RimWorld

RimWorld

[SYR] Processor Framework
34 Comments
Scorpio 31 Jul @ 4:02am 
VE classical support?
ViralReaction  [author] 11 Jul @ 7:05pm 
Apologies for taking a while been pretty busy, but I don't seem to be having any errors on launch with the VE stuff.
cubicPsycho 24 Jun @ 10:05pm 
I am also having that error with alcohol's mood buffs being disabled
Leeum 15 Jun @ 2:23pm 
I was using this for stoneborn delights but I had to unfortunately disable because I found out it for some reason disables the mood boosts you get from drinking any alcohol, idk if this is because of a mod conflict or not but just letting you know.
Kangae 11 Jun @ 5:36pm 
Wait, what mod do you have that makes people have thrumbo/bird features? (in the 4th gif)
kongkim 27 May @ 12:03am 
Hi @ This allow you to add extra Processor needed like sun etc.
Is it possible to make to what you build need to be in range of a campfire to work?
ViralReaction  [author] 13 May @ 10:15am 
I’ll take a look
GradientPumpkin 12 May @ 11:55am 
Would you be able to also update the patches that allow Vanilla Brewing and Cooking expanded to utilise the Processor Framework?
Monkey Magic 12 May @ 8:08am 
One can check the numbers against the folders in your workshop folder, or simply look up the Steam page and check the hyperlink id. But yeah, like I said the first option is the easiest - doubly so if you have mods that have either changed mod name, or changed hands - since these will often have multiple sets of files associated with them, and they will cause errors coz of this :/

Best of both worlds would be: Zip up the Config folder, move the zip elsewhere then delete it. And them once you've loaded your game, you can compare the repopulated files with those in zip file, and just fill in the settings for those mods that loaded different from how you are used to
tanyfilina 12 May @ 7:42am 
@Monkey Magic, thank you! I've already tried to do the latter, but didn't understand that the numbers correspond to the mods, so I was confused.
Monkey Magic 12 May @ 6:39am 
@tanyfilina - Yeah, my bad I should have mentioned that:

Navigate to the Rimworld by Ludeon Studios folder (path: [Installed Drive]/Users/[your profile name]/AppData/Local Low/Ludeon Studios/Rimworld by Ludeon Studios) then either:

- delete the Config folder - you will need to reset all your game, and mod settings this way, but it is the simpler option

or

- open the Config folder and check every single file (either in Notepad, or get Notepad++ to read them easier) to see what mod it is associated with (some mods will have renamed these making this easier, but most are just numbered) and delete the ones belonging to removed mods.
The Dutchman 3 May @ 6:48pm 
@Alien When Viral feels like it. Now stfu
Alien 1 May @ 9:46pm 
When will it be completed?
ViralReaction  [author] 1 May @ 3:06am 
@Mattie Rethyu Appreciate the report, I will look into fixing it.
Mattie Rethyu 29 Apr @ 3:41am 
Might want to take a look at the patch for "Salted Meat", since it got updated to 1.5 I get red errors on startup when used together with this mod, but not when just using "Salted Meat" without this
Mansen 28 Apr @ 2:26am 
Awesome! :)
tanyfilina 21 Apr @ 1:08am 
@Monkey Magic "to clear out the garbage in your config folder" - could you please say or give a link on how to do that? I've never even thought that "garbage left by removed mods" is possible, that may be the reason for my flooded error log.
Vartarhoz 20 Apr @ 11:45am 
I have a question, is there way to make barrels bigger or take more items in it? I remember that there was a mod added bunch of sizes.
Fighting Pirate 13 Apr @ 10:56pm 
For red errors caused by the name change, unsubscribe from both Processor Framework mods, and then resubscribe to this one. Since they have the same name, easiest way is to unsubscribe through steam.

Ran into the same issue when the Jewelry mod changed ownership.
ViralReaction  [author] 13 Apr @ 2:20pm 
My apologies if it bricked your save. The internal processes did not change, so it should be easy updated for any mods that did change to the previous modID/name
WabbaCat 13 Apr @ 2:00pm 
yea, I see his comment to.
Doesn't change that this isnt good for saves. Getting alot of red errors now thanks to it and may need to start a new run.
Oh well... it happens I guess. Better to have the compat.

@Monkey Magic
I had already done that. Standard practice on DLC, and big mod loadout changes...
Is it worth doing for a single mod? I'd assume not?
Monkey Magic 13 Apr @ 1:26pm 
@WabbaCat - you can always take this chance to clear out the garbage in your config folder. You will need to reset your mod settings, but it will remove any errors due to old save settings, and general garbage left by removed mods
ViralReaction  [author] 13 Apr @ 12:53pm 
@WabbaCat please read the changelog
WabbaCat 13 Apr @ 12:49pm 
Looks like you changed the name to add/remove (continue) and now my game thinks its an entirely different mod.
Hope that doesnt screw up my save
WabbaCat 13 Apr @ 12:45pm 
Why did this suddenly run issues and think I no longer had the mod? Did you change the ID or something?
Monkey Magic 13 Apr @ 4:59am 
Is Syrchalis not updating to 1.5 then? They have been pretty active in Steam (online right now BTW)
Victor 13 Apr @ 4:32am 
I was pretty confused as I had just added compatibility with your new packageID, turns out you just changed it back D:
ViralReaction  [author] 13 Apr @ 3:55am 
Oh, probably left over from when it was private fork was waiting on SYR for a PR. Easy enough fix, thanks Taran
Taranchuk 13 Apr @ 3:48am 
Thus these mods will not activate the compat patches.
Taranchuk 13 Apr @ 3:47am 
It wasn't necessary to change the package id and the name. There are many mods that check for the name or package id.
ViralReaction  [author] 9 Apr @ 12:42pm 
@Naptime I don’t understand your comment.
Naptime Yeen 8 Apr @ 7:20am 
Oh is that why my medieval save was lagging so hard
d_valroth 4 Apr @ 9:59am 
It lives!
Fighting Pirate 2 Apr @ 5:25pm 
Nice, thank you!