[1.5] Replimat 1.5.8 (18 Nov 2024) - Distributed food replicator system

Started by sumghai, April 17, 2019, 05:38:34 PM

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sumghai



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.


  • Feed colonists, patients and prisoners without stockpiling cooked meals - pawns automatically choose random meals when hungry
  • Feed pets and other colony animals with replicated Kibble, Hay or Synthmeat
  • Batch replicate Packaged Survival Meals for caravans
  • Convert and store any raw food into an universal nutrient feedstock resource
  • Uses the base game's food restriction system - customize meals, ingredients and condiments allowed for each pawn
  • Buildings connected via standard powernet - no special plumbing or conduits needed
  • Random (rare) Replimat malfunction incidents - can be disabled in Mod Settings
  • "Ate replicated food" thought and mood debuff for pawns with Gourmand trait
  • HD Quality textures for Camera+









  • Complete the Molecular Nutrient Resequencing research project
  • Obtain a Isolinear Computing Module from Exotic Goods Traders or Item Stash Quest rewards
  • Build a Replimat Computer, which controls all other Replimat subsystems
  • Build Replimat Feedstock Tanks
  • Build Replimat Hoppers, and supply it with any raw food
  • Build Replimat Terminals in mess halls, near patient beds and/or prison cells
  • Build Replimat Animal Feeders in barns or near animal beds


  • Hoppers convert raw food to feedstock by mass, and since raw food items in RimWorld are individually only 0.01~0.03 kg, an impressive 2k stockpile of raw meat will give less than 60 L of feedstock (assuming a conversion rate of 1.07 kg/L, equivalent to the real-life Abbott's Ensure Nutritional Shake)
  • Cadaver Processors convert humanoid corpses to feedstock by mass, and accounts for missing body parts as well as body sizes (e.g. Ratkins corpses yield less feedstock than humans)
  • Visitors currently cannot use the Terminals, due to ThinkTree issues
  • Feedstock tank capacities are very high, most colonies are not expected to completely fill a tank; this is a deliberate design decision, as a tall tank with a size of a 1x1 cell would in real life be equivalent to your average 250L hot water tank
  • Feedstock tank contents do not count towards the Low Food Warning storage thresholds, so it is recommended that you batch replicate enough Packaged Survival Meals beforehand
  • Meal ingredients are randomly chosen based on their original recipes
  • Replimat systems will heavily spike your colony wealth, and attract more raiders. You have been warned.


  • English
  • Czech
  • Brazilian Portuguese
  • German
  • Japanese
  • Korean
  • Russian
  • Simplified Chinese
  • Traditional Chinese
  • Ukrainian






  • none


  • Anaeka (Russian translation)
  • isty2e (Korean translation)
  • Kandahara of rimworld.2game.info (initial Japanese translation)
  • Ralph Shepard (Czech translation - project details
  • Randy Ragequit (German translation)
  • simplyWiri - Miscellaneous code tweaks


View full changelog on Steam Workshop





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:
  • You are permitted to use, copy, redistribute our work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit sumghai and and Dubwise (authors) when publishing your derivatives in the download and forum posts


Mehni

Been looking forward to this one. Congrats to you and Dubwise on the release.

PreDiabetic

Basically paste dispenser but stronger? I'm sold, gonna add to mod list immediately. But I wonder if "food poisoning" still a thing?

AllisonIsLivid

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.
Living in the past, I think if I remember that I'll forget this. I know you will.

Krantz86

it seems that the food->feedstock ratio is quite skewed, 2 elephants worth of meat got me less than 30 liters

sumghai

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).

Smexy_Vampire


sumghai

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.

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.

sumghai

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


Canute

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.


sumghai

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.

Canute

Yep i understood, thats why i suggest a step between NPC and replimat at last.
Noone develop such an advance system from nothing.

sumghai

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

sumghai

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
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