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RimWorld => Releases => Mods => Outdated => Topic started by: indiecosmic on October 15, 2014, 06:12:41 PM

Title: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: indiecosmic on October 15, 2014, 06:12:41 PM
Description
RimWorld 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

How to use

Notes
This 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.

Changelog

Version 1.0.4 (2014-11-01)
Version 1.0.3 (2014-10-21)
Version 1.0.2 (2014-10-19)
Version 1.0.1 (2014-10-16)

Source code
Full source code is available at GitHub (https://github.com/indiecosmic/rimworld-refrigeration).
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: TheXIIILightning on October 15, 2014, 06:23:54 PM
Awesome! I'll be sure to try this once I'm finished with my current colony. ^^
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: kingqwerty on October 15, 2014, 11:27:22 PM
Heck yeah! This is a dream come true.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: Kilroy232 on October 16, 2014, 01:12:37 AM
I have been waiting to see this one show up. I never could quite get the code right. Very nice work :)
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: eatKenny on October 16, 2014, 01:58:03 AM
Well done, it's one of the "must have" mod ;)
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: Minus on October 16, 2014, 01:59:52 AM
Was gonna post this as a suggestion, awesome to see someone's already done it!
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: indiecosmic on October 16, 2014, 02:46:29 AM
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)
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: 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. :)
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: Shinzy on October 16, 2014, 04:06:10 AM
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!
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: 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 ?
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: indiecosmic on October 16, 2014, 04:35:22 AM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: Shinzy on October 16, 2014, 04:36:24 AM
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
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: indiecosmic on October 16, 2014, 04:41:06 AM
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. :)
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0)
Post by: indiecosmic on October 16, 2014, 04:48:44 AM
When playing around I found a few issues I'll look into:
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: indiecosmic on October 16, 2014, 01:10:25 PM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: Nopkar on October 16, 2014, 07:45:59 PM
(http://i.imgur.com/gy8lV.gif)

this is splendiferous
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: sidfu on October 16, 2014, 11:21:22 PM
tech tree minami already has refigiration. think u can make a ttm patch?
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: 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?
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: Tsilliev on October 17, 2014, 05:51:36 AM
Thanks, I really needed that, you make up to 50 meals, and after 2 days, it drops to 10 :D
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: sidfu on October 18, 2014, 12:22:25 AM
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
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: dantronix on October 18, 2014, 10:51:34 PM
Came here to make this mod. You have saved me much work. Great job!
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: 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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: Tsilliev on October 19, 2014, 07:59:26 AM
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?

Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: 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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.1 - Updated Oct 16)
Post by: Tsilliev on October 19, 2014, 05:25:04 PM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: 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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: indiecosmic on October 20, 2014, 06:13:33 AM
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
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: Tsilliev on October 20, 2014, 12:50:12 PM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: 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
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: Tsilliev on October 20, 2014, 03:17:13 PM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: Evul on October 20, 2014, 10:14:24 PM
The fridge is not able to be connected to the power grid for some reason. :)
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: 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?
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: pauloman on October 21, 2014, 07:13:52 AM
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!
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: indiecosmic on October 21, 2014, 07:18:33 AM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: lordgiza on October 21, 2014, 08:06:25 AM
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>
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: indiecosmic on October 21, 2014, 08:15:15 AM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: 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).
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.3 - Updated Oct 21)
Post by: pauloman on October 21, 2014, 01:49:10 PM
wow, thanks, that was fast!
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: Evul on October 21, 2014, 02:56:55 PM
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
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.2 - Updated Oct 19)
Post by: indiecosmic on October 24, 2014, 09:29:12 AM
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?
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.3 - Updated Oct 21)
Post by: dark4466 on October 28, 2014, 08:12:50 PM
When playing around I found a few issues I'll look into:
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.3 - Updated Oct 21)
Post by: dark4466 on October 28, 2014, 08:13:57 PM
Very good MOD I used to see
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.3 - Updated Oct 21)
Post by: Endoric on October 30, 2014, 09:08:22 PM
i didnt know prepared meals went bad... wow.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: indiecosmic on November 01, 2014, 04:43:35 PM
I made a small update which adds a glowing effect to the fridge.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: 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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: 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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: indiecosmic on November 04, 2014, 06:05:41 AM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: Vas on November 04, 2014, 09:40:08 AM
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
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: Iwillbenicetou on November 04, 2014, 07:15:55 PM
In A8, that will be much easier with the new temperature system
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: Vas on November 04, 2014, 09:09:50 PM
Oh, in that case, create a microwave room too!  I want to microwave my enemies!  Mmmm, the smell of exploded burnt flesh...
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: indiecosmic on November 05, 2014, 04:47:41 AM
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?
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: Vas on November 05, 2014, 05:19:47 AM
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
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: StorymasterQ on November 05, 2014, 07:22:05 PM
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?
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: Iwillbenicetou on November 06, 2014, 07:24:29 PM
Or, it's just a freeze sprinkler that "waters" your items. Like a water sprinkler, but it freezes everything instead :)
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: DracoGriffin on November 07, 2014, 02:12:17 PM
That would be a good idea for hydroponic farms; automated water sprinklers that speed up growth on plants.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: Endoric on November 11, 2014, 03:15:21 PM
i had no idea food spoiled..... using this one now
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: Matthiasagreen on November 12, 2014, 11:11:48 AM
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.
Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: 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.

Title: Re: [MOD] (Alpha 7) Refrigeration (v1.0.4 - Updated Nov 1)
Post by: indiecosmic on November 19, 2014, 04:47:08 AM
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!