RimWorld

RimWorld

RimCuisine 2: Bottling and Booze Expansion (Continued)
102 Comments
BoxingBud 9 May @ 8:01am 
I think that the caffeine dependency wants the blue bottle of this mod but that "coffee" doesn't feed the dependency. Neither does VG, weird.
BoxingBud 1 May @ 9:09pm 
Got it! Processor framework! I had the old one.
BoxingBud 1 May @ 8:57pm 
If I were to "ferment" something what would that action entail? It sounds like teddyburton is facing the same problem I am. I know what fermenting means, but nothing is letting me do that in game despite the research. If everything were working properly were would I "ferment" something?
BoxingBud 1 May @ 8:48pm 
I can't make sugarcane wort nor ferment it. I'm not seeing this mod's "Barrel" anywhere just the default one.
Mlie  [author] 3 Dec, 2023 @ 11:15am 
@Teddyburton Ferment raw sugarcane
Teddyburton 3 Dec, 2023 @ 1:53am 
hey uh, i cant find sugarcane wort in the menus in order to make Rum. Any idea on how do you get that?
Mlie  [author] 12 Oct, 2023 @ 10:04pm 
@Black Jesus Yes, that is what the description says
Black Jesus 12 Oct, 2023 @ 6:14pm 
This mod seems to overwrite the recipe for vanilla wort. It now requires barley and hops.
The Dust Lord 19 Jan, 2023 @ 6:51pm 
My fermenting barrels don't offer any buttons when I build them. They seem functionless. Is there a way I can fix this? I have all the Required Items.
Mlie  [author] 11 Jan, 2023 @ 10:17am 
Hopefully fixed the issues with the alcohol
Ralathar44 8 Jan, 2023 @ 2:33pm 
Oh and if you knock the pawn out or kill it the pawn does not down or die. It walks around trying to do its AI priorities very slowly, even if its head is missing :D. And other pawns will even try to heal it if it makes it to a medical bed with its slow crawl. However this healing will not actually apply and your doctor will attempt to heal the dead pawn infinitely without success and without consuming supplies.

Honestly just found that healing part out just now :o.
Ralathar44 8 Jan, 2023 @ 2:26pm 
No worries mate, you've got the right person on the other end here. Including a short 5 1/2 minute video link of repros: I show the mods active and then load to demonstrate the bug. I unload each mod individually to show the bug resolves without either mod involved. Ignore the flashing screen, that's from deactivating all the other mods.

I also point out the pawn is carrying 11 vodka at the end. I wish I had more for you to go on, but this only happened to 2 pawns across many hours. Both however seemed to be in contact with alcohol at the time. Not sure if it was vodka for both but its definitely vodka for this one.

https://www.youtube.com/watch?v=umaEQirsXvA

And since even seeing the bug is hard on your end and there may be bits I don't know about lemme grab you the save file as well: https://drive.google.com/file/d/14UqDqCIdBoqYPbCWkFS3agCHvWVgwBBP/view?usp=share_link
Mlie  [author] 8 Jan, 2023 @ 1:19pm 
@Ralathar44 Ive tested this woth the required mods and VEF and got no errors. Can you perhaps describe a way to replicate it?
legodude17 7 Jan, 2023 @ 3:01pm 
From what I can tell, the issue is caused by this mod, and VEF just triggers it. It seems to be something to do with getting the verbs from an item in this mod, I think.
Ralathar44 7 Jan, 2023 @ 12:59am 
Dang, yeah, went through it all again to find the other mod involved since it didnt repro with just this mod. Culprit ID'd: Vanilla FrameWork Expanded. Did some digging and they had issues Conflicting with Dual Wield in the past causing similar issues:

https://www.reddit.com/r/RimWorld/comments/lfel2j/heads_up_vanilla_expanded_framwork_update_and/
https://www.reddit.com/r/RimWorld/comments/lfbqe4/colonists_disappeared_from_the_top_numbers_menu/

Go to work, QA, come home, QA. QA lyfe never ends lol :D. I'll drop them a couple comments with this information too.


With only Harmony, core, royalty, ideology, biotech, hugslib, syr processor framework, rimecuisine core, rimcuisine bottling, and Vanilla Expanded Framework I can turn the issue on and off by adding/removing either Rimcuisine Bottling or Vanilla Expanded Framework.

I'll drop their page some comments too.
Mlie  [author] 6 Jan, 2023 @ 10:50pm 
@Ralathar44 Can you please also verify with just this mod and its prereq enabled to exclude a mod-conflict?
Ralathar44 6 Jan, 2023 @ 8:21pm 
This snippet seems to be the important bit (Key is the name of the colonist who is broken):


Exception ticking Key (at (128, 0, 190)): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () [0x00017] in <3126aca1aad041dcbdeda807cfe004bf>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <3126aca1aad041dcbdeda807cfe004bf>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Ralathar44 6 Jan, 2023 @ 8:10pm 
Error log for described issue: https://gist.github.com/cd950d420b3a033a80581b9cccbd1a8f

Enable mod = Colonist named "Key" full name "Andrei Key" disappears from UIs and controls.
Disable mod = Colonist named "Key" full name "Andrei Key" re-appears in UIs and controls.

There is also log spam for Advanced Cultivation draws I found while looking at this, I've made them aware, but it is unrelated. I loaded with and without that mod as an additional control without changing repro behavior.

I know you've got alot on your plate so did as much legwork as possible for ya :). But as this essentially deprives you of control of a colonist its pretty high impact.
Ralathar44 6 Jan, 2023 @ 8:06pm 
Interestingly this mod appears to be intermittently causing a single colonist at a time to no longer show up under the portraits UI or any other UI like numbers. Their work list similarly doesn't show, but seems to be saved. It also prevents them from being clicked on and drafted or directly interacted with or ordered. However if they are already part of a number group (ctrl + 1 for example) then they can still be drafted and controlled as part of that group.

They can be manually recovered via recruiting but they will break again and if killed or knocked unconcious will move around dead or unconcious slowly.

I've gone through my entire mod list letter by letter and then mod by mod once letter was confirmed to isolate it to this mod. My only other clue is that I believe both pawns that have broken so far had alcohol on them, vodka for sure on the second one. Posting error log using hugs-lib and F12 in another comment.
HIVEMIND 20 Nov, 2022 @ 7:35am 
wake up samurai
Mlie  [author] 30 Oct, 2022 @ 11:29pm 
@amogorkon Updating all my mods, see Discord for progress
amogorkon 30 Oct, 2022 @ 11:14pm 
1.4 compatible pretty please?
Mlie  [author] 7 Oct, 2022 @ 7:42am 
@Azza35 See "Reporting Issues" above
Azza35 7 Oct, 2022 @ 7:40am 
DOESENT WORK FOR ME errors rc
Do0m[y] 27 Jun, 2022 @ 12:07am 
Hello Mlie,
I've got this, not error, but alert:

"Translation data for language English has 36 errors. Generate translation report for more info."
CarWashMeNot 21 May, 2022 @ 12:29pm 
@Mile I had to research 'basic agriculture' first. Finally found it.
Mlie  [author] 21 May, 2022 @ 11:04am 
@CarWashMeNot You should be able to grow it like any other crop in the core-mod
CarWashMeNot 21 May, 2022 @ 10:34am 
sorry if i'm just blind, but how the hell do I get barley?
Witch ~ 10 Jan, 2022 @ 8:49am 
Anyone else having issues? Wine as example doesnt work and I get weird errors. I dont have any other cookin mods
no0n 1 Jan, 2022 @ 1:31pm 
@Mlie Already did, just giving heads up.
Mlie  [author] 1 Jan, 2022 @ 12:34pm 
@no0n I just use that framework. If it is buggy you will need to report it to that mod author instead.
no0n 1 Jan, 2022 @ 12:31pm 
Fermenting seems to be buggy in the [SYR] Processor Framework. I put wort into a barrel and after some time it gets bugged (maybe by saving/loading) and nothing comes out when the fermenting is finished and the barrel emptied. Or a pawn gets stuck emptying the barrel and I need to dismantle it. Using this and [SYR].
Mlie  [author] 30 Oct, 2021 @ 12:49pm 
@All Mod now uses the [SYR] Processor Framework instead
Mlie  [author] 22 Oct, 2021 @ 10:28am 
@Arcimbaldo yes
Arcimbaldo 22 Oct, 2021 @ 10:10am 
Are there plans to update this to use Processor Framework, the new successor to Universal Fermenter? https://steamproxy.net/sharedfiles/filedetails/?id=2633514537&searchtext=
Jimmy Carter 6 Oct, 2021 @ 8:24pm 
It seems as though none of the non-alcoholic drinks from this mod are being consumed in my game.
Mlie  [author] 30 Sep, 2021 @ 1:49pm 
@All The old barrels should now be removed
Impos! 2 Sep, 2021 @ 11:24pm 
https://steamproxy.net/sharedfiles/filedetails/?id=2558008936

If you're having trouble getting timed things, like drying meat/fruit/ probably making alcohol, this work around may work!
hoia 25 Aug, 2021 @ 11:44am 
@Arcimbaldo same here, it appears custom barrels are broken, which is annoying as I sank lots of resources into them but oh well, live and learn!
Arcimbaldo 8 Aug, 2021 @ 10:41am 
Okay, seems like you just need to use the regular fermenting barrel for everything. Makes sense - but then the Rimcuisine barrels probably need to be disabled from the construction menu
Arcimbaldo 8 Aug, 2021 @ 10:28am 
Has anyone got distillation working? I can make half of the precursors at the brewery table, but their don't seem to be any recipes for corn mash, potato mash, coconut wort, or agave mosto.

The description for the fermenting barrels implies that the mash is meant to be made by putting the ingredient directly into the barrel, it won't let me do that

I'm wondering if something's got broken in updating it to use Universal Fermenter?
LλMBDλ 6 Aug, 2021 @ 8:38am 
I don't think it's letting me ferment fruit must into fruit wine
RatMann 21 Jul, 2021 @ 1:34pm 
Could you please ressurect the core mod?
it doesnt work with 1.3
Arthas Mitsurugi 22 Jun, 2021 @ 1:22pm 
resurrect rimcuisine 2 please. it would be so awesome.
Kirren Cooper 26 May, 2021 @ 6:31am 
Hey Mlie, do you plan on resurrecting rimcuisine 2 core for 1.2? :)

I'm assuming it's not advisable to use this stuff atm due to the required base mod being for 1.1?
Tanksalot05 26 Nov, 2020 @ 9:02am 
i cant find the sugar cane wort?
Mlie  [author] 6 Sep, 2020 @ 11:02am 
@Tsornin Arent the plants defined in the Core-mod?
Tsornin 6 Sep, 2020 @ 9:01am 
Not sure if this was your trouble, but a lot of the plants are restricted to different regions. (citrus will only grow in warm environments for example)
Mlie  [author] 30 Jul, 2020 @ 10:49pm 
@Bluebison I think the author of the RC2 core mod needs to know this.
Bluebison 30 Jul, 2020 @ 2:04pm 
I figured out that Rim Cuisine conflicts with the mod Green Rim. The conflict makes it so all of the fruit bearing trees will not exist and can not be planted. This conflict can be fixed by simply loading Green Rim before Rim Cuisine Core. This small change fixes all of the issues and seems to be save game compatible.