RimWorld

RimWorld

RimFridge: Now with Shelves!
399 Comments
Ranix 13 hours ago 
FYI if it looks like the refrigerators don't act as hoppers, make sure the activation point for the nutrient paste dispenser is unblocked. If there's a chunk or furniture in the way, it will look like the hoppers are disconnected
_♣Caligula♣_ 3 Sep @ 12:08pm 
So, I removed this mod while keeping for restrictions being lwm deep storage and lo and behold, the ,,take to best stockpile menu" opens/functions again after a good bit of time.
Maybe a bugged interaction when used together with lwm deep storage mod?
That mod has not been patched since you mentioned the error introduced in 1.5 version(which is pretty much exactly when I noticed the error)
VitaKaninen 3 Sep @ 5:53am 
It is unlocked with Air Conditioning research. In the future, you can use the search bar on the research screen to find what you are looking for.

The build gizmo is located under Temperature. You can also use the search bar in the architect menu to find gizmos.
Amalek 3 Sep @ 4:53am 
Where/how can I build the refrigerator? I can't find any research on it, nor can I build it in the construction menu.
DawnsGlow 24 Aug @ 8:19pm 
@"Just Harry", it's the Patch_Thing_AmbientTemperature:Prefix. I have 3 single rimfridge, 2 single wall fridge and 1 dual wall fridge.

The method takes 0.045 ms. For reference, Color Coded Mood Bar, which overrides vanilla functions and is known to be heavy, takes 0.180 ms.

It’s possible the method is already well optimized, and the reason RimFridge feels heavy is simply that my mod list doesn’t include any particularly performance heavy mods.
"Just Harry"  [author] 24 Aug @ 3:08pm 
@DawnsGlow, are there any methods in particular which are taking up a deal of processing time, in your findings, that you could name, please?

I may be able to make further optimisations.
DawnsGlow 24 Aug @ 12:54pm 
I have a performance optimized modlist and rimfridge is occasionally the 2nd most heaviest mod in dubs performance analyzer.

It would be nice to have a performance mode, that bypasses the dynamic temperature system and reports a fixed temperature and static power consumption, just like Simple Utilities : Fridges.
Averious ღ 22 Aug @ 7:17am 
Wish we could increase the amount of things the fridge(s) can hold.
ButterMyCrumpets 16 Aug @ 1:02pm 
if anyone saw my last comment, please disregard, I am the biggest idiot and I was not looking properly lmao :( amazing mod, has totally changed how I build my base/ship. thanks!
Skiark 12 Aug @ 6:26pm 
oh, wth I think i found issue rg previous post.

I just remembered I also have the mod prioritize meals over preserved food. I tried disabling it and that fixed the issue
Skiark 12 Aug @ 6:02pm 
I've got a problem, the colonists are going to get nutrient paste instead of fine meals that are in a fridge.

The fridge is in the dining room, while the food paste is further away in the freezer.

I'm using the mod Vanilla Nutrient Paste Expanded, with the food tap in the freezer

If i cut the pipe off to block access to the nutrient paste the colonists do go get the fine meals.

Any idea what the problem is ?
D a R i U z Z 11 Aug @ 9:31pm 
I have never seen that forbid animals setting affect mechs, my mechs will haul stuff just fine and my animals won't eat people food.
PA1NWOLF 10 Aug @ 12:41pm 
question, will these act as hoppers for the nutrient paste girnders in ve nutriante paste?
Cole628 10 Aug @ 8:14am 
Thanks for such the great mod over the years
smitty_the_smith 9 Aug @ 4:52pm 
Could the feature that prevents animals not exclude mechs? I like the feature but mechs should always have access.
VitaKaninen 8 Aug @ 6:48am 
Thanks again for this great mod. It make space travel so much easier!

I had a couple minor requests. Would it be possible to allow wall lights to be placed on wall fridges? It is simply for aesthetics and symmetry in my bases so that the lights are placed equal distances apart, and there are no dark spots.

The other one is the placement of the item quantity labels over the fridge. When you are zoomed in, the labels are placed over the fridge, but when you zoom out, they start to spread across the screen. Here is an example: https://imgur.com/a/3ME5Vsl
Ing 7 Aug @ 7:03am 
kuronekosama 6 Aug @ 2:54pm 
Under info for wall fridge it still shows "no" under air tight? I checked that the settings have "air tight" checked, but it seems like some air still escapes. It also lets cold pass through if I use it as a wall in my freezer/walk-in-kitchen.
Commandochief 6 Aug @ 6:35am 
Does it work with 1.6?
Latex Santa 3 Aug @ 3:45pm 
@smitty_the_smith
@GoldenDragon
This is why, for the sake of the nutrient paste system, it's better to make an oldschool freezer to refrigerate the ingredients placed into the various hoppers, as well as the nutrient paste vats - a roofed room being chilled with in-wall air conditioning units (cold goes in, heat goes out). It's less elegant, but it works.
YJH13200 2 Aug @ 11:11pm 
Sir, the 'Frosty' effect on beer does not appear, I checked mod setting several times, restarted the game, and checked fridge temperature and electricity (no problem) but still not working. Any other guys have problem like me?
Ronin 1 Aug @ 9:52pm 
How do I build the quad fridge? I have been able to purchase two from traders but I cannot build them. It says in Research Tree they unlock after researching Air Con which I have. Is there another hidden prerequisite?
тетеря, блин 29 Jul @ 1:58pm 
same error as below.
smitty_the_smith 26 Jul @ 2:54pm 
I have discovered a glitch with the nutrition paste dispenser and the RimFridge. If you have hoppers on the paste dispenser and add a RimFridge there is a conflict. The system will glitch when you remove the hoppers. No one will eat paste. To unclog the glitch remove the RimFridge so that nothing is feeding the paste dispenser and then add the RimFridge back. I'm running 1.5 currently. If you want I'll reproduce the problem and see if it produces error messages. I was unable to see any error messages.
szmtex 26 Jul @ 5:20am 
@"Just Harry" there is an error after load when combined with Research Tree (Continued):
[ResearchTree]: Node for Power Factor Setting for RimFridge not found. Was it intentionally hidden or locked?
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.Log:WarningOnce (string,int)
FluffyResearchTree.Logging:Warning (string,bool)
FluffyResearchTree.ResearchProjectDef_Extensions:ResearchNode (Verse.ResearchProjectDef)
FluffyResearchTree.Queue:TryStartNext (Verse.ResearchProjectDef)
FluffyResearchTree.ResearchManager_FinishProject:Postfix (Verse.ResearchProjectDef)
(wrapper dynamic-method)
szmtex 26 Jul @ 5:20am 
MonoMod.Utils.DynamicMethodDefinition:RimWorld.ResearchManager.FinishProject_Patch6 (RimWorld.ResearchManager,Verse.ResearchProjectDef,bool,Verse.Pawn,bool)
RimFridge.RimFridgeSettingsUtil:ApplyFactor (single) (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/Settings/RimFridgeSettingsUtil.cs:38)
RimFridge.RimFridgeComponent:StartedOrLoadedGame () (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/RimFridge.cs:37)
RimFridge.RimFridgeComponent:LoadedGame () (at C:/Shared/Programming/Modding/RimWorld/Mods/rimworld-rimfridge/Source/RimFridge.cs:23)
(wrapper dynamic-method)
szmtex 26 Jul @ 5:20am 
MonoMod.Utils.DynamicMethodDefinition:Verse.GameComponentUtility.LoadedGame_Patch3 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch6 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1 (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
GoldenDragon 25 Jul @ 9:59am 
Seconding prop's issue: doesn't work with the nutrient paste grinder from Vanilla Nutrient Paste Expanded.
Предплечье 25 Jul @ 4:43am 
Hi there, so I have Reel's exp storage and Progression: storage, I think it's the only one I got for storages. I have a fridge vending machine that appears (vending mod descr) after installing rimfridge or simple fridge... but I have no fridge (not even in dev mode)... I guess it means these are incompatible and yours is being overwritten? I put it after Reel's and Progression and still nothing
night 24 Jul @ 9:12am 
Hi, sorry for the unclarity. And thanks for a great mod :)

It's A. Yes, it does. Thank you for pointing that out, now I can happily build larger fridges! :Khappy:
"Just Harry"  [author] 23 Jul @ 3:19pm 
Just to sure, by 'can't build' do you mean:
A. It doesn't show up in the build menu?
B. It can't be placed?
C. Colonists can't build a placed blueprint?

If it's A, does the two-block variant show up in the popup-menu when clicking the single-block variant in the build menu?
If it's B or C, does an error occur in the dev console? If not, does it happen without using any other mods?
night 23 Jul @ 3:00pm 
can't build 2 blocks fridge after 1.6, same here
Soul 22 Jul @ 6:30am 
After some debugging I've found out that the offending fridge was a 1x1 single refrigerator near a nutrient paste dispencer. Uninstalling it fixed the problem.
Soul 22 Jul @ 6:25am 
This started to cause "standing" state on pawns that persists after drafting. Giving a direct order makes them move, but they return to just standing and dying of starvation afterwards.

Used mode list is just
- harmony
- rimfridge
- CommonSense
- NiceBillTab
- NiceHealthTab
- PawnQuickInfo
夜雨汀泠 22 Jul @ 4:46am 
i suddenly can't build 2 blocks fridge after 1.6, does anyone know the reason?
Prop 21 Jul @ 5:03pm 
Suddenly stopped working as a hopper for the nutrient paste grinder from Vanilla Nutrient Paste Expanded.
VitaKaninen 21 Jul @ 6:12am 
Thanks!
"Just Harry"  [author] 21 Jul @ 6:04am 
When a beverage that can be frosty is first put into a RimFridge, it acquires `CompFrosty` which tracks the temperature of the beverage every 250-ticks.
The beverage's initial temperature is 21°C, and it then gradually reaches the temperature of its surroundings.

Pawns will get the "Frosty" moodlet when drinking a frosty drink that is 8°C-or-colder.

So, yes, the frosty tag does effectively expire, after some time, unless the pawn holding the beverage is somewhere really cold :csdsmile:
VitaKaninen 21 Jul @ 5:53am 
How does the frosty buff work? If I store all my beer in the fridge, and then they take one out to carry with them all day, and then pull it out of their inventory and drink it, is it still frosty? Does the frosty tag expire after a certain amount of time?
"Just Harry"  [author] 21 Jul @ 1:04am 
The chilled/frosty effect is a moodlet—you'll also see "Frosty Beverage" in the info card for a drink when it's chilled/frosty—you may need to enable the "Frosty Beverages" option in the mod's options
D a R i U z Z 20 Jul @ 1:09pm 
For the double and quad tile variants you gotta click and hover for its dropdown menu, like with the material options for structure walls. this also applies to wall refrigerators that you can build in one or two tile options.

I do have a question for the mod maker, the "chilled" effect you mention from beer is it a moodlet? is it a body effect on the health tab? i am only seeing the regular +10 moodlet and the regular base level inebriation of "warm".
aflumbahgee 20 Jul @ 4:54am 
The 2x2 version doesn't appear for me for some reason
Deages 19 Jul @ 4:02pm 
Thank you so much Dariuzz that explains why I couldn't find it! I was looking under storage and 'fridge', I think perhaps too used to the old mod before the fork!
D a R i U z Z 19 Jul @ 1:31pm 
Works beautifully, perfect for my gravship. Thanks.
D a R i U z Z 19 Jul @ 10:35am 
For me it shows up in the temperature tab, structure name "refrigerator".
thestrangemma 18 Jul @ 11:39pm 
I'm having the same issue as Deages, it's just not appearing in the build menus... I don't think I can play happily without this mod lol
Deages 18 Jul @ 6:58pm 
Thanks for your work with this mod. I can't seem to build fridges (even with dev mode) but the mod has loaded and from the spawn thing dev menu I can place them down and so on, but they do not appear in the architect -> build menus. How would I go about troubleshooting this? Cheers
Jixxor 18 Jul @ 8:02am 
Absolutely love this mod, thanks so much for updating and working on it.

Are there plans to make the Wall Refrigerator "in wall", so that they would leave the wall underneath intact and not pose an easy entrance for raiders?
"Just Harry"  [author] 17 Jul @ 6:45pm 
Thanks for the confirmatory report. It turns out that fridges were emitting a glow when they shouldn't have been, and destructing a fridge in such state would cause the impudent glow to linger after destruction.

It should be fixed by v2.0.7. The lingering lights were fixed by reloading a save, anyway, so there should be no lasting inconvenience.
FootlessGecko 17 Jul @ 5:38pm 
also having the permanent glow with only harmony and dlc installed