RimWorld

RimWorld

Advanced Chemfuel Generator
43 Comments
litekoala 1 hour ago 
vanilla furniture expanded - power adds basically the same thing but bigger. meaning same power output while being 3x3 instead of the 2x2 if anyone thinks it should be bigger for the extra power
BunnyAlex321 24 Jun @ 8:12am 
@Meltup
I'm still using 1.5, only going to go to 1.6 when it fully releases with odyssey, so it may not be that big of an issue if it only happens on 1.5.
Meltup  [author] 24 Jun @ 1:28am 
@BunnyAlex321
Does that happen in 1.5 or 1.6? :ooh: That sounds like compatibility issues, the code for this generator is pretty much the same as vanilla generator.
BunnyAlex321 23 Jun @ 11:42am 
Something I've noticed, the advanced chemfuel generator acts as a different "structure" like a wall when the vanilla generator doesn't.

Example, I use a wall lamp mod, and while I can place wall lamps on tiles with vanilla generators, the advanced generator doesn't allow for wall lamp placing.

Second example, I use a minimap mod, where a lighter gray indicates walls and a darker gray indicates structures/furniture (e.g fabrication bench, dining chairs, research benches), and the advanced chemfuel generator has that lighter gray, indicating it's a wall.

I did go into dev mode and make 2 rooms with the vanilla & modded generator and both of them were indicated as outdoors though.

TL:DR, this generator mostly acts like a wall and indicated as such when it's a structure
Meltup  [author] 17 Jun @ 1:35am 
Updated for 1.6 :LIS_butterfly:
Meltup  [author] 14 Jun @ 12:47am 
@BunnyAlex321
I have not touched RimWorld in a while, but thank you for letting me know about 1.6 coming! I actually have some free time now, so yes - I will look into updating my Rimworld mods to 1.6! :yavannawink:
BunnyAlex321 13 Jun @ 2:31pm 
@Meltup
hate to necro cause last comment was 2 years ago, but i see this is released for 1.5, is it compatible with vanilla chemfuel expanded, i'd rather not use rimefeller. also, will you be updating this for 1.6?
Sulo 8 Sep, 2023 @ 10:30am 
thanks for the mod, this was excatly what i was looking for.
CTH2004 16 May, 2023 @ 8:06am 
Here's an idea: as it's more advanced, maybe it can be connected directly to Chemfuel Pipes from Vanilla Chemfuel Expanded? Just a thought!
Meltup  [author] 15 Oct, 2022 @ 6:13pm 
@DestyNova
Yep, gonna update it for 1.4 next week
DestyNova 15 Oct, 2022 @ 9:00am 
Is this getting an update for 1.4?
Emelio Lizardo 19 Aug, 2021 @ 1:06am 
How about a "Rimefeller" patch to allow connection to the chemfuel bus? In fact connect all chemfuel using items.
Meltup  [author] 18 Jul, 2021 @ 5:08pm 
Updated for Rimworld 1.3. With that I have also dropped support for 1.0 because I had to implement proper multi-version package now and I don't remember what was different in 1.0 :LIS_poker_face:
Meltup  [author] 31 Aug, 2020 @ 6:29am 
@craze
I have added this patch to the mod. Thanks!
craze 30 Aug, 2020 @ 4:01pm 
@Meltup hey there, I've patched this mod to contain support for the Uninstall Rimworld mod(that lets you minify most buildings - I know, the name is silly). I've uploaded it here, just add it to the patches subfolder of the mod and you should be good to go https://pastebin.com/aaxaW9qh
Meltup  [author] 3 Mar, 2020 @ 7:29pm 
A small update as I have found out that 1.1 added Auto Refuel Toggle. Now this generator should also have it.
DestyNova 2 Mar, 2020 @ 11:48am 
Many thanks!
Ralathar44 2 Mar, 2020 @ 11:12am 
Woot, thankies :).
Meltup  [author] 2 Mar, 2020 @ 10:55am 
I have tested the mod and it works totally fine.
Rimworld 1.1 is added as supported version of the game.
Ralathar44 29 Feb, 2020 @ 9:17pm 
No worries, I dropped my first mod a couple weeks back thinking all the updates were done and Tynan drops a major update and DLC soon as I turn around. I still need to update my own mod :P.

I hadn't seen any comments on this page in quite awhile though so I figured I'd drop a line.
Meltup  [author] 29 Feb, 2020 @ 8:55pm 
@Ralathar44
Will do in a few days! :yavannawink:
Ralathar44 29 Feb, 2020 @ 8:52pm 
Update for 1.1 when you can <3.
OceanOfGaming 25 Nov, 2019 @ 4:08am 
Yes. The rimefeller fuel is tha same. But standard generator has also no pipe for rimefeller fuel
Meltup  [author] 24 Nov, 2019 @ 2:21pm 
@OceanOfGaming
No, it works on chemfuel similar to the basic chemfuel generator.
OceanOfGaming 24 Nov, 2019 @ 11:53am 
@Meltup can you add pipes from rimefeller?
Krausladen 23 Aug, 2019 @ 2:57am 
Sweet thanks!
Meltup  [author] 11 Aug, 2019 @ 7:39am 
Mod is updated! Energy generation is increased, in ongoing games it will take effect on the first load (I have tested it - there won't be any errors so you are safe!).
Meltup  [author] 4 Aug, 2019 @ 8:51am 
Still testing it in my playthrough, but I shall bump up energy generation from 2100 Wd to 2400 Wd in the update coming next weekend.
Krausladen 29 Jul, 2019 @ 11:33am 
It is a little more efficient to use these than 5%, because you need less AC's for the amount of power that is being generated to offset the heat/power ratio. It is a good add for the smaller footprint too, I agree.
Meltup  [author] 4 Jul, 2019 @ 12:19pm 
@Krausladen
Yes. Basic chemfuel generator produces 6 heat per second, while this one produces 8 heat per second. I tried to somewhat balance that with explosion radius.

As for efficiency, I was a bit torn about it. I was thinking to put generator to 2200W and make it more expensive research (600 points) but then this research option would require something else to go along with it (or else it felt lacking - especially for tribals).
Krausladen 4 Jul, 2019 @ 11:49am 
If it consumes more fuel, does it generate more heat? It should, cause physics. I do think it needs to be slightly more than a 5% efficiency increase though.
Meltup  [author] 19 May, 2019 @ 12:04pm 
@DesentisDude
Yes, this mod works on its own
DesentisDude 19 May, 2019 @ 9:29am 
does this mod works without the Chemfuel Generator from Vovolov and some call me Wellen?
Meltup  [author] 26 Apr, 2019 @ 8:40am 
@Emelio Lizardo
Yeah, that is why I have recommended Rimefeller in FAQ as a further upgrade line :nepnep:
Emelio Lizardo 26 Apr, 2019 @ 7:54am 
Dubwis Rimefeller does piping for oil and chemfuel. You could patch into that.
Emelio Lizardo 8 Apr, 2019 @ 1:46pm 
Thank you, nice work by the way.

Since it's a liquid fuel, why not have a tank and piping to feed it? That's something that always annoyed me about the vanilla generators, no bin or fuel plumbing. I think Dubs is doing something like that in one mod.

Depending on if you view your generator as steam or internal combustion you may wish to have a separate boiler / generator. This gives you the option to have a pipe to the gyser for steam.

When doing steam generation, you can research basic piston, complex piston, and turbine generators. Each being progressively more efficient thus more electrical output per fuel unit.

Something else interesting to do would be to tie into Heat Resdistribute mod and have the waste heat go directly into the duct network.
Meltup  [author] 6 Apr, 2019 @ 2:48pm 
@Emelio Lizardo
Generally I agree, however there are several things to take in account besides fuel and haul effeciency:

1. The research prerequisite (500 point after Biofuel refining) is insignificant comparing to the generators it should should compete with. Hempoline Generator is locked behind longer research line, Backup Chemfuel generator requires 'MicroelectronicsBasics'.

2. Material cost consists only of steel and components (not advanced components!) - that makes generator an early-mid game tool unlike advanced generators from [sd] advanced powergeneration .
Meltup  [author] 6 Apr, 2019 @ 2:47pm 
3. Advanced generator takes the same amout of space (2x2) as normal generator. That is double space effeciency paired together with the need to place chemfuel generators in save spot due to their explosive nature.

As for cost, well, it requires same amount of steel as Backup Chemfuel generator but less components (with advanced generator having noticeably less chemfuel consumption) while it is slightly more expansive to build than Hempoline Generator (with advanced generator having more power output).

It is primary designed to be a research-cheap solution for the colonies with abundance of chemfuel production... and to not have an outrageous situation when it is convenient to use Backup Chemfuel generator as normal generator due to hauling and space issues.
Emelio Lizardo 6 Apr, 2019 @ 1:43pm 
When something is advance it usually doesn't require more material to make or use more fuel. It's the intellectual capital that makes it better but being more efficient and using the same materials in a better way. Compare the Klasnikov with the musket. Pretty much the same material by weight but significanly different in effect.

I'd suggest cutting back on the material cost of the generator and its fuel consumption significantly. Sometimes, in fact often, better is simply better.
Prolbo 12 Mar, 2019 @ 12:50pm 
Nice. Sounds good for me. And fair enough.
Witchdoctor 9 Mar, 2019 @ 9:21am 
well thanks... even though these Gasosaurus seem to never mature to full adults. Could be something with them dying or getting hurt.
Meltup  [author] 9 Mar, 2019 @ 2:34am 
Yeah, original creators thought it to be redundant now but after running a boomalope ranch I found basic generator to be lacking.
Witchdoctor 8 Mar, 2019 @ 6:32pm 
interesting i might have to try this out. I got dinos that produce chemful!