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The method takes 0.045 ms. For reference, Color Coded Mood Bar, which overrides vanilla functions and is known to be heavy, takes 0.180 ms.
It’s possible the method is already well optimized, and the reason RimFridge feels heavy is simply that my mod list doesn’t include any particularly performance heavy mods.
I may be able to make further optimisations.
It would be nice to have a performance mode, that bypasses the dynamic temperature system and reports a fixed temperature and static power consumption, just like Simple Utilities : Fridges.
I just remembered I also have the mod prioritize meals over preserved food. I tried disabling it and that fixed the issue
The fridge is in the dining room, while the food paste is further away in the freezer.
I'm using the mod Vanilla Nutrient Paste Expanded, with the food tap in the freezer
If i cut the pipe off to block access to the nutrient paste the colonists do go get the fine meals.
Any idea what the problem is ?
I had a couple minor requests. Would it be possible to allow wall lights to be placed on wall fridges? It is simply for aesthetics and symmetry in my bases so that the lights are placed equal distances apart, and there are no dark spots.
The other one is the placement of the item quantity labels over the fridge. When you are zoomed in, the labels are placed over the fridge, but when you zoom out, they start to spread across the screen. Here is an example: https://imgur.com/a/3ME5Vsl
@GoldenDragon
This is why, for the sake of the nutrient paste system, it's better to make an oldschool freezer to refrigerate the ingredients placed into the various hoppers, as well as the nutrient paste vats - a roofed room being chilled with in-wall air conditioning units (cold goes in, heat goes out). It's less elegant, but it works.
[ResearchTree]: Node for Power Factor Setting for RimFridge not found. Was it intentionally hidden or locked?
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.Log:WarningOnce (string,int)
FluffyResearchTree.Logging:Warning (string,bool)
FluffyResearchTree.ResearchProjectDef_Extensions:ResearchNode (Verse.ResearchProjectDef)
FluffyResearchTree.Queue:TryStartNext (Verse.ResearchProjectDef)
FluffyResearchTree.ResearchManager_FinishProject:Postfix (Verse.ResearchProjectDef)
(wrapper dynamic-method)
RimFridge.RimFridgeSettingsUtil:ApplyFactor (single) (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/Settings/RimFridgeSettingsUtil.cs:38)
RimFridge.RimFridgeComponent:StartedOrLoadedGame () (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/RimFridge.cs:37)
RimFridge.RimFridgeComponent:LoadedGame () (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/RimFridge.cs:23)
(wrapper dynamic-method)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch6 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
It's A. Yes, it does. Thank you for pointing that out, now I can happily build larger fridges!
A. It doesn't show up in the build menu?
B. It can't be placed?
C. Colonists can't build a placed blueprint?
If it's A, does the two-block variant show up in the popup-menu when clicking the single-block variant in the build menu?
If it's B or C, does an error occur in the dev console? If not, does it happen without using any other mods?
Used mode list is just
- harmony
- rimfridge
- CommonSense
- NiceBillTab
- NiceHealthTab
- PawnQuickInfo
The beverage's initial temperature is 21°C, and it then gradually reaches the temperature of its surroundings.
Pawns will get the "Frosty" moodlet when drinking a frosty drink that is 8°C-or-colder.
So, yes, the frosty tag does effectively expire, after some time, unless the pawn holding the beverage is somewhere really cold
I do have a question for the mod maker, the "chilled" effect you mention from beer is it a moodlet? is it a body effect on the health tab? i am only seeing the regular +10 moodlet and the regular base level inebriation of "warm".
Are there plans to make the Wall Refrigerator "in wall", so that they would leave the wall underneath intact and not pose an easy entrance for raiders?
It should be fixed by v2.0.7. The lingering lights were fixed by reloading a save, anyway, so there should be no lasting inconvenience.