RimWorld
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Appliances Expanded
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Mod, 1.3, 1.4, 1.5
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20.815 MB
29 sept. 2022 la 7:24
22 apr. la 11:51
28 notițe privind schimbările ( vizionare )

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Appliances Expanded

Descriere

What was initially an expansion on available Chemfuel appliances, evolved into a much larger mod to expand your base capabilities.
Hope everyone enjoys.



Like my ideas ? you can buy me a coffee :D

[ko-fi.com]



































-Why does it need Vanilla Expanded Framework?
*Because i am using code from it to make even the vanilla appliances.

-Dont like Syhthread or Neutroamine production ?

*Instructions :
Go to your steam folder and follow this path:
\Steam\steamapps\workshop\content\294100\2869098359\Patches and delete the refine Synthread and Neutroamine patches ( witch one you want to disable )

-Dark light Versions of the lights?
*Coming in a future Update.

-CE compatible?
*Sir this is a Rimworld’s we don’t do CE patchs here please kindly contact them for such things , this is a family restaurant after all.

-Balance seems off ?
*Please feel free to give feedback.


Special thanks to Noisy Koi for the support and feedback he gave without it part of this mod would not be possible.

Credits: Scorpio ( Direction + XML ) , Taranchunk (C#) , Sir Van ( Art + Info-graphics ), Argon (Art + XML)


Discuții populare Vezi toate (8)
6
9 iul. la 14:13
Error with royalty room rank requirements.
Emberbuck
1
17 aug. la 2:14
Scorpio Please Add Missing Appliances?
Deadmano
2
18 ian. 2023 la 11:25
Conflict with VFE: Power
✶ Fitz001 ✶
306 comentarii
lewisgeorgehayler cu 3 ore în urmă 
asphalt bridge has research requirement field twice
Tal'Raziid 22 aug. la 12:14 
i get the following error on startup for both RefineNeutramine and RefineSynthread with only that one word being different in each error

[Appliances Expanded - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName="PS_DeepchemRefinery"]/comps/li[@Class="PipeSystem.CompProperties_ResourceProcessor"]/results"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Vanilla Chemfuel Expanded): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\SteamLibrary\steamapps\workshop\content\294100\2869098359\Patches\RefineNeutramine.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Makenfloi 30 iul. la 4:32 
There is a compatibility with rimefeller plumbing?
Mur Derer 21 iul. la 3:18 
Is it save adding it to an existing save?
Enlonwhite 7 iul. la 4:44 
Short message,A Warm Treasure, please accept the warm awards!
Enlonwhite 7 iul. la 4:42 
I am going to cry, this is exactly what I was missing from my mod list and MORE! I didnt even know I needed some more of these until I read them. Thank you Sir Van and Scorpio!

I really wanted a new chemfuel heater, and maybe some lights powered by it, then I saw the Brazier.....I almost cried with excitement with the fact I could play Icesheet runs that I love better with this mod. Seriously thank you!
Gunt Fuchmann 5 iul. la 14:57 
@Malnormalulo Don't know how I missed that lol, thanks for the heads up
Malnormalulo 5 iul. la 11:33 
@Gunt Fuchmann: That exists in VE Power
Gunt Fuchmann 5 iul. la 10:29 
What I would kill for in this mod is a 1x1, lightweight chemfuel generator for use with caravanning
Renegaiden 20 iun. la 18:24 
@Malnormalulo
Chemfuel and helixien machines would naturally be unaffected by solar flares, and also allow you to not have power conduits for Zzzt events (which you admittedly can now dodge by using only hidden conduits). The machines also would not have a passive energy draw even when not being used.

In a vacuum? Yeah, you'll likely get more out of the turbines and converting your fuels to electricity. But fueled machines would grant you flexibility and leniency that electricity wouldn't. That, and some people might like the thematic feeling of using chemical fuel for their colony.