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RimWorld => Mods => Releases => Topic started by: sumghai on April 17, 2019, 05:38:34 PM

Title: [1.5] Replimat 1.5.2 (19 Apr 2024) - Distributed food replicator system
Post by: sumghai on April 17, 2019, 05:38:34 PM
(https://raw.githubusercontent.com/sumghai/Replimat/master/About/Preview.png)

Replimat adds a Star Trek-style distributed food replicator system, capable of efficiently feeding colonists with high quality meals. No cooks or stoves required!

Developed in collaboration with Dubwise.

(https://i.imgur.com/FDUnE1f.png)

(https://steamuserimages-a.akamaihd.net/ugc/1823400132760255828/6C04F6E4D21C61C13ACAC81876D3C275814EB023/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
(https://steamuserimages-a.akamaihd.net/ugc/2504638528917066324/1A8D537D5685989C9DC0A47EF3C4F972429636FF/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
(https://steamuserimages-a.akamaihd.net/ugc/2448341800671712710/85A78CAFEA257AA8B405E4A7DBCA7C582A600F41/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
(https://steamuserimages-a.akamaihd.net/ugc/831386918211080458/9549756017541C4E1B36979CB069B785F8B21CD0/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
(https://steamuserimages-a.akamaihd.net/ugc/831386918211107510/8562A9FFA2CEC451CB9447325CD767501E6C5FE1/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
(https://steamuserimages-a.akamaihd.net/ugc/831386918214521175/65FB2305D06AB8BC623833342CFBF3183C9D8642/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

(https://i.imgur.com/MrcfuQv.png)

(https://i.imgur.com/tBVt4R1.png)

(https://i.imgur.com/bfx0hg2.png)

(https://i.imgur.com/wgydMFR.png)

(https://i.imgur.com/qncbz3E.png)

(https://i.imgur.com/C29cPOV.png)

(https://i.imgur.com/ThihQ28.png)

(https://i.imgur.com/A05h86s.png)
Version 1.5.2 - 19 Apr 2024
---------------------
- Updated for 1.5.4069
- Added compatibility for Anomaly DLC
  - Unnatural corpses can be recycled by Cadaver Processor (disallowed by default)
  - Fixed Cadaver Processor storage settings bug caused by edge case interaction between Anomaly and Humanoid Alien Races

Version 1.5.1 - 6 Apr 2024
---------------------
- Updated for 1.5.4055
- Fixed bug in meal ingredient generation for Ideology DLC, where cannibal or insect meat precepts were adding meats to vegetarian meals


Version 1.5.0 - 16 Mar 2024
---------------------
- Updated for 1.5.4034
- Tweaked Replimat building cover effectiveness and shadows
- Disallowed hoppers from recycling meals by default (can be manually re-allowed)
- Removed hopper refill threshold settings to avoid conflicts with third-party SatisfiedStorage mod
- Reduced HD texture resolution by 50%


Version 1.4.9 - 26 Nov 2023
---------------------
- Updated for 1.4.3901
- Updated compatibility patches and functions
  - Hid Vanilla Nutrient Paste Expanded gizmos from Terminals (special thanks to KylianB/Kikohi of Vanilla Expanded)

Version 1.4.8 - 2 September 2023
---------------------
- Updated for 1.4.3704
- Updated compatibility patches and functions
  - Patched meals from Glittertech Rations to be batch-replicable via the gizmo on the Terminal
  - Fixed bug in Dubs Bad Hygiene compatibility causing load errors in Linux

Version 1.4.7 - 17 June 2023
---------------------
- Updated for 1.4.3704
- Fixed bug in meal ingredient generation for Ideology DLC, where pawns who have been correctly restricted to only eating precept-allowed ingredients were getting meals without the desired ingredients
- Updated compatibility patches and functions
  - Patched meals from Ambition of the Cosmic to be non-replicable by default, but batch-replicable via the gizmo

Version 1.4.6 - 18 March 2023
---------------------
- Updated for 1.4.3641
- Increased market value and equivalent colony wealth of all Replimat buildings
  - Having a Replimat system in your colony will now (by design) drastically increase raid sizes
- Increased work to build for all Replimat buildings
- Fixed Ideology DLC cannibal meme causing mood debuffs from pawns using Cadaver Reprocessors
- Disabled faction base or caravan traders from buying or selling Replimat buildings
- Updated compatibility patches and functions
  - Patched Hoppers to accept Fertile Fields [1.1] Raw Compost and Rotten Mush
  - Patched Hemofungus meals to be replicable by Terminals

Version 1.4.5 - 9 December 2022
---------------------
- Updated for 1.4.3563
- Fixed error when animals are selected for caravans

Version 1.4.4 - 26 November 2022
---------------------
- Updated for 1.4.3558
- Added additional defensive logic to skip checking food with missing `ingestible` XML nodes

Version 1.4.3 - 22 Nov 2022
---------------------
- Updated for 1.4.3555
- Fixed pawns not using Replimat Terminals due to renamed base game methods
- Tweaked insect meat diet precept ingredient replacement logic to cover animal products and eggs as well as raw meat

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.4.2 - 8 Nov 2022
---------------------
- Updated for 1.4.3541
- Added "ate replicated food" thought memory and mood debuff if a pawn with the Gourmand trait eats a replicated meal
  - Affected traits are automatically patched with an additional description regarding this new debuff
- Added check to disable Replimat tab in Architect menu if Molecular Nutrient Resequencing research is not unlocked
- Added inspector text to indicate if a meal was replicated at a Replimat Terminal
- Added compatibility for Biotech DLC
  - Fixed pawns being stuck at Replimat Terminals while trying to fetch baby food
  - Fixed non-infants being able to request baby food as a meal item
- Fixed replicated meals allowing food poisoning
- Tweaked Molecular Nutrient Resequencing position in research tree
- Updated compatibility patches and functions
  - Patched Gastronomist and Refined Palate traits from Vanilla Traits Expanded to also trigger "ate replicated food" thought memory and mood debuff
- Updated translations
  - Added Brazilian Portuguese translation

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.4.1 - 15 Oct 2022
---------------------
- Updated for 1.4.3517
- Fixed bug introduced by current unstable build where the Animal Feeder breaks Debug Menu rendering

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.4.0 - 11 Oct 2022
---------------------
- Updated for 1.4.3510
- Added storage group support for Animal Feeders and Hoppers
  - Animal Feeders can only be grouped with other Animal Feeders
  - Hoppers can only be grouped with other (Replimat) Hoppers
  - The Switch animal feed Gizmo in Animal Feeders will now automatically synchronize across Feeders in the same storage group
- Changed Terminal and Hopper sounds to use AudioGrain_Clip instead of AudioGrain_Folder
- Updated translations
  - Added Ukrainian translation

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.

Version 1.3.5 - 30 July 2022
---------------------
- Updated for 1.3.3389
- Moved Molecular Nutrient Resequencing research project to main research tab
- Fixed ingredients inside Replimat Hoppers deteriorating and affecting beauty
- Rewrote description for Molecular Nutrient Resequencing research project
- Rebalanced spawn chance and quantity of Isolinear Computing Modules in quest rewards, exotic goods caravan and orbital traders
- Removed unused trade tags for Isolinear Computing Modules
- Updated translations
  -  Changed translation for Molecular Nutrient Resequencing research project description for all supported languages

Version 1.3.4 - 5 June 2022
---------------------
- Updated for 1.3.3326
- Fixed error preventing ingredient generation in meals from Replimat Terminals if no matching recipes are found

Version 1.3.3 - 29 May 2022
---------------------
- Updated for 1.3.3326
- Fixed NullReferenceException error preventing pawns from using Replimat Terminals when trying to feed wounded and resting animals
- Updated translations
  - Fixed incorrect BOF marker preventing translations for Synthmeat label and description from being applied properly
  - Fixed missing and incorrect references in Czech translations
  - Moved translations for Replimat Sewage Recycler to Dubs Bad Hygiene compatibility folder
  - Remove redundant translations for building blueprints and frames

Version 1.3.2 - 21 May 2022
---------------------
- Updated for 1.3.3326
- Updated compatibility patches and functions
  - Fixed an issue where the Vanilla Cooking Expanded patch was referencing content from Vanilla Plants Expanded
  - Fixed NullReferenceException error preventing pawns from using Replimat Terminals when Alpha Animals or Vanilla Genetics Expanded mods are active
- Updated translations
  - Annotated comments for Czech translations

Version 1.3.1 - 15 May 2022
---------------------
- Updated for 1.3.3326
- Added dropdown menu in Batch Make Packaged Survival Meal feature for Replimat Terminal to allow players to pick a specific survival meal type for batch replication
  - Default and only type is regular Packaged Survival Meal
  - Third-party modders can add their own survival meal types to the list via XPath Patch Operations
  (see the wiki on the Replimat GitHub for details)
- Changed default storage settings for Replimat Hoppers to allow all food types to be recycled into feedstock
- Fixed an issue where replicated meals contained meat from the pawn's ideology's venerated animal
- Fixed NullReferenceException error for Replimat Terminals when used by pawns with no food restrictions (e.g. animals with humanlike thinktrees)
- Removed minimum nutrition and reduced preferability limits on replicated meals
  - Replimat Terminals can now also replicate chocolate and low-nutrition foods/meals from third-party mods
- Updated compatibility patches and functions
  - Fixed a compatibility issue with Humanoid Alien Races (HAR) and Miscellaneous MAI, which caused Replimat Cadaver Reprocessors to not spawn when constructed due to a NullReferenceException
  - Improved logic for filtering out non-HAR robot / hologram races with no flesh from Replimat Cadaver Reprocessors

Version 1.3.0 - 5 March 2022
---------------------
- Updated for 1.3.3287
- Added feature to allow/prohibit specific raw food / condiments as ingredients in replicated meals via the base game food restriction UI
- Added the following buildings:
  - Replimat Sewage Recycler: converts sewage from Dubs Bad Hygiene directly into nutrient feedstock to be stored in tanks, and clean water for water towers (not available in Lite Mode)
- Fixed cannibals having mood debuffs from loading corpses into Replimat Cadaver Reprocessors
- Miscellaneous code tweaks (courtesy of @simplyWiri)
- Overhauled textures for several buildings
- Removed recipe for obtaining Isolinear Computing Modules via disassembling AI persona cores
- Removed support for 1.2
- Updated compatibility patches and functions
  - Fix a bug caused by the bone resource from Kobolds of the Rim that prevented players from building Replimat Cadaver Reprocessors
- Updated translations
  - Added German translation (courtesy of @RandyRagequit)
  - Add translations for new Replimat Sewage Recycler to all supported languages

Version 1.2.15 - 31 January 2022
---------------------
- Updated for 1.3.3200
- Restricted Synthmeat tradeability to sellable only
- Updated compatibility patches and functions
  - Blacklisted mutagenic ingredients from Pawnmorpher (including mutagenic salts and cheeses for Vanilla Cooking Expanded)

Version 1.2.14 - 5 December 2021
---------------------
- Updated for 1.3.3200
- Fixed compatibility with Animals Logic by adding null check for pawn ideology during meal ingredient generation

Version 1.2.13 - 27 November 2021
---------------------
- Updated for 1.3.3159
- Fixed replicated meals having more than one condiment from Vanilla Cooking Expanded

Version 1.2.12 - 20 November 2021
---------------------
- Updated for 1.3.3159
- Added backwards-compatibility fix for meal and ingredient blacklists in RimWorld 1.2

Version 1.2.11 - 13 November 2021
---------------------
- Updated for 1.3.3159
- Meals produced at Replimat Terminals now contain ingredients
  - Number and type of ingredients are based on each meal's associated recipes
- Added XML-configurable ingredient blacklist to prevent specific ingredients from ever being used in meals
- Added XML-configurable meal blacklist to prevent specific meals from ever being replicated
- Add Ideology DLC support
  - Meal ingredients will usually be replaced with those prescribed by diet precepts (e.g. cannibalism, insect meat fungus), as long as it is appropriate to the meal's original recipe
- Updated compatibility patches and functions
  - Added improved support for Vanilla Cooking Expanded (including Sushi and Stew modules)
    - Ingredients for cooked soups and stews are automatically extracted from recipes for their uncooked precursors 
    - Replicated meals will include condiments if allowed by their original recipes
    - Ruined grills will never be replicated
    - Canned ingredients and resurrector nanite condiment will never be used in replicated meals

Version 1.2.10 - 24 October 2021
---------------------
- Updated for 1.3.3159
- Added an animal food type switcher to the Replimat Animal Feeder
  - Players can now set feeders to provide kibble (default), hay or a new Synthmeat item for carnivorous animals
- Changed Replimat Animal Feeder storage priority to Critical
- Overhauled Batch Make Packaged Survival Meal feature for Replimat Terminal
  - Players can now replicate as many survival meals as they want per batch
  - UI redesigned with numeric entry field and increment/decrement buttons
- Updated translations
  - Changed translation for new Batch Make Packaged Survival Meal feature for all supported languages

Version 1.2.9 - 2 October 2021
---------------------
- Updated for 1.3.3117
- Fixed raw food cooling in Replimat Hoppers
- Updated translations
  - Added Czech translation

Version 1.2.8 - 15 August 2021
---------------------
- Updated for 1.3.3087
- Fixed compatibility issue with Save Our Ship 2's Holograms

Version 1.2.7 - 31 July 2021
---------------------
- Updated for 1.3.3076
- Fixed compatibility check for Humanoid Alien Races using package ID rather than mod name
- Updated translations
  - Korean (courtesy of isty2e)

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 version is only included to help players migrate their saves.

--Changelog for older versions removed due to post text limits--


(https://i.imgur.com/HZSvrn6.png)

(https://i.imgur.com/YTCZpjd.png)

This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) (http://www.creativecommons.org/licenses/by-sa/4.0/), which in layman's terms means:
Title: Re: [1.0] Replimat 1.0 (18 Apr 2019) - Distributed food replicator system
Post by: Mehni on April 18, 2019, 04:05:24 AM
Been looking forward to this one. Congrats to you and Dubwise on the release.
Title: Re: [1.0] Replimat 1.0 (18 Apr 2019) - Distributed food replicator system
Post by: PreDiabetic on April 18, 2019, 06:45:43 AM
Basically paste dispenser but stronger? I'm sold, gonna add to mod list immediately. But I wonder if "food poisoning" still a thing?
Title: Re: [1.0] Replimat 1.0 (18 Apr 2019) - Distributed food replicator system
Post by: AllisonIsLivid on April 18, 2019, 10:53:32 AM
Feel a little bad putting my expert chefs out of work, but fuck it, I have better things for them to be doing. Like sweeping.
Title: Re: [1.0] Replimat 1.0 (18 Apr 2019) - Distributed food replicator system
Post by: Krantz86 on April 18, 2019, 05:37:17 PM
it seems that the food->feedstock ratio is quite skewed, 2 elephants worth of meat got me less than 30 liters
Title: Re: [1.0] Replimat 1.0 (18 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 18, 2019, 06:31:00 PM
Quote from: Mehni on April 18, 2019, 04:05:24 AM
Been looking forward to this one. Congrats to you and Dubwise on the release.

Thanks Mehni - Dubs did much of the heavy lifting code-wise, but I managed to implement a few small features myself, such as the batch Survival Meal making.

Quote from: PreDiabetic on April 18, 2019, 06:45:43 AM
Basically paste dispenser but stronger? I'm sold, gonna add to mod list immediately. But I wonder if "food poisoning" still a thing?

Yes, this essentially is a better version of the vanilla nutrient paste dispenser - besides replicating higher quality meals, you have more flexibility in where you install each subsystem (e.g. Terminals in eating areas, tanks and computers hidden away in a utilities room, hoppers closer to growing zones). Of course, this mod's full potential is realized when you install additional food mods like VGP Garden Gourmet and Spoon's GouRIMet, adding meal variety for pawns without having to manage dozens of extra work bills.

As for food poisoning, I believe that this pretty much sidesteps it because the Terminals don't rely on room cleaniness or colonist cooking skill.

Quote from: AllisonIsLivid on April 18, 2019, 10:53:32 AM
Feel a little bad putting my expert chefs out of work, but fuck it, I have better things for them to be doing. Like sweeping.

I originally devised this mod because I was managing a very large colony, and having lots of livestock (chickens, cows and pigs) to provide varied meat sources was severely impacting game performance.

Quote from: Krantz86 on April 18, 2019, 05:37:17 PM
it seems that the food->feedstock ratio is quite skewed, 2 elephants worth of meat got me less than 30 liters

The food-to-feedstock conversion ratio is based on the mass of the raw food being converted, as well as a hardcoded density equivalent to the real-life Abbott's Ensure Nutritional Shake (the liquid food fed to detainees who engaged in hunger strikes at Guantanamo Bay).
Title: Re: [1.0] Replimat 1.0 (18 Apr 2019) - Distributed food replicator system
Post by: Smexy_Vampire on April 18, 2019, 09:26:08 PM
startack food despencers D: and there wireless kinda :D
Title: Re: [1.0] Replimat 1.0 (18 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 18, 2019, 10:31:07 PM
Quote from: Smexy_Vampire on April 18, 2019, 09:26:08 PM
startack food despencers D: and there wireless kinda :D
Yes, this mod was inspired by Star Trek food replicators - more specifically, it was named after the self-service eatery featured on Deep Space Nine (https://memory-alpha.fandom.com/wiki/Replimat).

No, the Replimat subsystems are not wireless. They rely on wired connections to the vanilla power network to transmit the nutrient feedstock between hoppers, tanks and terminals.
Title: Re: [1.0] Replimat 1.0.1 (22 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 21, 2019, 07:16:05 PM
Replimat has been updated for RimWorld 1.0.2231 - see first post for download link.


Version 1.0.1 - 22 Apr 2019
---------------------
- Fix compatibility issues for the following third-party mods:
     - Alpha Animals
     - Genetic Rim
     - No Water, No Life
- Fix Hoppers not processing non-ingestible ingredients from the Vegetable Garden Project mod
- Fix bug preventing taming and training of animals by colonists
- Add Japanese Translation (courtesy of Kandahara of rimworld.2game.info)
- Fix missing Traditional Chinese Translations
- Fix shadows and damage overlays for all buildings
- Reduce number of Advanced Components required to craft buildings to more sensible values
Title: Re: [1.0] Replimat 1.0.1 (22 Apr 2019) - Distributed food replicator system
Post by: ThiiSoul on April 22, 2019, 02:22:20 AM
Version problem :( with Rimworld 10
Title: Re: [1.0] Replimat 1.0.1 (22 Apr 2019) - Distributed food replicator system
Post by: Canute on April 22, 2019, 04:56:42 AM
Quote from: ThiiSoul on April 22, 2019, 02:22:20 AM
Version problem :( with Rimworld 10
You should be more clear or do you realy post from the future and play Rimwold 10 ?
I use 1.0.2159 and don't got any problems with this mod.


sumghai,
i used a few times the mod before at the WIP phase. But i never made it to research it before i started a new colony.
But this time i forced myself to research it at first.
That you need the isolinear chip is a hugh bottleneck at the system.
What do you think to split up the research into parts.
Simple meals synthesis
Fine meals synthesis
Animal feed synthesis
Star fleet standard synthesis.

So you can build a lower tech computer without isolinear chip early to create simple/fine meals maybe with another drawback like 25% higher material need.
Or maybe just a lowtech termial with direct NPD hopper behind to feed it.

Title: Re: [1.0] Replimat 1.0.1 (22 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 22, 2019, 07:07:44 AM
The Replimat system is supposed to be very advanced spacer technology, for the endgame where players choose to permanently maintain a colony instead of flying off with a spaceship. Making the Computer dependent on a single uncraftable exotic item offsets the fact that the complete system is actually quite OP.

A system to progressively unlock meal quality does not fit the overall vision of this mod.
Title: Re: [1.0] Replimat 1.0.1 (22 Apr 2019) - Distributed food replicator system
Post by: Canute on April 22, 2019, 08:36:42 AM
Yep i understood, thats why i suggest a step between NPC and replimat at last.
Noone develop such an advance system from nothing.
Title: Re: [1.0] Replimat 1.0.2 (24 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 24, 2019, 03:10:17 AM
Replimat has been updated for RimWorld 1.0.2231 - see first post for download link.


Version 1.0.2 - 24 April 2019
---------------------
- Add option to allow/forbid individual Terminals, Animal Feeders and Hoppers
- Fix compatibility issues for the following third-party mods:
    - Pawn Rules
- Fix prisoner meal restrictions
- Fix incorrect meal name string in Inspect pane
Title: Re: [1.0] Replimat 1.0.3 (25 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 24, 2019, 11:59:01 PM
Replimat has been updated for RimWorld 1.0.2231 - see first post for download link.


Version 1.0.3 - 25 April 2019
---------------------
- Reduce mass of Terminals, Feedstock Tanks, Hoppers and Computers to more sensible values
    - Each item is now light enough to be individually transported by drop pods between settlements
- Fix Computer not immediately displaying total stored feedstock when game is loaded and paused
[code]
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 26, 2019, 02:01:05 AM
Replimat has been updated for RimWorld 1.0.2231 - see first post for download link.


Version 1.0.4 - 26 April 2019
---------------------
- Add additional ways to obtain Isolinear Computing Modules
    - Exotic trader caravans
    - Item stash rewards
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: Canute on April 26, 2019, 02:19:46 AM
Quote- Add additional ways to obtain Isolinear Computing Modules
Whats about adding custom events ?
After finishing the research, he could identify positions of locations with isolinear technology.
- crashed ship sites guard by mechanoids, the wreck drop a chip when deconstructed.
- ancient outpost, overtook by raiders. Maybe a working replimat computer or old installtation that drop a chip when deconstructed.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 26, 2019, 08:45:43 AM
Quote from: Canute on April 26, 2019, 02:19:46 AM- crashed ship sites guard by mechanoids, the wreck drop a chip when deconstructed.
Mechanoid ships are not designed with facilities to support human crews (like Replimats), and so any crashed Mechanoid ship parts would not contain Isolinear Computing Modules.

Quote from: Canute on April 26, 2019, 02:19:46 AM
- ancient outpost, overtook by raiders. Maybe a working replimat computer or old installtation that drop a chip when deconstructed.
Replimat technology is a relatively recent development, and is not something that can be found in the ruins of ancient civilizations, no matter how advanced they once were.

You seem to be treating the Isolinear Computing Module simply as a magical macguffin and a means to an end, without considering the context behind its existence - which is explained quite clearly in the in-game description for the item.

An Isolinear Computing Module is specifically designed by Glitterworld engineers to hold the molecular patterns of a wide range of food and beverages. The extremely high volume of data and processing capability requires advanced optical and holographic circuits, which are made from polymers, glass and semiconductors using cleanroom equipment such as photolithography and DRIE. None of this is readily available on Urbworlds, Midworlds and Rimworlds, so it's impossible for colonies to make them from scratch.

This leaves trading as the main way to obtain Isolinear Modules. I limited their availability to orbital exotic traders, and later exotic caravans and item stash rewards, because it is plausible for caravans to have obtained them from orbital traders themselves in the first place. Bulk goods and pirate traders won't stock them because the iten is useless abd worthless to them (they simply cannot comprehend its purpose and value beyond "green crystal cube thing").

Adding other ways to get Isolinear Modules beyond what I have right now will make building Replimats far too easy, relative to how overpowered it is at automating the feeding of large colonies.

If you still feel that it's not easy enough to obtain an Isolinear Module, you can write your own xpath patch to either allow it to be crafted (and go against its intended background), or remove the cost requirement from Replimat Computers.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: Canute on April 26, 2019, 09:24:57 AM
QuoteAdding other ways to get Isolinear Modules beyond what I have right now will make building Replimats far too easy, relative to how overpowered it is at automating the feeding of large colonies.

It is just annoying frustration for a first time user of that mod when theynotice that they need the chip for that computer, and the only way to get the chip is from excotic good orbital trader (ok now from caravan too).

If you allready know that, you will buy that chip if you would set them at a trader just for later use when you see one for sale.
So it isn't that hard to obtain the chip, you just need some luck when you got the silver.

From the engineer view, i can't understood how i could research such a technology when i can't build the nessesary components. It is like you researched a computer without the integrated circuit technology before.
Isn't the need of the chip a requirement for the research then ?

Why not an chip without database, then feed the terminal with samplemeal. Then either you can get only these samplemeal of the the terminal, or it is geting added to the new database.

Or remove the chip complete and let the excotic good trader straight sell the computer, without the other parts the computer is worthless anyway (maybe together with a NPD, you geting simple meal's instead of nutri meals out of the NPD:-) ).


Edit:
I just notice at the latest Github release, you miss a modfolder inside the archive.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 30, 2019, 04:56:13 AM
Canute, I will no longer be answering questions regarding availability/researchability of Replimat technology.

As for the "missing" mod folder in the GitHub release, I deliberately did not include the source code in the download, as it is not needed to run the mod. The source is still available in the repository.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: Canute on April 30, 2019, 05:21:36 AM
Don't worry sumghai, i don't will do ask anymore.

You missunderstood my with the github release.
I don't spoke about the source. It is the filestructure or a service.
You got
Replimat.zip
- About
- Assemblies
....

But it should looks like
Replimat.zip
-Replimat
--About
--Assemblies
...

So people just need to unzip into Mods without creating a folder for the mod first.
Just a little service for unexpierenced people.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: sumghai on April 30, 2019, 04:39:33 PM
Quote from: Canute on April 30, 2019, 05:21:36 AM
You missunderstood my with the github release.
I don't spoke about the source. It is the filestructure or a service.
Next time, make it clear what you're asking.

Since this is a non-gamebreaking issue, I'll put them inside a Replimat folder in the next release.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: just_a_random on May 07, 2019, 04:49:33 PM
How am I suposed to change the food recipe? it only shows survival meals.
I already built everything.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: sumghai on May 07, 2019, 05:14:17 PM
Quote from: just_a_random on May 07, 2019, 04:49:33 PM
How am I suposed to change the food recipe? it only shows survival meals.
I already built everything.
Replimat uses the game's built-in food restriction system to customize what meals each colonist is allow to eat. Pawns will automatically select a random meal from the list of meals allowed by their current policy.

To modify food restrictions, go to Assign -> Manage food restrictions, and configure the meal policy from there.

The Batch Survival Meals button is only used for preparing caravans or emergency stockpiles.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: Canute on May 07, 2019, 06:11:59 PM
Quote from: just_a_random on May 07, 2019, 04:49:33 PM
How am I suposed to change the food recipe? it only shows survival meals.
I already built everything.
The Survival meals are only to spawn for caravan/solar flare use.
You can create these for later use. And i don't think you got a better meal recipe for this.

Normaly your pawn's automatical use the terminal if they seek for food. They geting randomly one of the best meal's from their food policy.
Title: Re: [1.0] Replimat 1.0.4 (26 Apr 2019) - Distributed food replicator system
Post by: just_a_random on May 08, 2019, 06:43:47 AM
Quote from: sumghai on May 07, 2019, 05:14:17 PM
Quote from: just_a_random on May 07, 2019, 04:49:33 PM
How am I suposed to change the food recipe? it only shows survival meals.
I already built everything.
Replimat uses the game's built-in food restriction system to customize what meals each colonist is allow to eat. Pawns will automatically select a random meal from the list of meals allowed by their current policy.

To modify food restrictions, go to Assign -> Manage food restrictions, and configure the meal policy from there.

The Batch Survival Meals button is only used for preparing caravans or emergency stockpiles.
So colonists go to the terminal themselves and get food, ok I get it now thanks
Title: Re: [1.0] Replimat 1.0.5 (11 May 2019) - Distributed food replicator system
Post by: sumghai on May 10, 2019, 05:47:49 PM
Replimat has been updated for RimWorld 1.0.2231 - see first post for download link.


Version 1.0.5 - 11 May 2019
---------------------
- Fix Hopper FX incorrectly showing across different maps
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: sumghai on May 25, 2019, 07:12:37 PM
Replimat has been updated for RimWorld 1.0.2231 - see first post for download link.


Version 1.0.6 - 26 May 2019
---------------------
- Fix transparency matte for all textures
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: rawrfisher on May 25, 2019, 10:20:29 PM
Would an option to allow visitors to use a replimat be reasonable?

Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: sumghai on May 25, 2019, 11:05:48 PM
Quote from: rawrfisher on May 25, 2019, 10:20:29 PM
Would an option to allow visitors to use a replimat be reasonable?
In theory, visitors from both the stock game and Orion's Hospitality mod can already use Replimat Terminals.

In practice, all visitor pawns usually bring their own food, which they will always prioritize eating from first over Replimats and any other food source. I could probably patch all visitor pawns to not bring food, but I don't know what adverse effects may come from doing so.
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: rawrfisher on May 25, 2019, 11:12:44 PM
I sometimes have maps where pathing bugs out and visitors/caravans get stuck at my base and cant leave.  I view it as extra guards and when their animals die free loot with little to no penalties.  I would rather not have to wait till they pass out from hunger for them to eat tho which is why I place a replicator terminal near em but they wont use it.  If they use them by default then its due to a mod conflicting with guest food restrictions.
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: sumghai on May 25, 2019, 11:44:48 PM
Quote from: rawrfisher on May 25, 2019, 11:12:44 PM
I sometimes have maps where pathing bugs out and visitors/caravans get stuck at my base and cant leave.  I view it as extra guards and when their animals die free loot with little to no penalties.  I would rather not have to wait till they pass out from hunger for them to eat tho which is why I place a replicator terminal near em but they wont use it.  If they use them by default then its due to a mod conflicting with guest food restrictions.
Even without any other mods installed, visitor pawns will always eat meals from their own inventory first before using Replimat Terminals.

As I mentioned in my last post, I can probably patch all non-colonist pawns to never spawn with food in their inventory, so that they will use Replimat Terminals immediately (although as previously mentioned, there may be unforeseen consequences).

I don't think it's possible to modify the Harmony patch for the food source priority job driver for colonists and visitors, because as far as Dubwise and I know, that job driver applies universally to all pawns.
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: rawrfisher on May 25, 2019, 11:49:42 PM
They choose to die of malnutrition over using the terminals for me. I dont think patching all pawns to spawn without food would solve anything.  I'm leaning more to there being some issue with the modlist I use.   

Edit:  Did a quick trial with some spawned in non colonist pawns with only hugslib and replimat active.  The non colonist pawns will not use the terminals. 
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: sumghai on May 26, 2019, 12:09:40 AM
In Dev Mode, you can use the -20% food tool to repeatedly make pawns starve.

Use that on your visitor pawns repeatedly until they eat up all their packed meals, and then your visitors should start using the Terminals.
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: rawrfisher on May 26, 2019, 12:17:26 AM
Thats what I did.  They refused to use the terminal.
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: sumghai on May 26, 2019, 12:32:21 AM
Okay, I've reproduced the issue on my end with just Core and Replimat.

This is strange, because I swore it worked just fine before.
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: rawrfisher on May 26, 2019, 12:45:19 AM
Good Least it isn't just me getting this issue
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: Canute on May 26, 2019, 03:00:23 AM
At my expierence, visitor use the terminals on regular visits.
But when they get stuck at any kind, like pathing issue or some error show up at the log, their logic don't work anymore and then they won't use the terminal anymore.

Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: rawrfisher on May 26, 2019, 09:45:07 AM
That is possible.  My test involves spawned pawns.  I think sumghai's did too.
Title: Re: [1.0] Replimat 1.0.6 (26 May 2019) - Distributed food replicator system
Post by: sumghai on June 03, 2019, 09:50:48 AM
I've updated the OP with a couple of known issues - stock visitors not using Terminals, and Prisoners with access to their own Terminals in prison cells being able to replicate meals disallowed by their individual meal policies.

Dubwise is investigating them, but no ETA on fixes.
Title: Re: [1.0] Replimat 1.0.7 (15 June 2019) - Distributed food replicator system
Post by: sumghai on June 14, 2019, 10:41:47 PM
Replimat has been updated for RimWorld 1.0.2282 - see first post for download link.


Version 1.0.7 - 15 June 2019
---------------------
- Update compatibility with new versions of Multiplayer
- Implement versioning metadata files for Fluffy's Mod Manager and ModSync
Title: Re: [1.0] Replimat 1.0.8 (21 June 2019) - Distributed food replicator system
Post by: sumghai on June 21, 2019, 10:18:47 AM
Replimat has been updated for RimWorld 1.0.2282 - see first post for download link.


Version 1.0.8 - 21 June 2019
---------------------
- Fix prisoner meal restrictions
- Add options in Mod Settings to enable/disable both Replimat Spill and Replimat Kibble Malfunction incidents
    - English and Traditional Chinese translations updated
    - Japanese translations partially updated, missing a few keyed strings
- Minor code cleanup and optimizations
Title: Re: [1.0] Replimat 1.0.9 (23 June 2019) - Distributed food replicator system
Post by: sumghai on June 22, 2019, 11:38:12 PM
Replimat has been updated for RimWorld 1.0.2282 - see first post for download link.


Version 1.0.9 - 23 June 2019
---------------------
- Allow Hoppers to accept Raw strange meats from Call of Cthulhu - Cosmic Horrors


Now, to address rawrfisher's issue where visitors cannot use Terminals:

After some investigation, Dubwise and I concluded that visitors from the base game cannot use Terminals for a very good reason: the same logic that tells these visitors to only eat from their personal inventory also prevents them from stealing your colony's own meals once they run out; Hospitality visitors are able to use Terminals because (we assume) Hospitality temporarily treats visitor pawns as colonists.

This behaviour remains unchanged since the initial release, and is no longer considered a bug/issue
Title: Re: [1.0] Replimat 1.0.10 (6 July 2019) - Distributed food replicator system
Post by: sumghai on July 06, 2019, 08:25:41 AM
Replimat has been updated for RimWorld 1.0.2282 - see first post for download link.


Version 1.0.10 - 6 July 2019
---------------------
- Add Simplified Chinese translation


(Note: The unauthorized Replimat_zh Simplified Chinese translation mod on Steam is no longer required)
(注:本mod不再需要Steam上的非官方Replimat_zh简体汉化mod)
Title: Re: [1.0] Replimat 1.0.11 (11 August 2019) - Distributed food replicator system
Post by: sumghai on August 10, 2019, 09:48:10 AM
Replimat has been updated for RimWorld 1.0.2282 - see first post for download link.


Version 1.0.11 - 11 August 2019
---------------------
- Add new method of obtaining Isolinear Computing Modules
    - Disassembling AI Persona Cores at the Machining Table yields a Iso Module and several assorted components
Title: Re: [1.0] Replimat 1.0.12 (10 November 2019) - Distributed food replicator system
Post by: sumghai on November 10, 2019, 09:29:45 AM
Replimat has been updated for RimWorld 1.0.2408 - see first post for download link.


Version 1.0.12 - 10 November 2019
---------------------
- Add Plant Scraps from Fertile Fields to Hopper storage settings
Title: Re: [1.0/1.1] Replimat 1.1.0 (3 March 2020) - Distributed food replicator system
Post by: sumghai on March 03, 2020, 07:54:47 AM
Replimat has been updated for RimWorld 1.1.2559 - see first post for download link.


Version 1.1.0 - 3 March 2020
---------------------
- Updated for 1.1.2559
- Add multiversion support for RimWorld 1.0 and 1.1

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
Title: Re: [1.0/1.1] Replimat 1.1.0 (3 March 2020) - Distributed food replicator system
Post by: Canute on March 21, 2020, 07:20:23 AM
Some mod conflict with Common Sense.
If Common Sense is active pawn's don't use the Replimat terminal.
Any change of Coomon Sense option switch didn't got any results.
Title: Re: [1.0/1.1] Replimat 1.1.0 (3 March 2020) - Distributed food replicator system
Post by: sumghai on March 21, 2020, 07:24:42 AM
Quote from: Canute on March 21, 2020, 07:20:23 AM
Some mod conflict with Common Sense.
If Common Sense is active pawn's don't use the Replimat terminal.
Any change of Coomon Sense option switch didn't got any results.
As per the instructions in the first post, load Common Sense after Replimat.
Title: Re: [1.0/1.1] Replimat 1.1.0 (3 March 2020) - Distributed food replicator system
Post by: Canute on March 21, 2020, 07:51:40 AM
Ok my mistake.
Could you maybe put the Compactibly notes into the Mod description at About.xml ?
Just a question doesn't would a <loadAfter> useful for the Common Sense mod ?
I just test it, and the mod turn red if it is before Replimat at the mods window.
Or does it maybe exist a <loadBefore> so you could add it to your mod ?
Title: Re: [1.0/1.1] Replimat 1.1.1 (5 April 2020) - Distributed food replicator system
Post by: sumghai on April 04, 2020, 10:09:18 PM
Replimat has been updated for RimWorld 1.1.2589 - see first post for download link.


Version 1.1.1 - 5 April 2020
---------------------
- Updated for 1.1.2589
- Fix Fertile Fields compatibility patch to also look for alternative 1.1 release by Jamaican Castle
- Remove some unnecessary debug log messages left over from development

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
Title: Re: [1.0/1.1] Replimat 1.1.1 (5 April 2020) - Distributed food replicator system
Post by: ImAllen on April 05, 2020, 09:06:36 AM
Love the mod. Would love to see something like this with building/medical supplies. I hate having to build half a base to house all my materials. (my guys started starving, but I found out it was a mod load order issue)

As per the instructions in the first post, load Common Sense after Replimat. 
Title: Re: [1.0/1.1] Replimat 1.1.2 (22 April 2020) - Distributed food replicator system
Post by: sumghai on April 22, 2020, 09:45:42 AM
Replimat has been updated for RimWorld 1.1.2610 - see first post for download link.


Version 1.1.2 - 22 April 2020
---------------------
- Updated for 1.1.2610
- Set third-party Common Sense mod to load after Replimat in mod order
- Add an option in Mod Settings to adjust the refilling threshold percentage for Hoppers
  - This resolves an issue where pawns would be stuck in a loop, constantly trying to top up Hoppers that were almost full due to their high storage priority
  - Note that if Replimat is used with SatisfiedStorage, the actual refilling threshold will be the lower of the two mods
- Updated missing Japanese translations

Note: All future updates will be exclusively for RimWorld 1.1 onwards. The 1.0 version is only included to help players migrate their saves.
Title: Re: [1.0/1.1] Replimat 1.1.2 (22 April 2020) - Distributed food replicator system
Post by: Torneco on May 08, 2020, 04:17:38 PM
Does the Replimat uses more food than normal? Because i´ve started using on my desert colony and suddenly my crops couldnt sustain my colonists anymore.
Title: Re: [1.0/1.1] Replimat 1.1.2 (22 April 2020) - Distributed food replicator system
Post by: Canute on May 08, 2020, 04:34:45 PM
Torneco,
you should check the food policy of your pawns. If you allow them to eat lawish meals, ofcouse they will need more resources then fine meals.

But at the other side, the hopper accept human or inscet meat and other things human's normaly wouldn't like as resources and create meal's without bad thought.
Title: Re: [1.0/1.1] Replimat 1.1.2 (22 April 2020) - Distributed food replicator system
Post by: Torneco on May 08, 2020, 09:17:14 PM
I used to allow everyone to eat fine meals, now, it´s hard to have enough food for simple meals. If i allow my animals to eat replicator food, my tank depletes so fast that everyone starves.

Other than that, is an awesome mod. I like the visuals, the flavor, the inspiration, the costs are ok, it´s just not working like i wanted. I even tried to edit the defs, but i barely know how things work.
Title: Re: [1.0/1.1] Replimat 1.1.2 (22 April 2020) - Distributed food replicator system
Post by: Canute on May 09, 2020, 02:50:27 AM
QuoteIf i allow my animals to eat replicator food, my tank depletes so fast that everyone starves.
That's normal animals like to eat kibble before they go out to eat grass/corpse.
You should forbid the kibble so the animals go out and seek other food first or exclude the dispenser from their allowed zone.
Only on special event like toxic fallout when all outdoor plant's are gone, you should allow them to use the kibble.
I assign my animal's to a "safe" zone, which include the kibble dispenser too, so they can eat while they stay inside.

But you should ask yourself, do you realy need that many animals anymore ?
Beside some boomalope's for chemfuel and some packanimal's i barely keep animals.
Robot's for hauling/cleaning they don't eat food.


Title: Re: [1.1] Replimat 1.1.3 (11 July 2020) - Distributed food replicator system
Post by: sumghai on July 11, 2020, 07:21:18 AM
Replimat has been updated for RimWorld 1.1.2654 - see first post for download link.


Version 1.1.3 - 11 July 2020
---------------------
- Updated for 1.1.2654
- Add screen glow FX when certain Replimat builds are powered on
- Added pop-up letter for Molecular Nutrient Resequencing research project, which provides a simple guide to obtaining Isolinear Computing Modules and building Replimat systems
- Fixed feedstock calculation for batch replicate survivial meals feature
- Fixed item quest reward spawning for Isolinear Computing Modules
- Fixed NullReferenceException error for Hopper refueling threshold feature
- Reduced market value of Isolinear Computing Modules
- Updated Japanese translation for Isolinear technology, to ensure consistency with the MedPod mod
- Updated research project prerequisites for Molecular Nutrient Resequencing, which now requires Advanced Fabrication and Nutrient Paste
- Updated the passability and pathing costs of Replimat buildings
  - This fixes a compatibility issue with Save Our Ship 2, where ship hulls cannot be built around Replimat buildings due to SOS2 mistaking them for non-ship roof supports
- Updated the Replimat Computer to now be rotatable
Title: Re: [1.1] Replimat 1.1.4 (8 August 2020) - Distributed food replicator system
Post by: sumghai on August 07, 2020, 09:44:50 PM
Replimat has been updated for RimWorld 1.1.2654 - see first post for download link.


Version 1.1.4 - 8 August 2020
---------------------
- Updated for 1.1.2654
- Added Russian translation
Title: Re: [1.2] Replimat 1.2.0 (15 August 2020) - Distributed food replicator system
Post by: sumghai on August 14, 2020, 10:12:22 PM
Replimat has been updated for RimWorld 1.2.2723 - see first post for download link.


Version 1.2.0 - 15 August 2020
---------------------
- Updated for 1.2.2723
- Recompiled assembly for 1.2
- Removed support for 1.0

Note: All future updates will be exclusively for RimWorld 1.2 onwards. The 1.1 version is only included to help players migrate their saves.
Title: Re: [1.2] Replimat 1.2.1 (19 September 2020) - Distributed food replicator system
Post by: sumghai on September 18, 2020, 08:39:37 PM
Replimat has been updated for RimWorld 1.2.2753 - see first post for download link.


Version 1.2.1 - 19 September 2020
---------------------
- Updated for 1.2.2753
- Added market values for all Replimat buildings
- Fixed spill and malfunction incidents firing on unpowered Terminals and Animal Feeders
Title: Re: [1.2] Replimat 1.2.2 (16 Jan 2021) - Distributed food replicator system
Post by: sumghai on January 15, 2021, 10:51:57 PM
Replimat has been updated for RimWorld 1.2.2753 - see first post for download link.


Version 1.2.2 - 16 January 2021
---------------------
- Updated for 1.2.2753
- Upscaled all textures to HD quality for Camera+
- Rebalanced stats, crafting costs and power consumption for all Replimat buildings
- Replimat Hoppers now accept Hay and other Plant Matter
- Increased Replimat Hopper raw food conversion speed by 12x
- Increased Market Value of Isolinear Computing Module item
- Changed tradeability of Replimat buildings to Buyable only
  - This fixes a (potential) exploit where players can buy out a settlement trader's entire inventory by selling Replimat buildings
- Updated compatibility patches
  - Replimat Hoppers now accept Silage from Vegetable Garden Project
  - Removed compatibility warning for Prison Labor, as the latter mod has finally been fixed
- Updated translations
  - Fixed incorrect Replimat building blueprint/install frame translations for all languages
- Removed support for 1.1
Title: Re: [1.2] Replimat 1.2.3 (6 Feb 2021) - Distributed food replicator system
Post by: sumghai on February 05, 2021, 11:07:43 PM
Replimat has been updated for RimWorld 1.2.2753 - see first post for download link.

Version 1.2.3 - 6 February 2021
---------------------
- Updated for 1.2.2753
- Added the following buildings:
  - Replimat Cadaver Processor: converts non-desiccated fleshy humanoid corpses directly into nutrient feedstock to be stored in tanks
- Updated inspect pane messages for all Replimat buildings to round all volume and mass figures to 2 d.p.
- Reorganized and consolidated all Replimat building defs
- General code cleanup and optimization
- Update compatibility patches and functions
  - Added feature that prevents non-fleshy/non-organic humanoid corpses powered by the Humanoid Alien Races 2.0 framework from being from being hauled to Replimat Cadaver Processors
  - Note that this requires race mod authors to correctly tag their robot/android races using HAR's own compatibility tags (see https://github.com/RimWorld-CCL-Reborn/AlienRaces/wiki/Compatibility for details)
- Updated translations
  - Add translations for new Replimat Cadaver Processor to all supported languages
Title: Re: [1.2] Replimat 1.2.3 (6 Feb 2021) - Distributed food replicator system
Post by: wrathofdog on February 06, 2021, 03:57:18 PM
I've always resisted turning humans into nutrient feedstock because of the ick factor, but that new building is too tempting to resist.
Title: Re: [1.2] Replimat 1.2.4 (17 Feb 2021) - Distributed food replicator system
Post by: sumghai on February 16, 2021, 07:37:55 PM
Replimat has been updated for RimWorld 1.2.2900 - see first post for download link.

Version 1.2.4 - 17 February 2021
---------------------
- Updated for 1.2.2900
- Fixed NullReferenceException error for Replimat Cadaver Processor when it is disconnected from power and/or feedstock tanks
Title: Re: [1.2] Replimat 1.2.5 (19 Jun 2021) - Distributed food replicator system
Post by: sumghai on June 18, 2021, 09:24:53 PM
Replimat has been updated for RimWorld 1.2.3005- see first post for download link.

Version 1.2.5 - 19 June 2021
---------------------
- Updated for 1.2.3005
- Added meals to Replimat Hopper storage/input filters, allowing unwanted meals to be recycled back into feedstock
- Added pawn mood debuffs when corpses are loaded into Replimat Cadaver Reprocessors
  - Both the pawn doing the loading and other colonists get mood debuffs
  - Debuff severity and thoughts vary depending on if the corpse was a stranger or colonists
  - Pawns with the Psychopath trait get a minor mood buff instead
- Update compatibility patches and functions
  - Extended Call of Cthulhu - Cosmic Horrors patch to support the Continued fork of the mod
  - Fix compatibility issue with Humanoid Alien Races and Alpha Animals, which caused Replimat Cadaver Reprocessors to not spawn when constructed due to a NullReferenceException
- Overhauled various Harmony patches and cleaned up some code
Title: Re: [1.2] Replimat 1.2.5 (19 Jun 2021) - Distributed food replicator system
Post by: Canute on June 19, 2021, 02:56:29 AM
QuoteAdded pawn mood debuffs when corpses are loaded into Replimat Cadaver Reprocessors
All corpses or just humanlike ones ?
Title: Re: [1.3] Replimat 1.2.6 (11 Jul 2021) - Distributed food replicator system
Post by: sumghai on July 11, 2021, 05:50:46 AM
Replimat has been updated for RimWorld 1.3.3056 - see first post for download link.

Version 1.2.6 - 11 July 2021
---------------------
- Updated for 1.3.3056
- Minor compatibility tweaks and code updates
- Added the following translations:
  - Korean (machine-translated via Google Translate)

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 version is only included to help players migrate their saves.
Title: Re: [1.3] Replimat 1.2.7 (31 Jul 2021) - Distributed food replicator system
Post by: sumghai on July 30, 2021, 10:03:31 PM
Replimat has been updated for RimWorld 1.3.3076- see first post for download link.

Version 1.2.7 - 31 July 2021
---------------------
- Updated for 1.3.3076
- Fixed compatibility check for Humanoid Alien Races using package ID rather than mod name
- Updated translations
  - Korean (courtesy of isty2e)

Note: All future updates will be exclusively for RimWorld 1.3 onwards. The 1.2 version is only included to help players migrate their saves.
Title: Re: [1.3] Replimat 1.2.8 (15 Aug 2021) - Distributed food replicator system
Post by: sumghai on August 15, 2021, 08:42:58 AM
Replimat has been updated for RimWorld 1.3.3087 - see first post for download link.

Version 1.2.8 - 15 August 2021
---------------------
- Updated for 1.3.3087
- Fixed compatibility issue with Save Our Ship 2's Holograms
Title: Re: [1.3] Replimat 1.2.8 (15 Aug 2021) - Distributed food replicator system
Post by: evilbob on August 21, 2021, 05:08:34 AM
would be possible to increase the amount of survival meals from 30 to, for example, max 100 or 150
Title: Re: [1.3] Replimat 1.2.8 (15 Aug 2021) - Distributed food replicator system
Post by: sumghai on August 21, 2021, 05:23:44 AM
Quote from: evilbob on August 21, 2021, 05:08:34 AM
would be possible to increase the amount of survival meals from 30 to, for example, max 100 or 150
I'll take this into consideration, thanks!
Title: Re: [1.3] Replimat 1.2.9 (2 Oct 2021) - Distributed food replicator system
Post by: sumghai on October 02, 2021, 06:34:21 AM
Replimat has been updated for RimWorld 1.3.3117 - see first post for download link.

Version 1.2.9 - 2 October 2021
---------------------
- Updated for 1.3.3117
- Fixed raw food cooling in Replimat Hoppers
- Updated translations
  - Added Czech translation
Title: Re: [1.3] Replimat 1.2.9 (2 Oct 2021) - Distributed food replicator system
Post by: yowshi on October 05, 2021, 12:30:51 PM
Any chance we can get an option in mod options to increase the number of survival meals we can batch create?
Title: Re: [1.3] Replimat 1.2.9 (2 Oct 2021) - Distributed food replicator system
Post by: sumghai on October 05, 2021, 07:00:48 PM
Quote from: yowshi on October 05, 2021, 12:30:51 PM
Any chance we can get an option in mod options to increase the number of survival meals we can batch create?
As per my previous response to evilbob, I'll look into it for a future update. No promises, though.
Title: Re: [1.3] Replimat 1.2.10 (24 Oct 2021) - Distributed food replicator system
Post by: sumghai on October 24, 2021, 12:18:45 AM
Replimat has been updated for RimWorld 1.3.3159- see first post for download link.
Version 1.2.10 - 24 October 2021
---------------------
- Updated for 1.3.3159
- Added an animal food type switcher to the Replimat Animal Feeder
  - Players can now set feeders to provide kibble (default), hay or a new Synthmeat item for carnivorous animals
- Changed Replimat Animal Feeder storage priority to Critical
- Overhauled Batch Make Packaged Survival Meal feature for Replimat Terminal
  - Players can now replicate as many survival meals as they want per batch
  - UI redesigned with numeric entry field and increment/decrement buttons
- Updated translations
  - Changed translation for new Batch Make Packaged Survival Meal feature for all supported languages
Title: Re: [1.3] Replimat 1.2.11 (13 Nov 2021) - Distributed food replicator system
Post by: sumghai on November 12, 2021, 07:12:50 PM
Replimat has been updated for RimWorld 1.3.3159 - see first post for download link.

Version 1.2.11 - 13 November 2021
---------------------
- Updated for 1.3.3159
- Meals produced at Replimat Terminals now contain ingredients
  - Number and type of ingredients are based on each meal's associated recipes
- Added XML-configurable ingredient blacklist to prevent specific ingredients from ever being used in meals
- Added XML-configurable meal blacklist to prevent specific meals from ever being replicated
- Add Ideology DLC support
  - Meal ingredients will usually be replaced with those prescribed by diet precepts (e.g. cannibalism, insect meat fungus), as long as it is appropriate to the meal's original recipe
- Updated compatibility patches and functions
  - Added improved support for Vanilla Cooking Expanded (including Sushi and Stew modules)
    - Ingredients for cooked soups and stews are automatically extracted from recipes for their uncooked precursors 
    - Replicated meals will include condiments if allowed by their original recipes
    - Ruined grills will never be replicated
    - Canned ingredients and resurrector nanite condiment will never be used in replicated meals
Title: Re: [1.3] Replimat 1.2.12 (20 Nov 2021) - Distributed food replicator system
Post by: sumghai on November 20, 2021, 12:05:22 AM
Replimat has been updated for RimWorld 1.3.3159 - see first post for download link.

Version 1.2.12 - 20 November 2021
---------------------
- Updated for 1.3.3159
- Added backwards-compatibility fix for meal and ingredient blacklists in RimWorld 1.2
Title: Re: [1.3] Replimat 1.2.13 (27 Nov 2021) - Distributed food replicator system
Post by: sumghai on November 26, 2021, 07:56:33 PM
Replimat has been updated for RimWorld 1.3.3159 - see first post for download link.

Version 1.2.13 - 27 November 2021
---------------------
- Updated for 1.3.3159
- Fixed replicated meals having more than one condiment from Vanilla Cooking Expanded
Title: Re: [1.3] Replimat 1.2.14 (5 Dec 2021) - Distributed food replicator system
Post by: sumghai on December 05, 2021, 12:34:09 AM
Replimat has been updated for RimWorld 1.3.3200 - see first post for download link.
Version 1.2.14 - 5 December 2021
---------------------
- Updated for 1.3.3200
- Fixed compatibility with Animals Logic by adding null check for pawn ideology during meal ingredient generation
Title: Re: [1.3] Replimat 1.2.15 (31 Jan 2022) - Distributed food replicator system
Post by: sumghai on January 30, 2022, 10:26:33 PM
Replimat has been updated for RimWorld 1.3.3200 - see first post for download link.

Version 1.2.15 - 31 January 2022
---------------------
- Updated for 1.3.3200
- Restricted Synthmeat tradeability to sellable only
- Updated compatibility patches and functions
  - Blacklisted mutagenic ingredients from Pawnmorpher (including mutagenic salts and cheeses for Vanilla Cooking Expanded)
Title: Re: [1.3] Replimat 1.3.0 (5 Mar 2022) - Distributed food replicator system
Post by: sumghai on March 04, 2022, 11:53:56 PM
Replimat has been updated for RimWorld 1.3.3287 - see first post for download link.

Version 1.3.0 - 5 March 2022
---------------------
- Updated for 1.3.3287
- Added feature to allow/prohibit specific raw food / condiments as ingredients in replicated meals via the base game food restriction UI
- Added the following buildings:
  - Replimat Sewage Recycler: converts sewage from Dubs Bad Hygiene directly into nutrient feedstock to be stored in tanks, and clean water for water towers (not available in Lite Mode)
- Fixed cannibals having mood debuffs from loading corpses into Replimat Cadaver Reprocessors
- Miscellaneous code tweaks (courtesy of @simplyWiri)
- Overhauled textures for several buildings
- Removed recipe for obtaining Isolinear Computing Modules via disassembling AI persona cores
- Removed support for 1.2
- Updated compatibility patches and functions
  - Fix a bug caused by the bone resource from Kobolds of the Rim that prevented players from building Replimat Cadaver Reprocessors
- Updated translations
  - Added German translation (courtesy of @RandyRagequit)
  - Add translations for new Replimat Sewage Recycler to all supported languages
Title: Re: [1.3] Replimat 1.3.1 (15 May 2022) - Distributed food replicator system
Post by: sumghai on May 15, 2022, 01:14:51 AM
Replimat has been updated for RimWorld 1.3.3326 - see first post for download link.

Version 1.3.1 - 15 May 2022
---------------------
- Updated for 1.3.3326
- Added dropdown menu in Batch Make Packaged Survival Meal feature for Replimat Terminal to allow players to pick a specific survival meal type for batch replication
  - Default and only type is regular Packaged Survival Meal
  - Third-party modders can add their own survival meal types to the list via XPath Patch Operations
  (see the wiki on the Replimat GitHub for details)
- Changed default storage settings for Replimat Hoppers to allow all food types to be recycled into feedstock
- Fixed an issue where replicated meals contained meat from the pawn's ideology's venerated animal
- Fixed NullReferenceException error for Replimat Terminals when used by pawns with no food restrictions (e.g. animals with humanlike thinktrees)
- Removed minimum nutrition and reduced preferability limits on replicated meals
  - Replimat Terminals can now also replicate chocolate and low-nutrition foods/meals from third-party mods
- Updated compatibility patches and functions
  - Fixed a compatibility issue with Humanoid Alien Races (HAR) and Miscellaneous MAI, which caused Replimat Cadaver Reprocessors to not spawn when constructed due to a NullReferenceException
  - Improved logic for filtering out non-HAR robot / hologram races with no flesh from Replimat Cadaver Reprocessors
[/list]
Title: Re: [1.3] Replimat 1.3.2 (21 May 2022) - Distributed food replicator system
Post by: sumghai on May 23, 2022, 03:51:32 PM
Replimat has been updated for RimWorld 1.3.3326 - see first post for download link.
Version 1.3.2 - 21 May 2022
---------------------
- Updated for 1.3.3326
- Updated compatibility patches and functions
  - Fixed an issue where the Vanilla Cooking Expanded patch was referencing content from Vanilla Plants Expanded
  - Fixed NullReferenceException error preventing pawns from using Replimat Terminals when Alpha Animals or Vanilla Genetics Expanded mods are active
- Updated translations
  - Annotated comments for Czech translations


(Announcement delayed due to Ludeon Forums downtime of 21~24 May 2022)
Title: Re: [1.3] Replimat 1.3.3 (29 May 2022) - Distributed food replicator system
Post by: sumghai on May 28, 2022, 05:15:04 PM
Replimat has been updated for RimWorld 1.3.3326 - see first post for download link.
Version 1.3.3 - 29 May 2022
---------------------
- Updated for 1.3.3326
- Fixed NullReferenceException error preventing pawns from using Replimat Terminals when trying to feed wounded and resting animals
- Updated translations
  - Fixed incorrect BOF marker preventing translations for Synthmeat label and description from being applied properly
  - Fixed missing and incorrect references in Czech translations
  - Moved translations for Replimat Sewage Recycler to Dubs Bad Hygiene compatibility folder
  - Remove redundant translations for building blueprints and frames
Title: Re: [1.3] Replimat 1.3.4 (5 Jun 2022) - Distributed food replicator system
Post by: sumghai on June 04, 2022, 04:57:07 PM
Replimat has been updated for RimWorld 1.3.3326 - see first post for download link.
Version 1.3.4 - 5 June 2022
---------------------
- Updated for 1.3.3326
- Fixed error preventing ingredient generation in meals from Replimat Terminals if no matching recipes are found
Title: Re: [1.3] Replimat 1.3.5 (30 Jul 2022) - Distributed food replicator system
Post by: sumghai on July 29, 2022, 08:26:18 PM
Replimat has been updated for RimWorld 1.3.3389 - see first post for download link.
Version 1.3.5 - 30 July 2022
---------------------
- Updated for 1.3.3389
- Moved Molecular Nutrient Resequencing research project to main research tab
- Fixed ingredients inside Replimat Hoppers deteriorating and affecting beauty
- Rewrote description for Molecular Nutrient Resequencing research project
- Rebalanced spawn chance and quantity of Isolinear Computing Modules in quest rewards, exotic goods caravan and orbital traders
- Removed unused trade tags for Isolinear Computing Modules
- Updated translations
  -  Changed translation for Molecular Nutrient Resequencing research project description for all supported languages
Title: Re: [1.4] Replimat 1.4.0 (11 Oct 2022) - Distributed food replicator system
Post by: sumghai on October 11, 2022, 04:20:49 AM
Replimat has been updated for RimWorld 1.4.3510 - see first post for download link.
Version 1.4.0 - 11 Oct 2022
---------------------
- Updated for 1.4.3510
- Added storage group support for Animal Feeders and Hoppers
  - Animal Feeders can only be grouped with other Animal Feeders
  - Hoppers can only be grouped with other (Replimat) Hoppers
  - The Switch animal feed Gizmo in Animal Feeders will now automatically synchronize across Feeders in the same storage group
- Changed Terminal and Hopper sounds to use AudioGrain_Clip instead of AudioGrain_Folder
- Updated translations
  - Added Ukrainian translation

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.
Title: Re: [1.4] Replimat 1.4.1 (15 Oct 2022) - Distributed food replicator system
Post by: sumghai on October 14, 2022, 08:23:58 PM
Replimat has been updated for RimWorld 1.4.3517 - see first post for download link.
Version 1.4.1 - 15 Oct 2022
---------------------
- Updated for 1.4.3517
- Fixed bug introduced by current unstable build where the Animal Feeder breaks Debug Menu rendering

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.
Title: Re: [1.4] Replimat 1.4.1 (15 Oct 2022) - Distributed food replicator system
Post by: RibDibbington on October 28, 2022, 09:41:39 PM
There's a bug with Replimat I've had without fail since 1.3 (maybe before; I dunno). When constructing an animal feeder, upon connecting to the network it instantly dumps the entire stored contents of food into kibble, so I wind up with a stack of several hundred thousand kibble and no food for my colonists. It continues to suck down all food until it is deconstructed or switched off.

I'm not sure if this is being caused by a conflict with other mods, but I can't possibly imagine how that would be the case, anyway.
Title: Re: [1.4] Replimat 1.4.1 (15 Oct 2022) - Distributed food replicator system
Post by: sumghai on October 28, 2022, 10:06:36 PM
Quote from: RibDibbington on October 28, 2022, 09:41:39 PM
There's a bug with Replimat I've had without fail since 1.3 (maybe before; I dunno). When constructing an animal feeder, upon connecting to the network it instantly dumps the entire stored contents of food into kibble, so I wind up with a stack of several hundred thousand kibble and no food for my colonists. It continues to suck down all food until it is deconstructed or switched off.

I'm not sure if this is being caused by a conflict with other mods, but I can't possibly imagine how that would be the case, anyway.
I wouldn't really call it a bug.

Try changing the storage settings/priorities of all your stockpiles, such that the Animal Feeders have the highest priority, and that no other stockpile/storage building allows kibble. If there is no other place for kibble to go, the Feeders will only replicate enough kibble to fill the bowl, then stop until the quantity falls below 25% of the stack.
Title: Re: [1.4] Replimat 1.4.2 (8 Nov 2022) - Distributed food replicator system
Post by: sumghai on November 08, 2022, 02:07:57 AM
Replimat has been updated for RimWorld 1.4.3541 - see first post for download link.
Version 1.4.2 - 8 Nov 2022
---------------------
- Updated for 1.4.3541
- Added "ate replicated food" thought memory and mood debuff if a pawn with the Gourmand trait eats a replicated meal
  - Affected traits are automatically patched with an additional description regarding this new debuff
- Added check to disable Replimat tab in Architect menu if Molecular Nutrient Resequencing research is not unlocked
- Added inspector text to indicate if a meal was replicated at a Replimat Terminal
- Added compatibility for Biotech DLC
  - Fixed pawns being stuck at Replimat Terminals while trying to fetch baby food
  - Fixed non-infants being able to request baby food as a meal item
- Fixed replicated meals allowing food poisoning
- Tweaked Molecular Nutrient Resequencing position in research tree
- Updated compatibility patches and functions
  - Patched Gastronomist and Refined Palate traits from Vanilla Traits Expanded to also trigger "ate replicated food" thought memory and mood debuff
- Updated translations
  - Added Brazilian Portuguese translation

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.
Title: Re: [1.4] Replimat 1.4.3 (22 Nov 2022) - Distributed food replicator system
Post by: sumghai on November 22, 2022, 03:21:41 AM
Replimat has been updated for RimWorld 1.4.3555 - see first post for download link.
Version 1.4.3 - 22 Nov 2022
---------------------
- Updated for 1.4.3555
- Fixed pawns not using Replimat Terminals due to renamed base game methods
- Tweaked insect meat diet precept ingredient replacement logic to cover animal products and eggs as well as raw meat

Note: All future updates will be exclusively for RimWorld 1.4 onwards. The 1.3 version is only included to help players migrate their saves.
Title: Re: [1.4] Replimat 1.4.4 (26 Nov 2022) - Distributed food replicator system
Post by: sumghai on November 25, 2022, 10:29:22 PM
Replimat has been updated for RimWorld 1.4.3558 - see first post for download link.
Version 1.4.4 - 26 November 2022
---------------------
- Updated for 1.4.3558
- Added additional defensive logic to skip checking food with missing `ingestible` XML nodes
Title: Re: [1.4] Replimat 1.4.4 (26 Nov 2022) - Distributed food replicator system
Post by: RibDibbington on November 26, 2022, 05:19:09 PM
Is there some way to modify (either in settings or in a separate mod) the sound radius for in-game objects? I have to move nearly a quarter of the way off the map to stop hearing both the Replimat and the MedPod, and they're extremely loud. While I find them absolutely essential to late-game play, their constant screaming makes them grating to be around and I never leave the camera in the area unless I absolutely have to, which cuts out the core of my base from usually being seen or worked with.
Title: Re: [1.4] Replimat 1.4.1 (15 Oct 2022) - Distributed food replicator system
Post by: RibDibbington on November 27, 2022, 06:18:48 PM
Quote from: sumghai on October 28, 2022, 10:06:36 PM
Try changing the storage settings/priorities of all your stockpiles, such that the Animal Feeders have the highest priority, and that no other stockpile/storage building allows kibble. If there is no other place for kibble to go, the Feeders will only replicate enough kibble to fill the bowl, then stop until the quantity falls below 25% of the stack.

Hmm, nope. Still does it. Unless perhaps it's conflicting with StackXXL, which considers "25% of the stack" to be in the millions...
Title: Re: [1.4] Replimat 1.4.4 (26 Nov 2022) - Distributed food replicator system
Post by: sumghai on December 09, 2022, 02:53:05 AM
Quote from: RibDibbington on November 26, 2022, 05:19:09 PM
Is there some way to modify (either in settings or in a separate mod) the sound radius for in-game objects? I have to move nearly a quarter of the way off the map to stop hearing both the Replimat and the MedPod, and they're extremely loud. While I find them absolutely essential to late-game play, their constant screaming makes them grating to be around and I never leave the camera in the area unless I absolutely have to, which cuts out the core of my base from usually being seen or worked with.
That's bizarre, because I can hardly hear the Replimat sound FX at all, even with headphones at max volume.

Quote from: RibDibbington on November 27, 2022, 06:18:48 PM
Quote from: sumghai on October 28, 2022, 10:06:36 PM
Try changing the storage settings/priorities of all your stockpiles, such that the Animal Feeders have the highest priority, and that no other stockpile/storage building allows kibble. If there is no other place for kibble to go, the Feeders will only replicate enough kibble to fill the bowl, then stop until the quantity falls below 25% of the stack.

Hmm, nope. Still does it. Unless perhaps it's conflicting with StackXXL, which considers "25% of the stack" to be in the millions...
See the compatibiliy page on GitHub for details:
https://github.com/sumghai/Replimat/wiki/For-users:-Third-party-mod-compatibility#questionable-compatibility---use-with-caution
Title: Re: [1.4] Replimat 1.4.5 (9 Dec 2022) - Distributed food replicator system
Post by: sumghai on December 09, 2022, 02:54:39 AM
Replimat has been updated for RimWorld 1.4.3563 - see first post for download link.
Version 1.4.5 - 9 December 2022
---------------------
- Updated for 1.4.3563
- Fixed error when animals are selected for caravans
Title: Re: [1.4] Replimat 1.4.5 (9 Dec 2022) - Distributed food replicator system
Post by: fanatictentacle on February 15, 2023, 03:09:59 AM
Hi sumghai!

I really like your mod. However I encountered something that is bothering me:
I am using your mod together with dubs hygiene mod. Naturally I use the sewage processor to generate food from shit. But here lies the problem: the conversion rate seems to be wrong. The normal toilet produces 14L sewage per shit. But those 14L of sewage generate 2,5L of feedstock, which is equivalent to 6 lavish meals. This makes the use of the sewage processor like a cheat. My colonists produce more meals through shit, than they actually even eat!
I think the nutritional value of shit-water (tm) should be less than raw food. It should be like a little bonus but not able to provide for the whole colony. Maybe something like 14L sewage -> 0,2L feestock (which would be 1 shit for half a meal) at best. Realistically even lower.

btw: I am using rimworld 1.3-latest
Title: Re: [1.4] Replimat 1.4.6 (18 Mar 2023) - Distributed food replicator system
Post by: sumghai on March 17, 2023, 04:25:29 PM
Quote from: fanatictentacle on February 15, 2023, 03:09:59 AMbtw: I am using rimworld 1.3-latest
I am no longer providing support for RimWorld 1.3. Please update to 1.4.
Title: Re: [1.4] Replimat 1.4.6 (18 Mar 2023) - Distributed food replicator system
Post by: sumghai on March 17, 2023, 04:26:43 PM
Replimat has been updated for RimWorld 1.4.3641 - see first post for download link.
Version 1.4.6 - 18 March 2023
---------------------
- Updated for 1.4.3641
- Increased market value and equivalent colony wealth of all Replimat buildings
  - Having a Replimat system in your colony will now (by design) drastically increase raid sizes
- Increased work to build for all Replimat buildings
- Fixed Ideology DLC cannibal meme causing mood debuffs from pawns using Cadaver Reprocessors
- Disabled faction base or caravan traders from buying or selling Replimat buildings
- Updated compatibility patches and functions
  - Patched Hoppers to accept Fertile Fields [1.1] Raw Compost and Rotten Mush
  - Patched Hemofungus meals to be replicable by Terminals
Title: Re: [1.4] Replimat 1.4.6 (18 Mar 2023) - Distributed food replicator system
Post by: sumghai on June 16, 2023, 04:44:46 PM
Replimat has been updated for RimWorld 1.4.3704 - see first post for download link.
Version 1.4.7 - 17 June 2023
---------------------
- Updated for 1.4.3704
- Fixed bug in meal ingredient generation for Ideology DLC, where pawns who have been correctly restricted to only eating precept-allowed ingredients were getting meals without the desired ingredients
- Updated compatibility patches and functions
  - Patched meals from Ambition of the Cosmic to be non-replicable by default, but batch-replicable via the gizmo
Title: Re: [1.4] Replimat 1.4.8 (2 Sept 2023) - Distributed food replicator system
Post by: sumghai on September 02, 2023, 03:20:48 AM
Replimat has been updated for RimWorld 1.4.3704 - see first post for download link.
Version 1.4.8 - 2 September 2023
---------------------
- Updated for 1.4.3704
- Updated compatibility patches and functions
  - Patched meals from Glittertech Rations to be batch-replicable via the gizmo on the Terminal
  - Fixed bug in Dubs Bad Hygiene compatibility causing load errors in Linux
Title: Re: [1.4] Replimat 1.4.9 (26 Nov 2023) - Distributed food replicator system
Post by: sumghai on November 25, 2023, 02:55:49 PM
Replimat has been updated for RimWorld 1.4.3901 - see first post for download link.
Version 1.4.9 - 26 Nov 2023
---------------------
- Updated for 1.4.3901
- Updated compatibility patches and functions
  - Hid Vanilla Nutrient Paste Expanded gizmos from Terminals (special thanks to KylianB/Kikohi of Vanilla Expanded)
Title: Re: [1.5] Replimat 1.5.0 (16 Mar 2024) - Distributed food replicator system
Post by: sumghai on March 15, 2024, 06:37:34 PM
Replimat has been updated for RimWorld 1.5.4034 - see first post for download link.
Version 1.5.0 - 16 Mar 2024
---------------------
- Updated for 1.5.4034
- Tweaked Replimat building cover effectiveness and shadows
- Disallowed hoppers from recycling meals by default (can be manually re-allowed)
- Removed hopper refill threshold settings to avoid conflicts with third-party SatisfiedStorage mod
- Reduced HD texture resolution by 50%
Title: Re: [1.5] Replimat 1.5.1 (6 Apr 2024) - Distributed food replicator system
Post by: sumghai on April 05, 2024, 05:42:57 PM
Replimat has been updated for RimWorld 1.5.4055 - see first post for download link.
Version 1.5.1 - 6 Apr 2024
---------------------
- Updated for 1.5.4055
- Fixed bug in meal ingredient generation for Ideology DLC, where cannibal or insect meat precepts were adding meats to vegetarian meals
Title: Re: [1.5] Replimat 1.5.2 (19 Apr 2024) - Distributed food replicator system
Post by: sumghai on April 19, 2024, 02:13:54 AM
Replimat has been updated for RimWorld 1.5.4069 - see first post for download link.
Version 1.5.2 - 19 Apr 2024
---------------------
- Updated for 1.5.4069
- Added compatibility for Anomaly DLC
  - Unnatural corpses can be recycled by Cadaver Processor (disallowed by default)
  - Fixed Cadaver Processor storage settings bug caused by edge case interaction between Anomaly and Humanoid Alien Races