RimWorld

RimWorld

BioReactor (Continued)
131 Comments
Tkhakiro Aug 29 @ 1:56pm 
@Mlie, thank you so much!
Mlie  [author] Aug 29 @ 11:04am 
@Tkhakiro Should be fixed now
Tkhakiro Aug 29 @ 5:40am 
With this mod, I always have an option for pawns to interact, which allows me to transfer to a bioreactor, although I DO NOT have any studied technologies for it and THERE is NOT a single bioreactor on the map. Is there any way to remove this?
pyrobladeich Aug 17 @ 9:15am 
Keep up the good work Mlie
Mlie  [author] Aug 15 @ 1:53am 
@gjallar Anything is possible, however I dont think I would have the time to implement such a change anytime soon. My main focus is to get all mods working for 1.6 at this point
gjallar Aug 15 @ 12:50am 
@Mile Now that I've had some time to understand what the vanilla nutrient paste expanded pipes do; That would be a straightforward solution - pushing the ingredient nutrient calculations upstream to the VNPE mod. Does that limit potential ways to thin the soup, sure. But it also limits mission creep. If you're able to implement VNPE mod compatibility, that's awesome.


With regards to stasis. Isn't it possible to check the occupant as it goes into stasis? Couldn't you just pull the occupant's meals per day metric from its info card when it goes in and use that to set the bioreactor's fuel consumption rate? It feels like a safe assumption that occupant, in stasis, isn't going to increase or decrease it's nutritional requirements. It shouldn't require any calculations beyond the initial one.
Mlie  [author] Aug 12 @ 2:03pm 
@Corgi Yes, there is a size limit on them
Corgi Aug 12 @ 12:44pm 
I can't seem to put a Thrumbo in the normal or large bioreactor. It works with every other animal I've tried so far.
Mlie  [author] Aug 9 @ 12:07am 
@gjallar It might be, however since the creatures in the pod are held in stasis, there is no nutritional calculations available. I think the nicest solution is to use vanilla nutrient paste expanded and pipe in nutrients instead.
gjallar Aug 8 @ 11:10pm 
Super happy to see this mod adopted. Thanks for doing that Mile.


One longstanding issue I had with this mod revolved around fuel for the bioreactors. They have a tendency to eat whole prepared meals (if you let them) for minimal or singular fuel gains. To me, it would make a lot more sense if a calculation step were added in that changed inputted food into their nutritional values first and then into fuel. That could be extended to sync fuel consumption rate to vat occupant's nutrition demands. (And perhaps, starvation for creature in the vat if it's unfueled - performance impact depending)


This also would mean that more metabolically efficient creatures become better candidates for the matrix. And also represents a significant buff to nuclear stomachs I guess..


Is this kind of change possible technically speaking?
Mlie  [author] Aug 8 @ 12:16pm 
@DracoHoribilis They have a fix for it in the unstable version of the game so I assume it will be available on the stable branch soon
DracoHoribilis Aug 8 @ 12:07pm 
was the gravthingy fixed?
Mlie  [author] Jul 30 @ 7:01am 
@Cranberry I have reported it to the devs, as this is a bug in the ships map-switching logic
Cranberry Jul 30 @ 12:54am 
Have the gravship issues been fixed?
Mlie  [author] Jul 25 @ 10:40pm 
@toonslayerking Its just an xml property so you can just change it locally in your files or create a patch for it
toonslayerking Jul 25 @ 4:43pm 
can we get maybe a config opt or would that create other problems
Mlie  [author] Jul 23 @ 2:53pm 
@toonslayerking They are probably too big, max bodysize is 8 for the large reactor
toonslayerking Jul 23 @ 2:10pm 
so i cant put the hive queen in it
Brujo Jul 18 @ 11:57am 
Will add that my two 2x2 reactors were left behind upon launch.
Hound Archon Jul 17 @ 1:41pm 
Also, a minor visual glitch with 3x3 reactors. When the ship is playing its landing animation, they already appear on the map in addition to appearing on the ship and it kind of merges them together visually during landing.
Mathrador Jul 16 @ 2:13pm 
It would seem there is an issue with the 4x4 reactors. they destroy them selves and the walls around them on flight arrival.
riotopsys Jul 16 @ 8:48am 
same issue with gravship, reactor not placed correctly on landing, deleted building that was placed at the new location.
水泉亡梦 Jul 14 @ 8:19pm 
I have the same problem:steamsad:
McDuffie Jul 14 @ 1:43pm 
To add to the Gravship discussion: At the moment, I only have issues with 2x2 and 4x4 bioreactors. I have made several jumps with 3x3 bioreactors and no issues, but the even numbered ones always seem to have a 1-tile offset to the right and up, which can make a Bioreactor on the top right wall of a gravship disappear on transit.
Hound Archon Jul 13 @ 1:25am 
Absolutely love this mod, but it does not play well with gravships. The bioreactors do not always get left behind, but sometimes they get misplaced or moved,
Aikela Jul 13 @ 12:17am 
Hi!
Fully agree with Troa Barton's comment — installing a bio-reactor on a gravship often results in it being left behind after launch, or it transfers incorrectly with broken texture alignment or misplaced position.
Is this something that could be fixed in an upcoming update?
Troa Barton Jul 12 @ 11:51pm 
just a heads up installing these on a gravship will have you leave them behind when you launch.
Sakujo Jul 12 @ 10:20am 
Thanks for 1.6 update. Looking forward to creating a wasteland faction with those hidden in my base.
seobongzu Jul 2 @ 7:23am 
Please forget about my comment. I'll try making my own mod based on the cryptosleep casket. Sorry for bothering you.
seobongzu Jul 1 @ 8:38pm 
https://i.imgur.com/GuA3GdH.png

1. The upper part of the texture doesn't seem to be affected by lighting, making it look awkward. I used Realistic Darkness in the screenshot for a clear comparison.
2. A Null error occurs when putting humanoid Shamblers and Ghouls into the BioReactor.
3. It would be nice to have an option to prevent the contents from spilling out after Histolysis is completed.

Sorry for the annoying comment. Thanks to you, I'm always enjoying the game.
spawntd Jul 1 @ 2:41am 
@Mlie
Thank you for updating and investing your time.
I realy apreciate it.
leandronbp Jun 25 @ 12:59pm 
THE MATRIX EXPERIENCE CONTINUES
Monbland Jun 22 @ 7:31am 
Ok
Mlie  [author] Jun 22 @ 7:18am 
@Monbland Updating all my mods, see Discord for progress
Monbland Jun 22 @ 7:03am 
UPDATE PLEASE!
2941026574 Jun 12 @ 7:59pm 
1.6大佬
Commander Link Jun 3 @ 9:46am 
seeing mlie apologise for an error :estusempty: nooooooooooo! Mlie is KING
SCARRIOR Jun 2 @ 2:48pm 
Thank you for all you do
sanyarkin Jun 1 @ 12:01pm 
huge. thank you for your service. o7
Mlie  [author] Jun 1 @ 11:29am 
@sanyarkin Sorry, should be fixed now
sanyarkin Jun 1 @ 8:55am 
as of last update tamed animals can't be put into a bioreactor, tested with no additional mods (except harmony)
CoralDrake May 13 @ 9:55am 
Does anyone know if this is compatible with Dragon's Descent? I have too many dragons and would like to turn two reserve ones into power generation
Commander Link Apr 28 @ 1:05am 
Thank you, I don't know why but I don't use that mod, even though i'm subbed to it.

I hope it's okay to mention another mod, but I just came here now to tell anyone else who likes this mod and wants to achieve what I wrote in my earlier comment;

Using the RIMMSqol mod, I opened QoL in mod settings, entered the Buildings category, then "BioReactor (2X2)" [or whatever size of it you want to edit], scroll all the way to the bottom and click "Refuelable properties" Properties, then change "Fuel Consumption" to 0, "Fuel Capacity" to 1 [you want to put some fuel in it so it will glow :D], untick "Show Out of Fuel" to get rid of the baby food picture when it's unfueled. Go to previous page, click on "Power properties" Properties, change "Base Power" to 0, and done!
Now it is a purely cosmetic colonist (or enemy) storage chamber
Mlie  [author] Apr 28 @ 12:29am 
@Commander Link You could use Vanilla Nutrient Paste Expanded to get rid of that
Commander Link Apr 28 @ 12:00am 
can any modder please make this into a cosmetic version? I just like to use it as an alternative to cryptosleep caskets, it's much cooler. or maybe even as a healing thing that slowly heals pawns within rather than creating power? like a bacta tank.

It just sucks seeing the symbol of food required over it
Alpharius Apr 17 @ 9:36pm 
colony powered by human suffering
Kazzier Mar 21 @ 11:28am 
One of the best mods out there. Thank you.
灵阁 Feb 22 @ 7:13pm 
thank you:steamthumbsup:
Mlie  [author] Feb 22 @ 11:07am 
@灵阁 Should be fixed now
灵阁 Feb 22 @ 9:11am 
pawn right-click itself can choose to install itself into BioReactor, which will cause the game to crash