RimWorld

RimWorld

Vanilla Chemfuel Expanded - Unofficial Expansion
173 Comments
Bambaryła  [author] 26 Sep @ 12:28am 
@dddzmpzmp
depends on your mod order. they use the same internal name.

how do i know? it's in the description.
dddzmpzmp 25 Sep @ 9:55am 
Just found that if Vanilla Race Expanded - Android is also installed, the neutroamine pipe of this mod will be overwritten by the Android's one.
[GC]SpongeVlad 23 Sep @ 3:29pm 
I have a ton of mods so it could be a load order thing, but other than that it works. My pawns will just empty all my chemfuel and neutroamine from the taps and hand feed it into the FSX and promethium refineries.
Bambaryła  [author] 22 Sep @ 10:52pm 
@[GC]SpongeVlad
hey, i have never noticed that behaviour. Might be there was some update in the framework that broke it?
[GC]SpongeVlad 22 Sep @ 6:31pm 
Is there no way to stop colonist from hand loading a refinery that is connected to a pipe? My taps are useless for crafting as my colonists will grab all the chemfuel/neutroamine and load it into my FSX/promethium refineries. I had to wall them up and forbid the door.
Bambaryła  [author] 19 Sep @ 12:00am 
@Shinzou

read the description. I know. It will work fine.
Shinzou 18 Sep @ 1:27pm 
Hiya, just letting you know this and https://steamproxy.net/sharedfiles/filedetails/?id=2917419173 "Toxic Wastepack Generator Plus" conflict, in that they use the same pipeline, tank and drain defs, and Vanilla Chemfuel Ex Unoffical Expansion takes control. All my previously built Toxic Waste pipelines and tanks disappeared (the Power Plants stayed since VCExUnEx doesn't have those) when i installed Vanilla Chemfuel EX UnEx, and since your waste tanks work differently than theirs, i don't think they will play nice together. Might just be a matter of renaming things, dunno.
Random 14 Sep @ 2:38pm 
If You're having issues with being unable to build some buildings or pipes added by this mod:

Read mod description carefully: "All of the refineries, taps, drains, valves, tanks and pipelines are neatly gathered into designator dropdowns (right-click list) to declutter the architect menu."

I'm not shaming anyone, I also missed it, spent 30mins trying to find if there's any incompatibility in my modlist, then started looking through comments here and noticed one where Bambaryła pointed out it's under right click XD

Anyway, maybe it'd be a good idea to add a screenshot with the dropdown menu to the description. That should make it as obvious as it can get
Bambaryła  [author] 11 Sep @ 12:25am 
who forbade you
Psyckosama 10 Sep @ 7:44pm 
I cannot build the dye processor or pipes.
Bambaryła  [author] 3 Sep @ 7:48am 
@yanwoo
ye it's kinda broken
yanwoo 2 Sep @ 9:44am 
Looks like waste detofixer can destroy wastepack even not connect to power.
Also detofixer should be named detoxifier, or that's intended?
Peryn [Андрій] 23 Aug @ 9:26am 
jtseyman have the same problem. just move mode as clouse as possible to rhe top of the list and everything is working, I think it has conflict with some other mode o texture pack.
Bambaryła  [author] 29 Jul @ 1:45pm 
look into Mods/Biotech/Defs/Process* files
ChrisB 29 Jul @ 12:53pm 
no probs, will give it a shot. thanks for the reply :)
Bambaryła  [author] 28 Jul @ 11:11pm 
it is possible but i'm not gonna do it :) you can try to remove it in your local copy.
ChrisB 28 Jul @ 2:05pm 
hello, great mod and been using it for quite a while now, thank you for all your work. i wanted to ask - is it possible to have the dye refinery set up so that doesn't consume both neutroamine and wastepacks in the same bill? i wondered why the hell i was running out of neutroamine, and my colonists were throwing it all at the dye refinery, when it was only supposed to be for wastepacks
Photosynthetic 25 Jul @ 11:31pm 
@Bambaryła -- thanks so much!
Bambaryła  [author] 25 Jul @ 11:26pm 
Dear @Photosynthetic

Advanced Automatic Weavery is the building that produces fibers
Photosynthetic 25 Jul @ 10:27pm 
(I can't assign colonists to it, either, FWIW.)
Photosynthetic 25 Jul @ 10:21pm 
I can't figure out how to make unrefined fibers. I have an autoweave, it's sitting right next to a tank of deepchem (*and* a tank of chemfuel, just in case), it's powered, it's set to output hyperweave... and nothing's happening. What am I doing wrong? I suspect I'm going to feel pretty dumb when someone points it out, but til then, it's driving me nuts.
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?
Bambaryła  [author] 13 Jul @ 12:55am 
@Waiter it's same i'll fix the descriptions
Waiter 12 Jul @ 10:28pm 
is hyperthread hyperweave? or is it smt different?
来自内卷 12 Jul @ 9:17pm 
ce part tier 1 and tier 2 dont work
Flamangos 9 Jul @ 9:02am 
Yeah he removed the wastepacks. It was a big part of the balance this mod adds that i enjoyed but its better than it being broken
Caervec 9 Jul @ 8:23am 
Well, it's a bit late to chime in on this issue now, I guess.
But I did notice that the waste only fails to clear after the network is saturated (filled to 100% all tanks and storage). After that point, the processing buildings enter a state where they believe the system has no valid outputs and jam up. As long as I kept emptying the waste out of the storage before it hit capacity, it was working fine.

But it also did not like extraneous, non-storage systems attached to the network (such as other mods' waste disposal systems) and I had to mediate it with a Rimfactory puller system using taps and drains to disjoin the networks.

Once it jammed up the only thing I could do was deconstruct and reconstruct the machine to reset it. Based on when it jammed, it seems like it softlocks when looking for an output after it finds it invalid just once.
Bambaryła  [author] 9 Jul @ 6:32am 
I might make an optional addon readding that for whoever wants
Flamangos 9 Jul @ 6:12am 
good call i think thanks brother
Bambaryła  [author] 9 Jul @ 3:38am 
Processes in refineries no longer generate waste. All the other elements stayed the same. Might need to reconstruct the refineries.
CMaia 9 Jul @ 2:50am 
you removed the waste pipes system or they are still there?
Bambaryła  [author] 9 Jul @ 2:42am 
yeah i'm kinda tired of this topic, it doesn't work correctly anyway.
Flamangos 9 Jul @ 1:42am 
At all?
Bambaryła  [author] 8 Jul @ 11:59pm 
Processes no longer generate waste.
Bambaryła  [author] 8 Jul @ 11:33pm 
tbh from my gameplay i set it up once and then it works so hard to say. fix has to go from VEF team
Waiter 8 Jul @ 10:52pm 
for the second known issue is there a fix to that beside dev mode? cause its annoying having to clear it manually, i have a tox waste tank set up and powered but its not going to it
Bambaryła  [author] 2 Jul @ 11:20pm 
right click the chemfuel refinery or any refinery - all of them are in a single dropdown
Agent Washington 2 Jul @ 12:10pm 
Right click what exactly? Also, I've realized the autoclave and autoweave are the only things that appear in the architect menu but I can build the plasteel refinery and automatic weavery by clicking on the built autoclave or autoweave.
Bambaryła  [author] 2 Jul @ 12:38am 
@Agent Washington
have you tried right clicking?
Agent Washington 1 Jul @ 5:03pm 
For some reason the FSX and neutroamine refinery dont appear in the architect menu
Bambaryła  [author] 30 Jun @ 11:18pm 
@Dr. scampers that's interesting but overall doesn't help us as the processes are exactly the same and the only difference is numbers :)