RimWorld

RimWorld

Process Neutroamine from Chemfuel
47 Comments
velcroboy333  [author] 22 Sep @ 7:28pm 
All good. Glad you got it sorted
King of the Freaks 22 Sep @ 1:39pm 
Sorry, it turned out the problem was not with your mod.
There is a hidden ritual (ship launch) that didn’t exist back in 1.5 (before Odyssey).
I disabled your mod and also added this ritual manually through the dev console, and after a restart everything worked fine.
I originally thought it was a ThingDef conflict because the error appeared when using the Pilot Console, and disabling your mod seemed to fix it. But later I realized it was actually due to the missing ritual in my save.
My apologies for the confusion
velcroboy333  [author] 21 Sep @ 9:49pm 
@swaggy, no options currently, perhaps try the one linked in the description that requires herbal meds. Or I have another that uses just herbs.

@King of Freaks, I cannot reproduce this issue. I cannot even see how/where a chemfuel recipe would interfere with the pilot console. This mod doesn't change the ThingDef at all.
King of the Freaks 21 Sep @ 7:07pm 
Hi! I think your mod is causing a conflict with the new RimWorld: Odyssey DLC.

When I have the recipe that converts chemfuel into neutroamine enabled, I get the following error whenever a pawn tries to use the Pilot Console:

JobDriver threw exception in toil MakeNewToils's initAction for pawn [PawnName]
driver=JobDriver_PilotConsole
System.NullReferenceException: Object reference not set to an instance of an object


If I disable the chemfuel → neutroamine recipe, the error disappears and the Pilot Console works normally.
It looks like the recipe or ThingDef changes for chemfuel are conflicting with the Odyssey Pilot Console.

Could you please take a look at this issue or add a compatibility patch? Thanks a lot for your work!
kasket 15 Sep @ 12:46pm 
is there a config to change the price? i lkike this but it would porobably be so op with chemfuel expanded
velcroboy333  [author] 31 Jul @ 2:56pm 
Haha, what?
AilanthusOnline 31 Jul @ 2:56pm 
...1.6?
velcroboy333  [author] 26 Jun @ 12:52pm 
Regarding that "more difficult version I mentioned a year ago HERE
velcroboy333  [author] 26 Jun @ 12:10pm 
Updated for 1.6. No changes made. Let me know if any bugs pop up.
Cheers.
OrphanFelix 27 Mar @ 3:26pm 
Oh my bad it moved to the drug table?
OrphanFelix 27 Mar @ 3:23pm 
Added it halfway and did the research but don't see the recipe on the biofuel refinery. Expected or am i missing something?
NaNoServers 30 Dec, 2024 @ 1:12am 
@Oni It should actually be on the Biogenerator (I forgot the name): the workstation that converts wood/food to chemfuel. Not on the Drug Table.
Oni 26 Oct, 2024 @ 11:47pm 
it didn't add it to the drug table on mine. after researching it....
Syok (You) 9 Sep, 2024 @ 2:45am 
Excellent, does exactly what it says it does, well done!
velcroboy333  [author] 30 Mar, 2024 @ 6:10pm 
Updated for 1.5. Added speed stat that I thought I did a long time ago. Let me know if any bugs pop up.

For those that have asked for a more difficult version, stay tuned. I will have something in a couple days.

Cheers.
sucrose 14 Dec, 2023 @ 12:41am 
Personally tripled the chemful req for both recipes, and upped the intellectual req a bit. Anyone can do so in the neutrorecipe.xml.
sucrose 14 Dec, 2023 @ 12:38am 
production is misspelled in your neutroresearch.xml, fyi
Yue 4 Oct, 2023 @ 5:56pm 
oh and mabye a bit of steel for the bottling for extra balance
Yue 4 Oct, 2023 @ 5:56pm 
i feel like a hodge podge mix of psychoid, hops, and chemfuel would make a better recipe, but cheap medicine is cheap medicine
RyonGasling 25 Sep, 2023 @ 2:55am 
""Yes, now I can mass produce Medicine and make MONEY"
Now I can mass produce neutroamine and make clone in Altered Carbon"
Now I can make actual medicine and not fucking die due to everyone hating my faction
Deon ☣ 1 Jul, 2023 @ 4:08am 
Thank you for the great mod. Mod options to balance this would be nice.
Otherwise for everyone else who doesn't like 3->1 ratio, you can modify it in XML.
Dust 20 May, 2023 @ 10:06am 
With the new Android mod where their blood is literally Neutroamine, this will be handy.
XTR-140 26 Feb, 2023 @ 1:28am 
"Yes, now I can mass produce Medicine and make MONEY"
Now I can mass produce neutroamine and make clone in Altered Carbon
velcroboy333  [author] 14 Oct, 2022 @ 9:57am 
Updated to 1.4
[BOT] Lt. Caresha R. Brownlee 22 Jul, 2022 @ 6:27am 
i feel like 3 to 1 ratio is a bit OP. 3 chemfuel will result in 1 neutroamine, and chemfuel is so easy to make & farm. whereas neutroamine isn't. i feel like 6 to 1 with a high work time seems more balanced to me
Toast3R 31 May, 2022 @ 11:03pm 
nevermind
Toast3R 31 May, 2022 @ 11:03pm 
is this save game compatible?
weo 21 Apr, 2022 @ 12:31am 
It says my character is under the skill level yet my character is 11 crafting
NotNitehawk 3 Feb, 2022 @ 5:55pm 
Yes, now I can mass produce Medicine and make MONEY
belko 30 Aug, 2021 @ 8:45am 
Thank you sir
abstergent 26 Jul, 2021 @ 7:31am 
JUST what I was looking for, and updated for 1.3! THANK YOU
Mr. Pink 23 Jul, 2021 @ 1:44am 
Thanks man! much appreciated :)
velcroboy333  [author] 19 Jul, 2021 @ 1:54pm 
Updated for 1.3
velcroboy333  [author] 5 Jul, 2021 @ 4:04pm 
Attention: I will absolutely be updating all my mods to 1.3. I want to take the time to look at the new code first in order to make sure the code changes are implemented correctly for the new version, as well as make any balance changes, and to implement any relevant new features into my mods,

The upcoming week is going to be busy for me already as the busy season for my real job is just beginning and goes pretty heavy through the fall and holiday season. But I will try to find the time as soon as I am able. My goal is to have all my mods ready for the official release in a couple weeks.

note I will be maintaining support for 1.2 after the update to 1.3 but I a have already moved on from 1.1 or older, so, those versions will not be maintained unless they are naturally compatible.

Thanks for your patience.
velcroboy333  [author] 22 May, 2021 @ 10:30pm 
I could add a work speed stat. I'll be updating some mods on Monday. I can add it then.
Узурпатор плоти 22 May, 2021 @ 10:09pm 
When manufacturing, do not consider the settler's speed. Can I add this to the mod?

Settler + 100% Work works at the same speed as Cybor Super Mutant + 500%.
velcroboy333  [author] 27 Mar, 2021 @ 5:04pm 
👍🏻
Space Hero 27 Mar, 2021 @ 4:57pm 
my bad g
velcroboy333  [author] 27 Mar, 2021 @ 4:25pm 
Did you unlock the research?
Space Hero 27 Mar, 2021 @ 4:02pm 
I Do Not See It At The Drug Lab Please Help I Am So Desperate For Neutroamine
velcroboy333  [author] 27 Mar, 2021 @ 1:45pm 
German translation added. Thanks Noobl1ke!
divad712 20 Feb, 2021 @ 6:49am 
i think this is perfect:steamhappy:
g3 20 Jan, 2021 @ 12:52pm 
nice one thank you
velcroboy333  [author] 20 Jan, 2021 @ 12:51pm 
Just at the Drug Lab.
g3 20 Jan, 2021 @ 12:35pm 
is this just on the machining / drug table?
velcroboy333  [author] 26 Dec, 2020 @ 3:16pm 
Adding it should be perfectly fine.
teres_draconis 26 Dec, 2020 @ 3:15pm 
Can I add to an existing game, or does it require a restart?