RimWorld

RimWorld

PRF Automation Addon for SNS
28 Comments
Siatru 30 Nov, 2021 @ 10:17pm 
I know it's outdated but can anyone say if it breaks the game completely?
nikita150u 5 Jun, 2021 @ 3:25am 
So reskin isn't optional? Because i only haven't reskin but game don't like that and every automated forge is broken
explodoboy 24 Apr, 2021 @ 1:02pm 
Oh dear. I might just have to adopt this since I also use this addon...
Duhmonkey 24 Apr, 2021 @ 11:03am 
Note to previous Comment did not see the end note of the description. Still if it could be made to work still totally cool :)
Duhmonkey 24 Apr, 2021 @ 11:02am 
for some reason I can't seem to select the automated options at all. Not sure if its the mod's loaded or if its a bug
explodoboy 18 Sep, 2020 @ 10:01pm 
SNS: AOTC has been updated. The Cosmic Call now can make Cosmic Alloy, as it should have originally. This mod should be updated to fit that.
explodoboy 17 Sep, 2020 @ 5:45pm 
The Cosmic AutoDrawer's name is incorrect as SNS 2.4

The Cosmic Drawer is now the Cosmic Manipulator.
Malkav  [author] 14 Sep, 2020 @ 5:02pm 
Updated to match SNS 2.4. Recipes are directly copied from the manual SNS workbenches, except for the added recipes for the exotic components.
explodoboy 13 Sep, 2020 @ 10:25pm 
SNS: AOTC has been updated to 2.4 and with it some changes to materials and crafting bills have come. This mod may need to be updated depending on how exactly it works internally.
Malkav  [author] 11 Aug, 2020 @ 10:23pm 
Experimental update for 1.2 posted. 1.1 unchanged. Post comments if you find a problem.
Malkav  [author] 24 Jul, 2020 @ 5:03pm 
Looks like the recent PRF update has broken the functionality of the Autodrawer as well as any other auto machine with a recipe that has no ingredients. Not sure yet how to fix. Working on it.
Firathmagi 24 Jul, 2020 @ 3:41pm 
autodrawer is stuck on searching for materials on my game
https://gist.github.com/3a44151c1e3f848ae763154b566c63bd
Mohreb el Yasim 24 Jul, 2020 @ 10:46am 
Cosmic and CHARON power armors do not work on assamblers, can not select a bill even if i imported fine into a recipe database
Malkav  [author] 20 Jul, 2020 @ 6:11pm 
Power is fine now, as long as it's not boosted in the power tab. For boosted power, it will be at baseline until the power tab is opened after a load.
Malkav  [author] 20 Jul, 2020 @ 5:56pm 
I did a rewrite of all 5 benches, basing them on the space cooker this time. Hopefully this should at least mitigate the power issue.
Malkav  [author] 19 Jul, 2020 @ 6:32pm 
Yes, I've noticed a weird power glitch. I noticed when loading a save, these as well as the PRF Metal Refinery they're based on use 0W power, until you click on the power tab, then it sets correctly. While the power setting is 0W, they run at normal speed, but without power.

I'm going to see if I can switch my units to be based on a different PRF machine that doesn't exhibit this behavior.

I'm also going to report this issue to Zymex, author of PRF, since the PRF Metal Refinery is doing it.
Shadowhunter 19 Jul, 2020 @ 3:38pm 
There is a small bug with the power of them. Basically they still run no matter if the power cable is present or has enough wattage.
Famous5000 14 Jul, 2020 @ 11:53pm 
I did some testing, and nothing seemed to be off. Maybe you updated the mod right before I told RW to restart, applying all mod changes. But anyways, thank you for doing that.
Malkav  [author] 14 Jul, 2020 @ 10:56pm 
Okay, I just posted an update that should make this mod fully compatible with SNS:YGTF as well as SNS:AOTC.
explodoboy 14 Jul, 2020 @ 9:12pm 
As Malkav said, it should work without any issues other than the fact that the names and textures will be a bit off.
Famous5000 14 Jul, 2020 @ 8:15pm 
Sweet. I'll post back here if anything happens while I try the you're going too far mode.

I absolutely love automation, so if this works I will be ecstatic
Malkav  [author] 14 Jul, 2020 @ 7:39pm 
It shouldn't take too long to figure something out. I should have it done tonight. I will certainly post here as soon as it's up.

In the meantime, if the dependencies don't prevent it from loading, it should work, though the names will be off and the textures weird or broken.
Famous5000 14 Jul, 2020 @ 7:16pm 
Alright, so should I unsubscribe for now and wait until you make a patch for the "YOU'VE GONE TOO FAR" part?
Malkav  [author] 14 Jul, 2020 @ 7:13pm 
The SNS reskin is just that, a reskin. All the internal defnames are the same, so it would work. However, the automated versions I add are named based on SNS:AOTC, as use their textures. Also, the reskin will not satisfy the dependency requirement.

I should be able to make this work with either one, but I'm not sure how to make a dependency either-or. I'll see what I can do. It may just be easier to make 2 versions of this mod.
Famous5000 14 Jul, 2020 @ 6:54pm 
I'm assuming this works with your reskin modification of SNS.
explodoboy 13 Jul, 2020 @ 11:59pm 
Excellent work, Malkav! Contributing more and more to SNS in general!

Thanks again for doing so much for SNS: AOTC!
Malkav  [author] 8 Jul, 2020 @ 10:27pm 
You need both. It uses C# assemblies from both. Thanks for pointing out I forgot to list the dependencies.
Meowstronaut 8 Jul, 2020 @ 9:11pm 
Do we need either of the mods?