边缘世界 RimWorld

边缘世界 RimWorld

Replimat
1,710 条留言
sumghai  [作者] 10 月 20 日 下午 10:48 
@Alerios - No, I have no plans to do so. And Cherry Picker wouldn't work to remove the debuff.
Alerios 10 月 20 日 下午 12:13 
Is there a possibility to add in the mod menu a feature disabling the replicated meal mood debuff? Or it would be ok to use Cherry Picker for that?
Wrath 10 月 12 日 下午 11:55 
@sumghai Thanks. Thats actually what Im doing, manually sorted 600 mods this weekend, erased numerous red lines in the logs doing so. Not everyone will be willing to do so and needs a bit of knowledge and method, but every one definitely should do so! All the best and keep up the good work man
sumghai  [作者] 10 月 11 日 下午 11:36 
@Wrath - Yes, you may ignore it.

In fact, it seems RimPy (or at least its database) hasn't been updated since RW 1.5 / 2023, so its recommendations may be out of date. Consider using a more up-to-date mod organizer, or better yet, manually curate your modlist.
Wrath 10 月 11 日 下午 9:28 
Well, according to Rimpy you get a yellow alert saying it should load before VE Framework
So it is safe to ignore it and let it lower in load order according to you?
sumghai  [作者] 10 月 11 日 下午 1:50 
@Wrath - I don't think so, as Replimat doesn't really require or depend on VEF.
Wrath 10 月 11 日 上午 6:42 
Is this really supposed to load before the vanilla expanded framework ? (rimpy alert)
sumghai  [作者] 10 月 10 日 下午 12:50 
@Quantum Fox - One of your comments is hidden, as it has been automatically flagged by Steam Workshop for containing potentially harmful content.

In any case, posting just the error log message with no context or reproduction steps does not provide me with sufficient information to investigate your problem.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report 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.
Quantum Fox 10 月 9 日 下午 9:33 
why?
Quantum Fox 10 月 9 日 下午 9:32 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Quantum Fox 10 月 9 日 下午 9:32 
Root level exception in Update(): System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
[Ref B0300D8B]
[0x0000c] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <51fded79cd284d4d911c5949aff4cb21>:0
at Verse.Thing.get_Map () [0x00013] in <24d25868955f4df08b02c73b55f389fe>:0
at Replimat.Harmony_GameComponentUtility_GameComponentTick.Postfix () [0x00036] in <4b673d897dc84f7c83bbd845ae3042e0>:0
at Verse.GameComponentUtility.GameComponentTick () [0x00057] in <24d25868955f4df08b02c73b55f389fe>:0
sumghai  [作者] 10 月 7 日 下午 12:24 
@evilmike74 - I am not aware of any multi-level mod that works reliability for RW 1.6.
evilmike74 10 月 7 日 上午 7:26 
Can we get multi floor support of some sort? I like to have the terminals on any level.
Noddy 9 月 30 日 上午 6:48 
Ah understood, thank you very much for the answer!
sumghai  [作者] 9 月 29 日 下午 9:42 
@Noddy - No, because Replimat Terminals are functionally based on the game's own nutrient paste dispenser, and as far as I know, Achtung does not allow players to force pawns to use paste dispensers.

You'll have to ask Brrainz to implement that feature on his end.
Noddy 9 月 29 日 下午 8:01 
Pardon me, I'm just asking to check, but is there a compatibility between this mod and achtung in order to force pawns to eat manually? Thank you very much.
sumghai  [作者] 9 月 22 日 下午 1:07 
@Obiben27 - Perhaps lower the storage priority of all your other stockpiles?
Obiben27 9 月 22 日 上午 10:18 
sorry for another question so soon but what do you recommend for trying to get pawns to load food into it? I have it set to max storage priority
sumghai  [作者] 9 月 21 日 上午 10:48 
@Obiben27 - That’s entirely up to you, as the Replimat can convert just about any raw food into feedstock.
Obiben27 9 月 21 日 上午 8:22 
what food do you recommend growing?
sumghai  [作者] 9 月 17 日 上午 2:38 
@M1911A1 Oversize® - When It's Done™.
M1911A1 Oversize® 9 月 17 日 上午 12:06 
when is the lathe mod comeing out?
sumghai  [作者] 9 月 15 日 上午 11:43 
@Readtext - Again, please direct your question regarding Replimat Terminals as vending machines to the author/maintainer of Hospitality.

All I know is that they've been handling the feature on their end. There is nothing to be sad about.
Readtext 9 月 15 日 上午 5:53 
Guests buy items in permitted areas. There is a lack of a "feeder" with dry rations, from where it is possible to buy or take to the caravan. Manual mode helps, but each time manually typing is a bit sad.
sumghai  [作者] 9 月 15 日 上午 12:52 
@Readtext - The Replimat system disassembles raw food into an organic feedstock, then very rapidly (~5 seconds) reassembles them at the molecular level into complete meals. A very high power consumption justifies the glitterworld technology that makes the process possible.

Yes, you will need to build more advanced power generation buildings, or simply have lots of solar panels and batteries.

I've heard rumors about the Hospitality mod having some kind of Vending Machine feature, but that's a question best directed to the author/maintainer of the Hospitality mod.
Readtext 9 月 14 日 下午 8:17 
I'll have to build a reactor) Is it possible to somehow allow food for guests from the Hospitality mod?
Readtext 9 月 14 日 下午 7:38 
Why does it consume so much power? Even for the final game, the minimum consumption of 32000 is very high.
sumghai  [作者] 9 月 13 日 下午 1:28 
@Pamparampampamparam - No. The point of the cadaver processor is that it removes the origin of human meat by converting it into a generic organic feedstock material.
Pamparampampamparam 9 月 13 日 下午 1:20 
Will colonists complain if they eat meals made from cadavers?
sumghai  [作者] 9 月 9 日 下午 10:34 
@legend - Please follow the troubleshooting guide [gist.github.com], then submit a bug report 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.
legend 9 月 9 日 下午 2:22 
got a "gentemperature" entry on perf analyser that's pretty laggy, I really don't want to remove this mod though, can you take a look?
sumghai  [作者] 8 月 29 日 下午 6:39 
@Gr4vedigg3r - I don't plan on adding features/settings that limit cadaver processors to accepting only stripped bodies, as it is not consistent with the base game crematorium accepting non-stripped bodies by default. You'll just have to remember to manually strip cadavers beforehand.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report 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.
JohnBrownAppreciator 8 月 29 日 下午 6:24 
@sumghai IDK, I must have a mod interacting poorly. It is what it is. Is there a chance still of adding an option to only put stripped bodies in it?
sumghai  [作者] 8 月 28 日 下午 11:01 
@Gr4vedigg3r - Have you connected your cadaver processor to the same powernet as a working Replimat computer and feedstock tanks? Do you have empty space remaining in your feedstock tanks? Do you have enough power to run your Replimat system?

I tested the cadaver processor just now on a bare minimum modlist and map, and it works just fine.
JohnBrownAppreciator 8 月 28 日 下午 10:39 
Hi, I'm not sure I'm using the cadaver processor properly. Every time a body is tossed in nothing happens. No spike in power, no gain of material, nothing. It makes for a moderately convenient compact waste disposal but I would like to be able to get something from it, and maybe an option to only toss in stripped bodies. Thanks for the awesome mod!
Droll 8 月 27 日 下午 5:28 
I wanted to see if anyone else was getting this before I made a proper report - When looking through Dubs Performance Analyser I noticed that Replimat.Building_ReplimatComputer was hogging 51% of the compute under Draw Dynamic Things.

It seems like the replimat computer might have some performance problems when its being rendered on screen, my guess is the progress bar style display maybe?

I know that its the render because when I move my camera away, after a moment the entry disappears as it stops being actively drawn.
sumghai  [作者] 8 月 22 日 下午 3:12 
@Magia🔥Baiser - Sorry, I have no plans for cross-integration with VNPE. And just a reminder, Star Trek replicators are not food 3D printers.
Magia🔥Baiser 8 月 22 日 下午 3:09 
I saw someone ask the same thing i was thinking. A link between VNPE and Replimats. Seeing the impossibility.

I suggest the work around i use of having a rim-factory puller place nutrient paste meals into the replimat hopper.

If there's some way to further streamline that concept i know not. I do see the value of both mods and use both. The drip feeders and link to growth-vats are a quiet godsend in some respects, but the ability to print any meal like from ST is just perfection and you'd expect such in a glitterworld setting. Love the mod and look forward to the further growth of it. :er_heart:
sumghai  [作者] 8 月 22 日 下午 3:02 
Updated to 1.6.3 - 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.
sumghai  [作者] 8 月 19 日 上午 11:16 
@crua9 - I'm planning to implement industrial replicators when I get around to working on the main Lethe mod.
crua9 8 月 19 日 上午 10:00 
It would be great if we had something like this for normal items. My base is flooded with stone blocks
sumghai  [作者] 8 月 17 日 下午 11:24 
@kBaylife - I could not reproduce the issue you described on my end; I had a Replimat Sewage Recycler plumbed to a DBH septic tank, and the recycler was successfully converting sewage into Replimat feedstock.

Have you tried enabling the Do Not Drain gizmo in your Septic tanks?
kBaylife 8 月 17 日 下午 12:15 
thank you!
sumghai  [作者] 8 月 17 日 上午 11:41 
@kBaylife - I'll take a look later this week.
kBaylife 8 月 17 日 上午 10:54 
It is connected via plumbing to the rest of my pipes, including the DBH septic tank. that tank still filled up until 100% and was then drained by my dudes resulting in a stack of sludge to be hauled🤔
sumghai  [作者] 8 月 17 日 上午 10:48 
@kBaylife - The Sewage Recycler requires a plumbed connection to a DBH sewage tank.
kBaylife 8 月 17 日 上午 10:09 
Amazing Mod, works especially well to keep the whole cooking very compact on my gravship!

but how exactly does the sewage recycer work? If I have no septic tank my toilets are out of order, if i have one that fills up instead. Do I need the big sewage treatment, or am I overlooking something?
sumghai  [作者] 8 月 17 日 上午 12:43 
@Raygne - Have you connected all Replimat buildings (Terminals, Computer, Hoppers, Tanks) to the same power grid? Do you have sufficient feedstock?
Raygne 8 月 17 日 上午 12:13 
Sorry, I meant to add it. I realized that but even with enough power it still won't do anything. I had more than enough power during a test and it did nothing. It's like it refuses to recognize the power grid.
sumghai  [作者] 8 月 17 日 上午 12:12 
@Raygne - Yes, Replimat buildings have increased power consumption when actively running. This is intentional.