RimWorld

RimWorld

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Custom Chemfuel Expanded
   
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Mod, 1.5
File Size
Posted
Updated
46.311 KB
11 Apr, 2024 @ 1:19pm
16 May, 2024 @ 10:58am
5 Change Notes ( view )

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Custom Chemfuel Expanded

In 1 collection by J
Mods that I worked on
2 items
Description
In VCE, a single deepchem deposit yields a colony 18000–36000 chemfuel, which is enough fuel to power 66–132 chemfuel generators (66000W–132000W of power) for a year. This mod adds a settings page for Vanilla Chemfuel Expanded that calculates the numbers for you and offers an alternative balancing preset:

VCE
Alternative
Reason
Deepchem tank can be built
Yes
No
The deepchem tank has a design problem: it’s there to be built for a very short period of time until the very quick deepchem-to-chemfuel conversion is over, and from my extensive testing, you won’t ever see it being filled much at all—no matter the changes to adjacent systems. It’s just a 2x3 space to micro-manage.

Instead, pumpjacks now have a built-in tank that can store one stack of deepchem. Your pumpjacks will be staying around for longer and will require protection, which is a typical RimWorld problem that’s fun to solve.
Time to extract deepchem
1s
3.3s
To align pumpjacks with deep drills and support the change above.
Time to refine deepchem
5s
10s
To also support the change above and make it so that deepchem tanks would fill up eventually. If you’re going to change the ratio of deepchem-to-chemfuel conversion, time to refine should probably be slower (i.e. bigger number) than to extract.
Deepchem amount per deposit’s cell
300
30
To squash astronomically high numbers. A deposit will now yield 300–600 chemfuel—think of the whole system as a better researchable infinite chemreactor. The following was factored in:

- The ground-penetrating scanner becomes very effective at finding deposits when a pawn operating it has high research speed[rimworldwiki.com], so smart and augmented colonists will eventually be finding lots of deepchem deposits.
- A colony can have multiple scanners.
- A colony can be following a research-centric ideoligion.
- A colony can profit from less than a thousand chemfuel.
- All other sources of chemfuel are still in the game.
Deepchem & chemfuel tank capacity
4500
2700
To make tanks consistent with vanilla shelves. The ability to send chemfuel into pipes from one end of the colony to another is a great utility by itself that’s going to save your colonists a lot of time.
Deepchem-to-chemfuel conversion
1–3
2–1
To keep the amount of deepchem per deposit’s cell as high as possible; just juggling numbers.

The MIT-licensed source is available on GitHub[github.com].

Incompatibilities:


Ever wished for charge lances to be viable?

23 Comments
DubiousPhysics 26 Mar @ 11:26am 
I had very similar issues with the mod settings not applying correctly. Changing the load order seemed to only partly fix things, but after some fiddling I think it was RocketMan's XML cache causing the issue. If anyone is running RocketMan alongside this mod, it might be worth clearing the cache whenever you change Custom Chemfuel Expanded settings. To do so, go to the "Load time optimization" tab in RocketMan's in-game settings (you need to have a game loaded) and hit the "Clear cache" button.

(RocketMan expires its own cache automatically after a few game restarts, which I think is why restarting the game to fiddle with load order seemed to partly fix it for me.)
airventis 15 Mar @ 12:40pm 
Also yeah it does disable deepchem tanks all the time, for me it worked by putting it lower on the load list.
airventis 15 Mar @ 12:27pm 
i was hoping for a mod that makes deepchem depostis infinite, but this is close enough
Gunt Fuchmann 14 Aug, 2024 @ 5:28pm 
I did actually restart and was still having the issue, but jigging my load order around a little fixed it. So it was on my end, apologies. And thanks for the quick response in any case.
J  [author] 14 Aug, 2024 @ 5:23pm 
@Gunt Fuchmann:
>The mod seems to disable deepchem tanks whether or not the option is ticked

Just checked it—works as expected. You need to restart the game to apply the changes in the settings.
Gunt Fuchmann 14 Aug, 2024 @ 5:07pm 
The mod seems to disable deepchem tanks whether or not the option is ticked
J  [author] 24 Jul, 2024 @ 10:50am 
@blue:
>how is this hard incompatible with VCE - Unofficial Expansion? isn't this mod just an XML edit or do some of the edits cause it to be incompatible?

Sorry for the delayed response, but you’re absolutely correct—Unofficial Expansion changes the shape of VCE’s XML on their end, so whatever I’m patching here is no longer reachable.

We could make it compatible, but I don’t play with UE and won’t be the driving force behind the support. That said, if somebody opens a pull request on GitHub, I’ll be more than willing to review and push it to the finish line—just need a base that starts untangling the UE changes.
blue 24 Jul, 2024 @ 1:30am 
how is this hard incompatible with VCE - Unofficial Expansion? isn't this mod just an XML edit or do some of the edits cause it to be incompatible?
J  [author] 16 May, 2024 @ 11:17am 
@Torkkar:
>also this mods tossing a red error message when loading with Vanilla Chemfuel Expanded - Unofficial Expansion so sadly I'm unable to use this at all

Unfortunately, this will stay as a hard incompatibility, but thanks for letting me know—I pushed an update to let the game know that one shouldn’t be running these mods at the same time.


>then do you know of a mod that DOES add infinite Deepchem deposits?

Not that I know of.
Torkkar 15 May, 2024 @ 9:43pm 
also this mods tossing a red error message when loading with this https://sp.zhabite.com/sharedfiles/filedetails/?id=3231387549 so sadly I'm unable to use this at all