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
File Size
Posted
Updated
1.934 MB
11 Aug, 2024 @ 5:28am
30 Jun @ 1:29pm
13 Change Notes ( view )

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BioReactor (Continued)

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

Update of NukaFrogs mod https://steamhost.cn/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
119 Comments
Mlie  [author] 11 hours ago 
@Cranberry I have reported it to the devs, as this is a bug in the ships map-switching logic
Cranberry 17 hours ago 
Have the gravship issues been fixed?
Mlie  [author] 25 Jul @ 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 25 Jul @ 4:43pm 
can we get maybe a config opt or would that create other problems
Mlie  [author] 23 Jul @ 2:53pm 
@toonslayerking They are probably too big, max bodysize is 8 for the large reactor
toonslayerking 23 Jul @ 2:10pm 
so i cant put the hive queen in it
Brujo 18 Jul @ 11:57am 
Will add that my two 2x2 reactors were left behind upon launch.
Hound Archon 17 Jul @ 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 16 Jul @ 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 16 Jul @ 8:48am 
same issue with gravship, reactor not placed correctly on landing, deleted building that was placed at the new location.