RimWorld

RimWorld

Improved Wastepack Atomizer
22 Comments
Cyber  [author] Aug 28 @ 8:18am 
@zecorezecron @fr0

I'm inclined to agree with you. When I first created this mod, I believe I was deep in the late-game of a playthrough, and so I think my perspective on what a late game building should cost was heavily skewed. And I've not since really played a mechanitor heavy playthrough, so the flaws weren't as readily apparent to me.

And so I've rebalanced the building costs for the time being to something I believe much more reasonable. When I have the time, I'll try to revisit their operational values as well, but for now, I believe the cost changes alone should make them much more appealing for you mechanitors out there.

I appreciate the feedback! I hope this breathes a little fresh air back into the mod.

Happy gaming!
fr0 Jul 18 @ 8:46pm 
@zecorezecron I agree completely. Luckily it's pretty easy to change the values.
zecorezecron Jan 28 @ 12:22am 
Honestly, I cannot recommend this mod.

The large wastepack atomizer works 2.4 times faster. It uses 2 times the nano chips, which is reasonable. But it also needs 16 times the steel (3200), 10 times the plasteel (500), Plus an additional 3 signal chips, 2 power chips, 12 components and 32 advanced components on top of that. And it takes over 3 times the space. That's just bad design. For that many resources, it should be doing, at minimum, 3 times what a normal one does, but probably closer to 5 or 6 times more.

The only reason this MIGHT be worth it is if you had a mod that buffs the aporitons by an insane amount, but otherwise it is a downgrade in every other respect to the normal atomizer.

Instead, if you really need to get rid of more wastepacks, I'd just go with a mod that allows you to adjust the rate and power consumption of the vanilla atomizer.
Cyber  [author] Jun 14, 2024 @ 3:19pm 
Just realized I never made a comment here after the update. Sorry it took so long to get it updated in the first place. As always, leave a comment if you come across any issues.

Enjoy!
Qatavin Apr 16, 2024 @ 6:58pm 
Thankfully, this mod appears to work perfectly fine in 1.5 as is.
thorman123456789 Apr 12, 2024 @ 6:41pm 
1.5?
Cyber  [author] Jun 1, 2023 @ 9:50pm 
Turns out the interaction spots may not be an issue for you guys after all. When I went back to my game, everything still looked correct just with the new textures. I hope that's the case with everyone else, and I just got mixed up while testing. Either way, you can still use the workarounds I mentioned below if needed.
Cephalon Sithalo May 31, 2023 @ 4:16pm 
Well tbf, if they where not turned around before then they shouldnt be turned around? Maybe? Idk, Vanilla Rimworld issue, not the Art :sweat_smile:

I hope they look good in game!
Cyber  [author] May 31, 2023 @ 4:10pm 
Update is out with the new textures from Cephalon Sithalo! Big thanks to them for providing these textures to me, and thus you, for free.

One downside is I found an issue with the standard atomizers textures when preparing this update which led to the interaction spots for the small and large variants to be backwards. So anyone who has already built a small or large wastepack atomizer will probably have rebuild it.

I do apologize for the inconvenience and would recommend a simple utilization of dev mode to remedy it. If dev mode is not an option, you can also use my other mod Cyber's Miniaturization which will allow you to minify/unintsall/reinstall multiple buildings, even if only temporarily.

As always, enjoy the update and let me know if you find any bugs or have trouble!
Cephalon Sithalo May 14, 2023 @ 1:37pm 
Idk why I left a suggestion over a comment... I created art for the small and large variants if you would be interested in checking them out. If you got a discord or add me as a friend on steam or tell me a file sharing website you trust and I could send you them to take a look :LotusFlower:
Cyber  [author] Apr 10, 2023 @ 3:48pm 
@Qatavin LOL you just taught me something. Over 1000 hours in RimWorld and I never knew that advanced lights actually reduced power cost for lighting. I always just thought that research was simply for changing the light color which I've never cared about enough to research. Unbelievable lol. Anyway, I think such a research tech could be justified, however, as you said, I would indeed make it expensive. It would be a pretty powerful upgrade, especially for the large atomizer. Good news is I think that's all still in the realm of XML, so I should be able to do something without diving into the C# side of things.
Peekaf Apr 9, 2023 @ 7:28am 
Just install vanilla expanded power sources and build a nuclear reactor, its not even that costy and you will be just using uranium, which i doubt people use it that much unless its for slug turrets or high tier armors.
Qatavin Apr 8, 2023 @ 5:48pm 
Recently, I've been playing with the goal of cleaning up pollution on the world map. It's an extremely large scale project, needless to say, and this mod has been really helpful with it. It would be helpful, though, to have a tech (an expensive one) to reduce the power requirement of atomizers, like the Advanced Lights vanilla tech. Even cutting it down to 75% of normal would help a lot.
Winterwolf Apr 8, 2023 @ 12:08pm 
Woo! :D
Cyber  [author] Apr 8, 2023 @ 9:51am 
New update everyone. I liked Winterwolf's suggestion, so here it is! Two new wastepack atomizer variants to hopefully provide more options for your disposal needs. Description and tables have been updated. And ss always, let me know your thoughts and suggestions in the comments. Enjoy!
Winterwolf Mar 28, 2023 @ 11:07am 
Love the mod, posted a suggestion in the discussion section :3
Cyber  [author] Mar 27, 2023 @ 5:46pm 
Glad to hear it, thanks for the feedback. Carry on, fellow mechanitors, and remember: the Geneva Convention doesn't apply if the prisoners never escape to tell about it =D.
Peekaf Mar 24, 2023 @ 5:15pm 
To be honest, I think the mod is already completed, no need for small new additions, just a small, little quality of life mod that does it job really nicely in exchange of a bit of your power. Good job Cyber.
Cyber  [author] Mar 24, 2023 @ 6:31am 
Glad to hear it's a helpful mod. Now that some of you have gotten to use for a little while, are there any adjustments you would make? I took a leave of RimWorld for a couple months, so I've not been able to thoroughly test it myself. So let me know if any of you think it should have a small buff/nerf or other adjustments or ideas. Thanks!
turkler Feb 4, 2023 @ 4:20pm 
great mod. it's not even that the apoticron raid is hard, it's just a bother really. my current colony has three mechanitors and I've done the raid at least 20 times at this point, both for the mechlord gear and the atomizers. thank you for making the grind more bearable
Dr Jimothy Jan 26, 2023 @ 7:16pm 
My colony and all its mechanitors thank you dearly.
selest19 Jan 25, 2023 @ 8:39am 
thank you iv been looking for a balanced version of this (rimatomics go brrrrrrrr)