RimWorld

RimWorld

Project RimFactory Revived
3,067 Comments
[IoD]Sn1p3rr3c0n  [author] 3 Sep @ 10:01pm 
@Argyuile
Due to an oversight the bill tab is currently missing.
This will be fixed in 2.9.4

@Manhattan_Cafe
Unfortunately I’m unable to reproduce your report.
Are you sure your recipe Database has not learned those recipes?
Should you still face that issue please try if you can reproduce that on a new save and provide the Steps to Reproduce in a full Report.
See also: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports
Manhattan_Cafe. 3 Sep @ 8:47am 
Hello, thank you for the recent update to the mod!

I'd like to report a minor issue I've encountered with the Adaptive Workbench. When I place a Recipe Database within the workbench's range, the bill list gets flooded with a massive number of options. The number of options seems to equal the total number of other workbenches within its range.

It appears the main workbench is incorrectly identifying the other workstations as Recipe Databases.

While this doesn't crash the game or affect performance, I have to scroll through hundreds of entries to find the bill I actually need XD

For your information, I've only used the final-tier "Overclocked Workbench," so I'm not sure if this issue also occurs with the other Adaptive Workbenches.

BTW English isn't my first language, so I'm using a translator. I apologize if any part of this message comes across as rude or unclear.
Argyuile 2 Sep @ 1:36pm 
@The UK Is Mine
You need to configure the bill and provide it with the Ingredients (fish food) and power like the other machines.


What do you mean by configure the bill? The Automated Fish Farm has a Settings button but no Bill button
[IoD]Sn1p3rr3c0n  [author] 2 Sep @ 10:27am 
@Drunk Skeleton
Unfortunately I could not get them to work together. It's a technical issue.
Drunk Skeleton 1 Sep @ 4:34pm 
So, is there a reason why the Advanced I/O Port dont work with the Archival Storage Unit, or i am just missing something other than build a ASU and a Port?
Sköll 1 Sep @ 6:28am 
@Altumnus Just as I was attempting to do this, I was in the process of making backups when I noticed in my modlist ProjectRimFactory was no longer marked as yellow. I clicked it, and it now says 1.6. I enabled it, clicked new colony, and sure enough, it worked as if it were never broken. I am not sure why, I don't know how, I don't think anything changed between now and last night, but in the words of Best Guest said on Youtube;

"In typical Skyrim fashion, with no rhyme or reason, it just unf*cks itself"
It would seem this principle applies to all modding. I didn't do anything different either, it just suddenly stopped being broken for me lmao. We take those Ws
Altumnus 1 Sep @ 1:28am 
@Sköll: You might need to reset your RimWorld AppData folder (C:\Users\[username]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios). Make a backup / zip everything up beforehand so you can revert if necessary.

I had to nuke mine after upgrading from RimWorld v1.5 to v1.6.

It took a bit of time to reconfigure all the settings, but at least no more gamebreaking red errors.

I also recommend using RimSort ( https://rimsort.github.io/RimSort/ ) instead of the native mod manager.
Sköll 31 Aug @ 6:28pm 
Also I am not throwing a fit or trying to give the mod author attitude. I have an error, I am reporting that error to the mod author and inquiring on how/why it's happening and how I could fix it. You came in here swinging. I love this mod, it's what I would consider one of the few that I require for any playthrough to be actually decent and enjoyable, and I really want to get it to work. Knowing it's 1.6 compatible gives me hope, I just need to figure out how to deal with the error I have now and I hope the author may have insight. Please don't berate people seeking assistance when it's clear they're not trying to attack mod authors. There are plenty of people who do that, and I am not one of those people. These devs do excellent work.
Sköll 31 Aug @ 6:22pm 
I just ran the game on an empty modlist with nothing else on it but this mod and it did not run. I got that error I listed in my comment. The mod I subscribe to on this page does not say 1.6 compatible and it doesn't let me progress past the scenario select. I don't know what you want me to tell you. If it's a problem on my end, please suggest how I fix it. I have unsubscribed from this mod 3 times and resubscribed and it has done this to me every time. @Aye Harambe
Aye Harambe 31 Aug @ 5:41pm 
Kind of funny seeing someone throw an attitude about the game not being 1.6 compatible, when I'm here with 200+ mods and running this just fine in 1.6.

Maybe do better looking into your own game's issues.
Sköll 31 Aug @ 8:07am 
Attempted to load the mod again for testing purposes in my current load order, and I have this error:
Exception filling window for RimWorld Page_SelectScenario: System.TypeLoadException: VTable setup of type ProjectRimFactory.Storage.Building ColdStoragePowered failed

I imagine this may have some kind of mod conflict with something else I have like Adaptive Storage or Reel's Expanded Storage. Which is weird, because I have never had this problem before in 1.5 with those mods.
Sköll 31 Aug @ 7:57am 
Whenever I have this mod enabled and I attempt to launch a scenario, the game refuses to open the progress past the scenario select (where you would select crash landing, tribe, etc) and give an instance is not an object error in the logs. Disabling the mod makes it work fine, and in the mod menu is shows up yellow and says it is for 1.5 and not for 1.6
[IoD]Sn1p3rr3c0n  [author] 31 Aug @ 3:29am 
@T-=GoW=-Dennis
Will be fixed in 2.9.4
You can ignore it for now, it is caused by an outdated name with the fish farms

@Sköll
I’m not sure what gives you the impression that this would not be a 1.6 Compatible mod.
This is 1.6 Compatible
-=GoW=-Dennis 30 Aug @ 7:47am 
I'm getting this error, but assume it's caused by some other mod:

Could not find a type named ProjectRimFactory.SAL3.UI.ITab_SAL3Bills
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4

Anyone by chance also has or had this and knows what could cause it?
Sköll 30 Aug @ 6:09am 
This page has the 1.6 tag when searched for, but it's not 1.6 compatible. Bruh :(
Aquifel 29 Aug @ 7:23am 
Hey, we appreciate your patch notes, but to be totally fair, y'all are like the only ones who actually use that option properly.

It is kind of awesome to not see 'Auto Generated Text' when I click on those change notes.
[IoD]Sn1p3rr3c0n  [author] 25 Aug @ 7:00am 
@Steve.VAUGHN @一只忘八
You know we write patch notes for a reason.

@月吟裔德格
I would not recommend downgrading.

@xDieeoy
What do you mean?
[IoD]Sn1p3rr3c0n  [author] 25 Aug @ 7:00am 
@TioTrix
As mentioned by @Phoenix-D for the SAL you need to configure the Bill on the Workstation and the Placed SAL will work on it if it has a sufficient skill level.
For the Recipe DB, first place it in range of a workstation and let it learn the recipe, then place it in range of the Assembler. You should be able to select the bill on the assembler if it is sufficiently skilled.

@Zack @Blessings O'Babylon
Thanks for your report. The Bill tab will be Visible again with v2.9.4
Phoenix-D 24 Aug @ 6:33pm 
Zack: the bill isn't on the S.A.L. Set up your drug lab exactly as normal if a pawn was working it. Then put the SAL in front of it, and ingredients to each side. It'll make the bills in the workbench.
xDieeoy 24 Aug @ 10:06am 
"MakeAIPersonaCoreFromWeakAIChips" is no ture WeakAIChips
月吟裔德格 23 Aug @ 10:19pm 
All those who cannot accept the mining speed can go to the GitHub link in this mod's introduction, download version 2.9.0, then rebuild the mining machine. Then waitng for the Steam version rebalance.
Aperson 23 Aug @ 6:49pm 
I love this mod so much, this is the best mod I have ever used
一只忘八 23 Aug @ 11:13am 
why the mining machine became so slow?
Blessings O'Babylon 22 Aug @ 8:27pm 
@Zack

Same issue, but on 1.6. Ive got an extensive modlist so assuming its a conflict - But theres no bills, either on the Saltwater or Freshwater. Going down my list to debug.
Steve.VAUGHN 22 Aug @ 2:47pm 
Why do I feel that my mining machine's mining speed has slowed down after the update?
Zack 21 Aug @ 7:01am 
@[IoD]Sn1p3rr3c0n How does one configure the bill? That is no bill button.
TioTrix 21 Aug @ 6:11am 
ahh ok no wounder i cant find it XD sal never workes for me and the assembler recipe db thingy never have recipe in it :D
ty for the help :DD
【みずき】暁山瑞希 20 Aug @ 6:46pm 
@TioTrix yup,you can find a small machine which can place in front of a working bench,then put some material near by, the machine will work as a pawn, execute the working list in the working bench
【みずき】暁山瑞希 20 Aug @ 6:43pm 
In my memory, there was a setting to let machine distribute its products to the whole storage area.But now I can't find it,did it has been removed or crashed with some other storage mod? P.S. Love your mod, can't live without it:steamthumbsup::china:(sc+10000)
[IoD]Sn1p3rr3c0n  [author] 20 Aug @ 3:49am 
@The UK Is Mine
You need to configure the bill and provide it with the Ingredients (fish food) and power like the other machines.

@TioTrix
Sure.
You can choose between an SAL or Assembler with a Recipe DB.

@[Recon]The Famous Zombie Hunter
You are either just very unlucky or you have a conflicting mod.
Is anyone else ONLY getting Steel from the Pulse Drill Mk.II, despite it being the drill that's supposed to randomly mine up a broad list of ores?
TioTrix 19 Aug @ 6:46pm 
is there a way to automate drugs?
The UK Is Mine 18 Aug @ 9:19pm 
I'm playing on 1.5 right now, I have all DLC and few other mods enabled and I cant seem to get the automated fish farms to work. Is there something required to make them work that I am missing?
苍穹 18 Aug @ 4:58pm 
下次预计什么时候更新?
[IoD]Sn1p3rr3c0n  [author] 18 Aug @ 10:36am 
@MadMage
I can’t help you if you don’t provide me with the relevant details.
Please check: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports on how to make a full report
MadMage 18 Aug @ 9:49am 
I'm not sure what is causing it, but my DSU is just dumping stacks onto the ground for no apparent reason. It's not full and my pawns aren't accessing it. They just... drop out for no reason.
[IoD]Sn1p3rr3c0n  [author] 18 Aug @ 12:30am 
@Bosmun
Thanks for the report we will look into it.

@drzemela
You know we write Change Notes for a reason.
[IoD]Sn1p3rr3c0n  [author] 18 Aug @ 12:30am 
@kirapicturez
When you select the Splitter you may open the “Filter” tab.
From there you should see the connection status indicated by arrows.
A white arrow pointing to the center indicates an Input, you can't select those.
A yellow arrow indicates a potential output, you can select one and the current one will be highlighted.
If you don’t have a connected belt, then that potential output will be disabled, this is indicated by it being crossed out.

Simply select an output and use the filter below to configure what items should go in that direction. If an item is allowed for multiple outputs those will be used in sequence.

I hope that helps and we will look into improving the help text.
drzemela 17 Aug @ 12:00pm 
Excluding the influence of other mods, the mining work volume of the plasma drilling miner (3) increased abnormally, resulting in a very slow mining process. It took me two days to confirm that I was not an isolated case. QAQ
Bosmun 16 Aug @ 4:10pm 
so after 35 factory research terminals it turns my laboratory into a workshop ..... idk if that is a bug as i would believe factory research terminals are marked as laboratory but it appears that they are marked for workshops instead idk if that is intended or not
NotaDoctor 16 Aug @ 7:09am 
@[IoD]Sn1p3rr3c0n thanks so much!
kirapicturez 15 Aug @ 11:19pm 
Can anyone help in to understand how splitters work? I read the little help bar and with it I am still confused on how to set certain items to go in one direction than the other.
[IoD]Sn1p3rr3c0n  [author] 15 Aug @ 11:43am 
@DEADSHOOT
Thanks for your report, a fix will be included in the next Update.

@NotaDoctor @Kushiban
Thanks for your reports. I can confirm this was unintentional, we will be looking into a fix for the next update.

@特雷森最強伝説と無敗の帝王!東海帝王にす
We do not implement the freezing logic, that's the task of freezer mods.
It appears the one you are using is currently broken in some way.
Kushiban 15 Aug @ 11:07am 
@NotaDoctor The second one that is missing is "Ignore storage restriction" or something like that.

@RimFactory I really need those buttons please :)
The food in the refrigerated storage unit powered by electricity will rot as usual XD
NotaDoctor 14 Aug @ 9:03pm 
Hey, noticing since the last patch under settings on anything with an output its missing two options now the "place items on any part of the stockpile" and another I cannot remember. The settings button is still there and the forbid items on placement setting is still there but the other two tick boxes are gone. Was this intentional or is my game bugged?
DEADSHOOT 14 Aug @ 4:00am 
@[IoD]Sn1p3rr3c0n

I meant, as I understood it, that the storage that is located on the gravship is connected to ports outside the ship's territory. Errors are created when starting gravship.

There is no problem if the ports outside the ship are destroyed or if they are reconnected to storage facilities that are outside the ship and that remain on the map (if there is a gravity anchor)

I would love to help, but I just don't have much time because of the new developments in my IT company. Not the point.
[IoD]Sn1p3rr3c0n  [author] 14 Aug @ 2:12am 
@Mrshilka
Seems like something isn’t working as it should be for you.
Please feel free to make a Full Report with a HugsLibLog. See:
https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#a-hugslib-log
Mrshilka 13 Aug @ 4:16pm 
I have the lite version clicked yet it still needs the robotic arms so lacks any of the ability to make said items or research the ability to get them,
[IoD]Sn1p3rr3c0n  [author] 13 Aug @ 6:08am 
@DEADSHOOT
Io Ports should work fine with the Gravship. If you continue to observe this issue please consider making a clear and detailed report.
Please also Include a HugsLibLog. See: https://github.com/zymex22/Project-RimFactory-Revived/wiki/How-to-Report#bug-reports

@Mrshilka
The requirement for “machine frames” and “robotic arms” is nothing new. They were already required back in Rimworld version 1.2.
You can craft them with the “Robotic machining table” or an “Basic assembler”.
You may have been using Lite mode, in that reduced version (available as a setting) those are not required but there are also no assemblers and so on.