RimWorld

RimWorld

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BioReactor (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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1.934 MB
Aug 11, 2024 @ 5:28am
Jun 30 @ 1:29pm
13 Change Notes ( view )

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BioReactor (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
954 items
Description

Update of NukaFrogs mod https://steamcommunity.com/sharedfiles/filedetails/?id=1564657272

- Added support for Vanilla Nutrient Paste Expanded, based on the patch by KahirDragoon
- Added mod-settings for selecting what is dropped when a pawn enters a reactor



[discord.gg]
[github.com]


Add Living Battery - BioReactor

Feature
- Produces electricity from Living Thing.
- Use food type as fuel.
- If desired, storage thing can be melted into chemfuel.
- Storage thing are preserved semi-permanently. ( Like crypto casket )

Storable Thing: Everything that can move
Storable count: 1

Power production = Basic power X Body size multiplier X Race multiplier
- Basic power generation: 1000 / 1200 / 1400 (2X2/3X3/4X4)
- Body size multiplier: X Body size
- Race multiplier: X HumanLike(100%) / NonHumanLike(50%) / NonBioType (0%)

Fuel: Food type ( default - raw food )
Research Prerequisite: BiofuelRefining

How to put into BioReactor.
1. Direct orders to colonist
2. Command to carry lying down pawn.

Art: Gloomylynx
Programming, Content: NukaFrog

Animal in preview is Alpha Animal
NonSteamLink Here[github.com]

2020/02/26
1.1 Add Compatibility
Add [fuel settings] copy/paste


2020/02/28
Add Alien Mod Compatibility
Now the body addon of aliens look normal.

2020/05/18
WorkGiver optimization.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: biotechnology, energy
128 Comments
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