RimWorld

RimWorld

1,558 ratings
Replimat
8
3
10
9
5
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.215 MB
Apr 17, 2019 @ 2:44pm
Jun 13 @ 1:23am
67 Change Notes ( view )

Subscribe to download
Replimat

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
3 items
Description
Replimat adds a Star Trek-style distributed food replicator system, capable of efficiently feeding colonists with high quality meals. No cooks or stoves required!

Developed in collaboration with Dubwise.


  • Feed colonists, patients and prisoners without stockpiling cooked meals - pawns automatically choose random meals when hungry
  • Feed pets and other colony animals with replicated Kibble, Hay or Synthmeat
  • Batch replicate Packaged Survival Meals for caravans
  • Convert and store any raw food into a nutrient feedstock resource
  • Uses the base game's food restriction system - customize meals, ingredients and condiments allowed for each pawn
  • Replimat buildings connect to each other via standard powernet - no special plumbing or conduits needed
  • Random (rare) Replimat malfunction incidents - can be disabled in Mod Settings
  • "Ate replicated food" thought and mood debuff for pawns with Gourmand trait
  • HD Quality textures for Camera+


  • Complete the Molecular Nutrient Resequencing research project
  • Obtain a Isolinear Computing Module from Exotic Goods Traders (caravans and orbital) or Item Stash Quest rewards
  • Build a Replimat Computer, which controls all other Replimat subsystems
  • Build Replimat Feedstock Tanks
  • Build Replimat Hoppers, and supply it with any raw food
  • Build Replimat Terminals in mess halls, near patient beds and/or prison cells; wardens can also fetch meals from Terminals outside of prisons
  • Build Replimat Animal Feeders in barns or near animal beds


  • Hoppers convert raw food to feedstock by mass, and since raw food items in RimWorld are individually only 0.01~0.03 kg, an impressive 2k stockpile of raw meat will give less than 60 L of feedstock (assuming a conversion rate of 1.07 kg/L, equivalent to the real-life Abbott's Ensure Nutritional Shake)
  • Cadaver Processors convert humanoid corpses to nutrient feedstock by mass, and accounts for missing body parts as well as body sizes (smaller corpses like Ratkins yield less feedstock than baseline humans)
  • Visitors from the base game cannot eat from Terminals, as the changes required to the visitor food source priority tree would also cause them to steal colonist meals if no Terminals are built on the map
  • Feedstock tank capacities are very high, most colonies are not expected to completely fill a tank; this is a deliberate design decision, as a tall tank with a size of a 1x1 cell would in real life be equivalent to your average 250L hot water tank
  • Feedstock tank contents do not count towards the Low Food Warning storage thresholds, so it is recommended that you batch replicate enough Packaged Survival Meals beforehand
  • Meal ingredients are randomly chosen based on their original recipes
  • Replimat systems will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Czech
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian
If you wish to translate this mod to your own language, please make a pull request on GitHub.




  • none



https://github.com/sumghai/Replimat/wiki/FAQ


  • Anaeka (Russian translation)
  • isty2e (Korean translation)
  • Kandahara of rimworld.2game.info (initial Japanese translation)
  • Ralph Shepard (Czech translation - project details[prekladyher.eu])
  • Randy Ragequit (German translation)
  • simplyWiri - Miscellaneous code tweaks





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai and and Dubwise (authors) when publishing your derivatives in the download and forum posts



Popular Discussions View All (29)
0
Feb 14, 2023 @ 9:50pm
PINNED: Please submit bug reports on GitHub, not Steam Workshop
sumghai
1,597 Comments
DarkMatter 14 hours ago 
This has been such a game-changer for my playthroughs. Probably one of my favorite mods for Rimworld. The only thing that would make it better would be the ability to limit usage of the terminals - I'd like to put one in each of my hospital rooms strictly for the patient's use, but pawns will stop in the rooms to pick up a meal on the way to the dining room.
sumghai  [author] Jun 13 @ 1:31am 
Updated to 1.6.0 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests in English only to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods; this includes removing all DLCs unrelated to the issue.

Note that all future updates will be exclusively for RimWorld 1.6 onwards. The 1.5 and 1.4 versions are only included to help players migrate their saves.
sumghai  [author] Jun 8 @ 12:53am 
@Tookatee - No promises, but I may consider larger tanks in a future update.
Tookatee Jun 7 @ 9:29pm 
Any chance we could get an industrial sized version of the feedstock tank? Even in an otherwise purely vanilla colony, it can be quite trivial to fill up a single (or even multiple) feedstock tanks with something like a decently sized corn farm. Especially by the time a colony is advanced enough to unlock replimats.

Could frame it as the starship version of the feedstock tank, where it's been optimized to more efficiently store feedstock and lock it behind starflight basics. (some crossover potential with SOS2 if you wanted)
Freddy Fazbear Jun 7 @ 11:30am 
5 hundred cigarettes.
sumghai  [author] Jun 2 @ 8:32pm 
@zyzyhasl - The hopper is 3x1, to ensure that the 1x1 storage cell for holding raw food is always in the center of the building, regardless of orientation. A 2x1 design wouldn't work, nor would a 1x1 cell graphic.

The current design does leave extra visual space on either side, but is a perfectly acceptable compromise.
zyzyhasl Jun 2 @ 2:13am 
The Size of Replimat Hopper was 3*1,I don't think this matches the texture very well
Size 2*1 maybe better.
Or stretch the texture a little more wider
FG_Remastered May 27 @ 8:14am 
@MountSwolmore: If you don't feel like using any of the things I mentioned, there is always Stockpile Limit which allows you to change the threshold at which the hopper is refilled.

But I must second the idea to turn the hopper into a shelf. That would be really useful, especially if you have more than one source of food coming in at the same time, but long downtimes between loads, such as with agriculture or cannibal colonies getting raided. Plus you wouldn't have to pay the extra power demand of multiple hoppers being idle all the time.
MountSwolmore May 27 @ 6:50am 
Haulers don't start hauling until it's empty and they'll make trips to put 1-4 items in; increasing the stack size won't help because they almost never load a full stack. I have 20 people and about another 20 hauler bots. Labor isn't the issue, it's process.

Every time a crop is harvested, they take the stack of 1-5 and throw it in the hopper. The next handful they pick up goes to storage because the hopper is full... until they get to storage and what was in it is broken down. Now another hauler picks 4 corn and puts that in.

Adding more hoppers doesn't stop them from being "full" with 1 berry in it.

Adding more haulers doesn't stop them from loading it with just 1 berry.

It's not even active half the time because it's always waiting 30 seconds for 3 seconds of work. The ability to even hold 2 stacks would greatly improve efficiency. The efficiency from not having to cross the map to get meals is wiped out by how many more trips to make to partially load the single slot.
sumghai  [author] May 26 @ 11:35am 
@Kamikaze - The Cadaver Processor ignores a corpse's apparel and gear mass, and simply destroys them. I might look into making the Processor dump all gear (and maybe implants) in a future update.

As for meal ingredients, the whole point of Replimat is to obscure the origins of meals. As FG_Remastered suggested, if you want specific meals to cater for specific precepts, download the various recommended meal mods, and/or configure your pawns' individual meal policies.

@MountSwolmore - See what FG_Remastered said.

@FG_Remastered - Many thanks for helping to answer these user questions!