RimWorld

RimWorld

Replimat
1,480 Comments
SP4RTAN 30 Jun @ 1:26pm 
now I feel like there should be a mod option to allow batch smokeleaf joint replication just as a reference to "500 cigarettes" lol
Kokorocodon 30 Jun @ 11:23am 
"The tingles! Do you feel them?"
sumghai  [author] 30 Jun @ 2:32am 
"I feel as if I've been standing my entire life and I just sat down."
Kokorocodon 30 Jun @ 12:46am 
500 cigarettes
jacob 26 Jun @ 4:02am 
500 cigarettes
sumghai  [author] 24 Jun @ 11:17pm 
@Artemis the avali - If by compatibility, you mean "will it cause errors/conflicts?", then yes, you should be able to run both mods side by side without errors.

If, however, you meant "can I hook up my Replimat Terminals to VNPE nutrient paste tanks, and VNPE dispensers to Replimat Feedstock Tanks", then no, you can't. Replimat uses its own organic particulate suspension feedstock, which is very different from VNPE's nutrient paste.
Artemis the avali 24 Jun @ 12:16pm 
is this compatible with nutrient paste expanded ?
sumghai  [author] 24 Jun @ 10:51am 
@CheeseWheelGuy - No worries! And eh, I'm unusually fast at replying anyway :)
CheeseWheelGuy 24 Jun @ 4:51am 
alright, awesome. thanks for the very fast reply, thanks for the phenomenal mod and apologies for the late reply.
sumghai  [author] 24 Jun @ 1:37am 
@CheeseWheelGuy - No, temperature doesn't affect feedstock tanks. The tanks themselves are internally refrigerated or otherwise temperature-controlled.

(Behind-the-scenes: The tanks actually just store a number of how much feedstock is inside, and doesn't simulate actual feedstock material)
CheeseWheelGuy 24 Jun @ 1:28am 
does temperature affect the feedstock tanks at all?
sumghai  [author] 24 Jun @ 12:39am 
@everyone - For those wanting a bit more variety to their Replimat menus, I've just released the Replimat Meals submod, which adds 48 Replimat-exclusive meal recipes representing a variety of cuisine from Old Earth:

https://steamproxy.net/sharedfiles/filedetails/?id=3274344708

Bon appétit!
sumghai  [author] 23 Jun @ 10:55pm 
@Alerios - From what I've been told, Ghouls cannot operate Replimat Terminals.

However, you can build Replimat Animal Feeders and set them to produce Synthmeat, which the Ghouls should be able to eat.
Alerios 23 Jun @ 12:13pm 
Hello sumghai, I was wondering if a ghoul can use the replimat to fullfil their food need or I really need to give them raw meat or corpses?
sumghai  [author] 10 Jun @ 12:17am 
@Bosmaire - Please follow the troubleshooting guide [gist.github.com], identify any mods that may be conflicting with Replimat, then submit a bug report to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
Bosmaire 9 Jun @ 10:32pm 
does anyone else have an issue where the whole game stutters every few ticks when using replimat system? am i doing something wrong with it?
sumghai  [author] 2 Jun @ 6:59pm 
@Alerios - I cannot reproduce the issue as you have described; my pawns only replicate the exact amount of baby food required to bottle-feed the baby, and do not get stuck in loops while replicating infinite amounts of baby food ad infinitum.

It sounds like you have an incompatible third-party mod, so please follow the troubleshooting guide [gist.github.com], find out which mods are conflicting with Replimat, then submit a bug report to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
Alerios 2 Jun @ 7:32am 
Is it normal that the pawn is getting baby food to feed a baby but continue to create more? I ended with a ton of baby food in the surroundings of the replimat terminal... The pawn are stuck on a loop to spawn more food and don't feed the baby.
sumghai  [author] 27 May @ 10:35pm 
@dorn284 - By default, insect meat should never show up as an ingredient in replicated meals, unless you are running the Ideology DLC and have a "Insect Meat: Loved" precept as part of your faction's ideology.

Could you check your ideology, to see if there is such a precept?
dorn284 27 May @ 2:58pm 
Is anyone else having an issue where the pawns will seemingly purposefully pull out a meal they don't like? IE I have multiple complains about insect meals

Not sure what is causing it, but I've just created a new policy to see if that fixes the issue.
GULÉ🏠 25 May @ 8:09am 
Thank you for your work!
Рlαγζr 🐵 24 May @ 1:31pm 
Nice!
sumghai  [author] 24 May @ 1:29pm 
Updated to 1.5.5 - 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 (including any DLCs).
sumghai  [author] 24 May @ 1:28pm 
@Рlαγζr 🐵 - You could always disallow Twisted meat in the base game's food restrictions dialog, but I've just released an update that automatically excludes it as a potential ingredient.
Рlαγζr 🐵 23 May @ 6:54am 
One of my colonists has the "Ate twisted meat -10" moodlet. I think the anomaly entity meat has been randomly selected for a replimat meal.
sumghai  [author] 20 May @ 11:36pm 
@governmentlab - Despite claiming to have unsubscribed from this mod, you have continued to use it to demonstrate various exploits, all while repeatedly commenting in a combative and hostile manner in an attempt to change my mind.

I would prefer that comments and correspondence regarding mod features and balance be discussed in a civil manner. Not a lot to ask. Alas, you did not see it that way, so you won't be participating here for the rest of your life.
sumghai  [author] 15 May @ 10:51pm 
@Kairoro - I cannot reproduce the issue you have described.

In my test save (Harmony, Core, Anomaly, Replimat v1.5.4), hungry Ghouls completely ignore Replimat Terminals and continue doing what they're doing, but they will eat Synthmeat produced at Replimat Animal Feeders. I don't see my Ghouls trying to interact with Terminals.

Perhaps you are running a third-party mod that's changing ghoul behavior? In any case, 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 (including any DLCs).
Kairoro 15 May @ 12:15pm 
i have an issue, unfortunately ghouls bug out once replimat is installed, they are trying to fetch from terminal but they cannot dispense raw meat i think
sumghai  [author] 9 May @ 4:25am 
@Abyss - I have not made any changes to Isolinear Computing Modules for at least two years now.

Only exotic traders and some quest rewards offer Iso modules.
Abyss 9 May @ 3:33am 
After the update I hardly see any vendors with iso comps anymore.
sumghai  [author] 9 May @ 1:01am 
Updated to 1.5.4 - 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 (including any DLCs).
sumghai  [author] 9 May @ 1:00am 
@Jester - I don't plan on adding more mod options for the time being, sorry!
Jester 8 May @ 5:20am 
The mod is cool, I say if it's not too hard to implement. Maybe just add options (for market value etc.) so people can self balance the mod if they feel like it. Just how for example Quarry mod has it, you can either make it balanced or overpowered, all up to player. That way could please both sides of spectrum of players. Other than that, thank you for the mod!
sumghai  [author] 7 May @ 3:44am 
@MrMistoffeleez - I do have something planned in the distant future, although I'm currently busy with developing a feature update for Mousekins.

@Puppydoll - Fascinating.
MrMistoffeleez 6 May @ 6:44pm 
I like it as is, but if other ppl want a patch for its cost that's their prerogative.

Is there any idea in the works about a third system like the Replimat and Medipad?
Puppydoll 6 May @ 10:32am 
@governmentlab Patches exist, so as far as cost I'll just say the author can choose whatever value they so choose. I am currently using this patch for lower silver values & lower energy costs, though I don't really mind the vanilla energy consumption as a balance. I just dislike the raids being maxed despite my colony not being near that. https://steamproxy.net/sharedfiles/filedetails/?id=3236353871
sumghai  [author] 5 May @ 11:56pm 
@governmentlab - https://github.com/sumghai/Replimat/wiki/FAQ#q-why-does-the-replimat-system-increase-my-colony-wealth-so-much-and-trigger-larger-waves-of-raiders

I could look into tuning the market value of the Replimat, although bear in mind my current values are very much toned down from what was originally proposed to me by a particular subset of the playerbase. Even then, said players still think my current market value is way too low despite spawning max strength raids.
governmentlab 5 May @ 5:25pm 
I immediately canceled my subscription when I realized that the devices included in this mod literally cost more than my entire colony.

Doesn't the modder think this is stupid?
Puppydoll 1 May @ 8:43pm 
correction, 500,000 for the replimat computer, 50,000 for a feedstock tank, 400,000 for a hopper
Puppydoll 1 May @ 7:19pm 
is it intentional that the replimat computer furniture item has a value of 5 million? my colony wealth quadrupled after building one despite having the computer chip for it for much longer than that ^^;
taigenraine 29 Apr @ 12:20am 
I am finding that when I have a replimat built, Ghouls no longer try to eat, even when raw meat is in storage. This may be due though to the Humanlike Ghoul mod. Is anyone else having issues like this or is there some other mod interaction going on here?
R E D L I N E 27 Apr @ 3:06am 
Thank you for the update, my paint shall remain uneaten for now

Looking forward to the mod you mentioned, love both this and MedPod
sumghai  [author] 26 Apr @ 9:29pm 
@Kizzycocoa -

1) As far as I know, meals don't have a crafting quality, and I've never implemented anything like that. But if you mean meal quality preferences , that's a different thing entirely.

2) Towards the really far end of the base game tech tree, right after Advanced Fabrication and around the same level as Starflight Basics, with a research point cost of 6000.

My planned Project Lethe ultratech mod will eventually move the Replimat research off to another entirely different research tree.
Kizzycocoa 26 Apr @ 6:00pm 
Been a while since I used this. I have a couple of questions:

1) I think Replicated meals used to be generally poor quality when made. Is this still so?
2) This feels like it should be practically at the end of the tech tree. How far along is it on the tech tree exactly, and how much research is required for it?
sumghai  [author] 26 Apr @ 3:03pm 
Updated to 1.5.3 - 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 to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
Lait Entier 26 Apr @ 5:01am 
Oh ok no problem then. I haven't started working on it yet, will probably see to it in the week end or the coming week
sumghai  [author] 26 Apr @ 4:05am 
@Lait - I am on Discord, but the best thing for you to do is to submit the French translation via a Pull Request on GitHub.
Lait Entier 26 Apr @ 2:07am 
Hey, is there anywhere we could get in touch for a french translation ? Maybe Discord or something else
R E D L I N E 26 Apr @ 1:49am 
Oh yeah I absolutely agree, I just keep finding myself often wondering why I'm out of psychite tea for example, and it turns out all the harvested leaves are automatically going into the hopper :v