RimWorld

RimWorld

Vanilla Chemfuel Expanded - Unofficial Expansion
267 Comments
Bambaryła  [author] 8 Oct @ 12:09pm 
you have to reserach neutroamine refining
Le Jo-Poney 8 Oct @ 10:12am 
Nice mod, but I have a quesion : how do i craft the neutroamine pipe ? I have the common researchs for Android (I started with Anroids) and i can't even "build copy". Any idea ?
TrollofReason 29 Sep @ 1:14pm 
Savage. <3

Also! Glad to find this mod, again.
Bambaryła  [author] 23 Sep @ 10:40am 
because i like mine better
sethkwright 23 Sep @ 10:28am 
why not make it so that the Neutropipes from VRE: Androids overide this one?
Bambaryła  [author] 22 Sep @ 11:50am 
feel free to unsubscribe
sethkwright 22 Sep @ 10:27am 
can you swap out this ones Neutranomine pipe texture and tank for the VRE: Androids one? the one this mod has is really fugly
Cat Lord 21 Sep @ 1:37pm 
the icons aren't missing, they are classified as different versions of one building so the deep chem refinery can be changed to any other building
Bambaryła  [author] 1 Sep @ 2:43am 
heavily inspired but ultimately different
DragonRakis 31 Aug @ 7:39pm 
So rimfeller ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1321849735 ) but using the vanilla expended pipes and with some extra stuff for CE, Biotech, and Hexlon gas mod?
Luckspeare 20 Aug @ 5:23pm 
Gotcha, wasn't sure and it was a 3-mod interaction so reported in multiple places just in case.
Bambaryła  [author] 20 Aug @ 8:10am 
the first [Appliance Expanded] tells you which mod it occured in. Not mine.
Luckspeare 19 Aug @ 5:06pm 
2 red errors produced in build with the following mods, in this order: VE Framework, Vanilla Chemfuel Expanded, Vanilla Chemfuel Expanded Unofficial Expansion, Appliances Extended.

[Appliances Expanded] Patch operation Verse.PatchOperationFindMod(Vanilla Chemfuel Expanded) failed
file: C:\Games\Indiv\Rimworld\Mods\2869098359\Patches\RefineNeutramine.xml

[Appliances Expanded] Patch operation Verse.PatchOperationFindMod(Vanilla Chemfuel Expanded) failed
file: C:\Games\Indiv\Rimworld\Mods\2869098359\Patches\RefineSynthread.xml

More details posted and log posted in Discussions section.
Bambaryła  [author] 16 Aug @ 1:00am 
@Annabellee
take a look at the last screnshot in the mod description, there's a chart of how it works
Annabellee 15 Aug @ 2:32pm 
With the new refineries, is it just DeepChem, or can we also use Chemfuel?
lechkingofdead 9 Aug @ 11:55am 
i think the generator mod instead makes them consume the packs in order to work as its counter point. and tbh with as many tox gens as ya tend to need to really power a base good.
lechkingofdead 9 Aug @ 11:50am 
dang oh well
Bambaryła  [author] 9 Aug @ 4:00am 
@lechkingofdead

yeah that won't work, I can't make it stop glowing once the storage is full
lechkingofdead 9 Aug @ 1:32am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3166048152 here ya go. toxlamps. a nice mod mostly already works with the one tox gen mod.
Bambaryła  [author] 9 Aug @ 12:58am 
would be nice to have a link to the mod you're referencing, but they wouldnt work "by default"
lechkingofdead 8 Aug @ 2:45pm 
as i think they create a bit of toxic waste in return for the light they give.
lechkingofdead 8 Aug @ 2:39pm 
does the tox stuff work with the toxlamps mod? as i like it but using the one mod it nativly workwith feels odd. this looks a bit more fitting.
Bambaryła  [author] 2 Aug @ 12:05am 
fixed
Is it intended I can't drag the toxic waste pipes?
Tal'Raziid 27 Jul @ 11:53pm 
Yeah, removing the regular VE-Chemfuel refineries before adding this mod to my list was fine
Bambaryła  [author] 27 Jul @ 11:07pm 
Please do because i have no idea what that is, some weapon bug on a refinery?

and deepchem refinery is not mine -- checked that it works correctly on my end
Tal'Raziid 27 Jul @ 12:48pm 
Adding to my existing save throws up a constantly repeating error: https://gist.github.com/HugsLibRecordKeeper/9b0c9003d86d9b1e01b653a2d945c8fb

Im gonna try removing my refineries, then adding the mod again
Bambaryła  [author] 27 Jul @ 9:27am 
update online
Bambaryła  [author] 20 Jul @ 4:53am 
Update is under way, there will be even a nice little change - since item processor (for things like soups from VE) is no longer used, autoclave and autoweaver now use normal processes and this inspired me to tier it up a bit (so nowyou'll have quicker and more efficient versions of same processes
Bambaryła  [author] 20 Jul @ 4:52am 
@Computica
yeah but that doesnt really work sadly due to how they're coded on the dependency side (the original refinery doesn't have a power toggle either)
Computica 19 Jul @ 5:49pm 
These buildings need a power toggle.
Bambaryła  [author] 13 Jul @ 7:31am 
thismonth
oscarmdsh69 11 Jul @ 2:12pm 
1.6 update coming?
Egirl-Vivan 7 Jul @ 7:15pm 
Any plans for an update to 1.6? :-) love this mod.
Bambaryła  [author] 3 Jul @ 9:23am 
whenever i had this happen it was always bad storage settings. EIther that or another mod issue. Taps/Drains are just storage from pawn perspective. so there is no issue there - since noone else reported that either.
Zaire82 3 Jul @ 2:29am 
They are configured like that already, that's why I know it's an actual issue.
Bambaryła  [author] 3 Jul @ 2:14am 
it's an issue with your storage settings. make the drains low priority accepting nothing, make taps higher priority.
Zaire82 3 Jul @ 12:39am 
I've been having issues with pawns constantly hauling things into the taps instead of the drains and items that should be hauled to a drain not getting hauled at all.
Is this an issue on your end or on the end of Vanilla Framework itself?
Lemon caro 12 Jun @ 11:51am 
good
i was worried about the bricking someone else had experienced
Bambaryła  [author] 11 Jun @ 10:35pm 
should be yes
Lemon caro 11 Jun @ 1:33pm 
is this safe to add to an existing save?
Bambaryła  [author] 11 Jun @ 12:20pm 
drop by discord if you can maybe we can figure it out together
supertechxter 11 Jun @ 11:51am 
ok my save does seem to just be bricked
Bambaryła  [author] 11 Jun @ 9:51am 
oh lord i didnt update the textures - fixed now ;))))
Bambaryła  [author] 11 Jun @ 9:50am 
looking now
supertechxter 11 Jun @ 9:37am 
also it still has not fixed the constant error sending
supertechxter 11 Jun @ 9:37am 
@Bambaryła i did what u said to take the mod out the list then load then load the save then save it but now its saying that it cant load UI/Gizmos for toxic,FSX,promethium,dye and neutromine pipes
ファル(FAL) 10 Jun @ 10:53am 
literally perfect timing, the mech gestator was doing exactly what sun said and i figured out if would be this mod(since it's the only mod that add the whole wastepack pipe system) and it gets fixed an hour ago:steamhappy:
SUN-Control 10 Jun @ 10:03am 
thanks for fixing it
Bambaryła  [author] 10 Jun @ 9:50am 
@SUN-Control - fixed