边缘世界 RimWorld

边缘世界 RimWorld

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Vanilla Chemfuel Expanded - Deepchem to Neutroamine Addon
   
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Mod, 1.3, 1.4, 1.5, 1.6
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942.289 KB
2022 年 5 月 5 日 上午 9:49
7 月 29 日 上午 9:23
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Vanilla Chemfuel Expanded - Deepchem to Neutroamine Addon

描述
This mod is an addon to Vanilla Chemfuel Expanded. It adds a gizmo to the Deepchem refinery which allows you to swap between the normal 1 Deepchem to 3 Chemfuel process, and a new process that changes Deepchem into Neutroamine somewhat inefficiently (power and resource-wise).

My thoughts on balancing this and how efficient it is are as follows:

Typical Deepchem node has between 6-6.6k Deepchem in it, and my goal was to allow a single Deepchem node to generate approximately 200 Neutroamine over at least two in-game days.

A single refinery will consume 750 Deepchem, and generate 25 Neutroamine every 6 hours. Totaling a potential 3,000 Deepchem consumed and 100 Neutroamine produced per day.


Additional Balance Notes:

A single Deepchem tank holds 1500 Deepchem, which is what a single Deepchem refinery can consume in half a day if making Neutroamine.

A single refinery will outpace a single Deepchem pumpjack (which generates 1 Deepchem per second or 1,000 Deepchem per day).


07/29/2025 Update:

Mod Settings added. You can change them mid game too, just click the Apply Settings button. There is a Apply Defaults button too if you want to go back to the values I've balanced the mod around. You can use the slider or the text input box.


4/30/2023 Added Combat Extended patch:

Added recipe to the Deepchem Refinery that turns 30 Deepcheem into 10 FSX for Combat Extended, takes 6 hours to complete.

5/6/2023 Added support for Vanilla Races Expanded - Android:

The deepchem refinery will now attempt to output to a connected Neutroamine pipe network if one is connected.
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If you have any comments or suggestions please feel free to share them in the comments and I'll do my best.
38 条留言
Broms  [作者] 11 月 25 日 上午 8:06 
Ooh that is nice to know! I was stating information from their discord from like 1.5 years ago. I know they work really hard on maintaining the VE framework and it wouldn't surprise me if they fixed the bug and I was just flat out wrong.
JothB 11 月 25 日 上午 7:32 
Nevermind I think I found the issue. One of the pipes was damaged (probably hit by lightning) and there were neutroamine stains all over it. I guess VE Framework simulates leaky pipes? Didnt know that. Anyway i fixed it and i *think* that solved the issue
Broms  [作者] 11 月 25 日 上午 7:19 
@JothB that's a random unfixed issue with the VE Framework. My mod only uses their existing code via XML. They've had trouble recreating the issue to fix it.
JothB 11 月 25 日 上午 7:15 
For some reason my network is losing neutroamine despite not using it for anything. Feels like an issue with this mod
here's the log
https://gist.github.com/HugsLibRecordKeeper/f72080d16be000ba58c7db716d8081f7
Broms  [作者] 9 月 26 日 下午 5:57 
@Toetruckthetrain ty for the report. I just tested it and it appears to be working fine. There must be some kind of mod conflict I can probably fix if you can provide a Player.log file.
toetruckthetrain 9 月 25 日 下午 3:07 
the input and output are both broken now for some reason, time might be as well but its hard to tell
toetruckthetrain 9 月 25 日 下午 2:22 
the settings seem busted, any time i change them the default output is still used
Broms  [作者] 7 月 29 日 上午 9:25 
07/29/2025 Update:

Mod Settings added. You can change them mid game too, just click the Apply Settings button. There is a Apply Defaults button too if you want to go back to the values I've balanced the mod around. You can use the slider or the text input box.
Broms  [作者] 7 月 26 日 上午 6:42 
I am now working on mod options for this. We'll have the ability to control # of deepchem input per cycle, ticks per cycle, and output per cycle.
Broms  [作者] 7 月 16 日 上午 2:31 
Yeah it's an issue with the code inside of Vanilla Expanded Framework, I believe they are aware of it.