RimWorld
1,447 értékelés
Replimat
6
3
10
9
5
2
   
Díjazás
Kedvenc
Kedvenc
Törlés
Mod, 1.4, 1.5
Fájlméret:
Közzétéve:
Frissítve:
2.081 MB
2019. ápr. 17., 14:44
szept. 22., 23:18
64 változásjegyzék ( megnézés )

Feliratkozás a letöltéshez
Replimat

1 sumghai készítette gyűjteményben
Lethe: Lost Technologies of the United Colonial Federation
3 elem
Leírás
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



Népszerű témák Összes megnézése (28)
2
szept. 9., 18:41
Moving Discussion from other Mod Page
The Seraph of Tomorrow
0
2023. febr. 14., 21:50
KIEMELVE: Please submit bug reports on GitHub, not Steam Workshop
sumghai
1 529 megjegyzés
sumghai  [készítő] szept. 22., 23:28 
Updated to 1.5.7 - 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 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.
Bilbo Ballbag szept. 17., 10:33 
Guess I should have read github. Cheers
sumghai  [készítő] szept. 15., 23:05 
@Bilbo Ballbag - Yeah, this is why there is a warning regarding StackXXL and OgreStack on the GitHub wiki regarding mod compatibility:

https://github.com/sumghai/Replimat/wiki/For-users:-Third-party-mod-compatibility#questionable-compatibility---use-with-caution

@Tlatemoani - No, I have no plans to add mod options for adjusting the idle and/or active mode power consumption. Considering that Replimats essentially eliminate the cooking work type and drastically simplifies the food production chain, and runs like a Star Trek food replicator, the very high power consumption is a reasonable drawback.
Tlatemoani szept. 15., 2:21 
Can we have an option to adjust the power consumption?
Bilbo Ballbag szept. 12., 17:48 
I installed the animal feeder and in one single tick it drained my feedstock and created a stack of 17000 kibble. I think I need to adjust ogrestack
sumghai  [készítő] szept. 12., 14:33 
@Bilbo Ballbag - And further to what FG_Remastered said, make sure you've set your colony's storage priorities so that you're not constantly hauling kibble away from the Animal Feeders to some random stockpile, and thus draining your feedstock.
FG_Remastered szept. 12., 12:48 
@Bilbo Ballbag: It's usually one stack per tile/building, but it takes quite a lot of feedstock to fill. Make sure that you have enough hoppers to keep up with demand, or just feed your animals the old-fashioned way.
Bilbo Ballbag szept. 11., 21:32 
Am I blind or just a doofus? Is there a way to limit how much food is generated for the pet feeding system?
R E D L I N E szept. 10., 9:59 
I just had that event happen

incredible
sumghai  [készítő] szept. 9., 1:25 
@Luke - I am unable to reproduce your issue, as you have not provided sufficient context and information.

Your log trace suggests an issue with how Replimat is patching the Inspector string for replicated meals. However, when running a stripped-down game with only Harmony, Core, Rimatomics and Replimat, my colonists can replicate and eat meals just fine, and any replicated meals they just happen to drop display their inspector text properly without any errors. So it sounds like there's an unknown mod conflict.

Please follow the troubleshooting guide [gist.github.com], then submit a bug report 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.