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Author Topic: [1.4] Replimat 1.4.4 (26 Nov 2022) - Distributed food replicator system  (Read 58172 times)

sumghai

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Re: [1.4] Replimat 1.4.1 (15 Oct 2022) - Distributed food replicator system
« Reply #90 on: October 28, 2022, 10:06:36 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.

sumghai

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Re: [1.4] Replimat 1.4.2 (8 Nov 2022) - Distributed food replicator system
« Reply #91 on: November 08, 2022, 02:07:57 AM »

Replimat has been updated for RimWorld 1.4.3541 - see first post for download link.
Code: [Select]
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.

sumghai

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Re: [1.4] Replimat 1.4.3 (22 Nov 2022) - Distributed food replicator system
« Reply #92 on: November 22, 2022, 03:21:41 AM »

Replimat has been updated for RimWorld 1.4.3555 - see first post for download link.
Code: [Select]
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.

sumghai

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Re: [1.4] Replimat 1.4.4 (26 Nov 2022) - Distributed food replicator system
« Reply #93 on: November 25, 2022, 10:29:22 PM »

Replimat has been updated for RimWorld 1.4.3558 - see first post for download link.
Code: [Select]
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

RibDibbington

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Re: [1.4] Replimat 1.4.4 (26 Nov 2022) - Distributed food replicator system
« Reply #94 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.
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RibDibbington

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Re: [1.4] Replimat 1.4.1 (15 Oct 2022) - Distributed food replicator system
« Reply #95 on: November 27, 2022, 06:18:48 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...
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