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Rapporter et oversættelsesproblem
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.
Does that happen in 1.5 or 1.6?
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
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!
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?
Yep, gonna update it for 1.4 next week
I have added this patch to the mod. Thanks!
Rimworld 1.1 is added as supported version of the game.
I hadn't seen any comments on this page in quite awhile though so I figured I'd drop a line.
Will do in a few days!
No, it works on chemfuel similar to the basic chemfuel generator.
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).
Yes, this mod works on its own
Yeah, that is why I have recommended Rimefeller in FAQ as a further upgrade line
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.
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 .
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.
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.