and see if there may be a way to add an option to use the standard receipes maybe?
Becuase, funnyly enough, right now, it's more time saving using the basic stoneworks table with 15 slabs to craft instead of doing 5 time their "x3" receipe xD
Gonna see if they could see the compatibility could be achieved by their end.
Strangely enough, this mod works with other workstations from them, like expresso machine and the cooking ones.
Mlie  [author] Sep 19, 2021 @ 9:48pm 
@ SetArk <Nyanverick 07> Not sure, they might use a custom class, or create their recipes on the fly depending on what stone-types exists. Ive not used it
SetArk <Nyanverick 07> Sep 19, 2021 @ 8:37pm 
Hoy!
Sorry to drop in an randomly sunday drop but.
I've noticed that, it's not applying to the Eletric Stonecutting Table from Vanilla Expanded Production.

Tried to adjust settings on all ways, it just don't seem to see the Eletric Stonecutting Table as a workstation.
若月スバル Aug 7, 2021 @ 2:04pm 
seems not work well with dub mints menu and VPE
since when I wanna make cigar x5, it only shows the cigar 1 recipe
after removing dub mints menu the x5 appears but the x1 disappeared
Kaden Ha Jul 11, 2021 @ 6:27pm 
I'm using this mod with Rimforge(https://steamcommunity.com/sharedfiles/filedetails/?id=2505778174) and whenever I want to make alloy in bulk (I know there's already option for that) with recipe produced by this mod, it always says not enough temperature. It's more of an incompatibility than bug so if you don't mind to patch it.
Creampie Senpai May 13, 2021 @ 12:59pm 
@SetArk <Nyanverick 07>
I found the fix! Go to the mod settings and have Default Target Time at 60, click apply, checkmark Limit to 5x recipes, and uncheckmark Put recipes in context menu option. The only downside is now the mod will only generate the 5x option for recipes but the game will run at max performance when opening the Health tab especially if you have the Rocketman mod :steamhappy:
SetArk <Nyanverick 07> May 3, 2021 @ 5:30am 
Hail!
Strange behaviour i must say.
For some reason, right now, whenever the mod is installed, the Operations Tab on health, turns the FPS into a slugfest.
Like, 2 FPS.
I think the mod is tryingt o make "bulk" recipes for the operations, and of course it can't, so it's gotten into a loop. Maybe EPOE-Forked related ones or Expanded Bionics Framework that updated recently.
Second, i'll simp out for this mod because it makes life SO FREAKING EASIER. Seriously, specially in late game, beeing able to bulk-cook gourmet food and mid\early bulk-make kibble is amazing.
It mixes well with almost all other mods i have yet (Haven't tested with recipes from things like EvolvedOrgans or GeneticRim or, dare i say, the dreaded Pawnmorpher.
But, it is, in fact a great mod.
SetArk <Nyanverick 07> May 3, 2021 @ 5:30am 
Thing again is, i don't know why it's making my FPS go to 2/3 when i open operation tabs.
It WASN'T doing that last week, so i imagine that some mod must have updated and created an incompatibility?
Or maybe a load order error?
Anyway, dropping a Hugslab log here. And really thanks for keeping this mod alive! (Seriously Bulk Kibble. WHY IT ISN'T IN THE BASE GAME!?)

Had to post HugsLib here > https://pastebin.com/Nb86pK9M
Reason: Won't auto-up to github.
Mlie  [author] Feb 25, 2021 @ 7:27am 
@ZzZombo it happens :)
ZzZombo Feb 25, 2021 @ 7:18am 
Sorry, yeah, I have just realized my mistake. I have activated a different mod this run but forgot and because yours was the only updated in the meanwhile I initially blamed it. Apologies!
Mlie  [author] Feb 25, 2021 @ 7:07am 
@ZzZombo There is no debug output active in the mod what I can see.
Fyi: If you look in the log on disk you can still see all errors.
ZzZombo Feb 25, 2021 @ 6:28am 
Please remove the debug log output. Actually, make it an option, please. For the first time I was unable to check for startup errors because it managed to reach the message limit and there were simply no relevant messages recorded.