Adds refrigerated racks to keep food and other perishables cold. Ideal for use in dining rooms, freeing up labour from feeding prisoners, or keeping food on hand for cooks.
Comes in both 1x1 and 1x2 versions.
Includes awesome sprites thanks to Shinzy
Mod Spotlight video (https://www.youtube.com/watch?v=ki1Avuvwr2g)
(https://andyleap.net/RimFridge/Preview.png)
(https://andyleap.net/RimFridge/CookingSpot.PNG)
(https://andyleap.net/RimFridge/HerbalStorage.PNG)
Get it here: https://andyleap.net/RimFridge/RimFridge.zip (https://andyleap.net/RimFridge/RimFridge.zip)
Changelog:
- Graphics fixes
- Added support for beers, and beers that are kept cold in a RimFridge now give a +5 "Enjoyed a cold one" thought when drunk
- Update to A16
- Add support for any rottable item, including from mods. Let me know if there's items that aren't showing up in the storage settings.
- Fix for issue with fixed storage settings on load
- Fixing issue with a null exception when a bottle of beer that has been made "Frosty" is equipped as a weapon
Hah, these look pretty cool!
Pun intended.
Quote from: Supercheese on October 17, 2016, 06:16:05 PM
Hah, these look pretty cool!
Pun intended.
(http://ci.memecdn.com/212/3919212.jpg)
wow looks awesome ^_^
Quote from: Supercheese on October 17, 2016, 06:16:05 PM
Hah, these look pretty cool!
Pun intended.
thats kool....
(https://onetimefortim.files.wordpress.com/2012/03/coolaid-bursting-through-the-wall-1754_preview.jpg)
WOOOT REFRIGERATORS AGAIN
Quote from: Vendan on October 17, 2016, 06:09:57 PM
Comes in both 1x1 and 1x2 versions.
Includes awesome sprites thanks to Shinzy
this is right up there with RT storage and a game without RT storage is like a day without coffee for me. I recently found myself skipping cooking all together and just devmode food for my guys (though i craft 5000 rifles to get a good one go figure). In order to keep the cheaters like me in check maybe a "food assembly machine" fridge on both sides 2x->machine->1x research level 1 2 3 for lavish maybe upgradeable to 4x 6x 8x -> machine - 1x could still keep the fridge in the prison rooms cuz i love that.
I love the simplistic space age style and glasswork that Shinzy did. Also kudos. I'll have to check it out when I have time. I clearly need to learn a thing or two from what you did here, because it looks far more refined than my effort in the industrial age object pack I did for Call of Cthulhu.
Great mod!
This looks so awesome! Please tell me it's on Steam as well?
Quote from: Otakugirl on October 18, 2016, 05:49:36 AM
This looks so awesome! Please tell me it's on Steam as well?
Yeap, third most popular mod this week, so far. And it hasn't even been out a week yet :D
Nice work now I can use these for my pets their hay won't spoil haha or I won't have to build them their own freezer. It's still good to feed prisoners It increases their likeness of negotiator so i don't use it there. And if have lots of space might use this in my dinning room too which i don't in arid desert now cause this is just captured old building
(http://i99.photobucket.com/albums/l298/jmababa/rimworld1_zps5etwju2d.png) (http://s99.photobucket.com/user/jmababa/media/rimworld1_zps5etwju2d.png.html)
Edit: how much power freezers use?
New Version
Added support for beers, and beers that are kept cold in a RimFridge now give a +5 "Enjoyed a cold one" thought when drunk
Thank you now I can keep my beers cold and why does it make room hot
Can't just magically get rid of heat. It's a rather marginal amount of heat generation though.
Quote from: Vendan on October 18, 2016, 04:38:05 PM
New Version
Added support for beers, and beers that are kept cold in a RimFridge now give a +5 "Enjoyed a cold one" thought when drunk
I can't put beers in the double squares fridge, only in the single. The def only allow on the single. This is correct?
Quote from: Vendan on October 19, 2016, 09:19:45 AM
Can't just magically get rid of heat. It's a rather marginal amount of heat generation though.
It would be better if the room get warmer (a little bit, proportional if a cooler was exhausting a 1x1 or 1x2 room). Because of how small the fridge is compared to normal rooms I think that even if it was implemented wouldn't make a big difference, but in a small room (3x3 for example) would make a difference or a room fill up with fridges would too.
Another way would be to create "pipes" so the heat is output in another place.
Quote from: lc-soz on October 19, 2016, 09:31:09 AM
Quote from: Vendan on October 18, 2016, 04:38:05 PM
New Version
Added support for beers, and beers that are kept cold in a RimFridge now give a +5 "Enjoyed a cold one" thought when drunk
I can't put beers in the double squares fridge, only in the single. The def only allow on the single. This is correct?
That was a mistake, and I just uploaded the fixed version, both on here and on steam.
Quote from: lc-soz on October 19, 2016, 09:40:52 AM
Quote from: Vendan on October 19, 2016, 09:19:45 AM
Can't just magically get rid of heat. It's a rather marginal amount of heat generation though.
It would be better if the room get warmer (a little bit, proportional if a cooler was exhausting a 1x1 or 1x2 room). Because of how small the fridge is compared to normal rooms I think that even if it was implemented wouldn't make a big difference, but in a small room (3x3 for example) would make a difference or a room fill up with fridges would too.
Another way would be to create "pipes" so the heat is output in another place.
That's pretty much what it already does... I mean, fill a small room with fridges and you'll average out to about 1~2 degrees warmer then outside. It's not terribly much.
Very useful mod to stop spoil the food and its depends the room its not warmer but its useful
Fridge : 8.3/10
Average 8.3/10
P.S : Keep Good Work
could you make this to take all medicine I want my gleamcap med not to expire from caveworld flora mod https://ludeon.com/forums/index.php?topic=13172.0. Great fridge compatible with fishing mod takes every fish now peeps won't have to eat it raw corpse if can't build large freezer
Quote from: jmababa on November 03, 2016, 07:42:17 AM
could you make this to take all medicine I want my gleamcap med not to expire from caveworld flora mod https://ludeon.com/forums/index.php?topic=13172.0. Great fridge compatible with fishing mod takes every fish now peeps won't have to eat it raw corpse if can't build large freezer
first, I want to say thanks jmbaba, i'd forgotten all about that mod - i'm definitely going to add it for my next colony.
second, as an FYI you can the edit the files yourself in notepad, wordpad or something fancier.
the file you want to change is in RimWorld1284Win\Mods\RimFridge\Defs\ThingDefs_Buildings (there is just the one file in there)
everywhere in the file that you mind <li>HerbalMedicine</li> insert a new blank line and paste this: <li>GleamcapStem</li>, there should be two :)
since i'm not currently running the flora mod I don't have an edited version to share.
Thankz now i know what to look for
Thanks! I love it.
Purring along perfectly with my other kludged-up mods.
I honestly don't know why storage racks and single-block refrigerated solutions aren't a part of the core game to begin with. :-\
This is really nice, thanks.
Hi, Vendan,
First thank you for the mod, I use it everytime I play.
I wanted to inform you that I used your mod as a dependency, required for my storage-mod (https://ludeon.com/forums/index.php?topic=23205.0), in order to make a refrigerated rack-storage. Please tell me if it's a problem for you.
Something I spotted, not even a bug if you ask me :
- If a colonist is ordered to drink a beer directly, the thought "had a cold one" is properly triggered
- But if a colonist drink a beer, as part of a Joy/Relaxing time, the thought is not triggered.
I have not even a clue as why it happened that way tough.
Anyway, thanks again for the mod
Quote from: kaptain_kavern on November 06, 2016, 04:16:57 PM
Hi, Vendan,
First thank you for the mod, I use it everytime I play.
I wanted to inform you that I used your mod as a dependency, required for my storage-mod (https://ludeon.com/forums/index.php?topic=23205.0), in order to make a refrigerated rack-storage. Please tell me if it's a problem for you.
Something I spotted, not even a bug if you ask me :
- If a colonist is ordered to drink a beer directly, the thought "had a cold one" is properly triggered
- But if a colonist drink a beer, as part of a Joy/Relaxing time, the thought is not triggered.
I have not even a clue as why it happened that way tough.
Anyway, thanks again for the mod
huh, only thing I can think of is that that's not considered "ingesting" the drink...?
And I'm fine with you using it as a dependency, though I also have no issue with you pulling the code or the dll itself into your mod.
Can confirm the thought not being triggered. Still love the MOD tho
Quote from: Vendan on November 07, 2016, 06:42:46 PM
Quote from: kaptain_kavern on November 06, 2016, 04:16:57 PM
Hi, Vendan,
First thank you for the mod, I use it everytime I play.
I wanted to inform you that I used your mod as a dependency, required for my storage-mod (https://ludeon.com/forums/index.php?topic=23205.0), in order to make a refrigerated rack-storage. Please tell me if it's a problem for you.
Something I spotted, not even a bug if you ask me :
- If a colonist is ordered to drink a beer directly, the thought "had a cold one" is properly triggered
- But if a colonist drink a beer, as part of a Joy/Relaxing time, the thought is not triggered.
I have not even a clue as why it happened that way tough.
Anyway, thanks again for the mod
huh, only thing I can think of is that that's not considered "ingesting" the drink...?
I'm seeing something similar in CK plants/animals, Kaptain - when a colonist picks up a Dream Vine during Joy time, they'll sit around with the dreamvine in their hands, and when they're done the dreamvine will disappear, but they don't get the drug effects.
I've never paid attention to whether a beer/drug in vanilla has the same Joy-related issue or not, though. I'll keep an eye out next time I play a remind-myself-what-vanilla-looks-like game.
Haha I report a bug to be told I have the same in one of my mod. So ironic ^^
Thx Tamma.
So either Vendan and I have missed a XML tag somewhere or it's a vanilla bug (and then it should happen with regular "non-refrigerate beer also and should be reported, I'll have look when I got the occasion
The "refrigerated beer" is actually the same item as normal beer, just with an added and "temporary" ThingComp attached that does a PostIngest if it's "internal temp" is low enough. There's a chance it's being held in a pawn's hands long enough to warm back up, so I'll have to look into that some, but it sounds more like the "for joy" activities don't trigger "Ingest", which may be a core game glitch.
I was thinking the same. The item from CK - APP which doesn't triggered the mood bonus is just a copy paste of beer's drug code so it must came from vanilla
Quote from: kaptain_kavern on November 07, 2016, 10:17:23 PM
Haha I report a bug to be told I have the same in one of my mod. So ironic ^^
Haha, yeah. That makes me suspect vanilla.
Just wanted to say: thanks for making this. It's quickly become a must-have for me in any colony.
Exatcly what i was looking for! Great mod!
Would anyone know a way to allow the fridges to accept the various types of coffee drinks from the hot coffee mod? ie perhaps by altering the defs? Thanks
Quote from: Krzarb on November 23, 2016, 07:07:55 PM
Would anyone know a way to allow the fridges to accept the various types of coffee drinks from the hot coffee mod? ie perhaps by altering the defs? Thanks
They're just stockpiles, by default they allow select food items but you can just edit them and add whatever if it's not in by default.
Quote from: ActionCow on November 24, 2016, 12:40:30 AM
Quote from: Krzarb on November 23, 2016, 07:07:55 PM
Would anyone know a way to allow the fridges to accept the various types of coffee drinks from the hot coffee mod? ie perhaps by altering the defs? Thanks
They're just stockpiles, by default they allow select food items but you can just edit them and add whatever if it's not in by default.
Thanks for the reply. I'm not sure I follow though. If you open the storage options for the fridge, the options are much more limited than conventional stockpiles. The fridge will allow the storage of coffee beans, but not the actual coffee products, ie simple coffee, decaf coffee, etc. I was after a workaround to allow the fridges to hold these products.
No you need to edit the Fridge_Building.xml.
I don't used the hot coffee mod yet, but i think the drinks arn't under meals, thats why you can't store them.
You can try to edit it self, open the xml with the notepad and try to add the categorie the coffee's are under next to the foodmeals.
cofee mod not that good atleast it takes cigarettes and cigars
I know it is really early still, but any chance of an A16 version soon?
*poke*
oh damn, my A15 ship is ready to launch me into A16 and RimFridge is not updated yet. guess it'll break apart and crash land inbetween!
Dude, Alpha 16 please! This is one of my must have mods! :)
Try this one.
https://www.dropbox.com/s/rs10f05r8i5esxz/RimFridge%20a16.rar?dl=0
No errors for me =)
Quote from: Zim777 on December 31, 2016, 10:59:31 PM
Try this one.
https://www.dropbox.com/s/rs10f05r8i5esxz/RimFridge%20a16.rar?dl=0
No errors for me =)
Thanks man! I'm gonna try this tomorrow. Nothing worse than having your people waiting inside a freezer for their food. Rimfridge solves that. :)
Not sure if I should trust a download link from a random person on the forums that's not the mod's creator...
Quote from: Draegon on January 01, 2017, 12:28:00 PM
Not sure if I should trust a download link from a random person on the forums that's not the mod's creator...
Worked good for me. It didn't throw an error either. One weird thing though. I put one fridge and pawns started loading with food. But the second fridge they didn't even though it was in an open area with power to it.. I then moved the second fridge to a different location and it worked. I don't think it was something Zim did. Maybe just a bug in the script.
Quote from: Draegon on January 01, 2017, 12:28:00 PM
Not sure if I should trust a download link from a random person on the forums that's not the mod's creator...
do not trust me! i am so badman! =)
Quote from: Zim777 on January 01, 2017, 05:32:25 PM
Quote from: Draegon on January 01, 2017, 12:28:00 PM
Not sure if I should trust a download link from a random person on the forums that's not the mod's creator...
do not trust me! i am so badman! =)
You mean Batman =)
Rimfridge has been updated to A16
thank you, such QoL imprvement.
I'm seriously tired of building huge fridge rooms. So ty for this.
Thank you
Update: Add support for any rottable item, including from mods. Let me know if there's items that aren't showing up in the storage settings.
Update: Fix for issue with fixed storage settings on load
Anyone having issues with the pawn trying to pick a meal and haul it back to the fridge? Just to fall in a chain reaction to keep doing that for 10,20, 30 times till he just goes "standing" next to the fridge?
PS: I have XL stacking mod, maybe an issue with compability?
Quote from: carpediembr on January 04, 2017, 10:45:13 AM
Anyone having issues with the pawn trying to pick a meal and haul it back to the fridge? Just to fall in a chain reaction to keep doing that for 10,20, 30 times till he just goes "standing" next to the fridge?
PS: I have XL stacking mod, maybe an issue with compability?
Yes, and I don't have XL stacking mod. I've tried both fridges with different goods. No luck.
Quote from: carpediembr on January 04, 2017, 10:45:13 AM
Anyone having issues with the pawn trying to pick a meal and haul it back to the fridge? Just to fall in a chain reaction to keep doing that for 10,20, 30 times till he just goes "standing" next to the fridge?
PS: I have XL stacking mod, maybe an issue with compability?
This happened to me before when I first installed the A16 version of this, but I don't think it was the mod itself... the pawn that kept doing this was trying to haul a "non-roofed" item to the fridge and I had forgotten to check "Allow non-roofed" on my fridge storage options. After I set that, the pawn hauled the food as normal.
(Forgot to mention, I have Improved Increased Stack mod tacked on.)
The soda mod addon for Vegetable garden doesn't show up in the Rimfridge filters. It worked the first day it was updated to A16, then it stopped working after the recent update.
Quote from: Screech on January 05, 2017, 09:25:24 AM
The soda mod addon for Vegetable garden doesn't show up in the Rimfridge filters. It worked the first day it was updated to A16, then it stopped working after the recent update.
Well, from looking at it, it doesn't appear to be rottable, so that's why it's not in the filter. Beer is also not rottable, but has a special case that makes it give a "frosty" positive thought if a colonist drinks a cold beer.
My pawns keep picking up items from the fridge and put it back contuniously. Sometimes pick up one item and drop to the ground, pick up again and drop again and again and again... Idk its because from my other mods installed or this.
Quote from: Vendan on January 05, 2017, 10:14:38 AM
Quote from: Screech on January 05, 2017, 09:25:24 AM
The soda mod addon for Vegetable garden doesn't show up in the Rimfridge filters. It worked the first day it was updated to A16, then it stopped working after the recent update.
Well, from looking at it, it doesn't appear to be rottable, so that's why it's not in the filter. Beer is also not rottable, but has a special case that makes it give a "frosty" positive thought if a colonist drinks a cold beer.
Why not allow everything like with the stockpiles? That would solve the issue with any other mods that adds stuff to stockpiles. Wouldn't it?
Quote from: Gajdee on January 05, 2017, 10:55:41 AM
My pawns keep picking up items from the fridge and put it back contuniously. Sometimes pick up one item and drop to the ground, pick up again and drop again and again and again... Idk its because from my other mods installed or this.
Which mods are you running? I have the same issue.
I use Combat realism, Miniaturisation, StackXXL, Vegetable Garden and some from Fluffy's Mods.
Quote from: Gajdee on January 05, 2017, 10:55:41 AM
My pawns keep picking up items from the fridge and put it back contuniously. Sometimes pick up one item and drop to the ground, pick up again and drop again and again and again... Idk its because from my other mods installed or this.
Yes I just read this in CombatRealism thread:
Quote from: Devon_v on January 05, 2017, 09:48:43 PM
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.
I have it too--the issue you speak of and both these mods. I'm about to test things out.
I turned off this mod and sometimes my pawns keep pick up and drop foods from stockpiles. So the problem is not with this mod.
Quote from: kardofaces on January 06, 2017, 05:23:57 AM
Quote from: Gajdee on January 05, 2017, 10:55:41 AM
My pawns keep picking up items from the fridge and put it back contuniously. Sometimes pick up one item and drop to the ground, pick up again and drop again and again and again... Idk its because from my other mods installed or this.
Yes I just read this in CombatRealism thread:
Quote from: Devon_v on January 05, 2017, 09:48:43 PM
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.
I have it too--the issue you speak of and both these mods. I'm about to test things out.
Fairly certain adding food to your loadout should solve this.
Fixing issue with a null exception when a bottle of beer that has been made "Frosty" is equipped as a weapon
my English is bad
Packaged survival meal, chocolate, Kibble, drugs and Medicine is not placed in the refrigerator
Can you fix?
Quote from: dayzbrk on January 11, 2017, 11:47:28 AM
my English is bad
Packaged survival meal, chocolate, Kibble, drugs and Medicine is not placed in the refrigerator
Can you fix?
they dont need to be cold. only herbal medicine.
Quote from: Vendan on January 06, 2017, 09:10:43 AM
Quote from: kardofaces on January 06, 2017, 05:23:57 AM
Quote from: Gajdee on January 05, 2017, 10:55:41 AM
My pawns keep picking up items from the fridge and put it back contuniously. Sometimes pick up one item and drop to the ground, pick up again and drop again and again and again... Idk its because from my other mods installed or this.
Yes I just read this in CombatRealism thread:
Quote from: Devon_v on January 05, 2017, 09:48:43 PM
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.
I have it too--the issue you speak of and both these mods. I'm about to test things out.
Fairly certain adding food to your loadout should solve this.
It is indeed combat realism and putting one item of food in your loadout fixes it. but you would need to put one of each in their inventory.
However it might be needed to be put on the mods description that this is how you will have to fix this sort of logic-loop until it is fixed.
No idea why they don't treat it like a equipment rack, possibly they try putting it into their inventory causing the loop to happen.
Hi Vendan!
Thank you for making RimFridge, it is one of my essential mods! (why isn't it already stock? :D)
I have a compatability request:
Would it be possible to make it compatible with Quantum Storage?
Quantum Storage does not recognise it as storage (I would like to have a quantum relay fridge :D)
Is this an issue you can fix, or should I ask in the Quantum Storage post?
Thanks!
Regards, Stage
Hi. Thanks. Very helpful mod. One of my first mods installed. No more opening big freeser for five potatoes
Um,I can't store human's dead body in fridge..
Quote from: DarkZero on January 14, 2017, 01:18:55 PM
Um,I can't store human's dead body in fridge..
Try to chop it before.
I know that,but i just want to store humans.I can store animal's corpse,but I can't store human's corpse.
Still most useful fridge in A16
Looks great, works great! Love the faint blue light the fridges give off.
Please apply:
Want to see YOUR mod in RimWorld? (https://ludeon.com/forums/index.php?topic=29505.0)
Quote from: Stage on January 12, 2017, 10:34:36 AM
Hi Vendan!
Thank you for making RimFridge, it is one of my essential mods! (why isn't it already stock? :D)
I have a compatability request:
Would it be possible to make it compatible with Quantum Storage?
Quantum Storage does not recognise it as storage (I would like to have a quantum relay fridge :D)
Is this an issue you can fix, or should I ask in the Quantum Storage post?
Thanks!
Regards, Stage
Seconded
I just want to ask, how that should work ?
With the relay you just pull stuff from the warehouse, and push from adjacent fields to the warehouse back.
So you want that the relay push the meals ouf of the cold fridge maybe to the warm warehouse ?
I bet you want the other way, the relay should pull meal and put it straight into the fridge, but thats the relay never pull things out of the relay pad, that still need to do your pawns.
Ratys thought about to made a fridge relay, but said it would be to overpowered.
With industrie rollers mod, you can create a belt system that deliver if needed meals into the fridge.
relay fridge was what i was thinking to just pull from main freezer to remote location. dining room/prison/guest quarters etc. if its linked to the relay tech its not op because you can create a 1 tile room cooled and use relay so relay fridge would be the same just make it take relay power plus freezer power.
Found big bug in the RimFridge mod, that breaks other mods and causes undefined behaviour.
You redefine the "FurnitureBase" def, but removed the "CompQuality" component from it. So every vanilla furniture dont have any quality anymore!
Oh, that's why all beds are green! I was about to start tweaking the mods to find the problem but was lucky to find the thread...
Quote from: Sirsim on January 21, 2017, 12:03:18 PM
Oh, that's why all beds are green! I was about to start tweaking the mods to find the problem but was lucky to find the thread...
Ahem, the color of beds are not defined in the xml files, so if I'm not totally mistaken it must be hardcoded, therefore a simple xml change shouldn't do anything.
Redefining an abstract from the Core is absolutely normal in a mod. Furthermore a changed abstract in a mod, can not mess with objects from the core, nor with things from other mods loaded before it (unless said mod or a mod loaded after it, redefines the object it self).
To me this sounds like a mod loaded after RimFrige redefines vanilla objects but don't define the abstracts it is using and therefore uses the ones definite in RimFrige. This however would mean that the problem is not on RimFriges side but instead on whatever mod loads after it.
None the less, i noticed that RimFrige itself has this problem, it is using the "BuildingBase" but does not define this it. Please change this to avoid conflicts.
All abstracts a mod uses must be defined within it, see here (https://ludeon.com/forums/index.php?topic=19499.0) for more information on this topic.
download link is not working? i've been trying to download it since yesterday but still not working for me
Quote from: Der Failer on January 21, 2017, 03:35:23 PM
Quote from: Sirsim on January 21, 2017, 12:03:18 PM
Oh, that's why all beds are green! I was about to start tweaking the mods to find the problem but was lucky to find the thread...
Ahem, the color of beds are not defined in the xml files, so if I'm not totally mistaken it must be hardcoded, therefore a simple xml change shouldn't do anything.
Redefining an abstract from the Core is absolutely normal in a mod. Furthermore a changed abstract in a mod, can not mess with objects from the core, nor with things from other mods loaded before it (unless said mod or a mod loaded after it, redefines the object it self).
To me this sounds like a mod loaded after RimFrige redefines vanilla objects but don't define the abstracts it is using and therefore uses the ones definite in RimFrige. This however would mean that the problem is not on RimFriges side but instead on whatever mod loads after it.
None the less, i noticed that RimFrige itself has this problem, it is using the "BuildingBase" but does not define this it. Please change this to avoid conflicts.
All abstracts a mod uses must be defined within it, see here (https://ludeon.com/forums/index.php?topic=19499.0) for more information on this topic.
If you use the "More Furniture" mod and load it aftrer RimFridge, you wont have any quality stat anymore on vanilla furniture. Disable RimFridge (or More Furniture) and problem is solved.. Put another mod which redefines the abstract Furniture def between the two and its also salved..
And thats the reason, why you NEVER should redefine a abstract def from core game with
same name and modifications to it! There is no need to redefine it with the same name! You cant control what other mods are doing and in this case, a mod is doing funny stuff that causes that the redefined abstract furniture from RimFridge is applied to the core stuff and they dont have any quality stat anymore. Also it breaks several other mods too.
And yes, i´m aware of the xml inheritance problem. Others may dont. If they rely on the abstract def for some reason, it will break their mod too without knowing. Just redefine it under new name will solve all problems.
More Furniture dont redefine the abstract Furniture def so it uses it from RimFridge.
Quote from: erickdesugaming on January 22, 2017, 06:17:02 AM
download link is not working? i've been trying to download it since yesterday but still not working for me
Until he fix the download here is it as attachment.
[attachment deleted by admin due to age]
thanks alot man
Quote from: Hatti on January 22, 2017, 06:33:44 AM
Quote from: Der Failer on January 21, 2017, 03:35:23 PM
Quote from: Sirsim on January 21, 2017, 12:03:18 PM
Oh, that's why all beds are green! I was about to start tweaking the mods to find the problem but was lucky to find the thread...
Ahem, the color of beds are not defined in the xml files, so if I'm not totally mistaken it must be hardcoded, therefore a simple xml change shouldn't do anything.
Redefining an abstract from the Core is absolutely normal in a mod. Furthermore a changed abstract in a mod, can not mess with objects from the core, nor with things from other mods loaded before it (unless said mod or a mod loaded after it, redefines the object it self).
To me this sounds like a mod loaded after RimFrige redefines vanilla objects but don't define the abstracts it is using and therefore uses the ones definite in RimFrige. This however would mean that the problem is not on RimFriges side but instead on whatever mod loads after it.
None the less, i noticed that RimFrige itself has this problem, it is using the "BuildingBase" but does not define this it. Please change this to avoid conflicts.
All abstracts a mod uses must be defined within it, see here (https://ludeon.com/forums/index.php?topic=19499.0) for more information on this topic.
If you use the "More Furniture" mod and load it aftrer RimFridge, you wont have any quality stat anymore on vanilla furniture. Disable RimFridge (or More Furniture) and problem is solved.. Put another mod which redefines the abstract Furniture def between the two and its also salved..
And thats the reason, why you NEVER should redefine a abstract def from core game with same name and modifications to it! There is no need to redefine it with the same name! You cant control what other mods are doing and in this case, a mod is doing funny stuff that causes that the redefined abstract furniture from RimFridge is applied to the core stuff and they dont have any quality stat anymore. Also it breaks several other mods too.
And yes, i´m aware of the xml inheritance problem. Others may dont. If they rely on the abstract def for some reason, it will break their mod too without knowing. Just redefine it under new name will solve all problems.
More Furniture dont redefine the abstract Furniture def so it uses it from RimFridge.
This has now been fixed, but please note that any other mods that may have been having issues as a result are *still* broken, though they may no longer show it.
https://gyazo.com/73154e921ef00fe787d946e132624856
Idk if it's combat realism or rimfridge but... it happens A LOT. Can't use fridges anymore, does the same with double fridge ! :(
Load order ;
Core
HugsLib
Combat Realism
Rimfridge
Other addons
Quote from: AnNyeong on January 24, 2017, 03:06:09 PM
https://gyazo.com/73154e921ef00fe787d946e132624856
Idk if it's combat realism or rimfridge but... it happens A LOT. Can't use fridges anymore, does the same with double fridge ! :(
Load order ;
Core
HugsLib
Combat Realism
Rimfridge
Other addons
It's combat realism. You are using an outdated version of CR. If you download from the 1st post in CR's thread, it's a bit outdated.
Go here: https://github.com/skyarkhangel/CombatRealism
Then click "Clone or download". Basically it's the ammo/inventory issue and the updated version fixed it.
Quote from: coldcell on January 24, 2017, 03:12:25 PM
Quote from: AnNyeong on January 24, 2017, 03:06:09 PM
https://gyazo.com/73154e921ef00fe787d946e132624856
Idk if it's combat realism or rimfridge but... it happens A LOT. Can't use fridges anymore, does the same with double fridge ! :(
Load order ;
Core
HugsLib
Combat Realism
Rimfridge
Other addons
It's combat realism. You are using an outdated version of CR. If you download from the 1st post in CR's thread, it's a bit outdated.
Go here: https://github.com/skyarkhangel/CombatRealism
Then click "Clone or download". Basically it's the ammo/inventory issue and the updated version fixed it.
Oh, I'm using the workshop version, I guess it's just as old as the one uploaded :P! Thanks!
Is there a materials version of this fridge (kinda like a crate)? I would love for my materials to also be neatly stacked in 1 tile instead of all over the place
Why would you store steel in a fridge? To prevent heatstroke?
The RimFridge is nothing else than a 1x1 stockpile with AC and limited choice. You could try that. Sorry for the joke, couldn't resist ;)
Quote from: Thyme on January 25, 2017, 08:18:30 AM
Why would you store steel in a fridge? To prevent heatstroke?
The RimFridge is nothing else than a 1x1 stockpile with AC and limited choice. You could try that. Sorry for the joke, couldn't resist ;)
Lol no problem
But anyway let me elaborate a bit. My pawns tend to get busy hauling materials and crafting then halfway stop due to raids and other shenanigans. Then some other pawn comes over to the materials they left on the floor and decide its a genius idea to make a new stack of materials. Making a mess of the storage room/warehouse I made.
I was hoping for a mod similar to this that prioritixes pawns to just place materials in a container like tile without any heating or cooling functions since it looks nicer from what I saw in the fridge mod so far =v=b
Cleaning up stockpiles is a neccessary feature in vanilla imo (and has been suggested). From what I've seen, two pawns hauling the same material to a stockpile can't do it to the same target tile, they will make two stacks (one of them should finish the half-stack). On other occasions, the stack-finishing doesn't work. Like yesterday when I had five small stacks of neutroamine scattered that I wanted to place in one tile. Deleted the stockpile in four of those stacks, prioritised hauling, those four stacks got picked up and placed in a new tile. Total number of neutroamine is less than one stack of course. However, deleting all five tiles works, because the entire neutroamine gets picked up and then placed in the stockpile. The problem was caused by silly colonists that where unable to finish the stack in the first place. I couldn't deduce any pattern so far for that. As far as I understand it, this won't happen for RimFridge because it's a small stockpile (1x1 or 1x2) which also will always be filled up (-> no half-stacks at all that can problems). The limitation of allowed items* might play a role as well, not sure.
To solve your issue I have two suggestions:
+Try if those problems appear in small stockpiles
+Make more different stockpiles, each one holding a very limited variety of goods (e.g. one only for steel, one for wood, one for bricks, ..., one or two for all that stuff you don't have much, like AI cores, artifacts; doesn't have to be one material per stockpile, concentrating building materials or such could suffice). This one is only a guess, but it works acceptable enough for me.
*allowed is in this case equal to: no more than two different items
Quote from: Thyme on January 25, 2017, 03:20:49 PM
Cleaning up stockpiles is a neccessary feature in vanilla imo (and has been suggested). From what I've seen, two pawns hauling the same material to a stockpile can't do it to the same target tile, they will make two stacks (one of them should finish the half-stack). On other occasions, the stack-finishing doesn't work. Like yesterday when I had five small stacks of neutroamine scattered that I wanted to place in one tile. Deleted the stockpile in four of those stacks, prioritised hauling, those four stacks got picked up and placed in a new tile. Total number of neutroamine is less than one stack of course. However, deleting all five tiles works, because the entire neutroamine gets picked up and then placed in the stockpile. The problem was caused by silly colonists that where unable to finish the stack in the first place. I couldn't deduce any pattern so far for that. As far as I understand it, this won't happen for RimFridge because it's a small stockpile (1x1 or 1x2) which also will always be filled up (-> no half-stacks at all that can problems). The limitation of allowed items* might play a role as well, not sure.
To solve your issue I have two suggestions:
+Try if those problems appear in small stockpiles
+Make more different stockpiles, each one holding a very limited variety of goods (e.g. one only for steel, one for wood, one for bricks, ..., one or two for all that stuff you don't have much, like AI cores, artifacts; doesn't have to be one material per stockpile, concentrating building materials or such could suffice). This one is only a guess, but it works acceptable enough for me.
*allowed is in this case equal to: no more than two different items
Nice I'll try that technique out then! Relatively new to the game so this helps a lot for me since organizing the stockpile to not look like a garbage dump is one of the things I'm trying to learn right now =v=b
@Icefrenzy There are a couple of mods that provide storage for general items that work in the way you describe. Try out Tammabanana's Kitchen Counter, and other shelving - located here https://ludeon.com/forums/index.php?topic=28381.0 (https://ludeon.com/forums/index.php?topic=28381.0) I use this mod and like it quite well. Note the food racks are not refrigerated, so you'll likely still want rimfridge, they do work well in your freezer tho if you don't want stuff lying on the floor or want specific items separated.
or brunayla's NonDecayingStorage - located here https://ludeon.com/forums/index.php?topic=7179.0 (https://ludeon.com/forums/index.php?topic=7179.0) I've not used this one but it seems to be similar.
ty
Im comparing different storing mods atm, but I like rimfridge in that it adds more of a homely feel with fridges, whereas others dont. Ill still probably run rimfridge for that alone.
@icefrenzy If youre looking for other storage mods also check out extended storage and storage crates. All seem to involve food preservation(unsure if crates dont spoil but they food can be 'canned' too). However, it seems Rimfridge has the +5 cold one mood bonus over them. Also the 2 tile fridge variant where I believe only ext storage offers a 1 tile AC unit. I think another advantage rimfridge has is you can do quickcooking method similar to how you can with stools/stockpiles.
can You add 4x4 version or modular version ? something like modular table mod ?
Website seems down?
The mod author hasn't been active since February so I think he may have moved on for now. I asked for some links to RimFridge and Hauling Hysteresis in another topic and a user named AngleWyrm replied with the zip files. I'll attach them here as well in case anybody else comes here looking for these particular mods.
[attachment deleted by admin due to age]
So these mods are not going to be updated? Has anyone tried them for A17 yet?
I tried RimFridge with A17 and it throws errors. I didn't test whether it still worked after the error but my guess is it doesn't.
Anyone looking for a fridge alternative can use either Jecrell's Industrial Objects (should update soon-ish) or mrofa's Clutter Furniture (author says two months out). They both include fridge devices.
I'm working on updating RimFridge for myself but it could take a long time as I know all of nil about the codebase. I have nothing against the other mods I just don't want anything else but the fridge, plus I really like the convenience store cooler look of RimFridge. :D
I've updated RimFridge to A17 and uploaded it to steam.
http://steamcommunity.com/sharedfiles/filedetails/?id=933372949
If Vendan wishes me to take it down I will.
Is there a way to get the updated A17 RimFridge mod if you have Non-Steam version of Rimworld?
I'm waiting to get Vendan's permission before adding the code to github. I think i'll at least create github page and then add the zip there at least for now. Give me a few minutes
Direct Download: https://github.com/KiameV/rimworld-rimfridge/releases/download/20170526/RimFridge.zip
Recently it hit me that it's crazy to keep the kitchen at freezing temperatures or even worse, put the stove in the freezer. Thanks everybody and please keep the mod alive until the devs show mercy to the cooks!
Thank you for updating it Kiame. :D
Am I the only one for who it's not working?
I just tested and it does work. However it also throws an error about blank/empty lines in StringBuilder. Other than that it does work in that it keeps food frozen so yay!
return stringBuilder.ToString().TrimEndNewlines();
would fix that error
Quote from: Sixdd on May 26, 2017, 11:32:57 PM
I just tested and it does work. However it also throws an error about blank/empty lines in StringBuilder. Other than that it does work in that it keeps food frozen so yay!
Hmm i saw that earlier in testing but i thought i had fixed it
Quote from: dismar on May 27, 2017, 12:26:20 AM
return stringBuilder.ToString().TrimEndNewlines();
would fix that error
I'll try that
Power usage & total added back into the inspection window and hopefully the log error is fixed :)
Updated the direct download too
I just tested and it works without error now. :D
Everyone, please use [A17] RimFridge Thread (https://ludeon.com/forums/index.php?topic=32980.0) going forward :)