RimWorld

RimWorld

Custom Chemfuel Expanded
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
Torkkar 15 May, 2024 @ 9:10pm 
then do you know of a mod that DOES add infinite Deepchem deposits?
J  [author] 25 Apr, 2024 @ 7:00am 
@Nao:
>any chance you could add infinite deposits or infinitely regenerating deposits like rimefeller has please?

I don’t think that’s needed, because a big enough number is essentially infinite for a particular playthrough: the maximum amount of deepchem per cell that this mod allows you to set is 65000—with the 2:1 conversion ratio (which is the alternative preset, VCE’s default is 1:3), that’s 650000–1300000 chemfuel from just one deposit. If 65k isn’t enough, you can change the conversion ratio to get even more.
MushiSushi 24 Apr, 2024 @ 2:17pm 
any chance you could add infinite deposits or infinitely regenerating deposits like rimefeller has please?
J  [author] 19 Apr, 2024 @ 8:11pm 
@Gatoradeburn:
>The only thing I want to change at this point is the weight that Chemfuel has so that transporting it becomes a challenge as well.

I’ve just pushed and update that allows you to set the weight of both deepchem and chemfuel—go crazy.

>I have also found that tripling the fuel consumption and fuel tank size of flying vehicles through the vehicle framework settings to create a very interesting opportunity cost.

I’m yet to start a playthrough with Vehicle Framework, was actually wondering if I’d have to figure it out, so thanks, good to know!
Gatoradeburn 18 Apr, 2024 @ 9:49pm 
I have also found that tripling the fuel consumption and fuel tank size of flying vehicles through the vehicle framework settings to create a very interesting opportunity cost.
Gatoradeburn 18 Apr, 2024 @ 9:48pm 
I play on a save started and continue on 1.4 and just loaded the mod as I would any 1.4 mod and for some reason it works. Actually came back here specifically to say how wonderful this mod is. It really makes chem fuel something interesting to manage rather than just a busted resource generation. The only thing I want to change at this point is the weight that Chemfuel has so that transporting it becomes a challenge as well.
J  [author] 15 Apr, 2024 @ 11:38am 
1/2

@Gatoradeburn
>I can also tentatively say that it is working on an older 1.4 save though I have only played with it for an hour or so.

Do you play on 1.5 and load a 1.4 save, or you downgraded your game to 1.4 to load a 1.4 save? You can check the game’s version when you’re in the main menu, it’s in the top left corner. The reason I’m asking—this mod was built using the 1.5 version of the game, so if you’re on 1.5, you’re already good to go, even though you’re loading a 1.4 save.
J  [author] 15 Apr, 2024 @ 11:38am 
2/2

@Gatoradeburn
>I can also tentatively say that it is working on an older 1.4 save though I have only played with it for an hour or so.

This mod updates VCE on startup, so any kind of prolong testing is unnecessary to check if it works—it either does immediately, or doesn’t. If you’re on 1.4 (the game version, not the save), just load a save and check that all numbers are correct in relation to the settings; if they are, everything was updated correctly and you can keep playing.

You don’t get any startup errors, right? Did you change “About.xml” to add 1.4 to a list of supported versions? I don’t have immediate plans to update the mod, so you can tinker with its files to your heart’s desire, nothing will be overwritten.
Gatoradeburn 15 Apr, 2024 @ 8:58am 
I truly appreciate this mod. With the addition of vehicles it helps give you something to work towards rather than just free fuel. I can also tentatively say that it is working on an older 1.4 save though I have only played with it for an hour or so. I'm going to try using this with the custom map size mod to make mini colonies that just mine chem fuel.
minestar64 13 Apr, 2024 @ 12:28pm 
good mod
Renvarr 13 Apr, 2024 @ 9:08am 
I really appreciate the clearly stated changes and the reasoning behind them. Will definitely try chemfuel in my next game with this mod. Thank you for making this!
J  [author] 12 Apr, 2024 @ 3:08am 
Pushed an update to change the time it takes to refine deepchem from 5s to 10s—see the table above for details.

If you’re using the alternative preset and opened this mod’s in-game settings at least once, the game saved the old (and VCE’s default) value of 5s, so please recheck and click the “Alternative” button again.
turkler 11 Apr, 2024 @ 5:28pm 
actually great mod, thank you