RimWorld
[1.5; 1.4] RimFridge: Now with Shelves!
250 bình luận
star 10 Thg10 @ 5:45am 
multiplayer compatible?
That_Annoying_Guy 22 Thg09 @ 3:11am 
for some reason despite telling me other fridges are unlocked, I can only build the 1x1s
Caerbannog 19 Thg09 @ 5:24am 
I really miss having my deep storage rimfridge in my kitchens and temperature control for medicine, so I grabbed this mod. Unfortunately, I couldn't figure out the best place in the load order for this mod. It somehow made it so mining plan and harvest plan icons stopped showing up on the map, so maybe there's an Allow Tool (another mod) incompatibility? And then I realized I couldn't open up certain tabs to build anymore. I couldn't figure it out, so its in the disabled section for now. I have *a lot* of mods, so it could be any number of mods interfering with this one.
The Lord Pootis 11 Thg09 @ 12:23am 
Update: It seems to no longer rot in the fridge anymore.. My only guess on what could of been the cause is that I had a fridge outside and it was also during a toxic fallout. I figured that it wouldn't matter since the fridge looks like would protect stuff inside it from outside elements but maybe it doesn't, or at least not for things like the toxic fallout
The Lord Pootis 10 Thg09 @ 7:37pm 
Straight up doesn't work, raw meat still spoils inside the fridge despite it claiming it's "frozen" inside of the fridge and I have no idea why, doesn't seem to say anything related to the mod in the logs either, anyone knows what could be causing this?
Kham 8 Thg09 @ 5:41pm 
@Z03 Without a full log I can't be certain, but that looks like it's just saying that it applied the patch and took 0.026 seconds to do so. Doesn't look like an error.
Z03 8 Thg09 @ 4:27pm 
this is giving me an error in log analyzer, incompatible with deep storage?

|RimFridge: Now with Shelves!| Forcing the application of patch lwm.deepstorage | Patches/AddNewUnits_RimFridge.xml of LWM's Deep Storage.
GAGARIN: <color=white>ApplyPatches_Profiler</color> took <color=red>0.026</color> seconds
Buck 7 Thg09 @ 11:40am 
Having same issue, i build the fridge and poof, its gone. =(. Ive been using this mod since day 1 of my Rimcareer. Please fix. =)
Fleurety 6 Thg09 @ 3:58am 
Greetings. It seems this mod resulting in unbearable lags. Found the reason that, Class FridgeCache traverse mapcomps to find custom comp about 200k times per sec. Please add a static cache or something instead of find this comp massively frequently.
Stacewars 2 Thg09 @ 7:02pm 
Not sure if it's an issue with this mod or a conflict but eventually this just stops working for my game. Pawns don't recognise what is stored in a fridge (e.g. won't take food or materials from it) and won't (or can't) can't store additional materials in fridges. Trying to force haul a material to an empty fridge configured for that material shows 'no available storage'. All fridges 'break' like this at the same time and I end up having to remove the mod and build a walk in anyway.
CrabFestIsBack 29 Thg08 @ 6:29am 
The mod is awesome but something is happening with the pathing? Huge TPS drops and constant calls to something along the lines of "is accessible?" shown by dubs. The mod seems to be stuck in endless loops of making sure each pawn can access the fridges and with a 19 person colony its a drainer. The actual fridges are awesome though
King DaMuncha 21 Thg08 @ 8:09pm 
This kills my FPS too.
Kham 18 Thg08 @ 5:16am 
@pit-s the 2x2 is still there, so is the 1x2. You just have to select it, the icon has the little triangle at the top which means clicking it opens a menu to select which version you want.
pit-s 18 Thg08 @ 1:35am 
Forget the thing about the quad variant - its no longer a thing according to the description.
pit-s 18 Thg08 @ 1:32am 
The only problem I encountered so far with the mod is that I'm not able to build any other than the single refrigerator.
I assume I'm missing something ... maybe a tech that unlocks the double or, if it is still a part of the mod, the quad variant ... can someone tell me where to look bc I cant find it. xD
gabih5n1 17 Thg08 @ 7:24pm 
careful when using this mod. hard to say what conflicts it has with my mods but at time it will bug out spawning system and kill fps/tps
Dumbass 12 Thg08 @ 12:52pm 
also bugged with all types of fridges. what?? i've reloaded my save and my game like 3 times and it just doesn't work, that sucks since this mod was useful and cool.
Dumbass 12 Thg08 @ 12:46pm 
Its awesome, but a little problem, I have all my fridges and stuff configured to allow food and meals, but My pawns wont haul it to the fridge? It has power, it has temperature, it just wont allow them to move food to the fridge and it spoils. Any advice? Im using deep fridges
Akie~ 6 Thg08 @ 3:06am 
thanks
Nagafusa 5 Thg08 @ 4:40pm 
Amazing. Thank you for adopting the mod
The Rabid Otter 28 Thg07 @ 10:43am 
Thanks for taking up the torch. Or fridge, in this case.
ButteredBaps 10 Thg07 @ 9:18am 
Thank you so much Just Harry. This was a must in my modlist and I was lost without it!!
FourBigGuys 9 Thg07 @ 10:39pm 
could you make the hopper function work with the VE nutrient paste grinder?
Sardaukar 9 Thg07 @ 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 Thg07 @ 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 Thg07 @ 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 Thg06 @ 1:50pm 
@[BRE] Jean-Paul could give the dogs an area that doesnt include the fridge
[BRE] Jean-Paul 22 Thg06 @ 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 Thg06 @ 1:22pm 
Mr Frodo, we're going to see the shelves!
Wolfette 16 Thg06 @ 4:05pm 
@ Finkle and Einhorn Did you install Harmony? It's listed as a requirement for a reason, lol.
Finkle and Einhorn 16 Thg06 @ 10:01am 
Game won't start with vanilla 1.5 install and this mod only.
aes 13 Thg06 @ 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 Thg06 @ 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 Thg06 @ 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 Thg06 @ 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 Thg06 @ 5:36am 
Yup. Looks broken :(
jtseyman 30 Thg05 @ 10:45am 
@Freterz I've started a discussion about this problem in the discussions.
Freterz 30 Thg05 @ 2:07am 
Bump on the rimfactory refrigerated patch
jtseyman 29 Thg05 @ 8:29pm 
Is this patched to work with rimfactory? because my fridge i/o ports are not showing up.
Fun Police 28 Thg05 @ 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 Thg05 @ 5:51pm 
Why are Chemfuel and Mortar shells excluded? I was hoping to keep temp controlled storage in my mortar pit
Tamm 24 Thg05 @ 8:53am 
Thank you Kham it works
Kham 24 Thg05 @ 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 Thg05 @ 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 Thg05 @ 12:55am 
Has any1 found an option to disable shelves feature via coding ?
Gaël 23 Thg05 @ 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 Thg05 @ 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 Thg05 @ 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 Thg05 @ 12:28am 
Same, the shelf feature sounds good in theory, but looks really wonky. An option to disable it would be nice.
.Rhah. 19 Thg05 @ 6:37pm 
@Tamm
I was going to request this as well. I run a stack mod and have no need for the shelves.