RimWorld

RimWorld

Vanilla Nutrient Paste Expanded: Reimagined Progression
227 Comments
thedoktorj Aug 21 @ 1:40pm 
This mod is great! It makes nutrient paste on a gravship way more doable and eventually quite efficient. Hard to beat it.
Starlight-Ellie Aug 21 @ 6:25am 
honestly at first, i don't liked this mod that much after trying it, but now i have one great use for this, keep feeding my animals without much problem
Oozy Aug 21 @ 1:29am 
I can still make the dispenser dispense simple meals manually but I would like the colonist to use it normally, I already allowed them to eat everything and nothing is forbidden
Oozy Aug 21 @ 1:27am 
So I upgraded from the base nutrient paste to simple and my colonist no longer eat from the dispenser (the dispenser is also upgraded to simple) do I need to upgrade or drain the vat tank?
Anker Aug 19 @ 6:56pm 
Oh, wait, no. Wasn't keeping an eye on my cube maker, ha.
Anker Aug 19 @ 6:52pm 
Though installing it midgame seems to have issues. My existing grinder and tank keeps emptying, despite not consuming paste anywhere near so fast as it's bottoming out.
Anker Aug 19 @ 6:38pm 
This looks... Surprisingly well balanced. Nicely done.
[Zerg03] MrHydralisk  [author] Aug 19 @ 8:00am 
For everyone who was encountering incorrect fluid paste convertion into paste meal types: patch was updated to correlate with the recent VEF update changes, so it fixed now.
[Zerg03] MrHydralisk  [author] Aug 18 @ 12:56pm 
OceanicOxen, oh, right, that one, now I remember. Ig last update of VEF changed that method and tranpiler now need an update. Wish they were notifying when they change something so fundamental.
OceanicOxen Aug 18 @ 12:28pm 
its a transpiler in HarmonyPatches in your mod though
[Zerg03] MrHydralisk  [author] Aug 18 @ 12:09pm 
OceanicOxen, PN means PipeNetwork, so the issue is with VEF, so should be reported to them.
OceanicOxen Aug 18 @ 12:05pm 
PN_DistributeAmongConverters_Transpiler appears to not properly find values for num1 and num2 thus causing the transpiler to fail and it to continue using the original method which only accepts integers
OceanicOxen Aug 18 @ 8:52am 
i have updated both VNPE and VEF and have the same issue
[Zerg03] MrHydralisk  [author] Aug 18 @ 5:48am 
[水真汽]门房秦大爷Q, if you talking about Nutrient Paste Kibble, then it a bug of recent update of VNPE, which round cost of 0.04 to 1 for some reason. Try force update VNPE and VEF.
[Zerg03] MrHydralisk  [author] Aug 18 @ 5:43am 
CommanderKSK, VNPE not supporting counting of different ingredients, so it just using amount of nutrient paste liquid as a cost, instead of checking for Protein and Vegetables values, which sadly doesn't exist in paste pipe network.
[水真汽]门房秦大爷Q Aug 18 @ 5:39am 
6个0.05营养生肉转变成1份营养膏,但是1份营养膏从饲料排出口只能生成1份0.05营养的饲料,这样的转换比很不理想
Six 0.05 nutrient-rich raw meat portions are converted into one nutrient paste portion, but one nutrient paste portion can only generate one 0.05 nutrient-rich feed portion from the feed outlet. This conversion ratio is not ideal.
CommanderKSK Aug 18 @ 2:32am 
For the Lavish Nutrient Paste do i need Protein and Vegetables?
Molay Aug 17 @ 1:34pm 
should be fixed already yayks. verify integrity of game files, that'll also check the workshop mods. If for some reason that doesn't grab you the newest VNPE version, you have to unsub from it (wait a bit) then resub to it. Mod updates are finnicky.
[Zerg03] MrHydralisk  [author] Aug 17 @ 10:07am 
yayks, it is known bug for some people, which caused by recent update of either VNPE or pipe network itself in VEF. Not much can be done till they fix it.
yayks Aug 17 @ 10:03am 
Nutrien paste kibble feeder convert nutrien paste to kibble 1:1 ratio, so for 150 kibble with nutrition 0.05 * 150 = 7,5, you need 150 nutrien paste with nutrition 0.9 * 150 = 135
Molay Aug 17 @ 4:09am 
Add more food to the hoppers. You need 6 pieces. Or 5 if using Yellow Bell Peppers.
Potato Aug 17 @ 3:11am 
Did not find enough food in hoppers while trying to grind.
Cyboran Aug 16 @ 6:23pm 
Oh certainly! Sorry! One moment, I'll post in there.
[Zerg03] MrHydralisk  [author] Aug 16 @ 6:19pm 
Cyboran, probably move to Issues discussion thread for further discussion and figuring out.
[Zerg03] MrHydralisk  [author] Aug 16 @ 5:54pm 
Cyboran, just in case tested, but everything seems as intended. In vanilla 150 kibble cost 6 nutrition = 60 rice + 60 meat. While 150 nutrient kibble cost 20 paste meals = 6 nutrition = 60 rice + 60 meat. So everything adds up. Not sure about devil sheeps, but 1 bear eat around 50 kibble, which is around 6 paste meals per each bear. I think you and R.lock might be confusing ingredient cost of kibble as nutrient paste fluid (amount of meals in system), while it actually refering to amount of nutrition that fed into grinder.
Cyboran Aug 16 @ 4:39pm 
I'm having a similar issue to R.lock, I didn't have this issue before today, but after the update my devil sheep and bears just destroyed my stock of 2430 nutrient paste meals in about a day. The feeder is acting as if each individual kibble is one or more meals from the vats.

My bear ate 74 kibble, with the vats holding 2418, after the feeder refills, the vats are now 2344, which equates to 74 meals. According to your comment about 50 kibble per 2 ingredients, would that not mean it should've only used 1.5 meals?
Molay Aug 16 @ 8:40am 
@vinni Pikh you don't need to put feeding tubes over draincaskets. They hook into the nutrient paste line directly
[Zerg03] MrHydralisk  [author] Aug 16 @ 8:32am 
R.lock, yep, definetly confused, it producing 50, which exactly same amount of paste kibble per 2 ingredient as 50 normal kibble per 2 ingredients.
R.lock Aug 16 @ 8:26am 
I'm really confused about the numbers.
One unit of stored meal converts into one unit of animal feed.
But animals consume dozens of units of feed in a single feeding—does that mean they’re eating dozens of full meals at once?
If that’s the case, why not just stick with the original animal kibble instead?
Vinni Pukh Aug 15 @ 12:24pm 
Done! Regardless, thank you for your hard work this mod is amazing ❤️
[Zerg03] MrHydralisk  [author] Aug 15 @ 9:22am 
Vinni Pukh, not familiar with it, but you can put in suggestions discussion thread,
Vinni Pukh Aug 15 @ 9:20am 
Any way we could get the feeding tube to place over the warcrime draincaskets from vanilla expanded sanguophages? :)
[Zerg03] MrHydralisk  [author] Aug 14 @ 11:08am 
Phanlix, released a hotfix for that now. Basically before new feature for Nutrient Paste Processors added new variables, so when was loaded old saves with spawned Processors they didn't had this new variable and caused that issue. But now it will regenerate this variable on load, if it doesn't exist in old save.
Phanlix Aug 14 @ 10:45am 
The recent update broke my refineries, had to use dev mode to destroy them since I couldn't even demo them normally because stack reference was bad. But on rebuilding them they worked great, the production tab is a nice addition, 'do until' was much needed.
Menori Aug 14 @ 6:16am 
Thank you for the production plan settings on the paste packager, it works well.
Techpriest Emily Aug 13 @ 2:43pm 
I was already sold, and then I got to the refinery and filter. I think I love you. My colonists sure do!
[Zerg03] MrHydralisk  [author] Aug 12 @ 2:07am 
no, dripper and feeding tube can feed newborn in crib, so separate paste type not really needed.

Turkwise, due to the way sbz Fridge coded it can't be used for this. So far only Simple Utilites: Fridge was universal enough to be applied here.
Turkwise Aug 11 @ 8:39pm 
Any chance of compatibility with sbz Fridge too?
I dont want to add a redundant fridge mod just to get the refrigerated variants from this mod.
no Aug 11 @ 8:16pm 
is it possible to add nutrient paste baby food to this mod? love it so far btw
[Zerg03] MrHydralisk  [author] Aug 11 @ 4:07am 
Corbald, always send in Bugs discussion thread. So move it there with full log, since I need to see full picture.
[Zerg03] MrHydralisk  [author] Aug 10 @ 3:36pm 
For anyone who had an issue with ingredients of meals or filter it now fixed in this update.
Latex Santa Aug 9 @ 9:10pm 
@[Zerg03] MrHydralisk
Gorgeous mod. Simply gorgeous. Thanks very much.
Contains everything I would have wanted added to this mod and more.
Skywatcher68 Aug 8 @ 5:52am 
Okay, I'll see which I prefer.
[Zerg03] MrHydralisk  [author] Aug 8 @ 3:41am 
Skywatcher68, I made a mod for VNPE PDTiers before, but since v1.6 it was reworked into this mod, since reliance on making compatability with NPDTiers that hold on life support works worse, than implementing all features natively and expanding on it. This allowed to not use NPDTiers as dependncy and work without it. So long story short there just no need for it.

Harlequin, if it an issue, then report it in Bugs discussion thread with more info on how to reproduce it and logs, since without it I can't say why it not working for you.
Harlequin Aug 7 @ 3:40pm 
How do you set an ingredient to filter out using the filter? There is no option I can see to choose an ingredient and the button to start filtering is grayed out. I tried right clicking with a pawn and got no prompts.
[Zerg03] MrHydralisk  [author] Aug 7 @ 6:39am 
Arcimbaldo, sadly won't work due to the way RimFridge coded, unless they implement a patch on their side or make instead of current thing class a comp class that can be added to any storage through xml.
Arcimbaldo Aug 7 @ 6:24am 
Looks great. Would be good if the refridgerated versions could also be patched to appear with the RimFridge modhttps://steamcommunity.com/sharedfiles/filedetails/?id=2898411376&searchtext=fridge
Menori Aug 5 @ 9:46pm 
How to automate Nutrient paste packager? I mean ok it's set to 30, but if i didn't activate "toggle auto unloading" than the pawns treat it as not existing, if i activate it then they keep getting to stuff out non stop, i looked away and there was aroun 600+ package in my fridge. So how?
Or can u turn it into a tap like how the rest of the food type working? Also the qube and fuel as they probably have the same problem.
Jetstream Sam Aug 5 @ 5:21pm 
BRO IS THE REAL GOAT OF RIMWORLD. Thats a REAL VANILLA EXPANED MOD. Give credits to this man just because he made something 100% logical for a progression type game