RimWorld

RimWorld

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BioReactor (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.975 MB
11 Aug, 2024 @ 5:28am
29 Aug @ 11:02am
14 Change Notes ( view )

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BioReactor (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
973 items
Description

Update of NukaFrogs mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1564657272

- Added support for Vanilla Nutrient Paste Expanded, based on the patch by KahirDragoon
- Added mod-settings for selecting what is dropped when a pawn enters a reactor



[discord.gg]
[github.com]


Add Living Battery - BioReactor

Feature
- Produces electricity from Living Thing.
- Use food type as fuel.
- If desired, storage thing can be melted into chemfuel.
- Storage thing are preserved semi-permanently. ( Like crypto casket )

Storable Thing: Everything that can move
Storable count: 1

Power production = Basic power X Body size multiplier X Race multiplier
- Basic power generation: 1000 / 1200 / 1400 (2X2/3X3/4X4)
- Body size multiplier: X Body size
- Race multiplier: X HumanLike(100%) / NonHumanLike(50%) / NonBioType (0%)

Fuel: Food type ( default - raw food )
Research Prerequisite: BiofuelRefining

How to put into BioReactor.
1. Direct orders to colonist
2. Command to carry lying down pawn.

Art: Gloomylynx
Programming, Content: NukaFrog

Animal in preview is Alpha Animal
NonSteamLink Here[github.com]

2020/02/26
1.1 Add Compatibility
Add [fuel settings] copy/paste


2020/02/28
Add Alien Mod Compatibility
Now the body addon of aliens look normal.

2020/05/18
WorkGiver optimization.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: biotechnology, energy
136 Comments
Mlie  [author] 12 Oct @ 11:55am 
It has a custom filter-setup that is all mixed up, cant really do much about it. Sorry!
Madlark 11 Oct @ 1:07pm 
I can confirm that filters do not seem to be working.
Mlie  [author] 10 Oct @ 1:04am 
@Benthien Works when I test them at least
Benthien 10 Oct @ 12:58am 
4x4 size Reactors seems to be disabled. (And thank you for reviving this mod :-))
IceMelon 9 Oct @ 10:22am 
I’m not sure what’s causing it, but the filter option in the Bioreactor doesn’t seem to work.
For example, even if I uncheck all materials and leave only “human meat” selected, the colonists still fill the reactor with other types of fuel.
Tkhakiro 29 Aug @ 1:56pm 
@Mlie, thank you so much!
Mlie  [author] 29 Aug @ 11:04am 
@Tkhakiro Should be fixed now
Tkhakiro 29 Aug @ 5:40am 
With this mod, I always have an option for pawns to interact, which allows me to transfer to a bioreactor, although I DO NOT have any studied technologies for it and THERE is NOT a single bioreactor on the map. Is there any way to remove this?
pyrobladeich 17 Aug @ 9:15am 
Keep up the good work Mlie
Mlie  [author] 15 Aug @ 1:53am 
@gjallar Anything is possible, however I dont think I would have the time to implement such a change anytime soon. My main focus is to get all mods working for 1.6 at this point