RimWorld

RimWorld

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Vanilla Chemfuel Expanded - Deepchem to Neutroamine Addon
   
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Mod, 1.3, 1.4, 1.5, 1.6
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942.289 KB
5 May, 2022 @ 9:49am
29 Jul @ 9:23am
9 Change Notes ( view )

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Vanilla Chemfuel Expanded - Deepchem to Neutroamine Addon

Description
This mod is an addon to Vanilla Chemfuel Expanded. It adds a gizmo to the Deepchem refinery which allows you to swap between the normal 1 Deepchem to 3 Chemfuel process, and a new process that changes Deepchem into Neutroamine somewhat inefficiently (power and resource-wise).

My thoughts on balancing this and how efficient it is are as follows:

Typical Deepchem node has between 6-6.6k Deepchem in it, and my goal was to allow a single Deepchem node to generate approximately 200 Neutroamine over at least two in-game days.

A single refinery will consume 750 Deepchem, and generate 25 Neutroamine every 6 hours. Totaling a potential 3,000 Deepchem consumed and 100 Neutroamine produced per day.


Additional Balance Notes:

A single Deepchem tank holds 1500 Deepchem, which is what a single Deepchem refinery can consume in half a day if making Neutroamine.

A single refinery will outpace a single Deepchem pumpjack (which generates 1 Deepchem per second or 1,000 Deepchem per day).


07/29/2025 Update:

Mod Settings added. You can change them mid game too, just click the Apply Settings button. There is a Apply Defaults button too if you want to go back to the values I've balanced the mod around. You can use the slider or the text input box.


4/30/2023 Added Combat Extended patch:

Added recipe to the Deepchem Refinery that turns 30 Deepcheem into 10 FSX for Combat Extended, takes 6 hours to complete.

5/6/2023 Added support for Vanilla Races Expanded - Android:

The deepchem refinery will now attempt to output to a connected Neutroamine pipe network if one is connected.
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If you have any comments or suggestions please feel free to share them in the comments and I'll do my best.
31 Comments
Broms  [author] 29 Jul @ 9:25am 
07/29/2025 Update:

Mod Settings added. You can change them mid game too, just click the Apply Settings button. There is a Apply Defaults button too if you want to go back to the values I've balanced the mod around. You can use the slider or the text input box.
Broms  [author] 26 Jul @ 6:42am 
I am now working on mod options for this. We'll have the ability to control # of deepchem input per cycle, ticks per cycle, and output per cycle.
Broms  [author] 16 Jul @ 2:31am 
Yeah it's an issue with the code inside of Vanilla Expanded Framework, I believe they are aware of it.
LokiCat 16 Jul @ 1:19am 
Just one extra thing i've noticed whilst it is doing this, it says "Cant refine: Tanks full" but the connected neutroamine tank is definitely not full
LokiCat 16 Jul @ 1:17am 
One thing I've noticed is if the deepchem tank is empty but slowly filling, using the Deepchem to Neutroamine will constantly sap a the small amounts of deepchem without producing any neutroamine, never letting the tanks actually fill. Swapping back to deepchem to chemfuel solves this. If I allow the deepchem tanks to go over 750 and then use neutroamine, it will produce a batch but then go back to the constant sapping issue. Is this some weird mod conflict ive introduced?
Broms  [author] 9 Jul @ 6:09am 
@irrelevantredundancy Yes edit the 1.6 folder file if you're in 1.6, etc.
irrelevantredundancy 8 Jul @ 12:35pm 
If I wanted to edit the values in the .xml do I only need to edit VCEDeepChemRefinery.xml in the most recent game version folder or does every version need to be changed?
Broms  [author] 7 Jul @ 1:30pm 
07/07/25 Update:
Updated for 1.6
Gaming_Ball 28 Jul, 2024 @ 7:47pm 
love the mod, really do and seeing your reasons for making the way it is (750 deepchem -> 25 neutroamine). cant wait till we can tweak the values in mod options, it just get little tedious with the cost imo.
csc001 1 May, 2024 @ 2:18am 
Light and powerful addition, great mod, thanks to the author!