边缘世界 RimWorld

边缘世界 RimWorld

Replicator
80 条留言
Benediktator92 11 月 13 日 下午 4:06 
@Drake Yes the Quality setting works now. Thank you very much
Drake  [作者] 11 月 13 日 下午 12:05 
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.
Drake  [作者] 11 月 13 日 上午 9:23 
@Benediktator92 Thanks for pointing that out! The original intention of the button was that if it was turned off, the replicator would return exactly what you put in. It sounds like something isn’t working as expected, so I’ll look into it.
Benediktator92 11 月 13 日 上午 6:14 
First of all, thank you for this mod. It's a lot of fun to play around with.
One thing I don’t understand is the option in the menu that forces item quality to normal. I experimented with it a bit — sometimes turning it on, sometimes off — but the quality of the items that were replicated was always normal for me, no matter how I set this option, whether enabled or disabled. The quality of the items I fed into it didn’t matter either; the end result was always an item with normal quality.
Is there any way to make the replicated item inherit the quality of the item that was fed in? For example, if I feed an item with legendary quality, is there a way for the duplicate to also be legendary?
Drake  [作者] 11 月 3 日 下午 2:12 
🧬 Replicator Mod Update – v1.3

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.
Drake  [作者] 11 月 3 日 上午 11:13 
@Esvada Kind of both intended and a bit of a bug.
The pattern file where all the tracking data is stored can get really large in long games.
I’ll look into finding a better way to handle or compress it in the meantime, and hopefully get an improved system in a future update, That way it can store more variety of items
Esvada 11 月 2 日 上午 1:02 
Also @Drake
Whenever, i try to feed Xenogerm that has genes
The copied Xenogerm became blank
Is this intended or a bug?
Esvada 11 月 1 日 上午 11:41 
Thank you @Drake!
In the meantime, I will search workaround method to do it
Appreciate the cool work you have been doing
Drake  [作者] 11 月 1 日 上午 11:31 
@Esvada I'm in the process of pushing an update that's going to fix @LostGeographer Problem So when I do I'll make sure to also add a way to remove bills
Esvada 11 月 1 日 上午 11:29 
Can you remove bill from the Replicator?
I accidentally feeded Xenogerm to it and it made my bills very full and constricted
Drake  [作者] 10 月 31 日 上午 10:40 
@LostGeographer
If you’re willing to install HugsLib, launch the game and press Ctrl + F12.
That will generate a link you can post here — I can use it to see all your mods and help figure out what’s causing the issue so we can fix it.
LostGeographer 10 月 31 日 上午 10:30 
@Jack5436 Want to get together and compare mod lists? I've never seen this pop up as buildable and I've had it for a while as well. Wall Stuff adds a wall replicator that makes glitterworld medicine only. No bills, just pops out glitterworld medicine every now and then. I thought that this mod only did that. But now I am lost.
Мир 10 月 27 日 下午 10:15 
Спасибо за твой труд)
Drake  [作者] 10 月 8 日 下午 12:31 
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.
Drake  [作者] 10 月 7 日 上午 11:10 
Hopefully the update will be out today or tomorrow and you'll all will be able to control how much power you move towards the debt, But I'm also going to add a Arctech mode in the settings that just turns off the debt entirely
Aphasia 10 月 6 日 下午 10:10 
Thank you so much! I was kinda sad to not be able to use the replicator much because of the power debt. Thank you!
ThePerfectBidoof 10 月 6 日 下午 4:09 
@drake, thanks for the wonderful workaround! I also see by your last comment mentioning the slider that you have solved that issue too; a slider to increase available power input from your grid into the replicator would be immensely helpful. Your old version workaround is also very helpful for the time being; thank you so very much for being so responsive and engaged! You rock!
Drake  [作者] 10 月 6 日 上午 9:02 
Ah, I see, I'm misunderstood. what is can do until the capacitor update is ready, I can add a slider. This will let you control how much power from your grid is used to repay the replicator's debt.
Aphasia 10 月 4 日 下午 5:41 
The 710w issue can't be bypassed once it kicks in, as for example, let's say I have a surplus of 50k watts in my batteries and I generate 100k a second, and I use something past it, and now I have 500k watt debt. I can't repay that 500k watt debt at 100k watts a second, rather it sticks to 710 and bricks the replicator.
Drake  [作者] 10 月 3 日 下午 3:12 
@Jack5436 ya that sound like a mod conflict
Drake  [作者] 10 月 3 日 下午 3:10 
@ThePerfectBidoof In the meantime, here’s the old version:
https://github.com/Dr-Ake/Replicator-Old.git
Jack5436 10 月 3 日 下午 2:53 
Hi
I am not sure if it maybe a mod conflict or something but I have this mod active but can not find it anywhere as for some reason it is not appearing in production or any tab as far as far as I can tell
Drake  [作者] 10 月 3 日 下午 2:11 
So most likely what you’re seeing with the 710W is just how the system pulls from your grid. The Replicator doesn’t store power anymore—it uses whatever excess is currently available on your grid or in your batteries. If you don’t have a large surplus, you’ll either need to generate more or store more in batteries.

That said, I get that not everyone wants to build a giant battery farm just to keep their Replicator running. Maintaining the old internal capacitor system was a nightmare, but I think I can offer a middle ground: an external capacitor. It would act as a dedicated unit specifically for the Replicator, similar to the internal one it used to have, and store a large reserve of energy just for it.
ThePerfectBidoof 10 月 3 日 下午 12:39 
Old version was better, difficult to produce anything complex at all now. Power draw is still only 710w meaning if I replicate anything more complex than potatoes, my power debt jumps to a ridiculous number like 18289127 seconds for reloading the power debt. How can I make my replicator draw more than 710w per tick? I'm trying to replicate archotech arms and it simply makes my power debt ridiculous when I replicate a single arm. I mean seriously, 300k power debt for a archotech arm? Limited to 710w power draw, 2466667 seconds until reloaded? You also removed the mod adjustment settings making it impossible to fix myself. Would you be so kind as to upload the previous version of this mod as a seperate mod? That way, people who need to produce 80 archotech arms for their 40 person colony can actually do that, and people who want to use this one can still use it. Thank you either way!
Drake  [作者] 9 月 29 日 上午 9:39 
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)
Drake  [作者] 9 月 29 日 上午 9:30 
This is going to take some time so it might be a bit until this update is out
Drake  [作者] 9 月 29 日 上午 9:29 
Update Notice

After squashing bugs, patching broken code, and wrestling with endless headaches, I’ve decided it’s time for a full overhaul of the power system.

What’s changing:
- The capacitor system is gone. It was meant for balance but caused too many disconnects and issues.
- Now, machines will pull excess power directly from the grid.
- If there isn’t enough juice available, the machine will pause until power returns.

This new approach should make things simpler, cleaner, and far more stable going forward.
Nokinama 9 月 28 日 下午 8:39 
-Update- It gets more complicated; If I uninstall one of the two from my first base and caravan it to the second, I can reinstall it and it still has the reconnect option. Built a replacement one back at the first base and it also has the reconnect button.. No clue what happened.. Guess they just built it wrong
Nokinama 9 月 28 日 下午 5:19 
For whatever reason, the Reconnect widget isnt showing up on a replicator I built in a second colony, so the machine isnt drawing any power. Not causing any errors, and the original one(s) in the first colony work fine still- odd thing is the Reconnect widgit still appears for those two
Drake  [作者] 9 月 23 日 下午 10:07 
if you are having a problem with the mod you can install HugLib mod if you don't already have it once you saved game is loaded and you are in the game use the Replicator to try and reproduce the problem, Once the problem happens press "Ctrl F12" and it will give you a log or a link to your error log that you can post here or preferably in the error discussion and I can use that to try and fix any problems
ZeBlueFlea 9 月 23 日 下午 7:23 
Ok so I know it's probably me being silly but I cannot get this doggon replicator to stabilize or draw power or anything. I did put batteries in and it's still not working. Very confused but I also agree I'm probably stupid. Ideas?
Drake  [作者] 9 月 16 日 上午 3:26 
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!
Anker 9 月 15 日 上午 8:22 
Is it plausible to add to the mod options having replicators share a central library? I wouldn't mind building more of the things if it didn't take half a year to copy items from one to another.
Drake  [作者] 9 月 10 日 下午 9:08 
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.
Drake  [作者] 9 月 10 日 下午 7:30 
if you are having a problem with the mod you can install HugLib mod if you don't already have it once you saved game is loaded and you are in the game use the Replicator to try and reproduce the problem, Once the problem happens press "Ctrl F12" and it will give you a log or a link to your error log that you can post here or preferably in the error discussion and I can use that to try and fix any problems
Rat 9 月 10 日 下午 7:04 
Oh sorry, forgot to add more details. It says "Pawn threw exception in WorkGiver WorkGiver_FeedReplicator: System.InvalidOperationException: Collection was modified; enumeration operation may not execute."
Rat 9 月 10 日 下午 7:03 
I'm getting constant errors about the work giver for feeding the replicator even when there's nothing to feed it, can you look into that?
Drake  [作者] 9 月 10 日 下午 4:00 
It specifically pulls power from batteries
Jack5436 9 月 10 日 下午 2:49 
No so in order to power up the replicator I will need batteries then?
Drake  [作者] 9 月 10 日 上午 10:20 
are there batteries on the grid?
Jack5436 9 月 10 日 上午 12:37 
I am unsure what I am doing wrong but for some reason the replicator is not drawing any power even while being near power conduits or a working power source
Drake  [作者] 9 月 7 日 下午 4:40 
Update: Performance & Stability

This is an optimization-focused update to improve game performance and stability.

Improved Caching: I have implemented new caching systems to prevent the game from re-calculating the same information, which reduces performance overhead.

Work Efficiency: The work assignment system has been optimized to reduce redundant checks, leading to a smoother gameplay experience.
Toby.Tcg 9 月 7 日 下午 12:49 
I'm not sure why, but the replicator lags my game a lot. I tried to unsub and resub to the mod after you updated it but that didn't seem to work
Drake  [作者] 9 月 6 日 下午 8:53 
Update: Optimized ticks so machines only process when fed items (no more runaway ticking, even when unbuilt). Fixed power cables to keep connections stable. Cleaned up low-tick usage + other small fixes.

I’m still working on recipe sharing. Current ideas:

Recipe Chip you craft, slot, and recover if destroyed.

Link Wire network to sync recipes between machines.

Or a hybrid system with both.

Feedback is appreciated—thanks for spotting bugs and helping refine things!
Drake  [作者] 9 月 6 日 下午 3:48 
@Alex Thanks for the heads-up! Because of that, I’m actually rewriting parts of the mod to optimize it. The goal is for it to function the same as before but with fewer (if any) ticks by changing how it hands out jobs. Energy readings on the grid may look a little slower since updates won’t be as frequent, but that’s intentional—it’ll help with overall optimization.
Alex 9 月 6 日 上午 8:31 
Sorry, my source is Dubs Performance Analyser listing your mod with a huge amount of ticks.
Alex 9 月 6 日 上午 8:31 
Your mod caused a lot of ticks until game freezed for a few seconds. Then it continued normal only to create more ticks. I didn't even build your replicator yet and it still got ticks.

Removing your mod helped loading time and I no longer have theses freezes.
Drake  [作者] 9 月 5 日 下午 7:33 
UPDATE
I moved a few UI elements around so nothing gets pushed off-screen anymore. Added the ability to control some of the power with a maximum range, and in the advanced settings you can now toggle on an option to set priorities for using the replicator.
Drake  [作者] 9 月 5 日 下午 12:45 
The bulk bill you don't have to go to the settings it's built in now, but at the bottom of the normal menu for the replicator you'll see Industrial mode you have to turn that on to be able to do bulk builds
Drake  [作者] 9 月 5 日 下午 12:44 
For the new settings you'll have to go into the mod settings to adjust them to raise the cap or enable stabilized production