RimWorld

RimWorld

Vanilla Recycling Expanded
594 kommentarer
JakSly For 4 timer siden 
Hello, i dont know if this is only an issue for me but whenever a trashbag and the like is destroyed it makes an invisible area of polluted air, it doesnt show up when i have the pollution overlay on or anything similar but if my colonists are within that area they just get toxic buildup really fast

Is that intended?
Oleshka 30. sep. kl. 7:19 
Sorry, forgot about tech thing. As I discovered this mod techs Y coordinate is 7, and idk why I can't move/look there, so changing Y to 1-5 helped
Oleshka 30. sep. kl. 2:53 
Fair enough... I will try
Oskar Potocki  [ophavsmand] 30. sep. kl. 2:34 
We're pretty happy with the current balancing of the mod. At the end of the day it's a video game and a side mechanic at that - which means it should provide some incentive to use it.

If you wish, you can release a patch mod altering the costs like you described!
Oleshka 30. sep. kl. 2:08 
- ALL input and output masses in such variant are 1:1 (except 0,556kg of Toxgas per 5 Trashbricks)
- Speed of recycling with 1 compactor and 1 splitter is same as with 1 atomizer, but more space and energy as before
- Resources per day with 1 compactor and 1 splitter: 0.19 Uranium, 1.39 Steel, 0.56 Plasteel, 0.28 Gold, 10.97 Trashbricks. So wastepacks are more trash as it should be. (To compare: it was 4, 8, 4, 4, 41 in same order)
Oleshka 30. sep. kl. 2:08 
Please forget about tech bug, I will figure it out later, I hope you didnt spend too much time on it. And I finally finished recipes:

1. In my calculations I changed Trash mass to 5kg instead of 3kg, cause Compactor rn produce 2 Trashbricks from air.
2. 4 Wastepack -> 4 Trash + 1 Toxpack; 9 Toxpacks -> 7 Isotopacks + 5 Alloypacks; 2 Isotopacks -> 1 Trash + 1 Uranium; 5 Wastepack -> 7 Chempack + 3 Biopacks; 7 Chempacks -> 4 Trash + 20 Chemfuel; (I am still in process with Chempack recipe tree, it is still 3 times faster...)
3. Compactor: from 3 hours to 10 (10,94 to be accurate); Splitter: from 6 hours to 86 hours (86,40) and changed recipe 1 Alloypack -> 5 Steel + 2 Plasteel + 1 Gold
Oleshka 30. sep. kl. 0:25 
Does Exotic Hivetech from Insectoids 2 also shows fine? while searching any errors discovered that it is also somehow hidden. down left from Advenced Hivetech. And about recycling. I made some calculations and have idea with some numbers combinations to remake recipes and Splitter with Compactor recycle time, so i write them here? It will be a lot of text...
Sarg Bjornson  [ophavsmand] 29. sep. kl. 23:55 
We don't use Steam discussions.

I can't replicate the error with only this mod, the research shows up fine
Oleshka 29. sep. kl. 23:44 
Yes, all other techs are in tree. And why discussion deleted... it really doesnt feel right that atomizer is 3 times slower than recycling
Sarg Bjornson  [ophavsmand] 29. sep. kl. 23:04 
And does that happen with only this mod?
Oleshka 29. sep. kl. 22:53 
For me too, researched only by searching (also using Insectoids 2 and Furniture - Power from Vanilla Expanded mods)
FiauraTheTankGirl 29. sep. kl. 9:14 
Hey this isn't positioned right in the tech tree for me. It is either covered up by something else or it's Cords are off, the only way I can select it is by searching.
ambient_npc_manager 26. sep. kl. 15:52 
how does the VE team make such beautiful bases for their backgrounds?
Slimez 14. sep. kl. 15:01 
Honestly would love a way to make the trash or trashbricks more useful, at least for odyssey. Maybe a power generation option that can incinerate trash but create tox gas and some amount of energy? Then again, i recognize that recycling is very rarely a process where ALL the input is made into useful things, but if trash/trashbricks are so bad, why do people buy stuff made of them?

As is, I still am keeping it all on my ship in the form of trashbricks and using it to raise my pawn's art skills with small sculptures.

Another thought I did have was that trashbrick floors or some new floor involving trashbricks could be added such that they act towards pollution sorta like hay does towards filth, where pollution created on that tile that would occupy 6 tiles instead maybe only occupies 2-4 tiles, and this pollution could be removed by tearing up the trashbrick floor and receiving toxic wastepacks much faster than just pumping or manual scrubbing.
MelodyGaming201 14. sep. kl. 8:57 
I understand its for balancing reasons, but i kinda wish the alloypack splitter wasn't locked behind having a mechanitor. other than that, this mod is amazing!
Друманин Дрин 12. sep. kl. 13:27 
I wonder. Im not pro yet in biotech. So, didnt have a deal with wastes yet. Is it difficult? And if so, that mod will help nicely for me to slowly solve that issue in full mechanitor playthrough?
Sarg Bjornson  [ophavsmand] 11. sep. kl. 6:21 
Good thing then they don't have -1000
ignis 11. sep. kl. 6:14 
-1000 beauty of trashbricks is quite absurd. My pawns would literally prefer to be neck deep in a pit of rotting human corpses that a trashbrick house.
Bili-Kathrine 7. sep. kl. 2:20 
I cannot find the tech in VE tech tree, but it can add in techs which would be started with
Neosuduno 3. sep. kl. 9:07 
I like this mod a lot. It is the perfect way to accept those imperial quests for deposing of tox packs, since it gives crafting pawns something to do and provides plasteel and uranium for free.
Titan Methos 3. sep. kl. 8:48 
I love this mod! It makes mechinator playthroughs actually viable, and gives the player to option in Odyssey to keep Gravship crew busy by cleaning up when you have to travel to polluted tiles.

That said, is there no way to make Bio-Packs spread fertility to the nearest applicable tiles the same way Tox-packs spread pollution? Would make their usage much less tedious.

Also, @Yinyang107 how would you feel if your neighbor dumped a bunch of trash near your place? Regardless of if it was toxic waste.
girlkisser 30. aug. kl. 8:22 
Okay... it looks like it has to be a full stack of five. Leaving this here in case anyone has trouble with thatt in the future.
girlkisser 30. aug. kl. 7:55 
Am I missing something with biopacks? I'm leaving them on standard, 100% fertility soil, I'm making sure they don't deteriorate before they dissolve, but when they dissolve they just release rot stink. Tested burning them too, same result, and while the description says deteriorate it just seems impossible with how much faster they dissolve than lose HP. No fertile soil has been made so far.
Yinyang107 29. aug. kl. 19:33 
Any chance of an update so that leaving non-polluting packs behind (so all but wastepacks and toxpacks I believe) when you leave on a gravship doesn't hurt faction relations? If I can burn them with no long-term consequences, why do factions care if I leave them?
Schadenfreude 28. aug. kl. 2:51 
Maybe a bulk recipe could help managing this issue.
Schadenfreude 28. aug. kl. 2:43 
The larger the stack the larger the radiation radius, this makes the inability to set production targets at the workbench even more problematic, I need to either micromanage dumping them far away from colonists, or have pawns work around the clock to immediately process them as soon as they are produced to mitigate radiation.

It's a cool problem to solve, but the payoff is basically not worth the hassle.
Schadenfreude 28. aug. kl. 2:27 
I just realized, Radioactive Isotopacks are always leaking radiation? I've got non-damaged ones, that are frozen and put into Waste Crates causing toxic buildup. Is there no containment method for these?
Peeping peacock 17. aug. kl. 22:04 
"Do the reclaimed biopacks not spread their fertility effect if multiple degrade on the same tile? Personal feature request for such a thing, like toxic packs do"

They don't spread and it makes it very hard to use. I wish they spread like wastepacks too.
As it is, you need to do micro hell to get them to work, stockpiles that have to constantly move and roofs you have to build and unbuild because rain will destroy them and that doesn't fertilize the ground so they have to be babysit as well or they just vanish without doing anything.

I'd almost say its a bug with how much of a pain they are to use. Its hard to believe they are intended to be used that way.
bluemeep 16. aug. kl. 8:36 
Apologies if this has been suggested before, but is it possible to raise the beauty value of trashbrick constructions if a pawn has the 'Scrapper' ideology meme? Right now they're absolutely loving any piece of junk debris they find in the world, but that masterwork table of recycled material? Mmm, not feelin' it! :wizorblaugh:
Tleno 12. aug. kl. 18:08 
I sure hope your new factory mod (or mechanoids 2) introduces non-mechanoid pawn ways to produce more of this garbo to recycle.
Burt Gummer 12. aug. kl. 16:18 
Do the reclaimed biopacks not spread their fertility effect if multiple degrade on the same tile? Personal feature request for such a thing, like toxic packs do
Gravenwitch 10. aug. kl. 0:09 
So I have isolated a strange issue to this mod. On destruction volatile toxpacks release toxgas that is permanent unlike other sources of toxic buildup. Colonists who are exposed to it are guaranteed dead unless they can promptly be provided toxic immunity genes. Even wearing 100% toxic environment resistance gear provides no resistance. The colonists will constantly gain like 5% toxic buildup per second until they die with no cure or prevention. After the gas cloud texture fades the aura of death remains permanently (at least a few in game years as of my testing) and anything that enters that area dies in the manner described above. If several toxpacks are destroyed the fallout can cover the majority of the map. I have lost 2 permadeath colonies to this before figuring out this mod was to blame for the issue.

Issue was encountered with exclusively Vanilla Expanded mods.
Eclipse 9. aug. kl. 2:34 
Pipe integration and factory module structures for producing stuff would be so cool
Kuhlyus 5. aug. kl. 3:30 
jip... i hope Fox isnt sueing me :rufusjoking:
Sarg Bjornson  [ophavsmand] 5. aug. kl. 1:37 
A trash generator? So, the entertainment industry nowadays?
Kuhlyus 5. aug. kl. 1:14 
@b0tch sadly no... becuse the bill just let them vanish not realy destroy them so the tox gas efekt is not triggert... (at least i cant figured out how to manage it) ->

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3537924397

but i made a Trashgenerator what realeased those lovely stinky tox clouds if you interestet ->

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3542366080
neuromancer 4. aug. kl. 20:39 
@sarg: Thought it might be something like that, but wasn't sure that I wasn't doing something wrong. I'll try deleting the folder entirely and resubscribe, see if that works.

Thanks.
Sarelth 4. aug. kl. 18:44 
I could see some interesting uses for this in a Gravship playthrough and a Mechanitor.

Any plans to have any integrations?
Sarg Bjornson  [ophavsmand] 4. aug. kl. 14:34 
Not sure, you'd have to try!
b0tch 4. aug. kl. 11:36 
If the trash gets burned in a crematoriumm does is still produce tox clouds?
Sarg Bjornson  [ophavsmand] 4. aug. kl. 10:26 
Bear in mind the gravship has thrown most logic we had awry. You can always add a trash burning bill to the crematorium if that fits your vision, though!
b0tch 4. aug. kl. 10:08 
The mod itself is a fantastic idea, but the implementation of the trash, where you have to burn it somehow, because otherwise you'll cause pollution on the map, is kind of a half-baked solution. I'm playing with a gravship, so I can't throw a Molotov on the garbage, and I can't burn it in the crematorium either, because there's no menu for that.
Sarg Bjornson  [ophavsmand] 4. aug. kl. 1:09 
That's unrelated to the mod itself, you have base game problems, corrupted downloads, folder fuckery, etc
neuromancer 3. aug. kl. 14:34 
This isn't showing up in my game. I can't find the techs in the research tree, and it doesn't show up in the Mod Options list (even if there are no options, it should at least be in the list... I think).

If I remove it from the mod list before loading the game, it recognises that it is gone, but doesn't seem to recognise it in game.

I do believe I added it to the game after I started, although the FAQ says that should work.
浮猫 3. aug. kl. 12:37 
@Benjamin the Rogue Well, from version 1.5 to 1.6, the ways to handle toxic waste have become quite diverse, but I still prefer the feeling of being able to recover usable resources from toxic waste.
Benjamin the Rogue 3. aug. kl. 11:22 
@浮猫 I think this is less about getting good wields of resources and more about doing something to deal with the toxic waste. The resource yields are just a small plus.
浮猫 3. aug. kl. 3:57 
I'm confused about the yield of alloy waste—it's so minimal that I feel the effort of breaking down the waste doesn't justify the output. I hope an option can be added to customize the yield.
Starzy 31. juli kl. 22:07 
@Dracon I think it would be neat if we did get some kind of trash incinerator, like a possible industrial-tech variant of the wastepack atomizer that burned trash