Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labor from feeding prisoners or keeping food on hand for cooks.
Floor based RimFridges come in 1x1, 2x1 and 2x2 versions
Wall based RimFridges come in 1x1 and 2x1 versions.
Prisoners can use refrigerators
RimFridges can now act like hoppers when placed next to Nutrient Paste Dispensers.
Only the cells adjacent to the Dispenser will work. See the fourth screen shot for more information.
(My hope is this will also apply to Deep Storage freezers, if there's any problems with those post messages here and not on the Deep Storage page)Thing Categories that can be stored in the fridge:
- AnimalProductRaw
- Corpses
- Drugs
- EggsFertilized
- EggsUnfertilized
- Foods
- Medicine
- PlantMatter
- PlantFoodRaw
Or if the item includes CompProperties_Rottable
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1180721235)
Direct Download:
1.3 (https://github.com/KiameV/rimworld-rimfridge/releases/download/1.3/RimFridge.zip)A17 (https://github.com/KiameV/rimworld-rimfridge/releases/download/20170902/RimFridge.zip)
B18 (https://github.com/KiameV/rimworld-rimfridge/releases/download/A18/RimFridge.zip)
B19 (https://github.com/KiameV/rimworld-rimfridge/releases/download/B19/RimFridge.zip)
1.0 (https://github.com/KiameV/rimworld-rimfridge/releases/download/1.0/RimFridge.zip)
1.2 (https://github.com/KiameV/rimworld-rimfridge/releases/download/1.2/RimFridge.zip)
Use
ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Like my mods? Consider supporting me!
(http://www.travistygames.com/private/kofi3.png) (https://ko-fi.com/kiamev)
Thanks to everyone who's helped translate this mod!
-Dragomano & qeqwrqweqweter - Russian
-53N4 - Spanish
-duduluu & Schr0d & Jiunejai & failucha - Chinese
-phmalu - Portuguese
-Breakyt - French
-Ɲơɴɑɱɛ & twonky4 - German
-KondenEinenShizainoLaw - Japanese
-silverjoy & Orange_Mushroom - Korean
-drerp - Hungarian
-WebsterBolek - Polish
-Firty & MrCaka - Portuguese / Brazilian
Original Author: Vendan
Other Contributes: Xen, historic
GitHub: https://github.com/KiameV/rimworld-rimfridge
(https://steamuserimages-a.akamaihd.net/ugc/954093709755378250/5768FBFEFC7CF5B6697F94CEFEA96D323DD6C5D1/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
(https://steamuserimages-a.akamaihd.net/ugc/789759428641511940/97628F424938E238C4132C6914BF87B8D38F84C8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
(https://steamuserimages-a.akamaihd.net/ugc/954093709755378559/DC2709F619C7E466F478226C760639490540CD14/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
(https://steamuserimages-a.akamaihd.net/ugc/1631947536240403931/A4D5A78DF5F8B22133EED6BD23FED046468684E0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
Thanks for the update! cheers! ;D
Thank you so much for this update! :-* :-*
Thank you!
So handy, thank you.
Very useful indeed. Thanks :)
hiya.
getting spammed with with 2 red errors when dev mode is on. updated game A17b and because i have alot of mods, i tend to leave dev mode on to check if any errors pop-up. not really noticed any more lag than before, so not sure what efffect it has, other than constantly popping up the debug log.
This is the first one:
Exception ticking Hurtle: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GridsUtility.GetThingList (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at RimFridge.CompBetterRottable.CompTickRare () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.TickRare () [0x00000] in <filename unknown>:0
at Verse.ThingOwner.ThingOwnerTickRare (Boolean removeIfDestroyed) [0x00000] in <filename unknown>:0
at Verse.Pawn_InventoryTracker.InventoryTrackerTickRare () [0x00000] in <filename unknown>:0
at Verse.Pawn.TickRare () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
this is the second;
Got temperature for null map.
Verse.Log:Error(String)
Verse.GenTemperature:TryGetTemperatureForCell(IntVec3, Map, Single&)
Verse.GenTemperature:GetTemperatureForCell(IntVec3, Map)
RimFridge.CompBetterRottable:CompTickRare()
Verse.ThingWithComps:TickRare()
Verse.ThingOwner:ThingOwnerTickRare(Boolean)
Verse.Pawn_InventoryTracker:InventoryTrackerTickRare()
Verse.Pawn:TickRare()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Did you update to the latest version (github) too ?
When yes, maybe you should post the shared log link, made with the little button at the top right side.
no i haven't.
i'll redownload from github and try again.
Thanks a lot for this mod! Simple in usage, functional and crisp.
Good luck!
Added the ability to Rename the RimFridge to better support Industrial Rollers
Hi, again)
I've got me a bit of a pickle. Loading your mod to my extended list seems to have some complications. Here is the link to outputlog (https://gist.github.com/82991fc96427f195386f4f9d899759b1) and an excerpt from there regarding the fridge:
Whole XML:
<TerrainDef><defName>WaterMovingShallow</defName><label>shallow moving water</label><texturePath>Terrain/Surfaces/WaterShallowRamp</texturePath><waterDepthShader>Map/WaterDepth</waterDepthShader><EdgeType>Water</EdgeType><RenderPrecedence>398</RenderPrecedence><PathCost>12</PathCost><acceptFilth>false</acceptFilth><fertility>0</fertility><avoidWander>true</avoidWander><holdSnow>false</holdSnow><takeSplashes>true</takeSplashes><tags><li>River</li><li>Water</li></tags><affordances><li>Undefined</li></affordances><changeable>true</changeable><affordances><li>Undefined</li></affordances></TerrainDef>
Could not find a type named RimFridge.Building_Refrigerator
Could not find type named RimFridge.CompProperties_SecondLayer from node <li Class="RimFridge.CompProperties_SecondLayer"><graphicData><texPath>Building/Temperature/Fridge/DualFridgeLid</texPath><graphicClass>Graphic_Multi</graphicClass><shaderType>Transparent</shaderType><drawSize>(4,3)</drawSize></graphicData><altitudeLayer>MoteOverhead</altitudeLayer></li>
XML error: <graphicData><texPath>Building/Temperature/Fridge/DualFridgeLid</texPath><graphicClass>Graphic_Multi</graphicClass><shaderType>Transparent</shaderType><drawSize>(4,3)</drawSize></graphicData> doesn't correspond to any field in type CompProperties.
XML error: <altitudeLayer>MoteOverhead</altitudeLayer> doesn't correspond to any field in type CompProperties.
Could not find a type named RimFridge.Building_Refrigerator
Could not find type named RimFridge.CompProperties_SecondLayer from node <li Class="RimFridge.CompProperties_SecondLayer"><graphicData><texPath>Building/Temperature/Fridge/SingleFridgeLid</texPath><graphicClass>Graphic_Multi</graphicClass><shaderType>Transparent</shaderType><drawSize>(3,3)</drawSize></graphicData><altitudeLayer>MoteOverhead</altitudeLayer></li>
XML error: <graphicData><texPath>Building/Temperature/Fridge/SingleFridgeLid</texPath><graphicClass>Graphic_Multi</graphicClass><shaderType>Transparent</shaderType><drawSize>(3,3)</drawSize></graphicData> doesn't correspond to any field in type CompProperties.
I know I'm riding too many mods probably, but they work at the moment, so if you have any idea of what I'm f*cking up, please share.
Thank you in advance!
PS.: I'll insert a link to my message to kaptain_kavern (https://ludeon.com/forums/index.php?topic=23205.msg344206#msg344206) and vice-a-versa.
PSPS: Done some testing, turned all of the mods of, leaving core and rimfridge loaded, loadinscreen full of errors attached. So wanted you mod...so sad
[attachment deleted by admin due to age]
@zarathustra_bezbozhnik, you are simply missing the rimfridge dll file.
delete (or backup to another location) the rimfridge folder on your mods folder, download it again and install it from scratch.
get the zip file, extract it to your rimworld mods folder.
also, make sure to download the "direct link" version, not clone the source repository.
@historic_os, thanks a lot! reloaded the file and everything is in the right place again...what a noobdshit question in the first place... :(
Thanks, again!
There was a new issue introduced with the previous release. If a trading ship had a fridge for sale the game would not be able to be saved until after the ship left. ???
Direct download and steam have been updated with a fix
The direct download link says 20170531. Is it the one we should use?
Yeah i'm lazy and don't want to keep updating the links both here and steam and verify they're working so i just update the latest release on github ;D
I probably should not use the date as the version...
I don't think the latest release on github has the July updates? It's from 18 days ago. Is there a delay on new releases and I just can't see it yet? Sorry if this is a dumb question but I'm not sure how github really works ^^;
The 'releases' are not tied to the repository. The releases are manually created and the zip is included. It's possible to delete the zip file and then re-upload a new one. This is what I did.
If when you click on the fridge, there should be a button along the bottom which says "Rename". If it's there, you have the latest version :)
I don't know if it's just me or not... but I can only seem to put herbal medicine in the fridges... not even given an option for the other medicine types (medicine, glitterworld medicine) ... can someone help me out here? I'm not getting any errors relating to this mod or any other conflicts... but even after I tried to add an <li> for medicine to the XML it didn't seem to change anything... it's driving me crazy >_< I'd really like to be able to place some decent medicine in a fridge in my "hospital" area to make life much easier.
Thanks in advance for anyone able to walk me through getting meds enabled properly with this mod.
Herbal medicine is the only one out of the medicines that requires refrigeration to last longer. The others only need a roof or to be shelved to prevent deterioration. :)
Quote from: SpectreGrimm on June 23, 2017, 09:12:23 AM
I don't know if it's just me or not... but I can only seem to put herbal medicine in the fridges... not even given an option for the other medicine types (medicine, glitterworld medicine) ... can someone help me out here? I'm not getting any errors relating to this mod or any other conflicts... but even after I tried to add an <li> for medicine to the XML it didn't seem to change anything... it's driving me crazy >_< I'd really like to be able to place some decent medicine in a fridge in my "hospital" area to make life much easier.
Thanks in advance for anyone able to walk me through getting meds enabled properly with this mod.
I don't think other medicine needs to be frozen. Only herbal will expire if not frozen. You can just create a stockpile, set it to Critical and allow other medicine types in your hospital.
If you maybe want a medicine cabinett for your hospital look at skully's extended storage mod.
And i think clutter mod got serveral storage shelfs for medicine too.
Thanks all! I totally derped on this, thinking other meds needed refrigerating, I'm so used to just having them all in my freezer area that I forgot only herbal NEED to be kept cold *facepalm* will just redesign my " hospital/forced bionic implantation centre " to have a nice little med area besides the fridge full of lavish meals lol
I hope I'm not being rude by asking, but would it be possible to add compatibility for cupropanda's Additional Joy Objects? I'd like to be able to put my spectago tea in the fridge.
Quote from: timeandtherani on June 23, 2017, 01:31:01 PM
I hope I'm not being rude by asking, but would it be possible to add compatibility for cupropanda's Additional Joy Objects? I'd like to be able to put my spectago tea in the fridge.
The spectago tea isn't rottable or even deterioratable. And it's really more tasty when hot! ;)
From what I understand, this mod is able to automatically detect all "rottable" items and make them available in fridges setting
Quote from: kaptain_kavern on June 23, 2017, 02:25:13 PM
From what I understand, this mod is able to automatically detect all "rottable" items and make them available in fridges setting
This is correct. Until now!
Quote from: timeandtherani on June 23, 2017, 01:31:01 PM
I hope I'm not being rude by asking, but would it be possible to add compatibility for cupropanda's Additional Joy Objects? I'd like to be able to put my spectago tea in the fridge.
Now rimfridge can hold anything that can deteriorateBy default only meals will be allowed in the fridge.
(https://s-media-cache-ak0.pinimg.com/564x/02/28/e2/0228e2133bfe2df006ee30b0217465e6.jpg) | Quote from: Kiame on June 24, 2017, 12:37:30 AM Now RimFridge can hold anything that can deteriorate. By default only meals will be allowed in the fridge. What a great idea! |
Great, cooled clothes for the fresh day at the desert ! :-)
Shelves hide beauty of items stored in them. Fridges from this mod do not. Can you make fridges also hide items beauty? It will be super useful for dining rooms and kitchens.
(https://i.imgur.com/UTlxzlq.png)
(https://i.imgur.com/1yrv9SN.png)
Quote from: towhead on June 28, 2017, 02:27:27 PM
Shelves hide beauty of items stored in them. Fridges from this mod do not. Can you make fridges also hide items beauty? It will be super useful for dining rooms and kitchens.
(https://i.imgur.com/UTlxzlq.png)
(https://i.imgur.com/1yrv9SN.png)
Haven't even looked into the beauty system... i'll add this to my todo list :)
Здравствуйте. Сделайте пожалуйста более большие холодильники!!
Added support for Save Storage & Outfit Settings https://ludeon.com/forums/index.php?topic=34075.msg347485#msg347485
Do the fridges no longer take beer?
Quote from: timeandtherani on June 29, 2017, 02:31:07 PM
Do the fridges no longer take beer?
Hmm if they do not then that's a mistake with one of the previous updates. Let me check on that.
I've made a pull request with beauty fix https://github.com/KiameV/rimworld-rimfridge/pull/8
Thanks towhead, i'll take a look tonight. For credit is towhead good or prefer another name?
Got towhead's change in. Both steam and direct download have been updated.
Beer has been re-added (under drugs btw) and animal products can now be stored
https://github.com/KiameV/rimworld-rimfridge/releases/download/20170704/RimFridge.zip
If you downloaded this mod since my last post please download again. There was a bug in the previous release when creating a new fridge. Sorry for the trouble
(https://s-media-cache-ak0.pinimg.com/736x/52/a8/e8/52a8e87e70347bc75b03ba728df501a6--fantasy-characters-awesome-art.jpg) | Thanks for the fix |
Decided to add a 2x2 fridge.
Sure two 2x1's do the same thing but economy-of-scale and all!
Power Usage: Single 50, 2x1 90, 2x2 160. Component cost is a tad less steel for a 2x2 as opposed to two 2x1s
Updated on steam and direct download: https://github.com/KiameV/rimworld-rimfridge/releases/download/20170705/RimFridge.zip
Do let me know your thoughts good or bad. If you truly despise the quad-fridge you can get the previous version here: https://github.com/KiameV/rimworld-rimfridge/releases/download/20170704/RimFridge.zip
Thanks for the update and fixes! Love this mod.
Refrigerated hoppers maybe?
Is there a way to add 2x5 big freezers? (I mean deep freezers)
I have some in my storage mod : https://ludeon.com/forums/index.php?topic=23205.msg246682#msg246682
Full set of rack for storage with their refrigerated counterparts. Size range from 1x1 to 2x5
Increased the types of items that can be stored in the fridge. See the first post for more details. Direct Download has been updated as well: https://github.com/KiameV/rimworld-rimfridge/releases/download/20170729/RimFridge.zip
Fixed a problem where the rimfridge's custom name was not being loaded from saves
Added Japanese translation - Thanks KondenEinenShizainoLaw!
thnx for the update... i thought it was just me who thought it was normal everytime i load my save and the names on my fridge resets to default lol...
any chance for an update compatibility with cupro's drinks?? its not good to drink a warm soda or alcohol, so having a fridge nearby to store em for my pawns will be greatly appreciated..
Ack sorry about the trouble. My last update (prior to this one) I deleted one too many lines and broke the rename function :-[
Hmm I was hoping when I expended what fridges could hold it would include things like cupro's drinks. I'll take a look and see if I can't get them included.
Just checked and Cupro's Drinks are included in the rimfridge storage options under Food->Drinks
I did download it from direct link and i have no idea what to do.
[attachment deleted by admin: too old]
Since you are the first who reported that hugh amout of errors and the zip archive looks pretty well,
i think you didn't unzip all or didn't copy all.
Just try at first to reinstall it again. Check that all is copied right, look at the destination if all files are there.
Yup. It looks like your missing the .DLL files. But I checked the direct downloadable link and it is fine :-s
Although it was my second attempt to download and unpack and everything already i did it another couple of times and... it worked. Divine intervention i guess.
I was going to say I had the same thing happen, but found I've had those particular errors popped up due to having downloaded updates from the GitHub link that's posted before the Direct Download link when updating this mod... (The GitHub one doesn't have the Assemblies subdirectory included, while the Direct one works just fine.)
It is complete but you have to download the archive from the release tab - and not download the source project ;)
But kaptain,
since many modder just link to ther master and don't even create releases it is very unique that the master don't include all nessesary files.
Quote from: Canute on August 27, 2017, 09:18:25 AM
But kaptain,
since many modder just link to ther master and don't even create releases it is very unique that the master don't include all nessesary files.
master does include all required files to
compile the
dll. To get the compiled dll download from release.
@Canute
I don't know how modders are using Github but proper coders are using it like Kiame just explained.
Joke aside, I think it's because said modders are not very versed in the use of the Git system, but it's understandable IMO. Github in its core is way more than just a hosting file system, but if you just arrive here and see lots of people using it for instance, you do that without knowing more.
It's not meant to be offensive at all, I just feel kinda responsible because I often have praised for using Github around here and so I want to be clear.
I use GitHub because I use the whole system (mostly for having a versioning system - it permit me to just keep traces of everything I ever wrote or change in my code, period) - Having the release system, the wiki, web-analytic stats and a bug-tracer coming as good benefit if you have the use for them. But for a modder that just wants a site for hosting their archived mod, I think it's best and easier to use something like Dropbox or Nexus or etc.
I don't want to become boring so I will stop talking code and such here lol... but learning Git and Github could be useful for someone that wants to become a coder but else it could be a waste of time indeed.
Hope I managed to write something understandable :s
Yep i understand you and the github system.
The compiled assemblies in the root would be a service of the modder, and the release archive at the release area is the standard behavior.
But the problem are, not every modder follow this.
Special some new xml modder just use github as distrubution platform.
Even some older expierenced modder don't allways create archives at the release and say download the newest from the root.
Now from the view of a gamer, it is very confusing when nearly 95% of the download mods as master works, but only a few doesn't.
These gamer just think, damn the mod don't work.
We realy need a mod-police-moderator who control all the modreleases at the forum, and give some hints and force the modder to follow a few rules ! :-)
I'll chime in ;D
I'm in git daily for work (not github though) and i didn't realize other modders were including the assemblies in the repos. TBH requiring the code+assemblies just adds bloat (disk size) to the mods. And honestly I can't get myself to include the compiled assemblies in the repo... it's just not how it's suppose to be done :P
The main reason I have everything on github is so that when i stop supporting the mods I want to make it as easy as possible for someone else to come along and pick up the code, update it, and re-release it allowing everyone to continue to use it.
What a lovely mod! All I needed!
Now I don't need a whole room for the colonists to keep their food :L
The Github direct link has the dlls, the repo does not.
Just wanted to leave that here for people who made the misstake like me and downloaded the repo instead of the direct download.
great mod!
A18 update available for direct download here: https://github.com/KiameV/rimworld-rimfridge/releases/download/20171025/RimFridge.zip
Update A18:
Fertilized eggs will become ruined when stored in a cold rimfridge
Steam and direct download have been updated
Update:
-(A18) Added temperature controls
-(A18) Fixed an issue where if a pawn takes a fertilized egg from the fridge errors would be printed in the console.
Update:
-(A17) Fridge's temperature can now be adjusted
-(A17) All fridges can now break down -- this will be included in the next A18 update
Hello Kiame is this mod updated for B18? It's a great nifty mod for keeping food closer in my dining rooms.
A18 is the same thing as B18. This was updated back before anyone knew 18 would be beta
If i ever have to fix anything for B18 i'll change the label. For the mean time it works :)
Quote from: Kiame on November 29, 2017, 11:12:02 PM
A18 is the same thing as B18.
The unstable "beta" on steam is still A18, but it has the same build number as B18, meaning it's 100% the same thing apart from the A/B name. Personally I'm not sure it was a good decision to change into B18 because it has confused so many people.
First of all, I love this mod. It is so much more practical than dedicating an entire cold room for refigeration.
Second,
I am trying to use this mod in par with Industrial Rollers Mod"https://ludeon.com/forums/index.php?topic=26967.msg272835#msg272835 (https://ludeon.com/forums/index.php?topic=26967.msg272835#msg272835) but it appears as though the freezers are incompatible as storage units.
The author of IR wrote
"[a Pusher place items inside] As long as the structure implements game's Storage_Building interface..."
So do the freezers not implement the games Storage_Building interface?
Huh, pushers stopped working with freezers? :o
I used them in A17 and it worked fine. Are you sure you are using rollers correctly? You need a puller to get from the stockpile onto a roller and then a pusher to take from the roller to the freezer. Rollers can't take directly from stockpile to freezer, though several people have mentioned it as a feature request.
Oh, Well it may be an operator error. I will try fooling around with it again at lunch time. Have you tried it with B18 Nightinggale?
Quote from: GARRthePIRATE on November 30, 2017, 10:53:17 AM
First of all, I love this mod. It is so much more practical than dedicating an entire cold room for refigeration.
Second,
I am trying to use this mod in par with Industrial Rollers Mod"https://ludeon.com/forums/index.php?topic=26967.msg272835#msg272835 (https://ludeon.com/forums/index.php?topic=26967.msg272835#msg272835) but it appears as though the freezers are incompatible as storage units.
The author of IR wrote
"[a Pusher place items inside] As long as the structure implements game's Storage_Building interface..."
So do the freezers not implement the games Storage_Building interface?
RimFridges do inherit Storage_Building
I was able to get this to work (don't do this usually so not sure if this is the normal way of doing it)
1. Renamed fridge to find it easier.
2. Puller taking from stockpile and target it to Fridge
3. Belts taking to pusher
4. Pusher connected to fridge
https://i.imgur.com/4zhwltl.jpg
I'm a freaking idiot. Thank you! you are amazing.
Combined With Stack XXL That Mod Rocks!!!
;D ;D ;D
Quote from: GARRthePIRATE on November 30, 2017, 01:41:28 PM
I'm a freaking idiot. Thank you! you are amazing.
But I thought you were the world's smartest orc (https://www.youtube.com/watch?v=9ReDcoPX6-g) ???
Adding ModSync.ninja (http://www.modsync.ninja/) support
Quote from: Nightinggale on November 30, 2017, 02:14:41 PM
Quote from: GARRthePIRATE on November 30, 2017, 01:41:28 PM
I'm a freaking idiot. Thank you! you are amazing.
But I thought you were the world's smartest orc (https://www.youtube.com/watch?v=9ReDcoPX6-g) ???
Mind... Blown.
I love this mod. Use it at any of my runs. Thanks for this mod.
It would be a great help if the refrigerators were registered as stockpiles so that the ImprovedWorkbenches mod can target refrigerators as destinations. If anyone has a solution for this, let me know!
Is it possible to change how large a stack they can hold?
The fridge can hold 1 stack.
To change the stacksize you need.
Stack XXL
https://ludeon.com/forums/index.php?topic=28653.0
Or try Vegetable garden, most of the meals from that mod can stack 75.
I increased the stacks but not working
[attachment deleted due to age]
^^ Did you restart the game then see if it worked? That's the case with the Stack XXL mod.
Quote from: Tenshi~Akari on February 16, 2018, 07:12:39 AM
^^ Did you restart the game then see if it worked? That's the case with the Stack XXL mod.
Legend thanks
Minor question, the weight of all fridges is just 1kg (caravans, pods...). ;D
Update:
Added translations:
Hungarian - drerp
Korean - silverjoy
Thanks!
Hello there,
do you want colonists to prefer eating from the fridge instead of going into the freezer?
well you can with Room Food (https://steamcommunity.com/linkfilter/?url=https://ludeon.com/forums/index.php?topic=40570.0) newly released with RimFridge in mind. Colonists now prefer food from a room with a table - so put a fridge in the dining room and that food will be eaten first (also in the hospital room for patients)
Update: Added Polish translation.
Thanks WebsterBolek!
Love your mod, but this time I got a little error with it (it's probably some kind of conflict with another mod but..) I can see the Fridge in the build menu, the pawns start building it but when they finish it dissapears with all the materials used for it, the log when loading gives me an error
Here is the full start up log: https://gist.github.com/HugsLibRecordKeeper/b4f79cfeac36012bf845c00bcfbb9ee6
TL;DR (only the error with the fridge): https://pastebin.com/r1JN1s9V
Try to move this mod below Blueprints, or try to disable Blueprints and check if that still happen.
Most other mod's i use too and don't got the problem.
nevermind, it was me being a noob and downloading the wrong file. Now it works perfectly.
hello there,
I know this question has been asked as I read through the previous pages but please bear with me.
My question is this - is it possible to add a toggable limit of items per stack to the fridge IE one fridge is set to hold 20 units of simple meals whereas I have another fridge in a different house that I would like to hold 10 units of simple meals
the toggle in question would dictate not the item in question but how many of whatever item is put in there can be place in there
A Fridge isn't different from other stockpiles, and can only hold 10 simple meals, unless you use StackXXL and increase the stack size.
But currently there is no mod to limit the stacksize of a single stockpile below the standard stacksize (not sure about workshop).
But with Advance workbenches, you could make until x and assign that the a stockpile.
But my current expierence Advance workbenches don't recognize the rimfridge as valid stockpile.
Quote from: Canute on May 05, 2018, 08:59:36 AM
A Fridge isn't different from other stockpiles, and can only hold 10 simple meals, unless you use StackXXL and increase the stack size.
But currently there is no mod to limit the stacksize of a single stockpile below the standard stacksize (not sure about workshop).
But with Advance workbenches, you could make until x and assign that the a stockpile.
But my current expierence Advance workbenches don't recognize the rimfridge as valid stockpile.
ah bugger, thanks anyways and just a fyi I'm using ogre stacks but I think it initially does the same things as xxl just more settings in config
Nice mod, pretty well balanced against the vanilla walk in cooler. I like that it makes food storage more natural.
Only small suggestions. An option to reduce the opacity of the cover. And the insulation factor is a bit high. Sometimes can go through entire solar flare without losing freeze.
Update:
Added Portuguese translation. Thanks Firty!
Kiame, after some minor tweaks I've been able to get RimFridge (and subsequently ASAR) working with my Advanced Stocking (https://ludeon.com/forums/index.php?topic=41612.0) mod. It was very simple, I just changing the superclass from Building_Storage -> AdvancedStocking.Building_Shelf and inserting my new Stock tab in to the Def's inspectorTab field.
Would you have an issue with me linking to a modified release of your RimFridge mod? Thanks.
Quote from: FuriouslyEloquent on June 05, 2018, 05:52:03 PM
Kiame, after some minor tweaks I've been able to get RimFridge (and subsequently ASAR) working with my Advanced Stocking (https://ludeon.com/forums/index.php?topic=41612.0) mod. It was very simple, I just changing the superclass from Building_Storage -> AdvancedStocking.Building_Shelf and inserting my new Stock tab in to the Def's inspectorTab field.
Would you have an issue with me linking to a modified release of your RimFridge mod? Thanks.
Go for it
FuriouslyEloquent,
did you try to work with Modcheck tool maybe ?
Check if this mod is active, then throw in your patch for it.
From my understanding FuriouslyEloquent is going to re-release the entire mod with the small change because there is no way to 'patch' inheritance at the class/code level
Ok, lets wait what he is doing.
I can stock upto 110 meal with extended storage in a freezer at 1x2 tile, but outside the fridge's just store 10.
Quote from: Kiame on June 06, 2018, 09:55:25 AM
From my understanding FuriouslyEloquent is going to re-release the entire mod with the small change because there is no way to 'patch' inheritance at the class/code level
And this is most correct. I'm just performing a last few tests here.
1.0 version is available for download: https://github.com/KiameV/rimworld-rimfridge/releases/download/1.0/RimFridge.zip
Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
A lot of log errors about things in fridges
Exception ticking MealSimple110024 (at (170, 0, 66)): System.MissingMethodException: Method not found: 'Verse.DamageInfo..ctor'.
at Verse.ThingWithComps.TickRare () [0x0002d] in C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingWithComps.cs:288
at Verse.TickList.Tick () [0x001bd] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:137)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:301)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
hmm i wonder if something changed in last night's build. Let me take a look
Yep last update broke it :)
Fix is up on github
Single fridge - 19W
Dual fridge - 35W
Quad fridge - 160W
Logic?
haha thanks for catching that
Ah, apparently it was dynamic consumption based on temperature delta.
Hi, KiameV
Thanks for updating rimfridge 1.0 ver.
So, I update fresh Korean translation and pull request here.
Please check it and merge.
Thank you.
Great thank you Orange_Mushroom
. I'll get it pulled it
It seems like one of the last patches broke it again. I get an exception when the construction finishes and the fridge doesn't appear.
hmm i'll take a look in a few hours
Was able to build each 'fridge w/ version 1.0.1972 rev1081
If using ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0), verify the version of RimFridge is 1.0.0.2
If there is still an exception please include it in the post.
Works fine for me. I even edited fridges to be able to carry manufactured/raw resources, because... you know, faster crafting 'n stuff.
Quote from: Syrchalis on July 23, 2018, 05:20:41 AM
Works fine for me. I even edited fridges to be able to carry manufactured/raw resources, because... you know, faster crafting 'n stuff.
Strange, it works now after i deleted and reinstalled the one from the link in the first post, even though the installed one did say 1.0.0.2 in the modsync file, no idea what was different.
Did you overwrite the existing files or delete the old first when you update a mod manualy ?
Quote from: Canute on July 23, 2018, 10:55:14 AM
Did you overwrite the existing files or delete the old first when you update a mod manualy ?
Good question.
Though even in this case everything should have been overridden save for the renaming of the texture files which shouldn't be an issue; just using more memory than it should with an unused set of duplicated images.
Minor thing: Next update please add to disallowedThingDefs in the default filters packaged survival meal - there is really no reason it should ever be in a fridge, so disabling it by default is a save bet. Just prevents those situations where you slap down a fridge (especially a quad fridge early in the colony as mini-freezer) and colonists clog up one of four spaces with something that doesn't even go bad...
Quote from: Syrchalis on July 23, 2018, 04:26:27 PM
Minor thing: Next update please add to disallowedThingDefs in the default filters packaged survival meal - there is really no reason it should ever be in a fridge, so disabling it by default is a save bet. Just prevents those situations where you slap down a fridge (especially a quad fridge early in the colony as mini-freezer) and colonists clog up one of four spaces with something that doesn't even go bad...
Good point
Would wall mounted fridges be realistic?
Would also be a basic premise for wall mounted storages in general and maybe even a wall mounted workbench lol
heh never thought about that...
I will see if that's possible. I will have visitors over the next week so it may be a bit.
Quote from: Kiame on August 03, 2018, 03:25:34 PM
heh never thought about that...
I will see if that's possible. I will have visitors over the next week so it may be a bit.
Wall lights are a thing so maybe the placement method used by those will work with a fridge. I think your change mirror would work too as the basis. If you wanna be funny maybe your storages could be used as wall mounts too lol
In the case of a 'wall' fridge it'll act more like an AC unit. Initially i'll release wall fridges with the same texture as the normal fridges and hopefully someone with artistic abilities can help out. An interesting side effect to this will be the wall fridge will be accessible from either side. If it's as easy to do as i think i might be able to get a version out tonighy
Quote from: Kiame on August 03, 2018, 09:29:35 PM
In the case of a 'wall' fridge it'll act more like an AC unit. Initially i'll release wall fridges with the same texture as the normal fridges and hopefully someone with artistic abilities can help out. An interesting side effect to this will be the wall fridge will be accessible from either side. If it's as easy to do as i think i might be able to get a version out tonighy
Maybe even 1 fridge for both the colony and prison cell. Would solve the need for the paste despenser and hoppers taking up so much room
[1.0] Update
Added wall fridges. They currently have the same textures as the normal fridges. Any artists are welcome to submit better textures :)
Note: Prisoners will NOT remove food even if a 'wall' fridge is one of the walls in their cells
Quote from: Kiame on August 03, 2018, 11:17:49 PM
[1.0] Update
Added wall fridges. They currently have the same textures as the normal fridges. Any artists are welcome to submit better textures :)
Note: Prisoners will NOT remove food even if a 'wall' fridge is one of the walls in their cells
lol well cant have it all. Now if only the alien framework didnt cause a bug with butchering -_-
Quote from: Kiame on August 03, 2018, 11:17:49 PM
[1.0] Update
Added wall fridges. They currently have the same textures as the normal fridges. Any artists are welcome to submit better textures :)
Since i lack playing unstable.
Is the wall fridge a overlay or a wall replacement ?
I would vote for an overlay for the 1x1 one, so you can build it into the wall like conduits. Just with a little shrinked texture so you can see the wall more.
And 2x1 (maybe 4x1) as wall replacements.
I think its a fridge that would occupy the wall space. Ideally I would rather it work like the small cooler from redist heat in its space usage
It's in place of a wall unit
One mild complaint/oversight/bug. For whatever reason, in 1.0, I can't seem to disallow rotten corpses from storage in my corpse freezer. This won't be a major problem when I have a walk-in freezer to store them in, but for the time being it's a bit of an annoyance.
Updated for B19
New Wall fridges have been added!
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
Direct Download: https://github.com/KiameV/rimworld-rimfridge/releases/download/B19/RimFridge.zip
Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
Quote from: Kiame on August 28, 2018, 11:45:36 PM
Updated for B18
New Wall fridges have been added!
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1180721235
Direct Download: https://github.com/KiameV/rimworld-rimfridge/releases/download/B19/RimFridge.zip
Use ModSync RW (https://ludeon.com/forums/index.php?topic=41634.0) to know if/when there's an update
You mean B19?
Haha yes fixed
Is it possible to make fridges valid for bills destination? Take to best stockpile is working, but enchanced functionality like delivering to exact fridge or checking fridge for meals count is not available.
If it's another mod that adds that I'd ask there about adding support. This mod allows renaming fridges and is a stockpile.
Quote from: Awe on August 30, 2018, 05:48:59 AM
Is it possible to make fridges valid for bills destination? Take to best stockpile is working, but enchanced functionality like delivering to exact fridge or checking fridge for meals count is not available.
I think he is talking about the "take to best stockpile" and the "look everywhere" menus in the bills for a cookstove. Rimfridge stockpiles aren't listed in either menu. (see attachment)
This isn't a problem unless you have two rimfridges and you want to set up seperate bills to keep each one stocked with a different amount of the same kind of meals.(think dining room and prisoner room). You can't specify which fridge to look in or take the meals to.
As for counting the items in a rimfridge stockpile, I haven't had that problem. He might be having the problem that occurs when you tell the cook to "drop on floor". The cook doesn't count the meals on the floor, so you have the possibility where the cook just keeps on cooking meals and doesn't stop until he runs out of raw resources or a pawn finally comes and hauls the meals to a stockpile. To avoid this, make a stockpile behind where the cook stands and make it a lower priority than the fridge stockpile priority and leave the "look everywhere menu" to "look everywhere". This isn't caused by your mod though. Apparently "look everywhere" doesn't mean look everywhere.
[attachment deleted due to age]
Wow been playing for a year and didn't know about that menu....
Quote from: Kiame on August 30, 2018, 11:24:55 AM
Wow been playing for a year and didn't know about that menu....
Its been around in some form since a14 if im not msitaken.
B19 tho expanded on that quite heavily tho
Thanks for the heads up. I'll try to get to this this weekend
No that menu was Better Workbench Mod before for B18.
https://ludeon.com/forums/index.php?topic=33083.0
And it is one of the new B19 feature.
Haha ok I feel better. I did start using better workbench but didn't use everything in it. Since it is in vanilla now I will get rimfridge to work with it. Same with change dresser, weapon storage, and infinite storage
Dug into the code and there's a problem.
[Technical]
Buildings that store items inherit Building_Storage which in turn inherit ISlotGroupParent and IHaulDestination which are both required for adding an option to a bill's destination (this code is in Dialog_BillConfig.DoWindowContents search for "hauld"). The problem is, the bill's destination then requires the destination to be a Zone_Stockpile (which itself inherits ISlotGroupParent and IHaulDestination).
In the end RimFridge cannot inheit both abstract Building_Storage and Zone_Stockpile.
[End Technical]
Re-writing that much code specifically for bills is outside of the bounds for this mod. Hopefully a workbench or bill mod will come out that has support for non-stockpile destinations.
So you can't deliver things the the vanilla shelf's too ?
Then maybe ask the Rimworld devs about it. Since the delivery thing is a new B19 feature they maybe didn't thought about to deliver to shelf's yet.
Thanks for the effort and the explanation, it's very much appreciated.
Created a Suggestion thread for picking buildings as a bills destination: https://ludeon.com/forums/index.php?topic=43971.msg430150#msg430150
Update:
Fixing an issue with wall fridges where right clicking on stored meals would be disabled saying "no path"
Created a Suggestion for picking storage buildings as a bill's destination for anyone that's interested in following it:
https://ludeon.com/forums/index.php?topic=43971.msg430150#msg430150
when I build any fridge it disappears i mean I order to build they make a blueprint and after constructing nothing happens .
I have not seen that behavior. Any log messages?
Update:
Save Filter Settings (https://ludeon.com/forums/index.php?topic=34075.msg347485#msg347485) is working again and the debug message has been removed
As for "Allow Rotten" i'm having a heck of a time figuring out how to add it to the filters...
Quote from: Monzer on September 04, 2018, 10:59:41 AM
when I build any fridge it disappears i mean I order to build they make a blueprint and after constructing nothing happens .
I have a suspicion of what the cause is but I need to see the error if you try building it in godmode.
this is not working for me. :'(
(https://i.imgur.com/70m5npi.jpg)
Jongskie,
what version of the mod do you use ? Steam or manual ?
Did you download maybe the Master of Github ? Then you got the wrong, download the latest version under release, the master don't include the assemblies.
A hint for further manual downloads, allways check the release part of Github first, or at last check if the Master got an "Assemblies" folder.
thank you so much Canute :) :) :) :) its working now
Quote from: rawrfisher on September 04, 2018, 03:57:22 PM
Quote from: Monzer on September 04, 2018, 10:59:41 AM
when I build any fridge it disappears i mean I order to build they make a blueprint and after constructing nothing happens .
I have a suspicion of what the cause is but I need to see the error if you try building it in godmode.
I have the same issue. Here is the dev log screen.(//)
[attachment deleted due to age]
WolfgangPolska,
such a picture is like you read the title of a book and know anything that happen inside.
Maybe use these green button "Share logs" next time and post the link you got or attach the error log that Rimworld generate at each start.
Be sure you have the latest stable version of Rimworld and mods.
You can try just have core, Rimfridge and hugslib active and start with the hugslib quickstart a new colony just to test out if it works correct without other mods.
But there still can be some conflicts with other mods, so try to put Rimfridge at the end of the modlist.
Canute, ok I got the same result with HugsLiband Rimfridge only, even in god mode, the fridge just wont build.
Error log
https://git.io/fA2ID
Thanks Wolfgang,
that log show it a bit more clear.
Could you check at first inside the Rimfridge folder if you got an Assemblies folder (Picture)?
If there is no Assemblies then you download the wrong version, prolly the master and not from the release section.
- Mod Rimgineering has incorrectly formatted target version 'Unknown'.
That indicate that that mod is wrong installed too.
[attachment deleted due to age]
Yeah, folder was indeed missing. I feel like I have no issues with Rimgineering, is any folder missing or what?
At last the about.xml in the About folder is missing or wrong formated.
When you look into the Rimgineering folder, does it looks similar like Rimfridge ? Or is inside the Rimgineering folder anothe Rimgineering maybe ?
But a general hint. When you adding mods, watch if any problem appear. Special red lines are error's and should be eliminated before you start a game.
Or the chances that you encounter later some gamebreaking issues will raise.
Hello, just wanted to report a small visual bug I noticed: https://i.imgur.com/gcKWTFI.png
Is it because of my XL stacks?
Edit: Oh it was a WallFridge LOL my bad ::)
Update:
Items in wall fridges will now be available in orbital trades
Hi Kiame!
I have a suggestion for a new feature. If it's possible, it would be awesome to be able to tell my pawns to take meals to the fridge I have put inside my prison. https://i.imgur.com/ged2pf1.png
I wanted to keep some meals inside my kitchen, but I made a separate bill so that when the cook is done making 20 meals, he'll make 10 to stock the prison fridge with. Only problem is that the fridges don't show up as "stockpiles"!
I have no idea if it's possible, so if it's too much work, or not feasible, I completely understand.
I wish the base game had a way to store "x" amount of something in one stockpile or shelf, then this wouldn't even be needed!
With how the game's code works it's currently not possible to select building to delivery produced items to, only stockpiles
Understandable, no worries! I figured I'd just store some pemmican in there instead.
Another minor issue: https://i.imgur.com/89ZksoC.png
If you change the power requirement for the fridges, a huge amount of spam shows up in your history tab while you're typing the number, may want to make it only show up once you try pressing "apply" or maybe a message cooldown of 5 seconds, or something like that if you ever get the chance, super minor thing though.
Also thank you for the update for orbital trades!
As a workaround maybe get Rimworld Search Agency. That includes the hauling hysteresis function. So you can set your fridge to be restocked at low levels. As long someone is set to hauling at a reasonably high priority it should get filled soon.
I'll take a look at the input. I'm thinking it just a debug log that I never removed. I'll take a look at the code too as i've learned better ways to.do inputs since I originally added that
Update:
Resized the glass texture for the wall fridges so the glass will cover the entire fridge
<disallowedThingDefs>
<li>MealSurvivalPack</li>
</disallowedThingDefs>
Inside <filter>, inside <defaultStorageSettings> please.
No need for Survival Meals to be enabled by default for fridges. You can still enable Survival Meals if this is added, they are just disabled by default.
Great mod, and works with industrial rollers too, for ultimate automation of cooking!
Quote from: Monzer on September 04, 2018, 10:59:41 AM
when I build any fridge it disappears i mean I order to build they make a blueprint and after constructing nothing happens .
You must use the Folder structure "as is". The problem is that you open the folder "Rimfridge", you found a subfolder and then you copied it directly to your Mods Folder. You must copy the folder Rimfridge, containing the aforementioned subfolder, into the Mods folder. Then it will work flawlessly.
Also make sure to use the direct download link and not download from the GitHub page as it does not have the assembled code
Updated for 1.0
https://github.com/KiameV/rimworld-rimfridge/releases/download/1.0/RimFridge.zip
whats the difference between fridges and wall fridges
Wall fridges will block air like a wall and will block pathing like a wall - it's literally a wall that can store food. Here's an example. I should have placed a few as a wall between the veggie freezer and the kitchen
(https://steamuserimages-a.akamaihd.net/ugc/954093709755378559/DC2709F619C7E466F478226C760639490540CD14/)
What is the reason prisoners can't use wall fridges? I'd really like to use them and share a wall between my prison and kitchen. Currently meals placed in that fridge end up in limbo as they are"reserved for prisoners" but prisoners won't grab them.
Prisoners are very dumb and I have not looked into how to make them smarter
I'm having an issue where prisoners are starving and won't get food out of a RimFridge. Initially, I had a wall fridge so I removed it and built a single fridge within the room, but it didn't make a difference. As soon as I deconstructed the fridge and the meals dropped on the floor, the prisoners went directly to the food and ate.
Do you have any plan to make bigger "fridges"? Like 2x5 or 2x10 [Could be 3x5 or 5x5 if pawn can move on them]? to replace as freezer room like act as deep freezer refrigerators. Or like I suggested before MODULAR fridge.
Quote from: r1142 on November 09, 2018, 09:59:07 PM
I'm having an issue where prisoners are starving and won't get food out of a RimFridge. Initially, I had a wall fridge so I removed it and built a single fridge within the room, but it didn't make a difference. As soon as I deconstructed the fridge and the meals dropped on the floor, the prisoners went directly to the food and ate.
See the post just above yours
Quote from: PreDiabetic on November 09, 2018, 10:15:08 PM
Do you have any plan to make bigger "fridges"? Like 2x5 or 2x10 [Could be 3x5 or 5x5 if pawn can move on them]? to replace as freezer room like act as deep freezer refrigerators. Or like I suggested before MODULAR fridge.
No. At this point 4x4 is as large as i'm interested in making as any configuration of freezer can be made with the parts currently available.
Quote from: r1142 on November 09, 2018, 09:59:07 PM
I'm having an issue where prisoners are starving and won't get food out of a RimFridge. Initially, I had a wall fridge so I removed it and built a single fridge within the room, but it didn't make a difference. As soon as I deconstructed the fridge and the meals dropped on the floor, the prisoners went directly to the food and ate.
Maybe you should look into other mods too.
I am allways using Single rimfridge (not wall fridges) for prisoners and never got any problems.
Quote from: Canute on November 10, 2018, 03:59:40 AM
Quote from: r1142 on November 09, 2018, 09:59:07 PM
I'm having an issue where prisoners are starving and won't get food out of a RimFridge. Initially, I had a wall fridge so I removed it and built a single fridge within the room, but it didn't make a difference. As soon as I deconstructed the fridge and the meals dropped on the floor, the prisoners went directly to the food and ate.
Maybe you should look into other mods too.
I am allways using Single rimfridge (not wall fridges) for prisoners and never got any problems.
Thanks for the tip, I'll give this a shot. I can't think of any mods that would affect this, looks like I'll just have to start removing them to find the culprit.
Thank you very much for the mod, now my colonists will be able to survive a little longer without rotting their food. Greetings from Uruguay.
Bei mir Spinnt die Mod leider.. Wenn ich Sie baue dann kann man keinen Kühlschrank oder andere Sachen sehen. Aber Rohstoffe verschwinden..
Wo ran mag das liegen?
With me, the Mod spins unfortunately .. If I build you then you can not see a fridge or other things. But raw materials disappear ..
Where does that lie?
Sorry for my Englisch.
A logfile from your side would be a good start.
If you use hugslib try the share log button or CTRL-F12 when that happen.
or read the loffile part at
https://ludeon.com/forums/index.php?topic=38291.0
Hi! Thanks for this great mod!
I have a automated kitchen setup with 1x1 fridges on the sides of the cook, and he has to turn to pick up the ingredient from the fridge. But when the ingriedients are on the stools instead of fridges, he just stands in place and cooks like there's no tommorrow, spiting one meal after another. Is this intended or I'm doing something wrong?
Unless items end up in a stockpile (fridge is also a stockpile) they will not be counted
Hi, thanks for the awesome mod. i never start a game without it.
I have an idea and not enough time to check it myself. Can u add a refrigerated hopper plz?
i was thinking of using ur thingClass in the def and see how it works. but im in work and cant check it. so, if u can add it to ur mod, it will be really helpful.
i usually build my prison connected to freezer and build a nutrient paste dispenser thru the walls and keep the hoppers in the freezer side. but in my current game, my prison is not attached to freezer and thats when i got this idea.
Update:
Pawns will never store rotten things in fridges again
I have a problem that my games throws a lot of "started 10 jobs in 10 ticks" errors:
Red started 10 jobs in 10 ticks. List: (TakeInventory (Job_2739711) A=Thing_RawRice490063) (Wait_MaintainPosture (Job_2739712)) , (TakeInventory (Job_2739715) A=Thing_RawRice490063) (Wait_MaintainPosture (Job_2739716)) , (TakeInventory (Job_2739719) A=Thing_RawRice490063) (Wait_MaintainPosture (Job_2739720)) , (TakeInventory (Job_2739723) A=Thing_RawRice490063) (Wait_MaintainPosture (Job_2739724)) , (TakeInventory (Job_2739727) A=Thing_RawRice490063) (Wait_MaintainPosture (Job_2739728)) curDriver=JobDriver_WaitMaintainPosture (toilIndex=0) curJob=(Wait_MaintainPosture (Job_2739728)) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Whenever I check the pawn that is causing that error they are standing right on top of a fridge (the same tile). I have normal stockpiles with the exact same settings (priority and items), but it never happens for those. Any idea what could be causing this behaviour?
I think that the same problem you report at the Pickup&Haul topic, has nothing to do with the Fridge itself.
I disabled Pickup&Haul and the problem I described there is gone.
For testing purposes I changed the XML of rimfridge so they are impassable (so no more pawns standing in them). Now the pawns just drop the thing that is supposed to go into the fridge on the floor, but immediately pick it up again, drop it, pick it up, drop it... The weird thing is that eventually something ends up in the fridge. The pawns then bugger off until the next time the fridge has to be replenished.
I guess the fridge itself doesn't really need a lot of programming that could go wrong. So maybe it is something else, but I have pretty much removed all mods that change something about stockpiles. As I said I have other stockpiles/storage furniture with the exact same priority/item settings and it doesn't happen there.
RimFridge and Pickup&haul are nearly allways at my modlist, and i never encounter such thing you describe.
After enabling some log options for pawns in the dev tools I saw combat extended mentioned in one of the log lines when it happened. I disabled CE and the problem is gone.
Do you have any idea why this would happen with fridges, but not with normal stockpiles? My pawns have no problem carrying meat from the butcher table to the walk-in freezer, and they also pick meat/vegetables up from there and carry it to the fridges. But there they fail to drop it into the fridge.
BTW: should prisoners be able to pick meals out of a fridge? I put a fridge into a prison containing 10 simple meals, but the prisoner in the same room is "urgently hungry" and suffers from malnutrition.
The problem are, CE change alot of things.
So not only weapons/appareal need a patch even other mod's can interact at the wrong way with CE.
One of the reason's why i don't use CE except at the HCSK modpack (because the devs take care of that incompactibles).
Normaly prisoner take meal's out of the fridge.
i'm not sure if this has been mentioned before, but it seems that renaming your fridges does not work... no matter what i do it resets to the default name quad fridge or something..
not a big deal, but having my fridges named specifically helps me remember what to restrict on it
LiteEmUp,
when you change the name, don't hit Enter to complete the rename process, click at "OK" then the name got changed.
I don't know why the Enter key don't work, that need to investigate Kiame.
Hmm interesting
Quote from: Canute on April 03, 2019, 03:19:05 AM
LiteEmUp,
when you change the name, don't hit Enter to complete the rename process, click at "OK" then the name got changed.
I don't know why the Enter key don't work, that need to investigate Kiame.
lol thanks.... this definitely worked.... i just dont get why hitting enter, the game doesn't understand that it means ok...
Update:
Huge thanks to Demonseed Elite for the refactoring of the code. Fridges are now Building_Storage and no longer re-defines comp rottable.
In addition PRISONERS can finally use either floor or wall fridges! (i finally figured out how to get it working)
Direct Download: https://github.com/KiameV/rimworld-rimfridge/releases/download/1.0/RimFridge.zip
Note: There will be an error when first loading a save with a fridge. It can be ignored.
Congrats on the update; cleaner code is always a nice thing, and a ThingComp will make things easier in the long term. ;D I'll update my mod to match the new format in the next few days.
Well, for some reason, the patch you put in to switch Deep Storage people over to the new RimFridge didn't work. It looked good when I glanced at it yesterday, but somehow it broke things....so if there is anyone else using your code, it might not work for them either. I have updated my mod and players report all is well again. 8)
I'm hoping this won't cause huge issues and thanks for updating your mod. If anyone has problems with other kids please let me know and I can help troubleshoot
Quote from: Kiame on January 14, 2020, 01:10:50 AM
Update:
Huge thanks to Demonseed Elite for the refactoring of the code. Fridges are now Building_Storage and no longer re-defines comp rottable.
In addition PRISONERS can finally use either floor or wall fridges! (i finally figured out how to get it working)
Direct Download: https://github.com/KiameV/rimworld-rimfridge/releases/download/1.0/RimFridge.zip
Note: There will be an error when first loading a save with a fridge. It can be ignored.
Awesome, finally! Does that mean we can specify fridges as hauling locations, at last?
Also, please create a github release for the people who subscribed for release notifications (like me). I just stumbled upon this by accident.
Greetings
Quote from: Think3r on January 16, 2020, 06:40:40 AM
Also, please create a github release for the people who subscribed for release notifications (like me). I just stumbled upon this by accident.
Greetings
I use to create new releases but there are multiple places where i've directly linked the download of the zip. If i change the release i need to change the urls in each of those places. For that reason I created ModSync which will inform you when a mod gets updated - https://ludeon.com/forums/index.php?topic=41634.0
There are other developers that use this as well.
I do plan to get most of my mods updated to 1.1
I am busy atm and will get to this in the near future. Thank you for taking the time to update the code!
I was getting a red error until I got rid of the XML that wasn't in any of the folders, The LoadFolders XML
Yeah I goofed the original release, I refreshed the file with a working structure and no LoadFolders.xml
I probably should have mentioned I refreshed the file lol.
Updated for 1.1 and still supports 1.0
Please let me know if there are any issues and try to give me details on the problems. I have many mods to update at this point and am just doing a cursory test at this point.
https://github.com/KiameV/rimworld-rimfridge/releases/download/1.1/RimFridge.zip
I get this in 1.0 when building any of the fridges:
Exception in JobDriver tick for pawn Redd driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_758772) A=Thing_Frame_RimFridge_WallRefrigerator413221) lastJobGiver=RimWorld.JobGiver_Work
System.MissingMethodException: Cannot create an abstract class 'Verse.ThingComp'.
at System.Activator.CheckAbstractType (System.Type) <0x000f6>
at System.Activator.CreateInstance (System.Type,bool) <0x0005e>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at (wrapper dynamic-method) Verse.ThingWithComps.InitializeComps_Patch1 (object) <0x000a5>
at Verse.ThingWithComps.PostMake () <0x00034>
at RimWorld.Building_Storage.PostMake () <0x0001c>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch2 (Verse.ThingDef,Verse.ThingDef) <0x003b7>
at RimWorld.Frame.CompleteConstruction (Verse.Pawn) <0x00309>
at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x00396>
at Verse.AI.JobDriver.DriverTick () <0x004a8>
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
And this when placing via god mode:
Root level exception in OnGUI(): System.MissingMethodException: Cannot create an abstract class 'Verse.ThingComp'.
at System.Activator.CheckAbstractType (System.Type) <0x000f6>
at System.Activator.CreateInstance (System.Type,bool) <0x0005e>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at (wrapper dynamic-method) Verse.ThingWithComps.InitializeComps_Patch1 (object) <0x000a5>
at Verse.ThingWithComps.PostMake () <0x00034>
at RimWorld.Building_Storage.PostMake () <0x0001c>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch2 (Verse.ThingDef,Verse.ThingDef) <0x003b7>
at RimWorld.Designator_Build.DesignateSingleCell (Verse.IntVec3) <0x00291>
at Verse.DesignatorManager.ProcessInputEvents () <0x00180>
at RimWorld.MapInterface.HandleMapClicks () <0x00069>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x001f4>
at Verse.Root.OnGUI () <0x00112>
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Looks like i screwed it up - i left out 1.0 assembly files :o. Just uploaded a new version that should fix that issue!
Hey thanks for pointing me here!
Let me specify what I meant with my question. I remember that stuff that I used to put inside of fridges used to be available to trade in orbital trades (my poor wording previously made it seem like they were trade beacons for all of the nearby stuff oops), I didnt play rimworld in the past 8-10 months and just recently started a new playthrough with Royalty DLC, however after the orbital trader arrives, berries and medicine werent present to trade with even tho the ones in stockpiles were. Was that feature removed or is something not working properly?
Thanks for reply!
Does the fridge was inside the tradebeacon range ?
I never added code to include what's in a fridge in trade ship transactions, I can see about doing that though
I would have thought it just works??
Items in a stockpile are only included in land-based trading. If there's a tradeship then the items must be in a stockpile and within a trade becon. Using hamony I've been able to add items not in a stockpile for my other mods change dresser, weapon storage, and infinite storage. I'll see about doing the same here
Land based caravan take Anything on the map, so long no hostiles are next to it.
It doesn't even need to be on a stockpile.
But oribtal trader only take things next to the oribtal trade beacon.
And i don't think you should change this behavior for your mod structures beside the infinity storage.
The pawn's can access the change dresser/weapon rack from anywhere, so the player could place them next to a tradebeacon.
The infinity storage allready use alot of energy, so an integrated tradebeacon could allready be included.
Update:
- Fridge pathCost is now 60 instead of 30
- Fridges can act as trade beacons for orbital traders (enable through mod settings)
Thank you for updating this. One of the best mods I think.
Yeah everyone NEED these little portable fridges !!
No game without these, my tribes doing a Party once they can be build, nomore pemmican ! :-)
Update:
Fridges can hold body parts again
So, I'm trying to have meal production orders go straight to the fridges. I've placed the fridge, renamed the stockpile, but I can't pick that stockpile in the "Look Everywhere" option or the "Take to best stockpile" option - they never show up (from the meal order).
Is that expected behavior?
RimFridges are glorified shelves. Super useful shelves, but glorified shelves. Bills cannot select shelves, only stockpiles, ergo...
There is a lot of interest in making this happen, if someone can make it happen for shelves (perhaps based on Label?), it could work.
It's a limitation of the game's code where only stockpiles and not storage buildings can be selected. I've considered adding support for it to this mod but it's a large undertaking and I like the fact this mod is small and compatible with everything due to that.
My hope was a mod like better workbench management would add support but that has not happened
Honestly, I think it could stand to be a stand-alone mod - several of us storage-ppl have players who would love it.
Lol I have too many mods already :-[
It's been a while since I last looked into it, I'll see if I can get it working as a stand alone
After a few more hours on this i remember now why this is no longer possible. In B19 iirc they re-wrote the entire bill system to have everything based of Zone_Stockpile as opposed to IHaulDestination. Due to that it's really impossible even with transpilation to have this work. Bills themselves have a method to set location which is a Zone_Stockpile. Anyone that wants this to work would have to rewrite the structure of bills which i doubt is possible.
Actually, a Transpiler might be able to make that happen.
I may look into it the next time I need a challenge ;p
I am not a transpiler god :-\
Barely a transpiler novice! ;D
If it helps this is the code i started to write (in rimfridge to save time prototyping)
[HarmonyPatch(typeof(Dialog_BillConfig), "DoWindowContents", new Type[] {typeof(Rect)})]
public static class Patch_Dialog_BillConfig_DoWindowContents
{
public static IEnumerable<CodeInstruction> Transpiler(IEnumerable<CodeInstruction> instructions)
{
List<CodeInstruction> instructionList = instructions.ToList();
FieldInfo billFI = typeof(Dialog_BillConfig).GetField("bill", BindingFlags.NonPublic | BindingFlags.Instance);
bool found = false;
for (int i = 0; i < instructionList.Count; ++i)
{
if (instructionList[i].opcode == OpCodes.Ldsfld &&
instructionList[i].operand?.ToString() == "RimWorld.BillStoreModeDef SpecificStockpile")
{
found = true;
yield return new CodeInstruction(OpCodes.Ldfld, billFI);
yield return new CodeInstruction(OpCodes.Ldloc_S, 15);
yield return new CodeInstruction(OpCodes.Ldloc_S, 13);
yield return new CodeInstruction(
OpCodes.Call,
typeof(Patch_Dialog_BillConfig_DoWindowContents).GetMethod(
nameof(Patch_Dialog_BillConfig_DoWindowContents.AddStorageBuildings), BindingFlags.Static | BindingFlags.NonPublic));
}
yield return instructionList[i];
}
if (!found)
{
Log.Error("NOT FOUND!!!");
}
}
private static bool CanPossiblyStoreInBuildingStorage(Bill_Production bill, Building_Storage s)
{
var recipe = bill.recipe;
if (!recipe.WorkerCounter.CanCountProducts(bill))
{
return true;
}
return s.GetStoreSettings().AllowedToAccept(recipe.products[0].thingDef);
}
private static void AddStorageBuildings(Bill_Production bill, BillStoreModeDef item, List<FloatMenuOption> list)
{
List<SlotGroup> allGroupsListInPriorityOrder = bill.billStack.billGiver.Map.haulDestinationManager.AllGroupsListInPriorityOrder;
int count = allGroupsListInPriorityOrder.Count;
for (int i = 0; i < count; i++)
{
SlotGroup group = allGroupsListInPriorityOrder[i];
if (group.parent is Building_Storage s)
{
if (!CanPossiblyStoreInBuildingStorage(bill, s))
{
list.Add(new FloatMenuOption(string.Format("{0} ({1})", string.Format(item.LabelCap, group.parent.SlotYielderLabel()), "IncompatibleLower".Translate()), null));
}
else
{
list.Add(new FloatMenuOption(string.Format(item.LabelCap, group.parent.SlotYielderLabel()), delegate
{
bill.SetStoreMode(BillStoreModeDefOf.SpecificStockpile, s);
}));
}
}
}
}
}
The part that breaks is at the end with the call to bill.SetStoreMode(BillStoreModeDefOf.SpecificStockpile, s);
My basic thinking was add a method call to add storage buildings along with populating the drop down with stockpiles. In AddStorageBuildings it'd iterate over the same storage objects and just pull out storage buildings and add them the same way.
ModSync RW tells for some time that RimFridge was updated to 1.1.0.5, but I still can see only 1.1.0.4 in your download link, and I remember that with your releasing system it probably won't be a good idea to just "clone/download" from GitHub ;)
Thanks for the heads up, updated
Updated for 1.2 - https://github.com/KiameV/rimworld-rimfridge/releases/download/current/RimFridge.zip
Update:
Making the code more efficient. Please let me know if there are any issues with this update.
Update 1.2.1.0:
RimFridges can now act like hoppers when placed next to Nutrient Paste Dispensers.
Only the cells adjacent to the Dispenser will work. See the fourth screen shot for more information.
(My hope is this will also apply to Deep Storage freezers, if there's any problems with those post messages here and not on the Deep Storage page)
Yeah, this hopper idea is great, but its bugged the fridges in yours and deep storage to only be placeable next to structures requiring a hopper. I have two placed from before the update, but I cant place any anymore.
Figure its gotta do with how the game recognizes hoppers?
I attached two screenshots where I have tried to place a fridge, and showing where I have my previous fridges.
The original update had rimfridges only able to connect to dispensers. That has been fixed. If on steam restarting the game will solve the problem. If manually downloaded it's been updated: https://github.com/KiameV/rimworld-rimfridge/releases/download/current/RimFridge.zip
Update:
Fixing an issue where food was not using the fridge's internal temp when power was turned off.
Update 1.2.1.2 (https://github.com/KiameV/rimworld-rimfridge/releases/download/current/RimFridge.zip):
Fixing an issue where fridge locations were not being cleared properly when a fridge was destroyed/moved/dismantled. Thanks SimplyWiri for bringing this to my attention!
This might be my new favorite mod.
My colonies all started to look the same, huddled around a big central freezer for efficiency. Having local freezers opens up the layouts to be more creative.
Keep up the good work!
p.s. I love the subtle blue-white glow.
Updated for 1.3 - Direct Download (https://github.com/KiameV/rimworld-rimfridge/releases/download/1.3/RimFridge.zip)
Update: 1.3.0.2 (https://github.com/KiameV/rimworld-rimfridge/releases/download/1.3/RimFridge.zip)
RimFridge lights can now be changed from normal to dark light. Select the fridge/s and there's a new button to toggle between the lighting types.
Update: 1.3.0.3 (https://github.com/KiameV/rimworld-rimfridge/releases/download/1.3/RimFridge.zip)
Fixing an issue where a message was being written about no hoppers even when a rimfridge is next to a dispenser
Running into an issue not being able to settle a new colony from a caravan; found another post (https://ludeon.com/forums/index.php?topic=55765.0) on it with someone else with the same error/circumstances who said disabling rimfridge fixed their issue--I'm running like 500+ mods but was able to get it working by disabling Real Ruins, which I assume was spawning a fridge in an inaccessible location. The game just boots me back to the main menu with a map generation error pop-up when I try settling. The other post mentions they only get the error on mountain tiles, I haven't tried any other tiles but am trying to settle on a mountain tile. Could be an issue of Real Ruins spawning ruins with fridges under mountains and being inaccessible--though not sure if rimfridge is causing the issue or an opportunistic hauling mod; since in both my error log and the one in the other post it seems to be throwing an exception with opportunistic hauling tasks.
I've only seen this issue trying to settle from a caravan, all other instances of fridges spawning in ruins/starting settlement do not have this issue--even when fridges spawn in inaccessible locations. My error is below, which looks similar to the one in the other post with the exception that mine has more exceptions with the Jobs Of Opportunity mod.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
at RimFridge.Patch_ReachabilityUtility_CanReach.Prefix (System.Boolean& __result, Verse.Pawn pawn, Verse.LocalTargetInfo dest, Verse.AI.PathEndMode peMode, Verse.Danger maxDanger, System.Boolean canBashDoors, Verse.TraverseMode mode) [0x0003e] in <a54bc8ce65134734991d74cc3d71a125>:0
at (wrapper dynamic-method) Verse.ReachabilityUtility.Verse.ReachabilityUtility.CanReach_Patch1(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,bool,Verse.TraverseMode)
at PrisonLabor.HarmonyPatches.Patches_Food.ReservedByPrisonerPatch.CanHaulAndInPrisonCell (Verse.Pawn p, Verse.Thing t, System.Boolean forced) [0x00053] in <7735aac216e44abf9e80257d31262f43>:0
at (wrapper dynamic-method) Verse.AI.HaulAIUtility.Verse.AI.HaulAIUtility.PawnCanAutomaticallyHaulFast_Patch1(Verse.Pawn,Verse.Thing,bool)
at JobsOfOpportunity.Mod+Opportunity.CanHaul (JobsOfOpportunity.Mod+Opportunity+ProximityStage proximityStage, Verse.Pawn pawn, Verse.Thing thing, Verse.LocalTargetInfo jobTarget, JobsOfOpportunity.Mod+Opportunity+ProximityCheck proximityCheck, Verse.IntVec3& storeCell) [0x0013b] in <6aba4365dbe841d497f828c08f3af189>:0
at JobsOfOpportunity.Mod+Opportunity.TryHaulStage (Verse.Pawn pawn, Verse.LocalTargetInfo jobTarget, JobsOfOpportunity.Mod+Opportunity+ProximityCheck proximityCheck) [0x00039] in <6aba4365dbe841d497f828c08f3af189>:0
at JobsOfOpportunity.Mod+Opportunity.<TryHaul>g___TryHaul|4_0 (JobsOfOpportunity.Mod+Opportunity+<>c__DisplayClass4_0& ) [0x0005b] in <6aba4365dbe841d497f828c08f3af189>:0
at JobsOfOpportunity.Mod+Opportunity.TryHaul (Verse.Pawn pawn, Verse.LocalTargetInfo jobTarget) [0x00010] in <6aba4365dbe841d497f828c08f3af189>:0
at JobsOfOpportunity.Mod+Pawn_JobTracker__TryOpportunisticJob_Patch.TryOpportunisticJob (Verse.AI.Pawn_JobTracker jobTracker, Verse.AI.Job job) [0x00101] in <6aba4365dbe841d497f828c08f3af189>:0
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.Verse.AI.Pawn_JobTracker.TryOpportunisticJob_Patch0(Verse.AI.Pawn_JobTracker,Verse.AI.Job)
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.Verse.AI.Pawn_JobTracker.StartJob_Patch3(Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool)
at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () [0x000bb] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch8(Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
at RimWorld.Planet.CaravanFormingUtility.StartReturnedLord (System.Collections.Generic.List`1[T] pawns) [0x0008c] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at RimWorld.Planet.CaravanFormingUtility.LeadAnimalsToPen (System.Collections.Generic.List`1[T] pawns) [0x0014d] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch2(RimWorld.Planet.Caravan,Verse.Map,System.Func`2<Verse.Pawn, Verse.IntVec3>,RimWorld.Planet.CaravanDropInventoryMode,bool)
at RimWorld.Planet.CaravanEnterMapUtility.Enter (RimWorld.Planet.Caravan caravan, Verse.Map map, RimWorld.Planet.CaravanEnterMode enterMode, RimWorld.Planet.CaravanDropInventoryMode dropInventoryMode, System.Boolean draftColonists, System.Predicate`1[T] extraCellValidator) [0x00073] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at RimWorld.Planet.SettleInEmptyTileUtility+<>c__DisplayClass1_0.<Settle>b__1 () [0x00028] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00008] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Update: v1.3.1.1 (https://github.com/KiameV/rimworld-rimfridge/releases/download/1.3/RimFridge.zip)
See if that fixes it. I added tons of null checks though I'm not sure what might have been causing this...