Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation 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.
I tested the cadaver processor just now on a bare minimum modlist and map, and it works just fine.
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.
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.
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.
Have you tried enabling the Do Not Drain gizmo in your Septic tanks?
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?
If it DOES happen again, I'll try to note what I was doing before hand so I can actually test though.
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.
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.
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:
@ 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.
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.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3202046258
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.
@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.
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
For cannibals, my code is specifically designed to replace any animal meat in replicated meals with human meat.
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.