边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Chemfuel Expanded
874 条留言
Dieselheart 10 月 5 日 上午 7:51 
There is a Deepchem resource in Vanilla Genetics Expanded mod, what will happen if I install Chemfuel Expanded as well? Will I have two instances of same-named resources with differing properties?
Koala 10 月 2 日 上午 9:54 
Is there a good way to get pawns to prioritize filling up my chemfuel system at the drains? i have it set to critical, but I feel they're not really trying to fill them.
Aravox 9 月 28 日 上午 1:10 
WE STRUCK LIQUID GOLD BOYS!!!!!!!!!!!!!!!!!!!!!!!!!!

also watch Landman the series via Paramount+ it's amazing.
Dilbert 9 月 25 日 上午 12:26 
@crockett I just discovered that it can not
estrogenesys 9 月 11 日 下午 11:08 
please add pollution generated by refinery
crockett 9 月 8 日 上午 7:52 
Can the Chem fuel tanks be use for gavship fuel storage?
Lunar Ghoul 9 月 7 日 下午 1:19 
Is there a way to turn down how frequently you scan for deepchem deposits? I feel like I have way too many deposits and don't need nearly that much chemfuel
Xander 9 月 3 日 上午 5:23 
Anyone know how to stop the chemfuel tap from pumping out chemfuel? I have the max stack size set to 10 but it's continuously pumping out chemfuel and the current stack on the tap is at 1100 chemfuel.

Not sure if this is because I'm running Stack XXL as well?
Deathpaw 8 月 30 日 上午 1:26 
Need some help. I have the tank, drain and chemfuel generator on my ship, all connected. Unfortunately my paws don't seem able to add the fuel to the tank/network. I even added an auto-sower that is supposed to produce chemfuel, but nothing flows in. The network shows "0" available, even when connected to fully fueled gens or Odyssey tanks.
girlkisser 8 月 27 日 下午 5:59 
I don't imagine there's a way to get "do until you have X" bills to count the stuff in the tanks...? I'm trying to have someone make chemfuel manually and drop it into a drain, but they don't stop making it.
Necirays 8 月 24 日 下午 2:57 
Also, is there a way to toggle the deepchem refinery on and off ?
Necirays 8 月 23 日 下午 11:59 
Any way to reduce the chemfuel tanks capacity ? With the tanks added by Odyssey, they feel very unbalanced (250L for the base 2x2, 750L for the base 3x3 compared to 4500L for the VCE tanks)
Or maybe increase the base game tanks capacity ?
~Velocistone~ 8 月 23 日 上午 3:51 
imagine hating on a mod creator just because they made a drilling mod
blue 8 月 22 日 上午 11:44 
all personal speculation
blue 8 月 22 日 上午 11:43 
@ryan to be fair the design of the gravship tanks look like they're way lower to the floor due to having support pieces connected to the sides and even reaching the top of the tank while the 6 tile tank which looks like it's slightly taller than a real life gasoline storage tank
M4 8 月 21 日 下午 11:45 
odyssey not compatible
Cranberry 8 月 21 日 下午 3:23 
base game chemfuel tanks are underpowered tbh
hellmagus666 8 月 21 日 上午 11:07 
Did somebody say oil?
ryan 8 月 15 日 上午 12:55 
Vanilla 9-tile "Large Chemfuel Tank" from Odyssey can store 450L. Vanilla Chemfuel Expanded 6-tile "Chemfuel Tank" can store ***4,500L***. I think this mod needs a fresh look over.
=>PR<= HavenOnline 8 月 11 日 下午 2:52 
can this craft chemfuel or synthread
Cranberry 8 月 8 日 下午 8:40 
My workaround was to dev mode destroy them and use god mode to put them back in. I figured it was fair since I did everything I was supposed to do
Cranberry 8 月 8 日 下午 8:35 
I can report Im also having issues with rocket swarm launchers. It connected to the pipe network, but they still say "Missing rockets (1x chemfuel)" Right clicking with a colonist doesnt do anything.
lydocia 8 月 8 日 上午 4:16 
Request: I would love it if the Chemfuel Tanks from this mod would actually count towards Grav ship fuel. Additionally, I love how the Chemfuel Tank from this mod has a little visible meter to see how full it is, and really miss that feature on the vanilla chemfuel tanks.

Are these things that could be added in a future update, maybe, pretty please?
Excel.exe 8 月 7 日 下午 10:59 
@Hotshot53 technically yes, but you still need at least one vanilla tank because the VE one isn't factored when accounting for how much fuel you have for launching. But the Vanilla one still connects to the VE pipe system so as long as you have one to allow yourself to launch it should be fine
Clane 8 月 6 日 上午 6:52 
@Hotshot53, I have several of them on my craft, and they work great! You can land vehicles on the gravship, too, and it allows for automatic refueling this way.
Hotshot53 8 月 4 日 上午 8:17 
Do the Chemfuel Tanks from this mod support flight in a Gravship? They're much more space efficient than the Vanilla tanks and I'd much prefer to use them for that.
Fredrik 8 月 2 日 上午 8:41 
Saw someone else reported it but just wanna add that is just not one off. Rocketswarm launcher will fill up fuel needed except one, so you still have to manually fill it.
daswaff 8 月 1 日 上午 8:10 
I get it, and the mods is well made, but it looks to me that this (and other refining mods) breeze past the very real possibility of one's base turning into a 2 mile high fireball. A quick look at 20-21st century commercial refineries will show just how real that possibility is. Seems to me that any system of refining should also require some kind of firefoam safety; traps, shells, launchers, sprayers, etc just to run on a daily schedule. Also seems like a HUGE vulnerability to raiders... None of this is reflected in the mods. I would call it "out of balance" in its vast reward for very little risk.
Paramour 7 月 30 日 下午 8:06 
I just tested it but filling it with the gizmo, letting it drain a bit and spawning a stack of fuel on the drain. It drew enough fuel from the drain to completely fill the tank, and then the connected chemfuel generator would no longer consume chemfuel and run infinitely.
Paramour 7 月 30 日 下午 7:58 
I think there might be a bug where if the storage tank and everything connected to it is full with chemfuel, if any stack of chemfuel sits in the chemfuel drain it seems to no longer drain from the tank, drain or connected building (i tested with a chemfuel generator). I only tested it by using dev mode and hitting the fill tank gizmo though, so the bug could potentially be with the gizmo.
Lukestorm8 7 月 30 日 下午 6:38 
is the deepchem refinery supposed to take 600 watts of power even if it is off and not refining chemfuel? I would love if there was an option to turn it off or if it drew less power when not refining because right now I just uninstall it when it isnt operating.
Twiggymc 7 月 30 日 下午 12:15 
Says there is no fuel in my network, doesnt auto supply fuel to chemfuel generators, despite the fact that the storage tanks are full
Damon_Vi 7 月 29 日 下午 7:57 
i have no idea where to submit this, or how, BUT, i've been dealing with an issue where all of my pawns with construction have been standing. couldnt figure out why. zero errors popping up.

turns out, i had a blueprint for a helixian gas lamp on a wall, materials delivered, but unconstructed, sitting behind a corner square for one of the chemfuel tanks from this mod.

none of my pawns could fine an open "path" to the light, even though they had diagonal/corner access, the tanks in this mod dont like to overlap wall lamps.

so if anyone else is dealing with construction pawns (even mechs), just standing around, this is a possible solution
Tinasbuddy 7 月 29 日 下午 4:16 
i for the life of me, cannot find the mod options. what is it called?
✠ Red Phantom ✠ 7 月 29 日 上午 9:19 
After installation the US Army invaded in my colony :seriousboss:
Nasser 7 月 28 日 上午 4:54 
Is there a way to lower the chemfuel storage size in the options? I feel like 7k chemfuel in a 3x2 space gets close to cheating for my taste.

The vanilla 3x3 holds 800
varazir 7 月 27 日 下午 11:49 
I installed this and now my chem generators do not generate power even if they are connected to the tanks and kept at 100% fuel. Any ide what it would be ? ( base + odyssey dlc)
Clane 7 月 27 日 下午 11:43 
I've been having a similar issue with the gravship, and I'm not sure what is causing it precisely. There does seem to be a soft lock on launch issue. When I checked the logs the error appears to be related to:

at RimWorld.Planet.Gravship.DetermineLaunchDirection()

It isn't clear to me how that's related to this mod, but it's literally the only modded resource on the ship. Other people have related it to this mod as well, so here's hoping that someone smarter than me can figure this out.
Tactical Femboy 7 月 27 日 上午 11:34 
@Shadow drake thank you for sharing what the issue was for me, thank you!!
dw.allen2001 7 月 27 日 上午 10:05 
could we have chem-vents back?
=>PR<= HavenOnline 7 月 27 日 上午 8:28 
This made my game not load.
MarsRust 7 月 26 日 上午 3:58 
I have no idea why, but the chemfuel tap isn't working for me, I try to add the size but instead it goes to -1. Could really use some help
Riptide 7 月 24 日 上午 11:50 
Not sure why but after going through my 111 modlist, going 1 by 1 and removing all the mods while keeping the basic QoL mods this is the mod that has been causing so much headache. For some reason this mod when loaded causes the game to black screen and fail to load. I have reinstalled the game multiple times and scrapped my mod-list double that. Don't know why but this breaks my game to the point it cant even open.
kasket 7 月 24 日 上午 10:35 
could deepchem be added to long range mineral scanner options? would be helpful in odyssey to find refueling points
will.loken 7 月 24 日 上午 8:31 
@Drakon It's called Appliances expanded and it allows you to make synthread too
Shadow Drake 7 月 24 日 上午 6:51 
Noticed a pair of bugs with Gravship interactions: First, a refinery will fill your tanks on a gravship, but will not stop trying to fill them (essentially deleting chemfuel), so a valve is needed and you have to manually switch it off. Second, and more importantly, have a closed chemfuel valve on your ship connected to your tanks will make your game freeze on trying to launch the gravship.
Dracon 7 月 23 日 下午 2:36 
@skelegram & @KitsuneKas
Thanks you two. It must have been Appliances Expanded then.
VE:Chemfuel was my first suspect, since I assumed that they might have changed that for VE:Android's Neutro system.
CreamKaKao 7 月 23 日 上午 6:54 
There is a bug where the Rocket Barrage Launcher will not charge when connected to a fuel line. It says it requires x1 chemical fuel and will not charge.
KitsuneKas 7 月 23 日 上午 2:10 
@skelegram More likely to be Appliances Expanded, which was a pretty big addon that added a bunch of new buildings, plus the mentioned neutroamine conversion.