RimWorld

RimWorld

Replimat
1,679 Comments
sumghai  [author] 29 Aug @ 6:39pm 
@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.
Gr4vedigg3r 29 Aug @ 6:24pm 
@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  [author] 28 Aug @ 11:01pm 
@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.
Gr4vedigg3r 28 Aug @ 10:39pm 
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 27 Aug @ 5:28pm 
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  [author] 22 Aug @ 3:12pm 
@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 22 Aug @ 3:09pm 
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  [author] 22 Aug @ 3:02pm 
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  [author] 19 Aug @ 11:16am 
@crua9 - I'm planning to implement industrial replicators when I get around to working on the main Lethe mod.
crua9 19 Aug @ 10:00am 
It would be great if we had something like this for normal items. My base is flooded with stone blocks
sumghai  [author] 17 Aug @ 11:24pm 
@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 17 Aug @ 12:15pm 
thank you!
sumghai  [author] 17 Aug @ 11:41am 
@kBaylife - I'll take a look later this week.
kBaylife 17 Aug @ 10:54am 
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  [author] 17 Aug @ 10:48am 
@kBaylife - The Sewage Recycler requires a plumbed connection to a DBH sewage tank.
kBaylife 17 Aug @ 10:09am 
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  [author] 17 Aug @ 12:43am 
@Raygne - Have you connected all Replimat buildings (Terminals, Computer, Hoppers, Tanks) to the same power grid? Do you have sufficient feedstock?
Raygne 17 Aug @ 12:13am 
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  [author] 17 Aug @ 12:12am 
@Raygne - Yes, Replimat buildings have increased power consumption when actively running. This is intentional.
Max Pendragon 13 Aug @ 11:25am 
Appreciate your attempt though! But yeah, pretty sure the "error" is just something on my end. I uninstalled it, played a bit without, and reinstalled and now everything works fine again.


If it DOES happen again, I'll try to note what I was doing before hand so I can actually test though.
Max Pendragon 13 Aug @ 10:17am 
@sumghai

Not really looking to make a bug report, as I'm pretty sure it's a very niche edgecase where something just "broke" in my save, rather than actually the fault of your mod. As the issue just SUDDENLY started happening mid-save too, I'd also have to then play on that test save for several days and HOPE it happens again. I don't exactly have that kinda time on my hands.
sumghai  [author] 13 Aug @ 1:09am 
@Max Pendragon - I could not reproduce the issue as you have described using a very stripped down modlist of Harmony, Core, Odyssey, Replimat and MedPod.

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.
Max Pendragon 12 Aug @ 9:05pm 
Not exactly sure why, but midway through my game I suddenly started getting a bunch of missing object errors referencing something from replimat, and my gravship could no longer fly. Removing this lets me fly again, which is very VERY strange.

I doubt it actually has anything to do with your mod though, it was just so bizarre I felt compelled to share. Gonna test some stuff to see if I can find a way to add your mod back in without getting those errors again, I really want to use it D:
Yuya 11 Aug @ 5:03pm 
Awesome I look forward to seeing that.
sumghai  [author] 11 Aug @ 4:51pm 
@Yuya - I'm actually planning for the upcoming Lethe mod a distributed item/apparel/weapon fabricator system, so watch this space!
Yuya 11 Aug @ 5:53am 
Could we get an offshoot version of this that works with materials. I am not asking for a total dissolving of materials like it does with the food. But like it puts materials in a kind of pocket dimension kind of thing. So then pawns can just go to the terminal in the workshop and get out what they need without needing to go all the way to the storage area.
sumghai  [author] 11 Aug @ 12:37am 
@Xyllisa Meem Paradox Station - It looks like VTE mostly (but not completely) hides the wires by having their original heater texture graphic be drawn offset in one direction, then negated by drawOffset in XML. I'll look into this when I have time this weekend.

@ CydricAbraxas -

1) I'm unfamiliar with the vending machine game mechanic or mod that you speak of.

2) Hoppers distribute tanks equally amongst all connected tanks for redundancy, and I don't really plan on adding fluid transfer between tanks for simplicity. Having your gravship's tanks temporarily connect to a ground base's own tank network is not really an intended use case.
CydricAbraxas 10 Aug @ 12:35pm 
Two questions:
1) I noticed the new wall mounted terminal does not permit it to be a vending machine (not sure if that was from another mod, or native) but that the standard unit still does. Was that something that just needed to get kicked to the next patch, or is that the penalty for wanting that streamlined aesthetic?
2) Is there any plan to have the ability to pump feedstock from one tank to another? Not sure of the programming logistics, but it would be neat if we could refill the tanks on a gravship from the colony/base's primary ones. Also, I had to dismantle a bunch of tanks for space reasons recently, and it felt bad that I couldn't save the stock in some fashion. Moving them to another location was sadly a non-starter.
I believe the wall heater from this mod lacks wires poking out.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3202046258
M1911A1 Oversize® 10 Aug @ 12:40am 
i just had a funny idea for how to do organic particulate suspension to nutriant past a jury rigged replimt termal strapted to a hopper and the hopper acts like a hopper but creats something like kibble inside of its self
sumghai  [author] 9 Aug @ 9:03pm 
@Xyllisa Meem Paradox Station - If you could share an example (from another mod) of a wall-mounted powered building that doesn't show wires, I could look into patching this in a future update.
The replimat wall terminal has a wire that sticks out.
sumghai  [author] 7 Aug @ 9:21pm 
@Arkblade - That's a pretty hacky workaround, but I'll allow it.
Arkblade 7 Aug @ 8:13pm 
With regard to VNPE, there is no requirement to connect the two networks directly. When the VNPE paste outlet is located next to the Replimat hopper, the discharged paste should simply be automatically fed into the Replimat hopper.
sumghai  [author] 7 Aug @ 3:06pm 
Updated to 1.6.2 - 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  [author] 6 Aug @ 10:30pm 
@Crabby654 - 🖖

@M1911A1 Oversize® - No, because that is not possible for both technical and in-universe reasons:

- Replimat uses the standard powernet, whereas VNPE uses their own PipeProcess network to connect between nutrient paste buildings; furthermore, both store their respective resources in different data formats that cannot be "converted" between each other.

- In-universe, the organic particulate suspension is inedible, unless specifically used to replicate actual food in the Replimat system; VNPE's nutrient paste is meant to be directly consumed.

- Replimat is specifically hardcoded to never produce any nutrient paste meals, to not overlap with both the base game and VNPE's nutrient paste systems.
M1911A1 Oversize® 6 Aug @ 9:17pm 
can you please let us convert organic particulate suspension from this mod into nutrinat past form vanilla nutrint past expanded
Crabby654 4 Aug @ 7:57am 
Oh wow this mod looks incredible lol, as a new star trek fan, great work!
sumghai  [author] 28 Jul @ 9:52am 
@GurtuzRC - Ideally, I prefer pull requests on GitHub, as it makes sure people are properly credited for any contributions.

https://docs.github.com/es/pull-requests/collaborating-with-pull-requests/proposing-changes-to-your-work-with-pull-requests/about-pull-requests

https://www.youtube.com/watch?v=jRLGobWwA3Y
GurtuzRC 28 Jul @ 7:03am 
I've been working on a Spanish translation. I've been trying to figure out how to upload it to GitHub, but it's a bit of a hassle for me. Is there another way I can get it to you?
sumghai  [author] 27 Jul @ 2:30pm 
@Jaded - Try giving cannibals the default Lavish meal policy, and see if that works.
Jaded 27 Jul @ 12:55pm 
Cannot for the life of me seem to get this to work for that. Do you have an example list I could peek at, perhaps? Maybe I'm just doing this wrong. D:
sumghai  [author] 27 Jul @ 2:49am 
@Jaded - Make sure you've configured the custom food restrictions with both the appropriate meals and raw ingredients.

For cannibals, my code is specifically designed to replace any animal meat in replicated meals with human meat.
Jaded 27 Jul @ 2:30am 
Does the replimat not support cannibal or raw diets? I've got some pawns with choosy tastes but even when I custom tailor their allow lists to their preferences they either starve themselves or still end up with random meals.
Nate700 27 Jul @ 1:42am 
will you change that because it would make having a base and gravship unpractical with this mod.
sumghai  [author] 27 Jul @ 1:20am 
@Nate700 - Yes, because code-wise, the amount of feedstock in a tank is actually stored as a pure number value, rather than actual thingdefs. This simplified the development of the mod.
Nate700 27 Jul @ 12:44am 
if a disassemble a tank will i lose the feedstock stored in it?
sumghai  [author] 26 Jul @ 5:41pm 
@Niralys - Thanks! I've got long-term plans for a spacer faction mod, which will come with a similar (but independent) replicator system for weapons, apparel, items and furniture.
sumghai  [author] 26 Jul @ 5:40pm 
@Azzkal - Given your continued interest in this matter, here's the full story:

Early in the mod's development, I did in fact implement a custom pipe network for Replimats, based on Dubwise's conduits from Rimfeller. However, Dubwise specifically advised me against pipes due to the limited scope of my mod, and instead recoded it to just use the existing powernet for simplicity and (possibly) performance reasons.

There is a handwavium line in the Molecular Nutrient Resequencing research project, which states that unlocking the research "Also automatically lays nutrient feedstock pipelines along existing power conduit networks."

I'm not sure what Dubwise's stance on custom piping is these days, as he is focusing on his day job, his own mods, and involvement in a mod performance benchmarking and optimization group. But for the forseeable future, this mod will continue to just use the existing powernet.

Надеюсь, это отвечает на ваш вопрос.
Niralys 26 Jul @ 4:35pm 
Just wanted to comment that I'm currently trying this and bad hygiene mod, thanks a lot for putting time and effort on building them, loving how they work and your system review images makes it much easier to follow them. Hoping to see more from you, otherwise have a nice day!