RimWorld

RimWorld

BioReactor (Continued)
113 Comments
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.
水泉亡梦 14 Jul @ 8:19pm 
I have the same problem:steamsad:
McDuffie 14 Jul @ 1:43pm 
To add to the Gravship discussion: At the moment, I only have issues with 2x2 and 4x4 bioreactors. I have made several jumps with 3x3 bioreactors and no issues, but the even numbered ones always seem to have a 1-tile offset to the right and up, which can make a Bioreactor on the top right wall of a gravship disappear on transit.
Hound Archon 13 Jul @ 1:25am 
Absolutely love this mod, but it does not play well with gravships. The bioreactors do not always get left behind, but sometimes they get misplaced or moved,
Aikela 13 Jul @ 12:17am 
Hi!
Fully agree with Troa Barton's comment — installing a bio-reactor on a gravship often results in it being left behind after launch, or it transfers incorrectly with broken texture alignment or misplaced position.
Is this something that could be fixed in an upcoming update?
Troa Barton 12 Jul @ 11:51pm 
just a heads up installing these on a gravship will have you leave them behind when you launch.
Sakujo 12 Jul @ 10:20am 
Thanks for 1.6 update. Looking forward to creating a wasteland faction with those hidden in my base.
seobongzu 2 Jul @ 7:23am 
Please forget about my comment. I'll try making my own mod based on the cryptosleep casket. Sorry for bothering you.
seobongzu 1 Jul @ 8:38pm 
https://i.imgur.com/GuA3GdH.png

1. The upper part of the texture doesn't seem to be affected by lighting, making it look awkward. I used Realistic Darkness in the screenshot for a clear comparison.
2. A Null error occurs when putting humanoid Shamblers and Ghouls into the BioReactor.
3. It would be nice to have an option to prevent the contents from spilling out after Histolysis is completed.

Sorry for the annoying comment. Thanks to you, I'm always enjoying the game.
spawntd 1 Jul @ 2:41am 
@Mlie
Thank you for updating and investing your time.
I realy apreciate it.
leandronbp 25 Jun @ 12:59pm 
THE MATRIX EXPERIENCE CONTINUES
Monbland 22 Jun @ 7:31am 
Ok
Mlie  [author] 22 Jun @ 7:18am 
@Monbland Updating all my mods, see Discord for progress
Monbland 22 Jun @ 7:03am 
UPDATE PLEASE!
2941026574 12 Jun @ 7:59pm 
1.6大佬
Commander Link 3 Jun @ 9:46am 
seeing mlie apologise for an error :estusempty: nooooooooooo! Mlie is KING
SCARRIOR 2 Jun @ 2:48pm 
Thank you for all you do
sanyarkin 1 Jun @ 12:01pm 
huge. thank you for your service. o7
Mlie  [author] 1 Jun @ 11:29am 
@sanyarkin Sorry, should be fixed now
sanyarkin 1 Jun @ 8:55am 
as of last update tamed animals can't be put into a bioreactor, tested with no additional mods (except harmony)
CoralDrake 13 May @ 9:55am 
Does anyone know if this is compatible with Dragon's Descent? I have too many dragons and would like to turn two reserve ones into power generation
Commander Link 28 Apr @ 1:05am 
Thank you, I don't know why but I don't use that mod, even though i'm subbed to it.

I hope it's okay to mention another mod, but I just came here now to tell anyone else who likes this mod and wants to achieve what I wrote in my earlier comment;

Using the RIMMSqol mod, I opened QoL in mod settings, entered the Buildings category, then "BioReactor (2X2)" [or whatever size of it you want to edit], scroll all the way to the bottom and click "Refuelable properties" Properties, then change "Fuel Consumption" to 0, "Fuel Capacity" to 1 [you want to put some fuel in it so it will glow :D], untick "Show Out of Fuel" to get rid of the baby food picture when it's unfueled. Go to previous page, click on "Power properties" Properties, change "Base Power" to 0, and done!
Now it is a purely cosmetic colonist (or enemy) storage chamber
Mlie  [author] 28 Apr @ 12:29am 
@Commander Link You could use Vanilla Nutrient Paste Expanded to get rid of that
Commander Link 28 Apr @ 12:00am 
can any modder please make this into a cosmetic version? I just like to use it as an alternative to cryptosleep caskets, it's much cooler. or maybe even as a healing thing that slowly heals pawns within rather than creating power? like a bacta tank.

It just sucks seeing the symbol of food required over it
Alpharius 17 Apr @ 9:36pm 
colony powered by human suffering
Kazzier 21 Mar @ 11:28am 
One of the best mods out there. Thank you.
灵阁 22 Feb @ 7:13pm 
thank you:steamthumbsup:
Mlie  [author] 22 Feb @ 11:07am 
@灵阁 Should be fixed now
灵阁 22 Feb @ 9:11am 
pawn right-click itself can choose to install itself into BioReactor, which will cause the game to crash
Mlie  [author] 21 Jan @ 10:34pm 
@seobongzu I dont know, graphics isnt relly my thing, sorry
seobongzu 21 Jan @ 7:38pm 
It seems that the texture at the top doesn't get affected by in-game lighting. It's always bright, so it looks like it's sticking out. Is there a way to fix this?
RojoMuerte 21 Jan @ 11:49am 
=):steamthumbsup:
InsideOutFace 20 Jan @ 11:29pm 
Oh wow, that's awesome! That helps immensely, thank you! <3
Mlie  [author] 20 Jan @ 11:27pm 
@InsideOutFace Since I have no gfx-skill I cant make rotatable graphics. However, since they dont really need an interaction-spot I just removed that instead. Hope it helps!
InsideOutFace 20 Jan @ 11:12pm 
Any plans to make the pods rotatable? I would like to be able to have the interaction spot face a different direction if possible.
Mlie  [author] 4 Jan @ 1:00pm 
@梨子 Had a look at their code but I cant really see how I can do it. Perhaps they can add compatibility on their end by treating pawns in bioreactors as sleeping or something?
Mlie  [author] 3 Jan @ 11:27am 
@Justin Bieber Since the pawns inside the bioreactors do not trigger any calculations this should rather improve performance compared to having 30 extra pawns on the map.
Justin Bieber 3 Jan @ 10:57am 
Does this impact performance? Let's say I have around 30 enemies and put them all in the bioreactor.
梨子 25 Dec, 2024 @ 7:21pm 
@Mlie (This is a suggestion)If Facial Animation is used, can Pawn close his eyes and stop changing his expression while in the can? After all, this looks more like a 'bio battery'.
SBC sid 26 Nov, 2024 @ 8:11am 
If there is anyone having the same trouble finding how to put animals inside bioreactors, here is how i did:

1- tame an animal
2- select animal
3- under the "health" tab, click on "operations"
4- click on "add bill" and select anesthetize
5- Once the animal is anesthetized, select a pawn, click on animal and select "put on bioreactor"
SBC sid 26 Nov, 2024 @ 7:49am 
How do i put them down without killing them?
Mlie  [author] 26 Nov, 2024 @ 7:48am 
@SBC sid They need to be lying down
SBC sid 26 Nov, 2024 @ 7:45am 
How do i put animals inside the bioreactors?
InsideOutFace 7 Nov, 2024 @ 10:08pm 
Awesome, thank you!
Mlie  [author] 7 Nov, 2024 @ 10:07pm 
@InsideOutFace 1,3 for the small, 3,5 for the middle, 8 for the large
InsideOutFace 7 Nov, 2024 @ 6:12pm 
What is the maximum body size each tank can hold?
Maxell45146 21 Oct, 2024 @ 8:20am 
Thank ya, only recently noticed nutrient pipes did the same for hidden version. :P