RimWorld
641 oy
Appliances Expanded
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Mod, 1.3, 1.4, 1.5
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20.815 MB
29 Eyl 2022 @ 7:24
22 Nis @ 11:51
28 Değişiklik Notu ( görüntüle )

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Appliances Expanded

Açıklama

What was initially an expansion on available Chemfuel appliances, evolved into a much larger mod to expand your base capabilities.
Hope everyone enjoys.



Like my ideas ? you can buy me a coffee :D

[ko-fi.com]



































-Why does it need Vanilla Expanded Framework?
*Because i am using code from it to make even the vanilla appliances.

-Dont like Syhthread or Neutroamine production ?

*Instructions :
Go to your steam folder and follow this path:
\Steam\steamapps\workshop\content\294100\2869098359\Patches and delete the refine Synthread and Neutroamine patches ( witch one you want to disable )

-Dark light Versions of the lights?
*Coming in a future Update.

-CE compatible?
*Sir this is a Rimworld’s we don’t do CE patchs here please kindly contact them for such things , this is a family restaurant after all.

-Balance seems off ?
*Please feel free to give feedback.


Special thanks to Noisy Koi for the support and feedback he gave without it part of this mod would not be possible.

Credits: Scorpio ( Direction + XML ) , Taranchunk (C#) , Sir Van ( Art + Info-graphics ), Argon (Art + XML)


Popüler Tartışmalar Tümünü Görüntüle (8)
5
19 Haz 2023 @ 9:34
Error with royalty room rank requirements.
Emberbuck
2
18 Oca 2023 @ 11:25
Conflict with VFE: Power
✶ Fitz001 ✶
1
17 Oca 2023 @ 11:47
Infinite Chemfuel Pump "Chemfuel produced" Notification spam
Adam Smasher™
295 Yorum
gazza_m_bolton 8 Haz @ 8:46 
In regards to this mod are you planning on updating so the linking from the additional cabinets (smiting, Machining and Kitchen Sink) from VFE Production work with the chemfuel variations?
Ranger Dimitri 1 Haz @ 10:30 
So, I take it this mod is safe to load into an existing save?
MysteriousFawx 28 May @ 4:40 
Scratch that, the Chemfuel Pot is affected too. Whilst it doesn't display any errors on the panel it isn't automatically refuelling itself via the chemfuel pipes.
MysteriousFawx 28 May @ 4:18 
Having some reference errors pop up in the lower panel with the Chemfuel Deep Fryer, Chemfuel Grill and Air Fryer. The Chemfuel Pot seems unaffected.
GetInspectString Exception on x
System.InvalidCastException: Specified cast is not valid.
[Ref ECC2920] Duplicate Stacktrace, see ref for original.
ilovehorrorcats 26 May @ 15:15 
I think there should be chemfuel burners of some kind that function exactly like a campfire (pawns can use it as a gathering spot and be used to burn items)
ilovehorrorcats 17 May @ 8:36 
Can there be support for Vanilla Temperature Expanded pls
-=GoW=-Dennis 4 May @ 2:32 
Would a mod option to disable synthread / neutroamine recipes be possible? There is the Vanilla Chemfuel Unofficial Expanded mod doing that and many more things now, but deleting the patches in this mod gets annoying quickly given one has to use verify files for Rimworld regularly due to mod updates simply not wanting to download otherwise.
klvlt 27 Nis @ 7:22 
This is a really great addition to Chemfuel Expanded. Thank you for creating it! One thing... Could you put a check for DLC Royalty before the Royalty patches? The way it is set up now, if Royalty is not loaded, every patch in the file is begun and then stopped with an error because the nodes aren't found.
DaniAngione 25 Nis @ 7:36 
Also, for some reason in my game the "Chemfuel Grill" is called just Grill as well, which is a bit confusing :D
DaniAngione 24 Nis @ 20:57 
Love the mod! Just finished a playthrough with it and it was great!
Thank you very much for your work :)

One suggestion, though: I feel like the Infinite -- stuff are too easy to get on the tech tree, since Microelectronics is so coveted due to its other very important unlocks, you literally end up getting the Infinite Pump and Extractor before you get the proper Deepchem/Chemfuel infrastructure from Chemfuel expanded... The description sounds very advanced, you're literally making fuel out of thin air, so I'd say it should be pushed into Spacer tech, if not Ultra, honestly. IMO the ideal scenario would have the player extracting Deepchem from the ground for a while before they ever reach the Infinite stuffs

But that's just me! However I think if it remains this early I might hide these two items for my next playthrough :)