RimWorld

RimWorld

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Vanilla Chemfuel Expanded - Unofficial Expansion
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Mod, 1.5
File Size
Posted
Updated
6.887 MB
24 Apr @ 1:25pm
13 Jul @ 1:18am
22 Change Notes ( view )

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Vanilla Chemfuel Expanded - Unofficial Expansion

Description
feel free to join for mod news and discussion: https://discord.gg/M5FMvxYM8n

Vanilla Chemfuel Expanded - Unofficial Expansion was created to utilize the pipelines' framework created by Vanilla Expanded Team.
It builds and expands upon the Vanilla Chemfuel expanded mod with new refineries and resources to produce.
All of the refineries, taps, drains, valves, tanks and pipelines are neatly gathered into designator dropdowns (right-click list) to declutter the architect menu.

Currently the mod contains:

Neutroamine refinery
, producing neutroamine from deepchem; full neutroamine network with taps, drains, pipes, valves and tanks.

Raw Plasteel refinery
, producing Raw Plasteel (new resource) from deepchem. Raw Plasteel can be refined automatically in an autoclave into usable Plasteel, or manually smelted in a smelter.
Automatic Weavery
, producing Unrefined Fibers (new resource) from deepchem. Unrefined fibers can be weaved into hyperweave, synthread or devilstrand automatically in an autoweave, or manually on a tailor's bench.

If you have Biotech enabled, the mod adds a
toxic waste network
, allowing you to store and transfer the wastepacks securely across your colony.
It comes with pipelines, drains, pipes, taps, valves and special tanks. These tanks have to be kept powered at all times, otherwise they'll take damage from the corrosive waste inside. On destruction, they will explode and spread pollution and toxic gas in your colony.
It comes with additional feature that allows the pollution pumps, mech rechargers and gestators to be connected to the pipeline so your colonists do not need to carry the wastepacks themselves.
Toxic waste can be fed to
Waste Detofixier
to safely get rid of it.
Toxic waste can be used in a
dye refinery
to produce dye, allowing you to color your colony to your hearts' desire.
The dye comes with its own network of pipes, drains, taps, valves and containers as well, allowing you to produce the dye and use it anywhere you like.
Since dye is easily producible now, its value is decreased for balance reasons.

If you have Toxic Wastepack Generator Plus, our pipeline will replace TWGP's pipeline and remove it from the game (needs to be rebuilt on an ongoing save).

Uses the same name as Vanilla Races Expanded - Androids for the pipe network, so should be fully compatible with it and derivative works.

If you have Combat Extended enabled, the mod adds an
FSX refinery
, producing FSX from chemfuel and neutroamine and a
Prometheum refinery
, producing Prometheum from deepchem and neutroamine.
Both of the refineries come with a complete set of pipelines, drains, pipes, taps, and tanks. FSX and Prometheum tanks are _highly_ volatile!

If you have both Helixien Gas Expanded and Combat Extended, then FSX will be produced using Helixien Gas or chemfuel. Helixien gas network will also be placed in the aforementioned designator dropdowns.

If you have Neutroamine Cooler, the Vanilla Expanded Framework understands that it should be able to use the Neutroamine network.

If you have Vegetable Garden Project, the unrefined fibers have the recipes available on the looms.

If you have Vanilla Furniture Expanded - Production, the unrefined fibers have the recipes available on the big tailoring bench, and the plasteel recipe will be available at the fueled smelter.

If you have Advanced Pollution Pump, it will also feed the waste network.

There are 3 tiers of refining recipes, so that you can scale with more buildings or by adding more research.

Known issue: some icons are missing and i have no idea how to figure them out.
Known issue: if your refinery gets full, it cannot be cleared of wastepacks (you need to do it via dev menu)
https://github.com/Vanilla-Expanded/VanillaExpandedFramework/issues/98
Known issue: there's some issue with tap size:
https://github.com/Vanilla-Expanded/VanillaExpandedFramework/issues/97

Shout out to Dubwise for Rimefeller mod which was a huge inspiration for this one!
Thanks to ThatBartGuy for great art and to Sovereign for introducing me to ThatBartGuy.
Thanks to Kikohi for creating and sharing the pipeline network with us!
Thanks to Taranchuk for implementing the specialist tanks and pollution pump connection.
Thanks to Thadge for recompiling to 1.5!
Popular Discussions View All (4)
52
22 Jul @ 12:11am
Something isn't working right - go here
Bambaryła
17
24 May @ 4:29am
I don't like something - go here
Bambaryła
1
30 May @ 11:36pm
would it work on 1.4?
Deleted Profile
152 Comments
Bambaryła  [author] 17 Jul @ 11:16pm 
@jtseyman
I could not reproduce your problem. Do you have "Vanilla Chemfuel Expanded" and "Vanilla Expanded Framework" in your modlist?
jtseyman 17 Jul @ 3:11pm 
I can't build some of the new buildings because of the 'no thing class' error. When I try to build them I get for example: Exception in JobDriver tick for pawn Show driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_2610102) A = Thing_Frame_VCEUE_ToxicWasteTank2581229 Giver = JobGiver_Work [workGiverDef: ConstructFinishFrames])
System.ArgumentNullException: Value cannot be null.
来自内卷 13 Jul @ 5:26pm 
@Bambaryła thank you!
Bambaryła  [author] 13 Jul @ 10:11am 
ah okay i cba to fix that
Waiter 13 Jul @ 9:53am 
@Bambaryła its in the photo of what you can make
Bambaryła  [author] 13 Jul @ 9:53am 
@来自内卷 it's already fixed, make sure you redownloaded
来自内卷 13 Jul @ 3:49am 
my FSX refinery and Prometheum refinery only have one choice when adding list after finishing researching all technology, I think there is something wrong.
CMaia 13 Jul @ 2:52am 
@Bambaryla is in the last image, the draw explaining the processes this mod add. I never read as hyperthread before, my brain read it as hyperwave lol
Bambaryła  [author] 13 Jul @ 1:20am 
@Waiter
where did you see the hyperthread? I can't find any such thing
Bambaryła  [author] 13 Jul @ 12:55am 
@来自内卷 any more details?