边缘世界 RimWorld

边缘世界 RimWorld

Replicator
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更新于:11 月 13 日 下午 12:03
作者:Drake

Replicator Mod Update – “Fix the Button”

This update corrects the behavior of the force-normalization feature. When the toggle is turned off, replicated items will now retain the same quality they had when originally fed into the machine, rather than being automatically normalized.

更新于:11 月 3 日 下午 2:06
作者:Drake

🧬 Replicator Mod Update

Added a Remove Learned Item button — now you can manually delete items the Replicator has memorized. Perfect for keeping that pattern list tidy.

Fixed a long-standing issue where certain items weren’t registering or removing properly.

Added full compatibility with WallStuff V2 — your walls and replicators can now coexist peacefully without any resource weirdness.

更新于:10 月 8 日 下午 12:28
作者:Drake

Update Notes – Replicator

Restored settings that were accidentally removed in the last build.

Added a Power Debt Slider – control exactly how much power the replicator pulls in debt mode.

Added an Auto Mode – replicator only pulls from excess grid power. (This took way too long to get working… almost scrapped it.)

New toggle: ARKtech Mode – unleash full chaos by making the replicator produce anything It knows infinitely. Yes, it’s broken. Yes, it’s intentional.

This update is mostly about giving you back control and letting you decide how wild (or balanced) you want your replicators to run.

更新于:9 月 29 日 下午 10:43
作者:Drake

Planned Refactor (Work in Progress)

Right now, rarer items pull more power from the capacitor. I’m keeping that rarity-based power scaling, but I’m removing the capacitor system itself. Instead, the Replicator will always create the item instantly, no matter how much power you have on the grid.

If your grid can’t cover the cost at the moment, the Replicator will immediately shut down and enter a cooldown while it “pays back” the amount of power it should have used.

This way you get the best of both worlds:

Instant item creation (sci-fi replicator feel)

Balanced gameplay (your grid still has to cover the bill afterward)

更新于:9 月 16 日 上午 3:22
作者:Drake

Update: Replicators now auto-sync knowledge!
Any new replicator built after another will automatically inherit all the patterns the earlier one knows.

If you prefer the old way, you can turn this off under Advanced → Share all patterns between replicators (yeah, I know, that’s a mouthful of a setting name). With it off, new replicators won’t sync knowledge automatically.

Smarter by default, customizable if you want!

更新于:9 月 10 日 下午 9:03
作者:Drake

Update Notes
• Fixed a nasty error where the replicator would endlessly iterate through colonists if certain mods changed sub-colonist types too far from the originals. This could result in an infinite loop under heavy mod lists.

• The fix should stop that infinite iteration problem, but I’ll be honest — I don’t have a way to properly stress-test it. My personal setup tops out around 20 mods, while most of these errors were reported by players running several hundred mods or massive colonies.

• If you’re still seeing issues, please upload your error logs! Every log helps me track down what’s actually happening and keep improving the patch.

• For now, this update is me trying to plug the leak with duct tape — hopefully it holds. Thanks for your patience while I keep throwing fixes at the wall and seeing what sticks.

更新于:9 月 7 日 下午 4:34
作者:Drake

Replicator Update: Performance & Stability
This update is a focused effort on optimizing the mod's performance and ensuring a smoother experience, especially on colonies with multiple replicators or a large number of items.

Backend Optimizations
Intelligent Caching: The mod now uses several new caching mechanisms to reduce performance overhead. This includes a global cache for the maximum replication cost, which prevents the game from having to re-scan every item in the game every time the cost is calculated.

Work Giver Efficiency: The logic for assigning jobs has been optimized. WorkGivers for feeding and operating the replicator now use a tick-based cache to avoid constantly re-scanning for available work. This significantly reduces CPU usage and improves overall game performance.

更新于:9 月 6 日 下午 8:47
作者:Drake

Update Notes

Tick Optimization: Machines now only run hulling ticks when actually fed items. Fixed runaway ticking, even when unbuilt.

Power Stability: Reworked cable logic to maintain connections more reliably.

Performance Cleanup: Reduced per-tick overhead and tidied several systems.

Quality of Life: Improved consistency during feed/analyze steps.

In Progress – Recipe Sharing (Design Notes)
I’m experimenting with how machines will share learned recipes:

Recipe Chip – Craftable item that stores recipes; drops on destruction.

Link Wire / Data Bus – Connect machines so they sync automatically; destruction may drop a backup chip.

Hybrid – Networks for passive sharing plus chips for portability.

Next Steps
Still deciding the best approach. Feedback welcome!

更新于:9 月 5 日 下午 7:30
作者:Drake

Some quality of life updates added more features into the settings allow you to control more stuff and also a few things on the display so they don't get pushed off the visible UI

更新于:9 月 5 日 下午 12:40
作者:Drake

Update

Thanks for the feedback, everyone!

I originally kept the replicator capped at 20kwd and locked stabilization/production to separate modes to avoid it turning into a one-click fix for everything. But a lot of you made good points about wanting more flexibility.

Here’s what’s changing:
- Bulk bills – now built directly into the replicator by default. To make it work, the mod dynamically creates a bulk bill for each item type. To actually use them, you’ll need to flip the replicator into Industrial Mode on the main screen — that’s the switch that unlocks bulk builds. It may still be a little buggy, so feedback is definitely appreciated.
- Charge rate toggle – in the settings, you’ll be able to push it past 20kwd if you’d like more throughput.
- Mode restrictions – also in settings, you’ll be able to let the replicator stabilize and produce at the same time.

This way, everyone can tune the replicator to their own playstyle. If these changes prove popular (and stable), I might even promote some of them to the default later on.