RimWorld

RimWorld

Perishable
52 kommentarer
Sociedad 14. sep. kl. 12:23 
Wow, cool
Sithgrim 22. aug. kl. 6:50 
Toxic wastepacks do not seem to count as perishable despite needing to be frozen.
Sithgrim 21. aug. kl. 16:24 
Why have a not found this mod sooner. You are a saint. This should hopefully solve one of my biggest gripes about stockpiles.
Peen Stanton  [ophavsmand] 18. aug. kl. 19:29 
@LordBeef21 done.
LordBeef21 16. aug. kl. 22:22 
Hi! Could we get an update to its about.xml so that Rimsort won't yell at users for not having Hugslib?
Peen Stanton  [ophavsmand] 15. aug. kl. 12:31 
@codexvn As far as I can tell, it won't actually need it Hugslib, this is just for historical versions of Rimworld.
Codexvn 15. aug. kl. 3:44 
@Peen Stanton
Out of concern for performance issues, I’ve removed all mods that involve HugsLib.
Does this mod require HugsLib? I didn’t see it mentioned on the Steam page, but the XML does list it as a dependency.
Dealer Mangan 16. juli kl. 1:32 
@Luneyl it seems like no mods require hugslib anymore if you launch 1.6. you only see the dependency message because it's still needed for 1.5 and below.
Luneyl 12. juli kl. 0:44 
This has dependency on HugsLib in About.xml file but not here on steam page, is it ok to launch this without HugsLib?
SstarLit56 3. juli kl. 18:46 
Thank you so much for keeping this maintained!
LordBeef21 3. juli kl. 8:12 
Hey, can we get an update for 1.6 please?I love this mod.
Fantasy System 15. juni kl. 3:13 
can you make one that cares if an item deterioriates or not?
Demonic 13. apr. kl. 11:46 
This doesn't seem to consider Wastepacks as perishable
Meganought 11. nov. 2024 kl. 5:56 
would it be possible to add a "deterioration" filter too, so i can filter stuff that needs to be indoors, and stuff that doesn't care either way?
Narlindir 4. maj 2024 kl. 18:21 
part of Niilo's QoL too
foxxy 15. mar. 2024 kl. 3:25 
This mod is updated to 1.5 but not HugsLib lol. I guess we'll have to wait.
Omega13 28. nov. 2022 kl. 20:57 
I've noticed a few items from Vegetable Garden, like Barley, Apples, and Oranges, being stored in these areas as well despite being perishable.
jtgibson 27. feb. 2022 kl. 12:42 
@ZzZombo The vanilla "allow" filters don't uncheck the corresponding items either. This is because they're intended to target runtime data of the item rather than the item type: for instance, tainted apparel is distinguished from untainted apparel solely by whether it is tainted or not (i.e., a shirt can be either tainted or untainted, so the shirt is always checked if you want it in the stockpile, and then you uncheck "allow tainted apparel" if you don't want tainted versions).

This mod also targets components of the item, and so re-uses the same code -- although you are correct that items are universally perishable or non-perishable by item type rather than by component (i.e., steel is always non-perishable and you will never find some steel that is perishable).
ZzZombo 6. feb. 2022 kl. 19:00 
You have a point, however, I'm talking about enabling one filter and disabling the other like, say, the perishable/non-perishable filters. After that I'd expect to only have things like meals enabled in the category list, while steel and such are not allowed in the filter anymore.
cy-one 5. nov. 2021 kl. 12:11 
"enabling the non-perishable filter"
means "allow non-perishables"
means "allowing things that do not perish"
means "allowing things like steel"
Do you mean the other way around?
ZzZombo 26. aug. 2021 kl. 3:21 
Doesn't seem to work? Enabling the non-perishable filter, for example, doesn't disable things like steel, and vice versa.
Omega13 25. aug. 2021 kl. 7:10 
Meat from the meat blend mod will happily be stored in stuff that doesn't take perishables despite it being as perishable as any other meat.
EgotisticalElf 21. juli 2021 kl. 12:03 
Plant Scraps from Fertile Fields don't show as perishable, though they rot.
Possibly because the checks in the not-perishable simply checks for CompRottable, whereas the perishable check looks at the CompRottable.rotDestroys property. Intentional?
Gazzoose™ 21. juli 2021 kl. 0:44 
Appears to work as intended in 1.3, colonists (as far as I've tested) correctly sort items that are (non)perishable
CrazyOatmeal 20. juli 2021 kl. 14:49 
Um excuse me it's already been an hour and this mod isn't updated, this is totally unacceptable and you will hear from my attorney
NylonWorms 11. juli 2021 kl. 23:51 
@Sorthen Thank you for answering my question.
Sorthen 11. juli 2021 kl. 13:45 
@NylonWorms I would think it would be easier once Ideology comes out.
NylonWorms 11. juli 2021 kl. 12:09 
I love this. by chance will there be a 1.3 update or only after they released the Ideology update?
Liinux 23. apr. 2021 kl. 16:11 
Great mod, I love it!

One thing I have noted: In order to create a stockpile with only non-perishables unclicking "Allow perishables" is not enough, I also need to unclick both "Allow rotten" and "Allow fresh". Is that intended?
Kasev 1. apr. 2021 kl. 4:43 
Oh, god! THAT is what I wanted so long!!! Great job, Johnny! :steamhappy:
GhaaTak was hacked ignore spam 31. mar. 2021 kl. 13:03 
Oh thankyou dear colonist Johnny. Just got a mood buff from easy arranging perishable goods in one go. +10
Hex: Skid Marks 21. feb. 2021 kl. 10:00 
Insect jelly isn't considered perishable or non-perishable. BUGGGGGG:steamthumbsup:
Geojak 11. feb. 2021 kl. 10:31 
could you patch this to account for the rottable organs mod? actually i check your source code, looks pretty simple, so good for performance but did see how to add organs as they arent a proper thingdef :(
PremierVader 3. feb. 2021 kl. 3:19 
Could this cause performance issues by any chance?
Tomadeira 26. jan. 2021 kl. 7:56 
could you make the same thing with items that deteriorate without the roof, so I could automatically store steel and stones outside?
MawoKayblis 16. jan. 2021 kl. 4:41 
master workkkkkkkkk!!
Vladimir 15. jan. 2021 kl. 15:47 
your a god sent mate hated going through the list so much
John Rimworld 10. jan. 2021 kl. 16:50 
REALLY nice QOL mod. Good job!
Apex 7. jan. 2021 kl. 15:18 
After downloading a bunch of drug mods to make and sell then having them rot away thanks for preventing it from happening again
Silben 7. jan. 2021 kl. 7:25 
Nice! No more missing one key item and having it get kicked into unrefrigerated catch all storage.
IronSquid501 5. jan. 2021 kl. 22:21 
He hath given us not what we asked for, but what we needed
Dr Coomer 1. dec. 2020 kl. 8:20 
how did this take so long
obsidian29 26. nov. 2020 kl. 15:26 
This was needed.
Peen Stanton  [ophavsmand] 24. nov. 2020 kl. 11:14 
@Hologast, added 1.1 and 1.0 to the supported version. Let me know if runs into any issues for you.
Holgast 23. nov. 2020 kl. 13:23 
Would it it be possible to add 1.1 compatibility? You might not actually need to change anything but just add supported version. I'm not able to test it right now.
Robosium 23. nov. 2020 kl. 7:39 
this should be base game

now just for a mod to add a way to auto exclude everything that can deteriorate outside would be nice
Proxyer 21. nov. 2020 kl. 20:55 
Thank you for your answer. :cupup:
Peen Stanton  [ophavsmand] 21. nov. 2020 kl. 20:53 
@proxyer Thanks for spotting that. Orion walked me through how to setup this mod, used one of his files as a template.
Proxyer 21. nov. 2020 kl. 20:44 
Hello author.
Sounds like a good feature.
by the way, I have one question. Why is the Keyed of the "Gastronomy" mod in the translation folder?
Peen Stanton  [ophavsmand] 21. nov. 2020 kl. 17:35 
@Travisplo I think so. Let me know if it works for you.