RimWorld

RimWorld

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Replimat
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Mod, 1.3, 1.4, 1.5
File Size
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2.147 MB
Apr 17, 2019 @ 2:44pm
Apr 26 @ 3:02pm
60 Change Notes ( view )

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Replimat

In 1 collection by sumghai
Lethe: Lost Technologies of the United Colonial Federation
2 items
Description
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 a nutrient feedstock resource
  • Uses the base game's food restriction system - customize meals, ingredients and condiments allowed for each pawn
  • Replimat buildings connect to each other 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 (caravans and orbital) 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; wardens can also fetch meals from Terminals outside of prisons
  • 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 nutrient feedstock by mass, and accounts for missing body parts as well as body sizes (smaller corpses like Ratkins yield less feedstock than baseline humans)
  • Visitors from the base game cannot eat from Terminals, as the changes required to the visitor food source priority tree would also cause them to steal colonist meals if no Terminals are built on the map
  • 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
If you wish to translate this mod to your own language, please contact me first.




  • none



https://github.com/sumghai/Replimat/wiki/FAQ


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





This mod is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)[www.creativecommons.org], which in layman's terms means:
  • You are permitted to use, copy, redistribute my 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


Popular Discussions View All (27)
19
Dec 13, 2022 @ 8:06am
Replimat-exclusive meals?
sumghai
0
Feb 14, 2023 @ 9:50pm
PINNED: Please submit bug reports on GitHub, not Steam Workshop
sumghai
1,435 Comments
sumghai  [author] 1 hour ago 
Updated to 1.5.3 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).
Lait Entier 11 hours ago 
Oh ok no problem then. I haven't started working on it yet, will probably see to it in the week end or the coming week
sumghai  [author] 12 hours ago 
@Lait - I am on Discord, but the best thing for you to do is to submit the French translation via a Pull Request on GitHub.
Lait Entier 14 hours ago 
Hey, is there anywhere we could get in touch for a french translation ? Maybe Discord or something else
R E D L I N E 14 hours ago 
Oh yeah I absolutely agree, I just keep finding myself often wondering why I'm out of psychite tea for example, and it turns out all the harvested leaves are automatically going into the hopper :v
sumghai  [author] 15 hours ago 
@R E D L I N E - Okay, what I'll do is I'll disable Dye, Psychite and Hops and Smokeleaf from the hopper storage filters by default, but players should still have the option of allowing them later.
R E D L I N E 15 hours ago 
There's absolutely no rush, it's just something mildly annoying I keep running into :v
But if you're already doing that, I don't think they should be putting psychite and hops into it by default either, I don't know if smokeleaf is also on the list
Thank you for considering 🙃
sumghai  [author] 17 hours ago 
@R E D L I N E - No begging necessary - I'll see if I can push out an update this weekend.
R E D L I N E 18 hours ago 
Please I beg you disable dye by default in the hopper settings

I know it's technically a plant but I really wish my colonists would stop immediately eating my entire stockpile of paint after I finish building the replimat system
sumghai  [author] Apr 18 @ 11:00pm 
Updated to 1.5.2 - See the Change Notes for details

If you encounter any issues, please follow the troubleshooting guide [gist.github.com], then submit bug reports and feature requests to Github [github.com].

Any HugsLibs log must be generated from new savegames with no more than 5 mods (including any DLCs).