RimWorld

RimWorld

Appliances Expanded
340 Comments
Holgast 23 Jul @ 2:57pm 
Thanks for the update! While I probably won't use it on my gravship due to the space constraints, this mod has been invaluable in my previous games over the years
Pasaway 23 Jul @ 1:06pm 
Yay! I can finally have my chemfuel turbines back. Thank you.
Kimo' 23 Jul @ 12:35pm 
Thank you for the update! :happyio:
far out 23 Jul @ 12:31pm 
Thank you for the update! :deadrat:
Scorpio  [author] 23 Jul @ 12:28pm 
1.6 update live
yellowdotchuck 23 Jul @ 7:20am 
@Scorpio That’s good to hear. Can’t wait to see it come out when it’s released.
「Brainiac」 22 Jul @ 7:54pm 
thanks, glad to hear it
Scorpio  [author] 22 Jul @ 12:26pm 
its not , update to 1.6 is in the works
「Brainiac」 22 Jul @ 4:58am 
Is that mod abandoned?
DeathTomato 20 Jul @ 8:04pm 
@[C4C] T2k3 Thank you, that restored some functionality
[C4C] T2k3 14 Jul @ 12:19pm 
@Scorpio
was annoyed did some fiddling arround and my biggest problem was solve by changing:
RecipeInheritance.ThingDefExtension to VEF.Buildings.RecipeInheritanceExtension
there might be more but where is the fun if i do all the work :)
gamer9999 14 Jul @ 10:46am 
1.6?
MDiddy 13 Jul @ 1:50pm 
Has anyone discovered if this works with 1.6? Now with chemfuel gravship, I NEED this mod more than ever.
Thranos 11 Jul @ 10:44pm 
Are there plans to update this to 1.6? I know VE's been reorganizing internally, so I assume any theoretical update would probably be worked on after that.
Troa Barton 10 Jul @ 8:03pm 
Adore the mod but I do have a request. Would it be possible to either add an option or setting to lower and or mute the extractors?
Happy 22 Jun @ 1:14am 
Well, yes, it could be possible to have a wood fired stationary turbojet generator. But to be honest, the energy conversion efficiency would be horrible and the amount of wood needed to be on the same level as with liquid fuel would be tremendous.
WJSabey 6 Jun @ 5:31am 
Wow, all these chemfuel powered things are great. Really should have been standard. I have to ask though; wood powered turbojet?
Bladebro79 24 Apr @ 2:19pm 
@Scorpio, thanks for the response. I now realize that i haven't actually did any scanning. i thought they were like the infinite chem-fuel machines i have. Thanks again. Got some new jobs for my colonist to do now.
Scorpio  [author] 24 Apr @ 10:45am 
@Bladebro79 scam for a deepchem deposit and place it on it
Bladebro79 23 Apr @ 5:31am 
Can someone help me understand the placement of the "infinite deepchem Extractor". I am currently using Ferny's Modpack and when i try to place the extractor it is red/unable to be placed, unless i put it in a still fogged area of my map. Does the machine only work below the ground level? Or do i need to put down some type of flooring before hand?
LordKingsmen 20 Mar @ 6:09pm 
is the deep drill supposed to make the tiles around it 200F or 75C when outside? my colonists can't use it for more than a few hours before hiding in safer temperature.
Maltesefalcon 20 Feb @ 4:07pm 
Hello, just wondering why there isn't a chemfueld tailor bench?
nikos 16 Feb @ 1:00am 
you are missing 'Findmod' checks for the DLC

[Appliances Expanded] Patch operation Verse.PatchOperationAdd(Defs/RoyalTitleDef[defName="Acolyte" or defName="Knight" or defName="Praetor" or defName="Baron" or defName="Count" or @Name="BaseEmpireTitleNPC"]/throneRoomRequirements/li[@Class="RoomRequirement_ThingAnyOfCount"][things/li="Brazier"]/things) failed
JoeOwnage 28 Jan @ 7:50am 
Sorry, I missed the part in the infographic saying certain things only load with those mods
JoeOwnage 28 Jan @ 7:38am 
Does this require chemfuel and helixien gas mods?
ggfirst 17 Jan @ 10:56am 
CHEMFUEL POTTTTTTTTTT
CloudJuri 11 Jan @ 5:11pm 
Just wondering after using this mod for a while, what is the idea or concept behind the need for a different fuel type? Why isn't it just a Chemfuel extended addon?
Seraph 7 Jan @ 4:00pm 
The chem fuel soup pot is a great idea, but is there a chance we could get a stew pot as well ?
RoboSUS 23 Nov, 2024 @ 5:09am 
-put chemfueled sunlamp
-do NOT connect it to the grid
-infinite light

(somehow this lamp can work without being conected to the grid and with no fuel put in to it)
Mistra51 19 Nov, 2024 @ 12:58pm 
someone said it before, but the chemfuel pots don't refuel automatically unless they are below 10 and not being used, this just makes them need that little tweak, and it'd be perfect.
Superlunary 9 Nov, 2024 @ 10:19am 
Loving the mod so far! It's great to be able to keep making food during a solar flare for sure. Only thing I've noticed so far is that the Chemfuel Pots don't automatically get refueled when connected to a VChemE network
Alt 6 Nov, 2024 @ 2:35am 
Mod is great, the only thing i dont like it is that you have to manually delete files in order to not have synthread and neutroamine production... Every mod update will kicking automatic download. Why not add option to disable all of that in the ingame mod menu?
Psyckosama 30 Sep, 2024 @ 12:00pm 
Having an issue where when I deconstruct a Deepchem reactor it keeps making the sound.
Lenny 25 Sep, 2024 @ 8:26am 
I got an error on the readout of the air/deep fryer and grill about CompReportWorkSpeed. Resulting in no readout in the bottom left box when selected.

I have managed to fix it by replacing

<li>
<compClass>CompReportWorkSpeed</compClass>
</li>

with

<li Class="CompProperties_ReportWorkSpeed">
<workSpeedStat>WorkTableWorkSpeedFactor</workSpeedStat>
</li>

I don't know if it has anything to do with my other mods.
lewisgeorgehayler 7 Sep, 2024 @ 4:04am 
asphalt bridge has research requirement field twice
Tal'Raziid 22 Aug, 2024 @ 12:14pm 
i get the following error on startup for both RefineNeutramine and RefineSynthread with only that one word being different in each error

[Appliances Expanded - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThingDef[defName="PS_DeepchemRefinery"]/comps/li[@Class="PipeSystem.CompProperties_ResourceProcessor"]/results"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Vanilla Chemfuel Expanded): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\SteamLibrary\steamapps\workshop\content\294100\2869098359\Patches\RefineNeutramine.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Makenfloi 30 Jul, 2024 @ 4:32am 
There is a compatibility with rimefeller plumbing?
Mur Derer 21 Jul, 2024 @ 3:18am 
Is it save adding it to an existing save?
Enlonwhite 7 Jul, 2024 @ 4:44am 
Short message,A Warm Treasure, please accept the warm awards!
Enlonwhite 7 Jul, 2024 @ 4:42am 
I am going to cry, this is exactly what I was missing from my mod list and MORE! I didnt even know I needed some more of these until I read them. Thank you Sir Van and Scorpio!

I really wanted a new chemfuel heater, and maybe some lights powered by it, then I saw the Brazier.....I almost cried with excitement with the fact I could play Icesheet runs that I love better with this mod. Seriously thank you!
Gunt Fuchmann 5 Jul, 2024 @ 2:57pm 
@Malnormalulo Don't know how I missed that lol, thanks for the heads up
Malnormalulo 5 Jul, 2024 @ 11:33am 
@Gunt Fuchmann: That exists in VE Power
Gunt Fuchmann 5 Jul, 2024 @ 10:29am 
What I would kill for in this mod is a 1x1, lightweight chemfuel generator for use with caravanning
Renegaiden 20 Jun, 2024 @ 6:24pm 
@Malnormalulo
Chemfuel and helixien machines would naturally be unaffected by solar flares, and also allow you to not have power conduits for Zzzt events (which you admittedly can now dodge by using only hidden conduits). The machines also would not have a passive energy draw even when not being used.

In a vacuum? Yeah, you'll likely get more out of the turbines and converting your fuels to electricity. But fueled machines would grant you flexibility and leniency that electricity wouldn't. That, and some people might like the thematic feeling of using chemical fuel for their colony.
Malnormalulo 19 Jun, 2024 @ 11:31am 
What are the tradeoffs you expect a player to consider when choosing between electricity, chemfuel, and helixien, especially with the turbines you've added? I really like the idea of appliances powered by chemfuel and gas, but if I've done my math right it seems more efficient to just fuel generators, so in practice I rarely feel like I can justify it.
gazza_m_bolton 8 Jun, 2024 @ 8:46am 
In regards to this mod are you planning on updating so the linking from the additional cabinets (smiting, Machining and Kitchen Sink) from VFE Production work with the chemfuel variations?
Ranger Dimitri 1 Jun, 2024 @ 10:30am 
So, I take it this mod is safe to load into an existing save?
MysteriousFawx 28 May, 2024 @ 4:40am 
Scratch that, the Chemfuel Pot is affected too. Whilst it doesn't display any errors on the panel it isn't automatically refuelling itself via the chemfuel pipes.
MysteriousFawx 28 May, 2024 @ 4:18am 
Having some reference errors pop up in the lower panel with the Chemfuel Deep Fryer, Chemfuel Grill and Air Fryer. The Chemfuel Pot seems unaffected.
GetInspectString Exception on x
System.InvalidCastException: Specified cast is not valid.
[Ref ECC2920] Duplicate Stacktrace, see ref for original.
ilovehorrorcats 26 May, 2024 @ 3:15pm 
I think there should be chemfuel burners of some kind that function exactly like a campfire (pawns can use it as a gathering spot and be used to burn items)