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Messages - sumghai

#241
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
#242
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.
#243
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.
#244
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.
#245
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.
#246
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
#247
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]
#248
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
#249
Okay CP, here are the Combat Extended patches for your main Rimmu-Nation mods. These files are for you (CP) to bundle & include directly inside each of your mods, as the patches will automatically determine whether or not CE is installed before patching:

CE Patches for Red Horse Furniture

CE Patches for Rimmu-Nation Weapons

CE Patches for Rimmu-Nation Clothing

In order for the RN Weapons CE patch to work properly, ALL CE USERS must additionally manually merge the contents of this zip file with their existing Combat Extended installation:

CE Ammo for Rimmu-Nation Weapons
EDIT 13 May 2019 - ammo patch no longer necessary, as CE 1.0.1.4 now includes the rocket/missile ammo used by RN Weapons

RaptorX is currently working on finalising MSF, UC and Ghosts patches.

Admittedly, this isn't the most convenient (or even load time efficient) patching method for all you CE users, but RaptorX and I will figure out something better one day.
#250
Hey CP, just an update on the CE patches.

Most of them technically work, and can be packaged inside each of the RN mods themselves. However, I believe RaptorX wants you to have a chat with us first via Discord regarding some long-term logistics and distribution issues.
#251
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.
#252
When running a savegame where the player faction is defined by a mod (e.g. Chicken Plucker's Militaires Sans Frontières), opening the world map triggers the following error message in the debug log:

Tried to get relation between faction RH_PlayerColony_MSF and itself.
Verse.Log:Error(String, Boolean)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.Faction:GoodwillWith(Faction)
FactionControl.Patch_Faction_get_Color:Prefix(Faction, Color&)
RimWorld.Faction:get_Color_Patch1(Object)
RimWorld.Planet.Settlement:get_Material()
RimWorld.Planet.<Regenerate>c__Iterator0:MoveNext()
Verse.GenCollection:ExecuteEnumerable(IEnumerable)
RimWorld.Planet.WorldLayer:RegenerateNow()
RimWorld.Planet.WorldLayer:Render()
RimWorld.Planet.WorldRenderer:DrawWorldLayers()
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Thoughts, Kiame?
#253
Hey Kiame, for the next update, could you please modify the About.xml to replace the deprecated <targetVersion> tag with the new <supportedVersions> one?:

<supportedVersions>
    <li>1.0</li>
</supportedVersions>

I think you've done this for most of your other mods already, except for this one.
#254
For the next update, could you please modify the About.xml to replace the deprecated <targetVersion> tag with the new <supportedVersions> one?:

<supportedVersions>
    <li>1.0</li>
</supportedVersions>

This would help cut down on the yellow debug log messages at startup.
#255
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