RimWorld

RimWorld

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Chemistry Tech More Recipes
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
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223.596 KB
25 Jan, 2021 @ 7:31am
17 Nov, 2024 @ 4:33am
8 Change Notes ( view )

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Chemistry Tech More Recipes

Description
Adds compatibility to Chemistry Tech to make mod materials out of chemicals or ionics.
Todo: Compatibility with Cupro's Alloys, alloys for EMM, other mods that add salt, Medical Supplements

At the moment, I'm sticking to items that could conceivably be produced in a lab. Elements, compounds, solutions. I haven't included alloys yet but I'll work on it later.

You must have one of the below mods installed to see any effect.

New recipes:
Expanded Materials - Metals: iron, lead, tin, copper, chromium, tungsten, titanium, germanium
PRF Materials: Iron, copper, sand (silicon), carbon, synthetic diamond, polyester, kevlar, carbon fiber, carbon-kevlar composite
Metals+: Iron, tin, copper, bronze, titanium
Glitter Tech: Silicon, ethanol, serum, titanium
Apothecary: Potash, limewater, salt (sodium chloride), calcium carbonate, ammonia water (ammonia solution), ammonia salt, sal ammoniac (ammonium chloride)
Vanilla Cooking Expanded: salt (sodium chloride), sugar (sucrose)

Known issues:
Some weird text issues with some of the research prerequisites on hover-over. I guess Chem Tech research set up something weirdly. It's a visual issue only.
15 Comments
pgames-food 15 Jan, 2023 @ 6:33pm 
hehe i think gamorou and me also, need more coffee :)
i only had the prf revived mod, not the prf materials - sorry for the mixup on my part
Gamorou 14 Jan, 2023 @ 1:25pm 
I realized that the problem was that I was a kinda of an idiot and didn't understand that it adds the recipes for these 3 mods, and was trying to see metals with the same name from other sources, well, my fault for not reading properly
pgames-food 13 Jan, 2023 @ 10:37pm 
(im also using v1.2 of rimworld btw)
pgames-food 13 Jan, 2023 @ 10:36pm 
ok thanks, will try some more research.
(i remember trying to learn patching for the first time - and after seeing some example patches code which was like 2 pages long, i got a headache) :)
Holgast  [author] 13 Jan, 2023 @ 9:54pm 
Just tested with EMM and it appears to be working fine. I will add to the description that you need to have one of the affected mods installed. You may need to research more stuff.
Holgast  [author] 13 Jan, 2023 @ 9:39pm 
it looks like instead of using recipeUsers I patched the recipes into the actual buildings (which you can see at the bottom of each patch). will have to take a look and see if that isn't working any more somehow
Holgast  [author] 13 Jan, 2023 @ 9:34pm 
it was working when I tested it ages ago, after all I got the screenshots, but I never actually used your mod in regular play - there could also have been a change somewhere
pgames-food 13 Jan, 2023 @ 6:12pm 
hi holgast, i had a look, and couldnt get it to work here.
(can i check if there are recipeUsers in the xml?) maybe that is all that is needed?
pgames-food 12 Jan, 2023 @ 4:06pm 
hi gamorou, as far as i know it just patches in the extra recipes to be available, but i only recently started the chemistry tech and for project rim factory and made some chemicals in the machine so far, but will give it a go to see - have been waiting to get most of the techs before coming up with a cool plan for maximising each use of chemical items vs base values)

(btw if medical suppliment items can be fabricated with chemistry tech, that will be cool - a lot of the items from that mod take ages to make :)
for example glycerol and sulphuric acid etc, needs something with ethanol, which needs beer, which needs wort, which needs hops, which needs something else :)
Gamorou 11 Jan, 2023 @ 11:49pm 
So I have a problem, I can't find the tech researches on the tech tree to do and be able to synthesize things