RimWorld

RimWorld

[SYR] Processor Framework (Continued)
112 Comments
Hawkefire Aug 24 @ 10:44am 
Would definitely love to see the functionality for this extended to alpha crafts.

Is it possible to add in the ability to prevent processing something when a certain amount of the product is available? Example: I want to stop converting my iron ingots to steel ingots if I get a certain amount of steel, since I need the iron for some select few things.
단팥 Aug 18 @ 12:54pm 
hmmm... basically just vanilla translation which you can select in the config. In Korean, it was.... '발효통' I think.
ViralReaction  [author] Aug 17 @ 8:45am 
@단팥 SYR created a seperate thingDef for the barrel processor. As that is a seperate thingDef any translations for the vanilla thingDef would not work. I can look and see if I can get some translations copied over
단팥 Aug 17 @ 7:08am 
dunno why, but this turns off translation of fermenting barrel.
Benjamin the Rogue Aug 12 @ 12:11am 
I managed to get rid of the red error I was getting when I would load Complex Jobs along with Processor Framework. I am using Rimsort. I kept Processor Framework off of my active mod list as I kept adding new mods to my playlist, ten at a time, and testing them. When I got to the mods that require Processor Framework, I installed it even though I had Complex Jobs. I loaded the new mod test list and I got no errors this time. I don't know if this will help anyone or not but I wanted to drop a report here in case it did.
Benjamin the Rogue Aug 10 @ 4:12am 
Can confirm the issue with Complex Jobs. I just tried it with Complex Jobs and I also got red errors. I'm not really sure what kind of logs you want, since this isn't my area of expertise, but this is the first line in the red error.

[[FSF] Complex Jobs] Patch operation Verse.PatchOperationSequence(count=18, lastFailedOperation=Verse.PatchOperationReplace(/Defs/WorkGiverDef[defName = "PS_PickUpProcessor"]/workType)) failed
Halfelfaedyn Aug 9 @ 10:59pm 
Thank you so much!
Kelven Aug 7 @ 2:29pm 
@ViralReaction Two of the previous comments mentioned it, which is why I asked for clarification. I guess I'll just install this mod along with Complex Jobs myself and get you some logs to look at if it does indeed throw the red errors they said.
ViralReaction  [author] Aug 7 @ 12:05pm 
Incompatibility with Complex Jobs would be news to me
Kelven Aug 6 @ 2:17pm 
Does the incompatibility with Complex Jobs do anything more then a red error? Another mod I use made this one a dependency recently and I don't want to add this mod and brick my save because of it.
Weriik Jul 23 @ 2:40pm 
Any chance of support for Alpha Crafts? It adds several things that can be fermented.
Knight.Chaos Jul 23 @ 8:51am 
@Pluralled

Yes it will cause an error if both Complex Jobs and this mod
Pluralled Jul 21 @ 3:37pm 
Whenever loading this mod in 1.6 with Complex Jobs (I tested with only DLCs + Harmony and Complex Jobs loaded) I get a PatchOperation Failed error, has this been happening to anyone else?
Maal Jul 21 @ 12:12pm 
@Balthazad
You can see his mods directly through the workshop, no need to go on his profile.
https://steamcommunity.com/id/ViralReaction/myworkshopfiles/?appid=294100
Balthazad Jul 21 @ 7:04am 
@ViralReaction
hi there, i tried to take a look at your other mods, but i wasn't allowed to because your profile is fully private :o
Guineatown20806 Jul 18 @ 8:01am 
For whatever reason I only have the whisky cask from VE Brewing expanded with this mod installed (I don't have the other ones in my build tab). I expected the Universal Fermenter Barrel to have the option to make tiquila, vodka and gin, but no. I have to spawn the vodka drum, gin still and tequila barrel in with dev mode and then build blueprint copies of them. Why is this the case in 1.6 now?
ViralReaction  [author] Jul 18 @ 7:06am 
I am looking into it, but need to get my other mods stable before looking at some more QoL for this.
McDuff Jul 16 @ 12:13pm 
Is there any way to include a "process until X" mechanism?
Maltesefalcon Jul 14 @ 10:56pm 
Having issues with this mod. When i go to create a bill, the UI just explodes .
Radar Jul 13 @ 10:16am 
someone else have problem with this mod with medieval att?
WJSabey Jul 13 @ 7:56am 
Not sure if it's your end or theirs, but Fertile Fields is kind of broken in 1.5 when loading saves from before the 1.6 update. Already existing composters are throwing up tons of reference errors until they are destroyed and rebuilt.
ShadowX116 Jul 13 @ 1:49am 
So.. Are you including VBE on your end or just leaving it to VBE then?
Johnny Dollar Jul 13 @ 1:28am 
@ShadowX116
So does vanilla, medieval and settler.
This mod is to make 1 brewing container universal instead of having 16 different brewers.
It's the main purpose of this mod.
ShadowX116 Jul 12 @ 4:52pm 
@Johnny Dollar Tbf, VBE has their own brewing machines.
Johnny Dollar Jul 12 @ 2:54am 
Are there no plans to add compatibility with Vanilla Brewing Expanded?
Currently only Medieval and Settlers are covered.
ViralReaction  [author] Jun 27 @ 8:50am 
I see, I’ll play with UI resolutions to see in game.
Aizuki Jun 27 @ 8:23am 
well the easiest is you can see it on 2nd image on your modpage that say Process Tab above. think because i use 720p resolution its become outofbound
ViralReaction  [author] Jun 27 @ 7:55am 
@Aizuki can you take a screenshot and share it?
Aizuki Jun 26 @ 7:53pm 
is it possible you fix the "Processes" botton beside "Content" UI? the Processes text get out of bound and it look ugly to see
ViralReaction  [author] Jun 12 @ 12:07pm 
@WJSabey I will look into it. Currently working to get bunch of mods updated to 1.6
WJSabey Jun 7 @ 11:16am 
Would it be possible to add a quantity target like workshops have, so that if we have more than a certain amount of the product they pause loading the processor until it falls below the level we set?
niko.k.sam May 5 @ 10:59pm 
Can you add a way to copy/paste the setting from one processor to another one of the same type?
Astronut7 Apr 27 @ 7:27am 
The Dandelions mod is now making dandelion wine again, thanks.
ViralReaction  [author] Apr 22 @ 3:49pm 
@CloudPerson That should be doable. Let me see what I can do
☁☁☁🔫🐷☁☁☁ Apr 22 @ 2:15pm 
Could you add an option in config to hide the progressing bar(just like hiding the process icon) or hide them under screenshot mode(F11)?:er_sweat:
ShadowX116 Apr 7 @ 5:16pm 
I dunno what happened in the last couple days, but I can no longer get Beer out of the Fermenting Barrels. When pawns go to take the Beer from it, it just doesn't give the Beer items.

Other alcohols such as Wine, and Mead, Mulberry Wine and Griffon Berry Wine from Medieval Overhaul return their products just fine. I don't know why it's just the Beer that suddenly can't produce as I haven't changed any mods lately.
Johnny Dollar Apr 3 @ 7:47am 
I tried to create a patch for Vanilla Brewing Expanded, but they just refuse to show up in the process bill on the fermenting barrel.

You patched Medieval 2.
Please, I beg of you, patch vanilla brewing as well.
Astronut7 Mar 21 @ 12:47am 
This mod worked well on 1.4, but on 1.5 right-click functionality is bugged. I'm trying to get the Dandelions mod and the Blueberries mod to work with this. I'll try rearranging the load order, see if that helps, but right now not a single task that requires right clicking (such as filling the barrels) works.
TurtleShroom Mar 16 @ 8:38pm 
Now that the Vanilla Factions Expanded Medieval Mod has been re-released, do you plan on reinstating the original Mod's replacement for the Mead?
8DarkTraveler8 Mar 16 @ 2:03am 
You deserve a big kiss on the lips mate.
WiseArkAngel Mar 2 @ 6:37pm 
Fucking Legend
ViralReaction  [author] Feb 18 @ 6:04pm 
That level of latency is definitely errors. The things that were improved was the tab selecting overhead and the PostDraw. Neither the WorkGiver nor JobDriver for FillProcessor was touched, so your issues would be unrelated to the recent updates.
ODevil Feb 18 @ 1:44pm 
Somehow the performance has now gotten much much worse for me.
"FillProcessor - Hauling - [SYR] Processor Framework" now averages 173ms with repeating spikes to 500ms.
I also made sure I have the latest version by deleting the mod locally and downloading it anew by verifying files. It was fine a few days ago and it didn't spike that much back then.
It doesn't show any related errors or warnings from what I saw, but here's the HugsLog anyway: https://gist.github.com/HugsLibRecordKeeper/a32132b2ae45ec8f285c5887b05816d7
Fiona Feb 14 @ 5:36am 
@ViralReaction Thank you so much:steamhappy:
ViralReaction  [author] Feb 13 @ 6:28pm 
@Fiona The properly fixed performance increase should be working fine now. Sorry for any inconvenience
Fiona Feb 13 @ 6:24pm 
@ViralReaction Thank you
ViralReaction  [author] Feb 13 @ 11:19am 
@Fiona Hmm, I’ll take a look when I’m off. I have reverted to the previous version for the time being. I think may be issue with how the caching is being done.
Fiona Feb 13 @ 10:11am 
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.Log:ErrorOnce (string,int)
Verse.InspectTabBase/<>c__DisplayClass19_0:<DoTabGUI>b__0 ()
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Fiona Feb 13 @ 10:10am 
Exception filling tab ProcessorFramework.ITab_ProcessorContents: System.NullReferenceException: Object reference not set to an instance of an object
[Ref CC5915AB]
at ProcessorFramework.ITab_ProcessorContents.DoItemsLists (UnityEngine.Rect inRect, System.Single& curY, System.Collections.Generic.IEnumerable`1[T] processors) [0x000dc] in <1b8978a3da1b4d139e8c67dc125eec0e>:0
at ProcessorFramework.ITab_ProcessorContents.FillTab () [0x000af] in <1b8978a3da1b4d139e8c67dc125eec0e>:0
at Verse.InspectTabBase+<>c__DisplayClass19_0.<DoTabGUI>b__0 () [0x00039] in <69945a8ed6c540cf90b578de735e0605>:0
Fiona Feb 13 @ 10:10am 
since the recent update I've been experiencing issues with the colonists and animals tabs not appearing