RimWorld

RimWorld

Appliances Expanded
370 Comments
toetruckthetrain 31 Oct @ 5:45pm 
planning to add astrofuel stuff when vanilla gravship expanded drops?
2_Modray 26 Oct @ 2:30am 
Very minor nitpick, the up-facing sprite of the chemfuel smelter seems to be offset just a smidge too far to the right.
ƎNA 16 Oct @ 12:10pm 
Chem pot also doesn't work
ƎNA 16 Oct @ 7:33am 
chem stove requires to be in the workshop instead of the kitchen
Starways System 8 Oct @ 12:58pm 
Chemfuel pot still won't cook soup.
0xc355 4 Oct @ 8:16am 
Thank you for the update!
Scorpio  [author] 3 Oct @ 11:32am 
thanks for that the update today should fix it
0xc355 3 Oct @ 9:28am 
(Sorry didn't know if there's a way to edit my last comment), but if anyone is looking to fixing the soup cooking pot while using the processor framework, it's also missing this:


<building>
<isMealSource>true</isMealSource>
<spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity>
<buildingTags>
<li>Production</li>
</buildingTags>
</building>

This should spawn the bill tab and actually let you use it
0xc355 1 Oct @ 6:04pm 
Not sure if this is the correct place for a bug report, but the chemfuel soup cooking pot seems broken. You're using the wrong process names:


<li>CE_SimpleSoupRecipe</li>
<li>CE_FineSoupRecipe</li>
<li>CE_LavishSoupRecipe</li>
<li>CE_GourmetSoupRecipe</li>

should be


<li>VCE_SimpleSoupRecipe</li>
<li>VCE_FineSoupRecipe</li>
<li>VCE_LavishSoupRecipe</li>
<li>VCE_GourmetSoupRecipe</li>

Thanks for the mod though, it's an amazing one
Totally Not Ed 10 Sep @ 9:44pm 
@Alex_

Now you listen to me, mister. I work for a living and I mean real work, not writing down gobbledy gook. I provide the people of this community with Chemfuel and Chemfuel Accessories.
Alex_ 29 Aug @ 1:58pm 
why would I use this over standard electricity? Better conversion rate or just simply a mod made for Chemfuel Expanded?
WJSabey 23 Aug @ 2:27pm 
Is it possible to get an over-wall version of the chemfuel cooler, like in Vanilla Temperature Expanded?
Scorpio  [author] 22 Aug @ 11:42am 
changed load order to avoid errors with unofficial chemfuel expansion.
fixed grill inspect panel error
fixed pawns not eating the deep fried meal
Adorablorp 21 Aug @ 5:33pm 
Except, unless I'm missing something incredibly obvious, modifying the value in the file does nothing.

An option in mod settings to change the value of how much deepchem it takes to make either synthread or neutroamine to non-default values would be nice.
Adorablorp 21 Aug @ 4:19pm 
Love this mod. Love the additions to the DeepChem refinery; albeit not so much the ratios. Thankfully easy enough to change especially after checking the description.
Luckspeare 19 Aug @ 5:06pm 
2 red errors produced in build with the following mods, in this order: VE Framework, Vanilla Chemfuel Expanded, Vanilla Chemfuel Expanded Unofficial Expansion, Appliances Extended.

[Appliances Expanded] Patch operation Verse.PatchOperationFindMod(Vanilla Chemfuel Expanded) failed
file: C:\Games\Indiv\Rimworld\Mods\2869098359\Patches\RefineNeutramine.xml

[Appliances Expanded] Patch operation Verse.PatchOperationFindMod(Vanilla Chemfuel Expanded) failed
file: C:\Games\Indiv\Rimworld\Mods\2869098359\Patches\RefineSynthread.xml

More details posted and log posted in Discussions section.
thesoupiest 18 Aug @ 9:29am 
Are these more efficient than burning chemfuel in a generator and running an electric version of the same appliance?
Renegaiden 15 Aug @ 12:24am 
Any possibility that the chemfuel wall lights could get the placement treatment that vanilla electric wall lights have? Mildly inconvenient that I can't have two chemfuel lights on the same meter of wall, even if they're on opposite faces.
Spunky McGoo™ 14 Aug @ 1:05pm 
i feel like chemfuel turbines, when combined with chemfuel expanded, should consume like 10x more fuel
Dealer Mangan 10 Aug @ 5:49am 
Darklight Chemfuel Brazier uses normal fire texture instead of blue one.
Winchi <Ꙃ> 9 Aug @ 2:01pm 
ye, chemfuel post is broken.
Cynder Tamarack 8 Aug @ 10:26pm 
The soup pot is broken. there's no button or bill list to load uncooked soup into it for cooking
Reaver 4 Aug @ 3:46pm 
Honestly saw this and decided to get rid of Helix. That mod feels like a fuel source that didn't need to be that needlessly complicates the resource pool and doesn't have much in the way of compatibility with other mods or the DLC.
WJSabey 2 Aug @ 7:57am 
Also I notice that there's one thing conspicuously missing if we want to go with chemfuel infrastructure instead of electric; no chemfuel-powered refinery. Seems like an oversight.
WJSabey 2 Aug @ 7:48am 
@Happy
I don't think you understand how a turbojet works. It's explicitly in internal combustion engine that injects fuel directly into the airstream, it needs liquid fuel. You can abstract "generator" to be a solid-fueled external combustion engine, or "turbine generator", which could be a steam turbine, but not a turbojet.
Coolchilion 1 Aug @ 11:01am 
I can corroborate that I am affected by the same issues as @talias and @userrr3
Uncle Jack Hughes 30 Jul @ 9:27pm 
Hey, awesome mod. Been using it since 1.4. I see there are some retextures for the chemfuel tanks in the textures directory, but they don't work in game as they seem to be in the `buildings` instead of `building` directory. It may be intentional, but just wanted to check. Thanks again for all of the work on this mod.
talias 30 Jul @ 12:49pm 
Thanks for the update. I'm running into two issues.

1. The stoves want to be in workshop instead of kitchen (in defs in <building> it is missing <workTableRoomRole>Kitchen</workTableRoomRole>)
2. All the appliances don't seem to work with linkables from VFE Production and VFE MEdieval 2. (it doesn't have patches to add linkables to CompProperties_AffectedByFacilities)
URZA007 28 Jul @ 7:42pm 
I don't have ideology or loyalty, but when I start the game, a red error message appears regarding those issues. It seems harmless, so I'll ignore it for now, but I hope it will be fixed in the future.

I read the dedicated thread, but I couldn't understand the solution very well. Next, I deleted those two files, but the error still persists.
userrr3 25 Jul @ 11:16am 
Hello, I'm not sure if the Chemfuel Pot no longer works or if I f'd up with my modlist. The regular electric pot has a little "Processes" button to set the soup recipe now, the chemfuel pot has nothing it seems?
Holgast 23 Jul @ 2:57pm 
Thanks for the update! While I probably won't use it on my gravship due to the space constraints, this mod has been invaluable in my previous games over the years
Pasaway 23 Jul @ 1:06pm 
Yay! I can finally have my chemfuel turbines back. Thank you.
Kimo' 23 Jul @ 12:35pm 
Thank you for the update! :happyio:
camomo bbl enjoyer 23 Jul @ 12:31pm 
Thank you for the update! :deadrat:
Scorpio  [author] 23 Jul @ 12:28pm 
1.6 update live
yellowdotchuck 23 Jul @ 7:20am 
@Scorpio That’s good to hear. Can’t wait to see it come out when it’s released.
「Brainiac」 22 Jul @ 7:54pm 
thanks, glad to hear it
Scorpio  [author] 22 Jul @ 12:26pm 
its not , update to 1.6 is in the works
「Brainiac」 22 Jul @ 4:58am 
Is that mod abandoned?
DeathTomato 20 Jul @ 8:04pm 
@[C4C] T2k3 Thank you, that restored some functionality
[C4C] T2k3 14 Jul @ 12:19pm 
@Scorpio
was annoyed did some fiddling arround and my biggest problem was solve by changing:
RecipeInheritance.ThingDefExtension to VEF.Buildings.RecipeInheritanceExtension
there might be more but where is the fun if i do all the work :)
gamer9999 14 Jul @ 10:46am 
1.6?
MDiddy 13 Jul @ 1:50pm 
Has anyone discovered if this works with 1.6? Now with chemfuel gravship, I NEED this mod more than ever.
Thranos 11 Jul @ 10:44pm 
Are there plans to update this to 1.6? I know VE's been reorganizing internally, so I assume any theoretical update would probably be worked on after that.
Troa Barton 10 Jul @ 8:03pm 
Adore the mod but I do have a request. Would it be possible to either add an option or setting to lower and or mute the extractors?
Happy 22 Jun @ 1:14am 
Well, yes, it could be possible to have a wood fired stationary turbojet generator. But to be honest, the energy conversion efficiency would be horrible and the amount of wood needed to be on the same level as with liquid fuel would be tremendous.
WJSabey 6 Jun @ 5:31am 
Wow, all these chemfuel powered things are great. Really should have been standard. I have to ask though; wood powered turbojet?
Bladebro79 24 Apr @ 2:19pm 
@Scorpio, thanks for the response. I now realize that i haven't actually did any scanning. i thought they were like the infinite chem-fuel machines i have. Thanks again. Got some new jobs for my colonist to do now.
Scorpio  [author] 24 Apr @ 10:45am 
@Bladebro79 scam for a deepchem deposit and place it on it
Bladebro79 23 Apr @ 5:31am 
Can someone help me understand the placement of the "infinite deepchem Extractor". I am currently using Ferny's Modpack and when i try to place the extractor it is red/unable to be placed, unless i put it in a still fogged area of my map. Does the machine only work below the ground level? Or do i need to put down some type of flooring before hand?