RimWorld

RimWorld

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BioReactor (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.934 MB
11 Aug, 2024 @ 5:28am
30 Jun @ 1:29pm
13 Change Notes ( view )

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BioReactor (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
922 items
Description

Update of NukaFrogs mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1564657272

- Added support for Vanilla Nutrient Paste Expanded, based on the patch by KahirDragoon
- Added mod-settings for selecting what is dropped when a pawn enters a reactor



[discord.gg]
[github.com]


Add Living Battery - BioReactor

Feature
- Produces electricity from Living Thing.
- Use food type as fuel.
- If desired, storage thing can be melted into chemfuel.
- Storage thing are preserved semi-permanently. ( Like crypto casket )

Storable Thing: Everything that can move
Storable count: 1

Power production = Basic power X Body size multiplier X Race multiplier
- Basic power generation: 1000 / 1200 / 1400 (2X2/3X3/4X4)
- Body size multiplier: X Body size
- Race multiplier: X HumanLike(100%) / NonHumanLike(50%) / NonBioType (0%)

Fuel: Food type ( default - raw food )
Research Prerequisite: BiofuelRefining

How to put into BioReactor.
1. Direct orders to colonist
2. Command to carry lying down pawn.

Art: Gloomylynx
Programming, Content: NukaFrog

Animal in preview is Alpha Animal
NonSteamLink Here[github.com]

2020/02/26
1.1 Add Compatibility
Add [fuel settings] copy/paste


2020/02/28
Add Alien Mod Compatibility
Now the body addon of aliens look normal.

2020/05/18
WorkGiver optimization.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: biotechnology, energy
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.