RimWorld

RimWorld

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Replimat
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Mod, 1.4, 1.5, 1.6
File Size
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2.262 MB
17 Apr, 2019 @ 2:44pm
22 Aug @ 2:51pm
70 Change Notes ( view )

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Replimat

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
3 items
Description
Replimat adds a Star Trek-style distributed food replicator system, capable of efficiently feeding colonists with high quality meals. No cooks or stoves required!

Developed in collaboration with Dubwise.


  • Feed colonists, patients and prisoners without stockpiling cooked meals - pawns automatically choose random meals when hungry
  • Feed pets and other colony animals with replicated Kibble, Hay or Synthmeat
  • Batch replicate Packaged Survival Meals for caravans
  • Convert and store any raw food into a nutrient feedstock resource
  • Uses the base game's food restriction system - customize meals, ingredients and condiments allowed for each pawn
  • Replimat buildings connect to each other via standard powernet - no special plumbing or conduits needed
  • Random (rare) Replimat malfunction incidents - can be disabled in Mod Settings
  • "Ate replicated food" thought and mood debuff for pawns with Gourmand trait
  • HD Quality textures for Camera+


  • Complete the Molecular Nutrient Resequencing research project
  • Obtain a Isolinear Computing Module from Exotic Goods Traders (caravans and orbital) or Item Stash Quest rewards
  • Build a Replimat Computer, which controls all other Replimat subsystems
  • Build Replimat Feedstock Tanks
  • Build Replimat Hoppers, and supply it with any raw food
  • Build Replimat Terminals in mess halls, near patient beds and/or prison cells; wardens can also fetch meals from Terminals outside of prisons
  • Build Replimat Animal Feeders in barns or near animal beds


  • Hoppers convert raw food to feedstock by mass, and since raw food items in RimWorld are individually only 0.01~0.03 kg, an impressive 2k stockpile of raw meat will give less than 60 L of feedstock (assuming a conversion rate of 1.07 kg/L, equivalent to the real-life Abbott's Ensure Nutritional Shake)
  • Cadaver Processors convert humanoid corpses to nutrient feedstock by mass, and accounts for missing body parts as well as body sizes (smaller corpses like Ratkins yield less feedstock than baseline humans)
  • Visitors from the base game cannot eat from Terminals, as the changes required to the visitor food source priority tree would also cause them to steal colonist meals if no Terminals are built on the map
  • Feedstock tank capacities are very high, most colonies are not expected to completely fill a tank; this is a deliberate design decision, as a tall tank with a size of a 1x1 cell would in real life be equivalent to your average 250L hot water tank
  • Feedstock tank contents do not count towards the Low Food Warning storage thresholds, so it is recommended that you batch replicate enough Packaged Survival Meals beforehand
  • Meal ingredients are randomly chosen based on their original recipes
  • Replimat systems will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Czech
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian
If you wish to translate this mod to your own language, please make a pull request on GitHub.




  • none



https://github.com/sumghai/Replimat/wiki/FAQ


  • Anaeka (Russian translation)
  • isty2e (Korean translation)
  • Kandahara of rimworld.2game.info (initial Japanese translation)
  • Ralph Shepard (Czech translation - project details[prekladyher.eu])
  • Randy Ragequit (German translation)
  • simplyWiri - Miscellaneous code tweaks





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai and and Dubwise (authors) when publishing your derivatives in the download and forum posts



Popular Discussions View All (29)
0
14 Feb, 2023 @ 9:50pm
PINNED: Please submit bug reports on GitHub, not Steam Workshop
sumghai
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