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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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60.020 MB
24 mar. 2020 às 11:01
28 de jul. às 9:41
147 notas de alterações ( ver )

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Project RimFactory Revived

Numa coleção por zyMex
Project RimFactory Suggestions
28 itens
Descrição




INFO
I (zymex) are currently taking a break from RW, i will propably be back at some poins as always, but until then Sn1p3rr3c0n are main bug fixer and maintainer of this mod.
Just as i did when spdsktr left it, its truly amazing how this mod can keep living by new ppl keeping it up to date, love u all, been envolved in this mod =)
//zymex

Wiki
More info here on our Wiki [github.com]


Automation
This mod adds a bunch of machines and new types of automation, that will let you automate certain things in RW that otherwise would had pawns needed.
Not every task can be automated though. you will still need pawns to eat your food, defend your colony, do raiding and trading and research.

This adds new Factorio like buildings that has a Input and a Output and will work be them self if you supply resources.
It also adds conveyor belts that let you move things around on your base.

It has a small selection of storage options too.

We have tried make more of balance and story than there earlier was in PRF, so it now has more ingame content, and info/story/flavour text to give at good all around Feeling.



- VGP, RimCuisine,VE cooking Added recipes to Food Prepper + cooker
- RimFridge: add extra cooled units
- Vanilla Expanded we have multiple patches for theese mods



- B17 Project Rimfactory was orignially 3 standalone B17 mods by Spdskatr: Animal stations, Cultivator Tools and S.A.L
- B18 Project Rimfactory was first time released under that name and was a greate factory mod that really made automations fun to build and use.
- B19 it was only released on steam as a Project Rimfactory 3.0 Public beta.
- 1.0 [github.com] it was only released for download on github, where it first time got split up into core, storage, insanity and drones, sadly it never made it onto steamworkshop and kinda felt dead and gone.
- 1.1/1.2 I HOPE we can get it back in its former glory from b18/b19



I Documented most Changes in: Changelog here on steam




Feel free to post bugs in bug thread, github or discord

Incompatible mods:
- Locks2 You need to set filter to allow race and add drones, before they can use doors.
- Mend and Recycle (recipe will not work on assemblers)
- Properly wont work with multiplayer?
See more info on how incompat here:
Wiki issue list[github.com]
Project RimFactory[github.com]


- Ogre stacks
- RimFridge (add extra buildings in prf)

Other PRF mods:
Project RimFactory - Drone
Project RimFactory - Insanity
Project RimFactory - Materials

PRF Mod Suggestions



Q: Is this save to add/remove during a game?
A: should be save to add, it will throw errors first time after load if removed, not sure if it will always work after removal? might depend on modlist.

Q: Where is my ...
A: Please rightclick on items, I grouped a lot of items to save up space and make more sense when they are used together.

Q: Where is my storage?
A: Deep Storage and Docworld both can move it to storage tab instead if enabled by setting.

Q: Why are rollers gone from Industrial rollers when i install PRF?!
A: I added research IR since we are using same menu.

Q: Can you change ...
A: Feel free to ask, but if many are against it make a local copy and edit to your liking. or use RIMMSqol to edit any values ingame.

Q: I have Factorio why should I install this mod then?
A: Don't. it bring automation which some like other not, its Factorio, satisfactory, MFR inspired, but feel free to use other mods.

Q: Non steam Version?
A: Project RimFactory on github [github.com]

Q: Why cant i do bills on X ores on T3?
A: T3 miner have been nerfed to balance it, now rare ores are spawned by chance when mining for other ores.
if you want this off turn off miners nerf in mod settings.
We added a Random T3 ore miner that will mine rare ores with nerf on.

Q: I can't find cooled DSU & I/O port?
A: Install Rimfridge mod, its a patch for that one.


Zymex - Current Maintainer (pause from RW)
Sn1p3rr3c0n - Current C# dev. (Current Maintainer)
Spdskatr - Rimfactory original![github.com]
Nobo - Porting from hes NR_AutoMachineTools and genral C#

Coders: Spdskatr, Nobo, abnerchen, LWM, Sn1p3rr3c0n
Artists: Shotgunfrenzy, Chicken Plucker, Xen, Scythe, totobrother, "unknown alien", Madman666
Translaters:
Russian: Natsu_Zirok, Chinese Simplified: 十里小飞 , Chinese Traditional: AbnerChen
Resources: Freepik, Flaticon
Other worth mentioning: Malkav, Thornsworth,
-- R.I.P Thornsworth 2020 // truly a amazing guy --
License: MIT - From Original Project RimFactory


Near future plans
  • Update tab for storage

Donations
We dont take patreons or ko-fi, we are doing this as a hobby!

If you really wanna support us?
You are very welcome to contribute to make this mod good.

We are always looking for feedback, bugs, and suggestions, and fixes!

Also we could use:
- Testers, Modders (xml/C#), Artists, Translaters.....
Feel free to contribute in any way you want, this mod have grown to be a huge collab of great ppl's amazing work.
And thats been my motivation to keep doing it.

-Augmented Turtle Squad // Team ATS
[discord.gg]
Feel free to join our discord
Discussões Populares Ver todos (69)
796
6 de set. às 5:59
AFIXADO: Bug Reports
zyMex
147
2 de mai. às 22:58
AFIXADO: Suggestions
zyMex
2
7 de jul. às 5:17
Save Our Ship 2 and RimFactory Item Pullers
Thog
2.758 comentários
[IoD]Sn1p3rr3c0n  [autor] 5 de set. às 10:23 
@ys3et072
We are aware of this Side Effect. It is tracked under #606

@Jarp Habib
We plan to improve upon the current logic options
Jarp Habib 3 de set. às 0:04 
I'm a first time PRF user, having been on factory style hiatus since Industrial Rollers several versions ago. IR allowed adjustable puller delay timings to slow down how often things would get pulled from storage and sent down the conveyor, which was good for managing congestion. PRF pullers seem to be extremely hyperactive, firing off what feels like every tick. If I set it to pull only a single item at a time instead of a stack, it will pile up a stack of three on the yellow output zone before the conveyor belt can clear it. If the puller is linked to a target storage crate, if that target crate stock drops just one below the target limit, the puller will pour out everything in its attached storage crate because it pulls so much faster than the conveyors can move. It pours out items so fast that anything else coming down the conveyor belt will jam up. I looked at the Overclock setting, but it was set to the far left 100%.

No error messages are generated.
Jarp Habib 3 de set. às 0:04 
I'm having the same issue as @SAUSACK. Even stripping down to a bare install with just Core, no DLCs, Harmony, HugsLib and PRF, the pullers aren't picking up on named storage. Either using the Rename widget on a crate, which does successfully change the name on-screen, or using the Rename bar in the info panel (which applies a Storage Zone setting). They do still monitor storage state of the target storage when linked though. This does lead to another issue I'm having though.
ys3et072 2 de set. às 8:16 
For some reason i cant right click to deconstruct or repair on all the Rimfactory storage's but i can right click on everything else pls help
[IoD]Sn1p3rr3c0n  [autor] 23 de ago. às 16:09 
@Stigma
Dedicated Storage mods may offer more options for the early game and or more Visual variety.

@SAUSACK
We will look into it

@King Doom
Up to this point we have not received any reports of issues with “underground conveyor belts” so I’m uncertain as to what you might be referring to.
As for the rest of your post, I attempted to recreate your report but failed to cause any issue to occur. Please feel free to provide a more detailed explanation of your setup and that issue you're experiencing.
For Bugreports we also have a Discussion called “Bug Reports” that you could use as a centralized location for such things.
King Doom 23 de ago. às 5:47 
Alright, are underground conveyor belts still broken or what? I have a conveyor belt, there's a splitter. It'll send silver towards my vault, but when it hits the underground belt exit (which is set to hold items) the silver instantly bounces back onto the conveyor belt it came from and gets stuck, without the item puller next to the belt exit ever getting a chance to grab the item.


Edit: it might be the splitter crapping itself if it can't put stuff onto a belt first. Was it always like this? I'll swear the first time I used this mod I could build an exit, a puller and an intake and it worked fine.
SAUSACK 19 de ago. às 8:22 
If I want to configure "For what zone" on a puller, pallets and other storage objects only are displayed with their default name. Like "wooden pallet", even if I renamed them to somtehing else. Having multiple of them it is unclear which is which.

Using deep storage. Do I need to change something? Or could the renamed name be used somehow?
Stigma 19 de ago. às 5:07 
is there any profit to gain for using dedicated storage mods? or are your storage options just as good?
[IoD]Sn1p3rr3c0n  [autor] 17 de ago. às 5:27 
@Chip56
Steam Comments are not exactly the best place to discuss coding stuff.
Our Discord would be much more suited for this.
Chip56 17 de ago. às 3:43 
@[IoD]Sn1p3rr3c0n
Thanks for the reply, so do i understand this correctly that i would need to add this line:
if (this.def == PRFDefOf.PRF_Recycler_mktwo) Patch_Thing_SmeltProducts.RecyclerProducingItems = true;

after line 440 for it to work with my mk2 recycler? And then compile it and drop it in the Assemblies folder for my mod?

If i want to ensure that its the most likly to be still compatible with any changes from you: Could i remove all the other functions below
namespace ProjectRimFactory.SAL3.Things.Assemblers
{
public abstract class Building_ProgrammableAssembler : Building_DynamicBillGiver, IPowerSupplyMachineHolder, IAssemblerQueue
to ensure that i am not interacting with them if you patch something else?