DescriptionRimWorld Refrigeration is an attempt to add seamless long-time food storage to the game. It adds a refrigerator (along with a research project) which extends the shelf-time of prepared meals as long as the food is placed inside the refrigerator and the fridge is powered.
The refrigerator works as an ordinary storage spot, which lets colonists to place and take away meals without any extra player action required.
(https://cloud.githubusercontent.com/assets/1156633/4654449/4a7fb728-54b7-11e4-969f-04db7ffb08c8.png)
Download(http://button.moddb.com/download/medium/76578.png)
Download RimWorld Refrigeration [Alpha 7] (v1.0.4) - Mod DB
(http://www.moddb.com/mods/rimworld-refrigeration/downloads/rimworld-refrigeration-alpha-7-v104)
Download the latest release on GitHub (https://github.com/indiecosmic/rimworld-refrigeration/releases/latest)
How to install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
How to use
- Research the refrigeration project.
- Build a refrigerator and make sure it has got power.
NotesThis is my first real attempt at a RimWorld mod for use by other players. Feel free to post opinions, ideas, bug reports, etc the comment section below.
ChangelogVersion 1.0.4 (2014-11-01)
- Added a glowing effect that lights up a small area around the fridge, for all the colonist night owls looking for a late snack.
Version 1.0.3 (2014-10-21)
- Fixed a bug which prevented the refrigerator to be connected to the power grid.
Version 1.0.2 (2014-10-19)
- Added temperature based power consumption, which increases refrigerator's the power needed in warm maps, and decreases power needed in cold maps.
- Updated refrigerator texture to better match the vanilla furniture.
Version 1.0.1 (2014-10-16)
- Added saving and loading and saving of refrigerator state.
- Balanced the multiplier for stored meals.
Source codeFull source code is available at GitHub (https://github.com/indiecosmic/rimworld-refrigeration).
Awesome! I'll be sure to try this once I'm finished with my current colony. ^^
Heck yeah! This is a dream come true.
I have been waiting to see this one show up. I never could quite get the code right. Very nice work :)
Well done, it's one of the "must have" mod ;)
Was gonna post this as a suggestion, awesome to see someone's already done it!
Thanks guys! I hope you'll like it. My first thought was that it should be a rather trivial mod to make, but when digging into how the food system works I changed my mind. I'm not surprised this haven't been done before. It took some "creative code" and a lot of Bernard Black to sort it out.
(http://38.media.tumblr.com/tumblr_mdngs5SIXh1rl2ahgo1_500.gif)
Noce work, you beat me to it. Gonna have a dig and see how you handled it. :)
Oh this is cool ;D
There's been some demand for a mod like this atleast based on all the comments I've read about fridges!
Thats a nice mode, just out of curiosity did you made some system to restore/set spoil time when food is take out from fridge or fridge is destroyed ?
Quote from: mrofa on October 16, 2014, 04:20:02 AM
Thats a nice mode, just out of curiosity did you made some system to restore/set spoil time when food is take out from fridge or fridge is destroyed ?
Thank you! Yeah, when food is taken out from the fridge, or if the fridge loses power or is destroyed the spoil time will revert to its' original rate. I noticed I will need to balance it to behave more "realistic" though, right now it fluctuates a bit much. I'll post an update shortly.
Quote from: mrofa on October 16, 2014, 04:20:02 AM
Thats a nice mode, just out of curiosity did you made some system to restore/set spoil time when food is take out from fridge or fridge is destroyed ?
I did some testing with this =P it instantly removes the spoiling time multiplier from the thing during solar flare or when it's turned off or destroyed by repeated lightning strikes
well.. I can't actually confirm the last one cause the food evaporated before the fridge died
But it was fun either way
Strike lightning tool is grape
aww! and ofcourse indiecosmis managed to reply first
Quote from: skullywag on October 16, 2014, 03:32:34 AM
Noce work, you beat me to it. Gonna have a dig and see how you handled it. :)
Feel free! Just give me a shout if you want me to explain the code, there are some parts in there which aren't very apparent if you haven't dug through the original meal code, looks a bit strange. :)
When playing around I found a few issues I'll look into:
- Food left in the fridge while saving a game will be "refrozen", i.e. have another multiplier applied to it on load.
- The multiplier behaves a bit "unrealistic" right now, it will need some balancing to extend and shorten spoil times proportionally to the original meal state.
Just made a new release which balances the multiplier a bit, and also adds saving and loading of refrigerator state to get around some minor bugs. This release should be backwards compatible as well.
(http://i.imgur.com/gy8lV.gif)
this is splendiferous
tech tree minami already has refigiration. think u can make a ttm patch?
Quote from: sidfu on October 16, 2014, 11:21:22 PM
tech tree minami already has refigiration. think u can make a ttm patch?
Yeah, I guess. But what do you want the patch to do? Add this refrigerator to the existing TTM refrigerator tech?
Thanks, I really needed that, you make up to 50 meals, and after 2 days, it drops to 10 :D
Quote from: indiecosmic on October 17, 2014, 04:22:55 AM
Quote from: sidfu on October 16, 2014, 11:21:22 PM
tech tree minami already has refigiration. think u can make a ttm patch?
Yeah, I guess. But what do you want the patch to do? Add this refrigerator to the existing TTM refrigerator tech?
sounds good to me. TTM hjas 2 fridge things 1 extends life of food for 2 weeks with at 2 weeks 20% of the food in it spoils and that higher one. it has no chance to spoil. buth can only hold 1 item type thou
Came here to make this mod. You have saved me much work. Great job!
Thanks for all your kind words! So what do you guys think, did anyone have time to try it out? Does it need any balancing, additions, modifications? I'm thinking it would be cool to add temperature as a modifying factor (so the fridge needs some time to "charge" before it reaches full effect, and loses effect more slowly over time on solar flares etc), but I don't want to overwork it if it feels stable and intuitive.
Quote from: indiecosmic on October 19, 2014, 07:53:48 AM
Thanks for all your kind words! So what do you guys think, did anyone have time to try it out? Does it need any balancing, additions, modifications? I'm thinking it would be cool to add temperature as a modifying factor (so the fridge needs some time to "charge" before it reaches full effect, and loses effect more slowly over time on solar flares etc), but I don't want to overwork it if it feels stable and intuitive.
Maybe you can make it consume more power at 30 degrees map where if you have chosen a terrain with lower temperature it will consume much less power?
Quote from: Tsilliev on October 19, 2014, 07:59:26 AM
Maybe you can make it consume more power at 30 degrees map where if you have chosen a terrain with lower temperature it will consume much less power?
Yeah, that's a cool idea! I released a new version to try it out.
Quote from: indiecosmic on October 19, 2014, 02:42:39 PM
Quote from: Tsilliev on October 19, 2014, 07:59:26 AM
Maybe you can make it consume more power at 30 degrees map where if you have chosen a terrain with lower temperature it will consume much less power?
Yeah, that's a cool idea! I released a new version to try it out.
Downloading, now people will always choose the north. ;D
edit: when I try to download it says your file is being verified, lets see tomorrow.
And what do you think of adding a freezer? Consumes much more power but at least I can put my potatoes there and eat them after a month. :D
But the colonists will need to wait for it to defroze or in other words it will take twice the time to consume the meal which was taken from the freezer, although not sure if its possible to code that.
Quote from: indiecosmic on October 19, 2014, 07:53:48 AM
Thanks for all your kind words! So what do you guys think, did anyone have time to try it out? Does it need any balancing, additions, modifications? I'm thinking it would be cool to add temperature as a modifying factor (so the fridge needs some time to "charge" before it reaches full effect, and loses effect more slowly over time on solar flares etc), but I don't want to overwork it if it feels stable and intuitive.
When a solar flare happens, it would be nice when I check my meals to see that their spoil counter drops to the original value, :D and as you said vice versa when the temperature rises up when there is power.
Could you upload your mods somewhere other than ModDB? I want to get this mod before starting my next colony but I can't get it because it's being verified. Dropbox would be a good choice in my opinion.
Quote from: bobboy555 on October 19, 2014, 05:54:52 PM
Could you upload your mods somewhere other than ModDB? I want to get this mod before starting my next colony but I can't get it because it's being verified. Dropbox would be a good choice in my opinion.
Sorry for that, I didn't know the verification on ModDB would take so long time.
However, I always publish releases on GitHub as well:
https://github.com/indiecosmic/rimworld-refrigeration/releases
Says its out of power. :D
(http://i.imgur.com/yOlcdvy.png)
(http://i.imgur.com/WDPDopT.jpg)
(http://i.imgur.com/md1eLq6.png)
edit: I fixed the problem by reverting to the old version and also I made myself a freezer, when the fridge is researched there is another research project called freezer that takes 1000 points to research, and for double the power the freezer extends the meals life to 38 days. :D I am learning to mod Rimworld as well little by little.
(http://i.imgur.com/28yjDc6.png)
(http://i.imgur.com/mcfp4ZO.png)
Of couse I cant upload the files,because its Indiecosmic's mod. :D Indie if you want I can give you the files, but I know you will be able to make this in 30 seconds.
Any plans on making a area effect item?
To make it possible to have a walk in freezer. :D
Quote from: Evul on October 20, 2014, 12:57:28 PM
Any plans on making a area effect item?
To make it possible to have a walk in freezer. :D
Maybe copy the prisoner system but instead of having prisoners there, have the spoil counter and also to have a breath effect from colonists when walking inside it. Or if this doesnt work, maybe look how the modular tables are done, remove the texture(or have cement/metalic texture), remove the slowing down effect, and make it like the fridge if food is put on top the spoil counter changes. Or a third idea is to make 10x10 fridge, make it walkable/passable, and if there arent any walls surrounding it, huge amount of power is consumed.
The fridge is not able to be connected to the power grid for some reason. :)
Quote from: Evul on October 20, 2014, 10:14:24 PM
The fridge is not able to be connected to the power grid for some reason. :)
I'll look into this. Could you describe in steps how to reproduce it? Is it when trying to connect a newly built fridge (v1.0.2) to the power grid?
Quote from: indiecosmic on October 21, 2014, 06:16:54 AM
Quote from: Evul on October 20, 2014, 10:14:24 PM
The fridge is not able to be connected to the power grid for some reason. :)
I'll look into this. Could you describe in steps how to reproduce it? Is it when trying to connect a newly built fridge (v1.0.2) to the power grid?
Yes, I have the Same issue, After building a new fridge. And there is no reconnect button.
I would Love to try the fridge!
Quote from: pauloman on October 21, 2014, 07:13:52 AMYes, I have the Same issue, After building a new fridge. And there is no reconnect button.
I would Love to try the fridge!
If you just want to try it out you can download v1.0.1, it should be stable. The only difference is that the new one has a tiny texture update and that it should consume more power on warm maps and less power on cold maps. :) I'll make a fix as soon as I get off work.
Quote from: indiecosmic on October 21, 2014, 07:18:33 AM
If you just want to try it out you can download v1.0.1, it should be stable. The only difference is that the new one has a tiny texture update and that it should consume more power on warm maps and less power on cold maps. :) I'll make a fix as soon as I get off work.
The problem seems to be the line in Version 1.0.2 under thingsdefs:
<compClass>IndieSoft.RimWorld.Refrigeration.CompTemperatureBasedPowerTrader</compClass>
Where it should be:
<compClass>CompPowerTrader</compClass>
Quote from: lordgiza on October 21, 2014, 08:06:25 AM
The problem seems to be the line in Version 1.0.2 under thingsdefs:
<compClass>IndieSoft.RimWorld.Refrigeration.CompTemperatureBasedPowerTrader</compClass>
Where it should be:
<compClass>CompPowerTrader</compClass>
I made an own power trader class that behaves a bit differently than the base CompPowerTrader, but you're right that the power trader is the issue. This can be used as a quick-fix until I solve the problem.
A new version (v1.0.3) which fixes the power grid bug is now available on GitHub (https://github.com/indiecosmic/rimworld-refrigeration/releases/latest).
wow, thanks, that was fast!
Quote from: indiecosmic on October 21, 2014, 12:51:04 PM
A new version (v1.0.3) which fixes the power grid bug is now available on GitHub (https://github.com/indiecosmic/rimworld-refrigeration/releases/latest).
Sweet! :)
Sorry for being slow :P
Quote from: Evul on October 20, 2014, 12:57:28 PM
Any plans on making a area effect item?
To make it possible to have a walk in freezer. :D
I've been thinking of this and I like the idea!
However, I'm worried that both a freezer and a zone/room type would effectively cancel out the food spoil times. If I were to add it to the refrigeration mod I would like to balance it in some way so it doesn't just give you food with infinite spoil time. That would also remove the need for the refrigerator, so it would be more appropriate as a separate mod I think. What are your thoughts on this?
When playing around I found a few issues I'll look into:
Very good MOD I used to see
i didnt know prepared meals went bad... wow.
I made a small update which adds a glowing effect to the fridge.
If you could, it would be nice to be able to build a refrigeration room. One entire room that keeps everything inside it cold, and causes colonists that are inside it to be uncomfortable because of the cold and become stressed like being in the dark and stuff. :P This way I can store a lot of things in one big walk in fridge.
Quote from: Vas on November 04, 2014, 12:25:54 AM
If you could, it would be nice to be able to build a refrigeration room. One entire room that keeps everything inside it cold, and causes colonists that are inside it to be uncomfortable because of the cold and become stressed like being in the dark and stuff. :P This way I can store a lot of things in one big walk in fridge.
That might be unnecessary soon, given the latest changelog entries
Quote
- Raw potatoes, berries, meat, and herbal medicine will rot and can be refrigerated to prevent rotting.
Quote from: NoImageAvailable on November 04, 2014, 04:51:45 AM
Quote from: Vas on November 04, 2014, 12:25:54 AM
If you could, it would be nice to be able to build a refrigeration room. One entire room that keeps everything inside it cold, and causes colonists that are inside it to be uncomfortable because of the cold and become stressed like being in the dark and stuff. :P This way I can store a lot of things in one big walk in fridge.
That might be unnecessary soon, given the latest changelog entries
Quote
- Raw potatoes, berries, meat, and herbal medicine will rot and can be refrigerated to prevent rotting.
Yeah I saw this as well, maybe the fridge will be unnecessary in A8. But until then I will try building a refrigeration room just to see how if and how it could be done.
It could be the dev is making a refrigeration item just like this mod uses, but not a fridge room. So if that is the case, the room would definitely be required. :P
In A8, that will be much easier with the new temperature system
Oh, in that case, create a microwave room too! I want to microwave my enemies! Mmmm, the smell of exploded burnt flesh...
I've got some good news and some bad news. The bad news is that rooms and regions are hard coded in the game, which makes it very difficult to create a refrigeration room based on the prison cells principles at the moment. However, I might be able to create a refrigeration building with a radius, like the orbital trade beacon or sun lamp. This would basically have the same effect if you place some of them together.
What do you think?
I suppose, it isn't realistic though, or not very realistic at least. Should poke at the devs to get these things out of being hard coded! :P
Just call it "Protein Stasis Field Generator" and it keeps things in its radius from spoiling. Food spoiling is just its protein breaking down to other (nastier) proteins, so it kinda fits?
Or, it's just a freeze sprinkler that "waters" your items. Like a water sprinkler, but it freezes everything instead :)
That would be a good idea for hydroponic farms; automated water sprinklers that speed up growth on plants.
i had no idea food spoiled..... using this one now
Quote from: Endoric on November 11, 2014, 03:15:21 PM
i had no idea food spoiled..... using this one now
Meals spoil. raw food doesn't spoil....yet.
the clutter (i think) mod adds a automatic trash can that cleans within a radius while also being confined to a room. from my understanding of whats needed this would work great for the proposed refrigerator room. i dont know if the code could be modified to the refrigerator algorithm but its an idea.
Quote from: millenium on November 18, 2014, 03:21:24 PM
the clutter (i think) mod adds a automatic trash can that cleans within a radius while also being confined to a room. from my understanding of whats needed this would work great for the proposed refrigerator room. i dont know if the code could be modified to the refrigerator algorithm but its an idea.
Thanks! I'll check it out!