RimWorld

RimWorld

[1.6] Chemicals & Neutroamine R1
250 Comments
ShadowTani  [author] 15 Jul @ 1:16pm 
It's now updated, hopefully the inclusion of the Boomshrooms isn't too controversial. Please enjoy! :3
ShadowTani  [author] 15 Jul @ 8:32am 
The update is coming, but until then: the 1.5 version should be compatible with the 1.6 version. I just don't slap the tags on before doing a proper test once the DLC hits - particularly important this time as new animals and animal mechanics had been introduced - however, I haven't found any issues so far. Yesterday went to reproducing and reporting an unrelated bug though, so sorry about that. Another delay factor this time is that I'll also be including the boom shroom as a neutroglycerin producer to make it consistent and immersive with its lore (that the boom animals take their genetics from it). The update should be done later today.
evilempiregodamn 15 Jul @ 12:20am 
16
penis character 14 Jul @ 8:27pm 
any plans for 1.6?
Frank The Duck 29 Apr @ 2:06am 
Wonderful! Thank you.
ShadowTani  [author] 28 Apr @ 4:19pm 
@Frank the Duck, thanks for letting me know. The problem was that the the Vanilla Expanded Animals had been merged sometime during 1.4, so the original call to Vanilla Expanded Animals Australia no longer were valid. Since I don't use Vanilla Expanded and you were the first to ask about it I just hadn't become aware about it before now. It should be fixed now. :3
Frank The Duck 26 Apr @ 12:33pm 
While I have no modding experience with Rimworld, I wanted to ask if you have any idea why the boombats from Vanilla Expanded don't work anymore and does it have to do with the fact Boombats do chemfuel as Milk instead of as Animal Product?
ShadowTani  [author] 5 Mar @ 1:35am 
@Strike should be recipe bills for it on the drug lab (no research required, beyond the drug lab itself). If you don't see any bills for it at that workbench then there might be a new mod conflict I'm not aware about.
Strike 2 Mar @ 11:34am 
Great idea, but there is no neutroamine recipe for me :(
Richard Peterson Ennis, P.I. 19 Aug, 2024 @ 4:59am 
THANK YOU.

This is literally everything I ever wanted from a farmable neutroamine mod to the point where I literally wished it would just exist in this exact form.

Growing neutroamine as a plant feels too cheap, and the game already puts way too much focus on farming (medicine, drugs, paints, shitloads of food, textiles) and next to no focus on animals.

This is a mod that should legitimately just be vanilla. It gives you a reliable source of a crucial material while shinning a light on a heavily underutilized part of the game.
Serial Ribcage Tickler 12 Jul, 2024 @ 9:11am 
Just wanted to pop into the page to say that this is probably my favorite mod out of everything on the workshop. It's so intuitive and well-designed that I'm a bit shocked something similar hasn't been implemented into the base game all these years later.

Anyway, thanks for making the mod that broke my modded playthrough cherry, so-to-speak.
Angelica 21 Nov, 2023 @ 4:59pm 
I miss my old choice for neutro growing plants, but I would always end up with unreal amounts even if I plant a small area of it. A game should be played for fun. If it is fun to have enough neutro to drown a thrumbos then play that way. I'm choosing this mod and commenting because the extra step and the dangers of keeping living warheads add that little bit of balance I want. Thank you for creating an aditional option to sending out a caravan every 7 days to buy everything in a 400 mile range, or easily farming a huge plot of plants to have infinate supply.

I like the middle ground this mod provides. Thank you again.
ShadowTani  [author] 18 Jun, 2023 @ 3:00am 
@Zencerd as stated above, it's compatible with existing saves. If you experience any conflicts with some other mod just let me know, but I'm fairly certain you shouldn't have any problems. :3
Zencerd 17 Jun, 2023 @ 3:29pm 
can i add this mid save?
Geojak 15 Nov, 2022 @ 11:49am 
thx for the long explanation. i modded your mod for myself to use the vanilla milkable since i am trying to avoid any assemlbies that arent 100% necessary for maximum Rimthreadded interplay.
ShadowTani  [author] 14 Nov, 2022 @ 3:12pm 
@Geojak as previously mentioned, the logic is that you're extracting the chemical from their body blisters (e.g. with a syringe) and are thus not milking them. In short, the decision was made with immersion in mind.

It makes more sense that the resource is acquirable from any boom animal regardless of age or size with extraction. Using the milking comp instead while considering immersion would make the vanilla logic that smaller boom animals aren't suitable for milking more appropriate. This would mean removing boomrats as an alternative chemical source among other. I suspect this wouldn't be desirable.

I could throw immersion out instead, but you have copies of this mod already doing just that, so I prefer to leave this as an alternative for those who, like me, do care about it.

With that said, I could put a patch into the optional folder that make the boom animals milkable instead. It would certainly be the simplest solution for making this mod interact with Animal Genetics.
Geojak 14 Nov, 2022 @ 7:16am 
i love this mod, but i got a qeustion. why do you introduce your own milkable comp? why not use the vanilla milkable comp on the boomalope and change the chemfiel to neuroglycerin in the xml?

does the source code do anything extra i missed?
ShadowTani  [author] 4 Nov, 2022 @ 7:44pm 
@andydig the two mods don't conflict, but since this mod uses its own custom type, extraction, instead of milking or shearing (as the logic is that the chemical is extracted from the boom animals blisters) then Animal Genetics don't recognize it and won't apply. Thus even if you still will have a yield of Neutroglycerin, you can't breed for a better (or worse) yield.

An immersion fix will be complicated since the fix must be done in C# and, as is typical for Mlie's projects, the Animal Genetics (continued) don't provide any source code (working with a decompiler is a bit of a pain). And additionally, the fix would not be me including or preserving this mods features with another mod, it would be applying that mods features onto this one, which is a bit less appropriate maintenance wise (it would be better if the fix was on Animal Genetics side).

I might look into a fix when I have time though, can't promise anything.
ShadowTani  [author] 3 Nov, 2022 @ 9:48am 
Mod have now been updated to R2; aside from a small output rebalance according to changes in 1.4 vanilla Boomalope output (11 ChemFuel over 1 day instead of 20 ChemFuel over 2 days) the mod now also have immersion fixes for Boomaphants and (finally) Vanilla Animals Expanded — Australia (I'm finally getting proper health care again, so my vertigo isn't as bad as before).
ShadowTani  [author] 3 Nov, 2022 @ 9:39am 
@andydig That's a good question, I will have to test it and get back to you :3
andydig 3 Nov, 2022 @ 9:27am 
will this play nice with Animal Genetics (which allows you to breed for higher yield?)
ShadowTani  [author] 3 Nov, 2022 @ 6:53am 
@Balthazad Steam wouldn't slapped the 1.4 tag in the upper right corner if the mod didn't have the 1.4 compatibility specified in the files. My subscribed version got the 1.4 tag in-game too so the update should have been applied. Picture for proof [www.dropbox.com].

So just to be sure, you're certain you're picking the steam version from the mod list? I mean, in case you've manually moved an earlier version to the /Mods folder and also got that in the mod list? You can see the difference if the mod has a folder icon instead of a steam icon. If that's not it then I unfortunately don't really know what the issue could be.

I got another update in the pipeline though, I'll see if I can finish testing it and get it out in a few hours. Technically it shouldn't make a difference with this issue, but we'll never know. :3
Balthazad 3 Nov, 2022 @ 2:00am 
yo tani,
the mod's described as 1.4 here in the workshop, but ingame it's showing no 1.4 comp - am i doin something wrong, did i maybe change a file and forgot about it? or is this a known 1.4-issue?
i un- & resubscribed but it didn't change anything
ShadowTani  [author] 11 Jan, 2022 @ 4:21am 
@EFX Unfortunately, immersion fixes with other mods will be at a minimal priority for a while. Due to health issues that are similarly not being particularly prioritized in the healthcare industry these days I frequently suffer from vertigo which makes it difficult to work with code and scripts. I can handle my own code and xml files somewhat, thus I will keep updating this mod if updates need to be made for Rimworld itself.

However, working with other people's code and scripts to add immersion between mods ends up being rather straining for something that can be said to be a luxury feature, it's not talk about compatibility issues after all. I tried stretching it when doing the 1.3 update, but it didn't go too well. In short, I have to prioritize my daily responsibilities atm versus that which risk getting me bed ridden. I'm sorry.
EFX 10 Jan, 2022 @ 9:43am 
Dang, still no update for the Boombat for Vanilla Animals Expanded?
ShadowTani  [author] 21 Jul, 2021 @ 6:54am 
@marchingknight11 Have you tried unsubscribing and resubscribing?

When I subscribed to myself as a test I got the 1.3 version of this mod as intended.
marchingknight11 21 Jul, 2021 @ 6:22am 
so mod manager still shows that it is incompatible, despite seeing here in the workshop that it has been updated. is it possible that there may be a missing configuration somewhere?

https://imgur.com/3ltScbr
ShadowTani  [author] 20 Jul, 2021 @ 5:24pm 
It's updated now, sorry for the delay guys! I must admit I forgot time fiddling with the ideology creation before I started the test colony... But everything is tested now, and it should work fine with both 1.3 on its own and alongside Ideology.

However, please note that the Combat Extended Immersion fix is disabled for 1.3 for now, so those who uses that mod should let me know when it updates so I can confirm there's no conflicts before enabling it again. Thank you!
MrSpacePenguin 20 Jul, 2021 @ 2:32pm 
will this get 1.3 update?
ShadowTani  [author] 17 May, 2021 @ 12:04pm 
Thank you! :3 I'll check out the boombat and see about adding it to my immersion fix list, I got a few others to do as well.

And I might also put the previously requested genetic rim immersion fix in the optional folder for now. I don't feel comfortable enabling it for everyone just yet as neutroglycerin vs chemfuel balance will be somewhat different for many of the animals.
Critax 17 May, 2021 @ 10:36am 
Found the "error"... and its on my side xD.
I have a mod installed called "Vanilla Animals Expanded — Australia" which adds an animal called a "boombat" which looks nearly identical with the other boom aninmals... i did not know that htis animal was not vanilla and assumed, that it does also give Neutroglycerin.. obviously this is not the case.
Your mod works just fine and im sorry for the inconvenience haha, maybe you can add an optional file to add said animal to also produce Neutroglycerin.
Critax 17 May, 2021 @ 9:42am 
Quick update.. if i have a clean install, the boom animals DO give Neutroglycerin.. very strange.. will investigate further
Critax 17 May, 2021 @ 9:32am 
Sorry for the late response, i dont think that i have any mod installed, that changes the boom animals. The mod is already the last on the load order.. will try with a fresh new save and no other mods and see if the problem occurs again..
I have the Vanilla Furniture Expanded Power mod installed that ads generators that burn fuel and also other power resources but that the only one thats even remotely linked with fuel and boom animals..
ShadowTani  [author] 12 May, 2021 @ 6:38pm 
I'm sorry, but I can unfortunately not work with that information alone to help resolve that issue as this mod works just fine both by itself and alongside most mods on my end. Thus unless you're saying you have this issue when you run this mod on its own I'll need help to track down what other mod might potentially cause the conflict as that is what is most likely happening.

Do you have any other mods that make changes to the boom-animals? Does this issue remain if you change the load order? (e.g. to last or after the potentially conflicting mods?) If it works after changing the load order you should then be able to poinpont the culprit. If you let me know that I might be able to create and upload a workaround for the future. Thank you! :3
Critax 12 May, 2021 @ 8:22am 
After installing the mod, i still get chemfuel from Boomalopes and boomrats, instead of neutroglycerin
ShadowTani  [author] 12 Jan, 2021 @ 4:20am 
@LacertineForest I'm sorry, I didn't get around to finish the Genetic Rim immersion fix due to the sheer balancing nightmare it turned out to be, if I go through with the immersion fix I dunno if the balance ratios would be received well without first adding the options that would allow for manual changing the ratio's in the mod settings, and I dunno when I'm able to focus properly on that kinda coding anytime soon.
LacertineForest 11 Jan, 2021 @ 8:14pm 
Will this work with Genetic Rim? If I make a Paragon Boomalope, is it going to produce mass amounts of neutroglycerin or will it revert to chemfuel?
Pancakebees 14 Oct, 2020 @ 4:42pm 
Now I can make amphetamine in peace.
net 12 Aug, 2020 @ 1:41pm 
Finally, neutroamine production that isn't a plant..
ShadowTani  [author] 11 Aug, 2020 @ 9:23pm 
The old 1.1 version was still compatible with 1.2, but since I had some immersion fixes almost done in the pipeline I've gone ahead and just finished those up along with the multiversion support between 1.1 and 1.2.

Yes, this means that the Combat Extended compatibility and immersion fix have finally been added, and this fix is universal, so it will prevent similar conflicts from happening in the future. The immersion fix is separate from this and will make it so that CE users will be able to see what specific chemical the animal is producing (instead of both using the term chemical fullness).

I've also gone ahead and updated the Doomalopes immersion fix; if you feel the regular boomalopes don't give you enough Neutroglycerin then the doomalopes will be a good alternative.

Both immersion fixes is backwards compatible with 1.1
ShadowTani  [author] 10 Aug, 2020 @ 6:25pm 
@alliecat No, it works and isn't hijacked, but it seems ad.fly introduced some push ad mechanism that forces people to press allow on some notification spam thingy before redirecting to the download. It's a recent thing, so I wasn't aware they've gone that far, sorry about that. I've deactivated the push ad mechanism on my ad.fly account now, so the legacy links should go through with just that one single ad.fly delay page now.

Either way, to save you the hassle this is the direct link to the 1.0 version:
https://www.dropbox.com/s/k1n1o1a1bxtfbt4/%5BX1.0%5D%20Chemicals%20%26%20Neutroamine%20r2.zip?dl=0
-=PR=- alliecat☭Ⓐ 10 Aug, 2020 @ 2:54pm 
Anyway I like your more detailed supply chain, but for the time being I'll just use one of the other mods that lets me grow neutroamine as a crop :)
-=PR=- alliecat☭Ⓐ 10 Aug, 2020 @ 2:49pm 
It seems like the domain you're hosting the legacy versions on has expired and been taken over by scammers?
-=PR=- alliecat☭Ⓐ 7 Aug, 2020 @ 9:17pm 
Thanks <3
ShadowTani  [author] 7 Aug, 2020 @ 7:54pm 
@alliecat yes, it's available as a manual install (see the Ludeon forum link at the bottom of the above description).
-=PR=- alliecat☭Ⓐ 7 Aug, 2020 @ 3:33pm 
Is there a 1.0 version?
Floran Fool 25 Jul, 2020 @ 12:38pm 
Does this mod have compatability with Chemroot from Vanilla Factions Expanded - Settlers?
The Mage Kris 12 Jul, 2020 @ 8:52pm 
Has the combat extended compatibility been fixed?
ShadowTani  [author] 10 Jun, 2020 @ 11:37pm 
@Papripyat It was updated to support 1.1 of Rimworld back in February, which isn't that many months ago... I don't think the recent 1.1 patches broke it, but let me know if that isn't the case.

Beyond that I just haven't found the time, between health issues and other responsibilities, to update the immersion and compatibility fixes, which aren't required strictly speaking - just nice to have for a select few. They take a lot more effort than the mod itself due to having to tinker with other separate mods and think out ways to balance it out between this one. But aside from those add-ons I've been keeping this mod going.
Dolphin of Explodium 10 Jun, 2020 @ 9:23pm 
I liked this mod a lot back in beta! And I see it's not been updated in months. Could you let Mlie update this, if there is any need to do so?