RimWorld

RimWorld

[1.5; 1.4] RimFridge: Now with Shelves!
229 Comments
ButteredBaps 10 Jul @ 9:18am 
Thank you so much Just Harry. This was a must in my modlist and I was lost without it!!
FourBigGuys 9 Jul @ 10:39pm 
could you make the hopper function work with the VE nutrient paste grinder?
Sardaukar 9 Jul @ 2:23pm 
@@[BRE] Jean-Paul as varrack said create a Pets zone that excludes the fridge but also exclude the squares adjacent to it.
DazDaazDaaaz 4 Jul @ 11:23pm 
I was going to complain that there's a bug and I cant find the dual and quad variants until I right clicked the selection xD
Tydram 2 Jul @ 12:09pm 
Would it be possible to add the option to link fridges before they're built? Like you can do with regular shelves.
Varrak 24 Jun @ 1:50pm 
@[BRE] Jean-Paul could give the dogs an area that doesnt include the fridge
[BRE] Jean-Paul 22 Jun @ 10:16pm 
Is there a way to prevent dogs from eating meals from it? I'd rather they grab raw stuff from the walk-in freezer.
carbon 19 Jun @ 1:22pm 
Mr Frodo, we're going to see the shelves!
Wolfette 16 Jun @ 4:05pm 
@ Finkle and Einhorn Did you install Harmony? It's listed as a requirement for a reason, lol.
Finkle and Einhorn 16 Jun @ 10:01am 
Game won't start with vanilla 1.5 install and this mod only.
aes 13 Jun @ 8:40pm 
Came here with orbital beacon problem others mentioned—fridges in range of beacon not visible by beacon. Then I thought a neat solution might be to just give a mod option to recognize fridges as the trade beacon since they are decent tech anyway. "Wait, what if that option exists?". It does, good job devs.
b0nes 13 Jun @ 9:30am 
This is just a random offshoot/suggestion, but might there be a possibility of making an option for the wall-fridges to render over the walls instead of replacing them? Something similar to what In-wall coolers and vents does. It might just be me, but I think it would make them looks so much better, and fit more seamlessly within a base
Bode 9 Jun @ 8:22am 
@ShadowDW are you using a wall fridge? it is first and foremost a wall so the orbital beacon wont recognize it, try using the shelves if possible
ShadowDW 8 Jun @ 11:48am 
BUG: @modauthor ("JustHarry")
It appears the fridges are not counted inside the orbital trade beacon designated area. When placing a fridge inside the area, it cuts that portion of the orbital trade beacon's outlined area off instead. This is not allowing trade ships to be able to trade anything that may be inside the fridges (such as drugs and beer, that need to be kept cooled).

Any chance of fixing this please?
Green.Vicky✙ 6 Jun @ 5:36am 
Yup. Looks broken :(
jtseyman 30 May @ 10:45am 
@Freterz I've started a discussion about this problem in the discussions.
Freterz 30 May @ 2:07am 
Bump on the rimfactory refrigerated patch
jtseyman 29 May @ 8:29pm 
Is this patched to work with rimfactory? because my fridge i/o ports are not showing up.
Fun Police 28 May @ 2:39am 
My colonists are stocking up on beer so that they don't get the "enjoyed a cold one" mood buff. Is there a way for me to stop them from stocking up?
Captain Black Gold 27 May @ 5:51pm 
Why are Chemfuel and Mortar shells excluded? I was hoping to keep temp controlled storage in my mortar pit
Tamm 24 May @ 8:53am 
Thank you Kham it works
Kham 24 May @ 8:08am 
@Tamm if you want to disable the shelf mechanism, make a local copy of the mod then navigate to it's directory and in 1.4\Defs\ThingDefs_Buildings\Fridge_Base.xml just find the line that reads

<maxItemsInCell>3</maxItemsInCell>
and change it to a 1
Merlance 24 May @ 5:51am 
not sure if its a mod conflict or not but rain appears on top of the fridges even when under a mountain.
Tamm 24 May @ 12:55am 
Has any1 found an option to disable shelves feature via coding ?
Gaël 23 May @ 2:29pm 
Hello, thank you for maintaining this much-needed mod !

When using both this mod and Research Tree (https://steamproxy.net/sharedfiles/filedetails/?id=3030499331) , I have an error log immediately after loading the map. No other mods loaded (except Harmony of course). All DLCs loaded.

The error message is:
ResearchTree :: Node for Power Factor Setting for RimFridge not found. Was it intentionally hidden or locked?

Full stack-trace here: https://pastecode.io/s/o8ivpqwc
Fun Police 22 May @ 12:21pm 
I'm only getting the option to build 1x1 fridges and their wall variants, I don't see build options for any others
vandalism 20 May @ 4:27pm 
Is anyone else having a problem where the fridge is not registering as a place to pick up meals for prisoners? thankfully my prisoner had a crisis of belief or i wouldn't have even noticed that they weren't feeding her. I have meals and raw food all in storage and I right clicked to force my warden pawn to feed her and the option wasn't even there. Had to make a regular old stockpile to get the option.
Miia 20 May @ 12:28am 
Same, the shelf feature sounds good in theory, but looks really wonky. An option to disable it would be nice.
.Rhah. 19 May @ 6:37pm 
@Tamm
I was going to request this as well. I run a stack mod and have no need for the shelves.
Tamm 16 May @ 11:32am 
Would be cool to have option to disable shelves feature
donut 16 May @ 6:47am 
Did you change the mod_id or similar because other mods that are dependent on rimfridge no longer recognize this mod.
NotoriousSpy 11 May @ 8:26pm 
@lalala Thanks, was wondering why that was happening. I kept on having to pick up ingredients and putting them down again.
Neville 10 May @ 1:45am 
Thanks so much @Ashe Ferro! That sounds exactly like the feature I'm looking for (and is indeed totally out of the scope of this mod), thanks so much mate :)
Ashe Ferro 9 May @ 8:04pm 
@Neville if I could recommend something I just learned of a mod called "Stack Gap" which might solve your problem
Neville 9 May @ 2:55am 
Hello, I'd like to request a small addition. A "compact fridge" without the shelve function. Cost could remain the same, but importantly does not have the shelve function. It's hard to spread stuff around with the fridges being shelves, as you need a lot of goods to fill them before it goes to others.
For uniqueness, the fridge could consume just 1/4th the power, since it's compact. So same space, 1/3rd capacity, 1/4th power, same cost. I don't think there need to be variations to the shelves-less version, a single entity would suffice. You wouldn't want large compact fridges anyway as that defeats the point, and you can do without the wall version for it's niche use.

It would be a great addition imo. Sometimes I just want to store _some_ stuff somewhere, not 3 stacks of it :)

Now what would be even better was if the fridge filter could accept 3 goods, and there was a toggle that limits it to "max 1 stack per type", but that would go beyond the scope of the mod I reckon.
lalala 8 May @ 2:01pm 
Okay, so there is a bug with RimFridge and Nutrient paste dispenser. It turns out if your fridge for example has 3 stacks of raw ingredient and *just* one of those stacks is to small for a paste, then the others stacks are not going to be pulled instead, even though they have enough by themself to create a meal.
lalala 8 May @ 9:43am 
I think its not working anymore with nutrient despenser (since last patch)
Tuck Davis 8 May @ 9:01am 
Thanks for taking over the mod and continuing :)
Twilight 8 May @ 4:32am 
@Kham

Thats a great tip, thanks!

Itwould be nice to just have it in the mod's options.
A little xml patching mod might do thetrick also.
Kham 7 May @ 5:43am 
@Twilight if you want to disable the shelf mechanism, make a local copy of the mod then navigate to it's directory and in 1.4\Defs\ThingDefs_Buildings\Fridge_Base.xml just find the line that reads

<maxItemsInCell>3</maxItemsInCell>
and change it to a 1
King Doom 7 May @ 4:02am 
Was Rimfridge the mod that added digital freezer storage to Project Rimfactory? I know the original added stuff to that mod but I'm not sure what.
Twilight 6 May @ 1:17am 
can we get an option to turn of the shelf mechanism with the triple cells?
Using storage mods like ogre stack and such makes 3xstacksize way to much. 1x10 like before was fine, like using the normal stacksize for food items.
Sigourney Weaver in Alien4 2 May @ 1:16am 
hello, I have vanilla cooking expanded and I want to store grilled food. It cannot be stores under 10°C. It will spoil rapidly. I tried to set the rimfridge to 20°C+ but of course, it is a fridge it wont do it when it stands outside (everyone eats outside at my place). So I wonder if ... you ever consider making a buffetstand/keeping things warm kind of shelf. I know this is very niche but maybe others would like sth like that, too.
NA'PE 28 Apr @ 2:06pm 
can it be added at any time??/
xGxRxAxFx 28 Apr @ 11:08am 
Огромное спасибо! Отличный мод, да еще и с тремя слотами! До этого пользовался с одним слотом предметов. :steamthumbsup:
ignis 26 Apr @ 8:29pm 
There is a bug when using fridge as hopper: NPD only considers top stack on a cell. So if there is not enough nutrition in that stack, even if there is more under it, NPD would not function.
Otoya 24 Apr @ 6:35pm 
Any chance you could toggle an option not to calculate temperature and instead just turn of rotting. It seems to cause performance issues.

Another alternative is use a different ticker, like Faction update ticker to calculate so it doesn't happen so often,.
Cai2yy 23 Apr @ 10:50pm 
Refrigerator turned my dining room into a warehouse!
^2Baikal 21 Apr @ 12:44pm 
Hello, please tell me. When I put a wall-mounted refrigerator instead of a wall, my dining room turns into storage. That means I’m losing the dining room buff.
Irrer on Tour 21 Apr @ 6:56am 
@rav: I second This!