RimWorld

RimWorld

[SYR] Processor Framework (Continued)
84 Comments
DG Jun 13 @ 4:29am 
Issue with medieval overhaul where ability to make wine is not in barrel.
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
ViralReaction  [author] Feb 12 @ 2:23pm 
@Beetlenade I’ll try to replicate it. I’ll see what I can do. Does use TryPlaceThing which would describe what you experiencing.
Beetlenade Feb 12 @ 2:16pm 
It seems like any time i would take a finished process from a barrel that is lined vertically against a wall (specifically wall to the left of the barrel, additional barrels above and below), the finished product would despawn rather than being ejected in the nearest unoccupied space, as if it were trying to place itself below the barrel but because something else is in the way the product simply fails to spawn rather than being shunted to a different unoccupied space.
Idk if the product would have any effect but this specific scenario was processing ale from medieval overhaul.
ThatManHosk Feb 8 @ 3:11pm 
I can't get any processes to show up on the workbenches, am I doing something wrong? The mod is very high up on my modlist
Fahrräder Jan 21 @ 12:05pm 
I want to echo Malminas and WDLKD with their request for more VE compatibility! Brewing is such a bloat. Let me know if you need a hand with coding, I'd be up for it.
EasyE Jan 12 @ 7:38pm 
THANK YOU!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Meyar Jan 2 @ 9:21am 
I'm getting oddly high (3.5ish ms) performance draw from FillProcessor - Hauling - [SYR] Processor Framework in Dubs Performance Analyzer, anyone have any idea what might be up with that?
TosTos Dec 29, 2024 @ 4:53am 
THANK YOU
WDLKD Dec 23, 2024 @ 10:08am 
I want to echo Malminas with his request for more VE compatibility
Guineatown20806 Dec 14, 2024 @ 12:09pm 
Is there a way to also have the base processor barrels that would normaly be used for the processing? For example I would like to still have the chemshine barrel from VFE Settlers instead of it being removed. It would be nice if I could configure which processing I want to be in the universal fermenter barrel and which not.
Dhoone Oct 21, 2024 @ 11:31pm 
Is there way to limit processing buildings to stop once you have x amount?
Malminas Oct 19, 2024 @ 1:48pm 
Is there any chance you could patch in the various cooking/alcohol structures from Vanilla Cooking Expanded and Vanilla Brewing Expanded ?
Large Brain Rotation Oct 5, 2024 @ 8:26am 
Removing Vanilla Textures Expanded - Variations fixed dark textures, seems they're a bit incompatible at the moment. But other than that, no serious problems
Large Brain Rotation Oct 5, 2024 @ 12:22am 
For some reason this mod causes brewery station texture go super dark. Changing the load order gave no result, so I bet this is compability issue. Any ideas on how to fix it?
ViralReaction  [author] Sep 20, 2024 @ 10:20am 
Without a log I cannot help you. But this mod hasn’t been updated since May
Therapi Sep 20, 2024 @ 9:31am 
yes that's the same problem I had. Crashing as the game is loading. I am pretty sure it's SYR Processor Framework. It was working perfectly until recently as Odin reported the same thing 8 days before I had a problems first start coming up. I absolutely made sure it was not another mod. This mod list is the only fun way to play this game waaaah waaaah! lol please feed us moar
Odin Sep 12, 2024 @ 10:00am 
it crashes the game when game is launching((
ViralReaction  [author] Aug 30, 2024 @ 5:51pm 
You need to unsubscribe from the original one.
John Banana The Fool Aug 30, 2024 @ 5:51pm 
i have a slight problem, ingame it says the mod is only 1.3 and 1.4 but on the mod page it says 1.5. is there anyway to fix this
wydscum Aug 27, 2024 @ 5:14am 
my fault man im glad i can use this mod again thoo
wydscum Aug 27, 2024 @ 5:14am 
oml man i just figured it out LMAOO rimpy does that if you have two of the same mod whether they're active or inactive
wydscum Aug 27, 2024 @ 4:26am 
idk if you use RimPy but it's a mod loader for rimworld and i have a big mod list so usually i'd think there'd be an incompatibility in one of the other mods somewhere but it pops up with caution signs every time i put this and sos2 in the same mod list even tho they should be compatible. When I ignore the alerts and load rimworld anyway if i try to do a quicktest world it doesn't load at all and when i load a save all my pawns are gone from the colonist bar, and invisible with their names showing and no way to interact with them. I've tried using other translations of this mod, and removing my facial animation mods cause they mess with the colonist bar but to no avail
ViralReaction  [author] Aug 26, 2024 @ 2:22pm 
I am not familiar with SoS, what things are not working?
wydscum Aug 26, 2024 @ 10:25am 
please add support for save our ship i beg loll
ViralReaction  [author] Aug 12, 2024 @ 2:48pm 
I left the original ones Syr did due to being the original modder. I will not be doing anymore as that is not the place for a framework. But something tells me you don’t get that.
Scorpio Aug 12, 2024 @ 2:26pm 
your reply tells me you didn't check the existing patches at all
ViralReaction  [author] Aug 12, 2024 @ 11:50am 
You are free to delete the textures on your copy.
primetime_29 Aug 12, 2024 @ 11:17am 
Is there a way to keep the vanilla textures for the fermenting barrels?
ViralReaction  [author] Aug 12, 2024 @ 8:54am 
As this is just framework. It is best to leave that to another mod.