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RimWorld => Mods => Releases => Topic started by: ShadowTani on September 14, 2016, 09:06:28 PM

Title: [V1.1 to V1.2] Chemicals extraction & Neutroamine crafting (R1)
Post by: ShadowTani on September 14, 2016, 09:06:28 PM
Chemicals & Neutroamine
(http://i.imgur.com/nQg8ysL.png)

Introduction:
As I'm generally a purist and only do mods after having played vanilla to death I like my mods simple, yet as balanced and immersive as possible. Unfortunately, the current mod alternatives for crafting neutroamine was either too simple, or too much, for my taste. I usually don't publish my mods though, but decided to share this one. That makes this my first public mod.

Description:
Enables the extraction of neutroglycering from Boomalopes and Boomrats that can be used to craft Neutroamine and ChemFuel.

• Adds Item: Neutroglycerin
• Adds Recipe: Neutroamine from Neutroglycerin x1 and x4 (to Drug Lab)
• Adds Recipe: ChemFuel from Neutroglycerin (to BioFuel Refinery)
• Adds Feature: Chemical extraction (from tamed Boomalopes and Boomrats)

Note: Will overwrite the vanilla B18+ feature of milking Boomalopes for ChemFuel directly.

Details:
Neutroamine is unlocked as a crafting recipe together with the Drug Lab (no additional research required). It takes 2 buckets of Neutroglycerin to refine one bottle of Neutroamine.

Neutroglycerin is drained from Boomalopes and Boomrats, male or female. It takes Boomalopes 4 days to produce 6 buckets of Neutroglycerin. It takes Boomrats two days to produce one bucket of neutroglycerin.

Neutroglycerin can also be used to produce ChemFuel at the Refinery. It takes 7 buckets of Neutroglycerin to make one batch of 35 ChemFuel.

About:
The mod is not designed for large scale drug operations to prevent making trade of neutroamine entirely redundant. It's not impossible to make profits on drugs this way though, but may require large herds to get good stocks out of it. For an average colony's internal medicine needs and modest drug abuse a smaller herd (relative to colony size) should be sufficient. Let me know if this balance is off in some way.

Note that colonies that use Penoxycyline regularly and colonies with more than 20 pawns is not considered average in this context and the balancing is expected to be off for these colonies.

Language Support:
This mod supports: English, and Norwegian.
Let me know if you are interested in providing translations for additional language support.

translations is discontinued

Mod Support:
For immersion or similar reasons this mod provides additional content with the mods listed below; the fixes are applied automatically.

• Combat Extended by the CE Team. Immersion: The Chemical fullness term on animals is separated into SFX fullness and Neutroglycerin fullness.
• Doomalopes by cucumpear. Expansion: Chemical extraction (from tamed Doomalopes and Boomalotters). Doomalopes provide 12 buckets of Neutroglycerin over 4 days. Boomalotters provide 4 buckets of Neutroglycerin over 2 days.
[A17:R3] Elemental Boomalopes by Mehni. Expansion: Chemical extraction (from tamed Elemental Boomalopes). They provide the same amount as regular Boomalopes. Mod not up to date

Feel free to suggest other meaningful immersion fixes.

Optional Features:
Some versions of the mod have an optional folder, from V1.1 R2 and up these optional features are offered:

Clean Bucket: an alternative Neutroglycerin texture to the grimy bucket version
Volatile Neutroglycerin: if you prefer your neutroglycerin to be a fire hazzard

Copy and paste the extra content you want from their respective folders into the Main folder (the files inside have the same folder structure as they would had if they were in the mod by default).

Mod Conflicts:
• No known conflicts with the V1.2 or V1.1 version

If you still come over any potentially conflicting mods let me know so I can list it or even fix it.

Download:
[V1.2] Revision 1: Adf.ly Download (http://raboninco.com/1ixA7) (direct (https://www.dropbox.com/s/ve9tys85mquwy3i/%5BV1.2%5D%20Chemicals%20%26%20Neutroamine%20r1.zip?dl=0))

Note: This version have multiversion support from 1.1 and can be considered as revision 2 for 1.1 (all 1.2 additions are backwards compatible).

Download Archive:
[V1.1]: R1 (http://morebatet.com/18r2)
[V1.0]: R2 (http://combostruct.com/13UU) R1 (http://infopade.com/5pyU)
[B19]: R1 (http://zipansion.com/3Kwip)
[B18]: R2 (http://yamechanic.com/BwKq) R1 (http://yamechanic.com/1Zzi)
[A17]: R3 (http://pintient.com/2wiG) R2 (http://riffhold.com/2Q5u) R1 (http://pintient.com/2BR7)
[A16]: R1 (http://adf.ly/1h9KNJ)
[A15]: R3 (http://adf.ly/1evFnD) R2 (http://adf.ly/14625489/a15-chemicalsneutroamine-r2) R1 (http://adf.ly/1dy2Mq)

How to install:
The mod is compatible with existing saves (doesn't require a new game).

• Unzip the contents and place them in your mods folder (manual path is: "\Steam\steamapps\common\RimWorld\Mods\").
• Copy-paste any desired optional content from the mods optional folder.
• Activate the mod in the Mods menu in the game.

How to uninstall:
Savegames may be preserved after disabling mod without savegame editing by ensuring the save don't have any instances of the new additions.
Though if you forget or don't bother then these are the expected behaviors as of A17 (earlier versions will be more unforgiving):

• Unknown items will be removed automatically by the game.
• Unknown recipe bills will leave behind a blank bill that bugs the workbench (no new bills can be made) and causes interaction errors while development mode is enabled. Fixed by disassembling them.

Note: If you run the game in development mode when trying to load a map with the above issues then it will result in major errors that will prevent the map from being loaded. Load the save outside development mode.

• Stockpile allowances that allows storage of the new items will cause an one-time minor error if map is loaded in development mode (will be fine once savegame is resaved).
• Boomalopes and Boomrats with "Chemical Fullness" will be ignored and load without error or issues.

Policy/License:
Mod-Packs are free to include this mod without notice.
Other modders are free to expand on or include this mod in their own mods provided they notify me by PM.
   (it's mostly to let me check out what cool things you did with it, so you can notify me with a link after having released the mod ;3)
I'd like to be credited in both above cases.
Mods that modify this mod only through the patching function need not give any notice or credit.
Ludeon is free to take any or all aspects from my mods without notice or credit.
For any other uses or cases the creative commons (CC) license applies.

Changelog:
[V1.2] Revision 1 / [V1.1] Revision 2
- Multiversion support added, folder structure changed accordingly
- Optional content folder changed to to be more accessible and user friendly
- Boomalope compatibility fix (will now be compatible with Combat Extended and any similar mods)
- Bulk recipe is now part of the main mod and changed to be similar to vanilla bulk recipes
- Doomalopes Immersion fix reenabled and updated
- Combat Extended Immersion fix added

[V1.1] Revision 1
- Rimworld 1.1 compatibility update (XML script and DLL assembly)
- Updated .NET compatibility from 3.5 to 4.0
- Updated Neutroglycerin texture and added an optional clean bucket texture

See the full update log on this mods steam profile (https://steamcommunity.com/sharedfiles/filedetails/changelog/765351437) for change notes in regards to earlier versions and revisions.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: gamhd on September 14, 2016, 09:11:22 PM
i've seen that idea on reddit today and i thought it was amazing. And there you are bro, love it.

Thank you
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: ngcq1811 on September 15, 2016, 01:08:30 AM
Before anyone says this is way too much work, think about Muffalo wool.
It gives the Animal handler more work to do, gives the boom animals some purpose other than kamikaze.
And every 5 days with a single Boomalope you have enough neutroanime for a Go-juice or five medicine conversion.
A very nice addition imo
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: Aatxe360 on September 15, 2016, 01:49:29 AM
Thinking of a Steam release?
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: iceteazz on September 15, 2016, 03:15:11 AM
 _ More reasons for me to grow a horde of boomalopes as an army of moving bombs, very good at hall ways or choke points. Thx alot OP ! my drugs empire gonna be come true with this mod :)
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: RazorHed on September 15, 2016, 04:55:36 AM
I love you! Not necessarily for this mod even though its great , but because we have the same exact mod philosophy. Keep it simple. keep it balanced. Don't make another aspect of the game useless. Try to give a useless aspect of the game more purpose.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: Dingo on September 15, 2016, 06:22:12 AM
This is a really good mod. It's built very well from what I can tell, and I love the idea. We discussed this in another mod's page but that one was a bit too complicated IMO, I never thought about using boom-nimals for it so kudos!

I have only 2 caveats: you might want to change "Chemical" into something less generic and you should add a license to the OP probably just to be safe.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: ShadowTani on September 15, 2016, 07:42:49 AM
Thanks for the feedback everyone!

Quote from: Aatxe360 on September 15, 2016, 01:49:29 AM
Thinking of a Steam release?

Yes; if nobody notices any issues I will try to upload it to Steam this weekend.

Quote from: Dingo on September 15, 2016, 06:22:12 AM
I have only 2 caveats: you might want to change "Chemical" into something less generic and you should add a license to the OP probably just to be safe.

I was considering it, but my creativity failed me. Any suggestions for what to call it instead is welcome. :3 And you're probably right about the license, will add.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: Dingo on September 15, 2016, 09:47:26 AM
I vote for Neutroglycerin. It's -almost- like nitroglycerin, it's made from explosive animals and it's used in medicine production.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: Shinzy on September 15, 2016, 10:10:56 AM
Quote from: Dingo on September 15, 2016, 09:47:26 AMNeutroglycerin.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: gamhd on September 15, 2016, 11:52:19 AM
+1 for neutroglycerin !
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: ShadowTani on September 15, 2016, 04:09:55 PM
That's actually a really good idea, love the wordplay!

I'll update the mod this weekend, so there will be a bit more time to suggest alternatives for those who think another name would work even better. The update shouldn't break any savegames as I'll just update the label, not any defs (I'll consider changing the defs for A16 though if that patch breaks the savegames like A15).
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: Deimos Rast on September 15, 2016, 06:52:13 PM
this is in a word: brilliant.
Do you have any plans to expand the mod further, or is it just a one and done type thing?
Eitherway, very nicely done.
I would mention in the op that this probably isn't compatible with anything that touches the boomer races defs.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: ShadowTani on September 16, 2016, 11:35:08 AM
Ok, will add potential conflict section, thanks for the suggestion.

There probably are additional things one can consider for the mod, but not as I have plans for at the moment. If there is interest I could make an optional add-on for the mod that includes the chemical/neutroglycerin in more recipes (such as the incendiary launcher, and even enabling molotov crafting).
Title: Re: [A15] Chemicals extraction & Neutroamine crafting
Post by: l2evy on September 17, 2016, 06:44:27 AM
This is a great way to utilize a less popular animal! Normally in my plays I avoid them cause it is just too risky to me since they explode and if one ever self tamed I usually sold it off ASAP or threw it in a pen far away. Now I will likely stockpile the things in a secure part of my base!

Outstanding work! Hope to see more mods in the future from you! :)
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: ShadowTani on September 17, 2016, 04:40:27 PM
The mod have now been updated, see the changelog in OP for any changes. I've also released it to Steam Workshop for those who prefer a more automatic install. :3
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: Dingo on September 17, 2016, 07:46:54 PM
Haha, glad to see my creative mind is still going strong. :D I've actually been thinking today before reading here and I believe you should definitely make recipes for explosives with Neutroglycerin. It makes a lot of sense and it gives it that extra layer of immersion.

I was thinking of using this mod in conjunction with Remote Explosives and even making a patch to make RE recipes use some Neutroglycerin.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: cap75 on September 17, 2016, 09:19:43 PM
Extracting from boomrats everyday will need excessive amount of pawn labor... make 5/5days.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: ShadowTani on September 17, 2016, 10:32:05 PM
Sounds good Dingo, look forward to seeing those! :3 And I suppose I get up the recipe expansion next week; dunno how soon though, I'm pretty busy up to Wednesday.

Quote from: cap75 on September 17, 2016, 09:19:43 PM
Extracting from boomrats everyday will need excessive amount of pawn labor... make 5/5days.

Yeah... That was kinda intentional based on that boomrats is small rodent creatures, so due to body size the amount and size of the chemical pouches provide a limited chemical capacity, though fill fast. The logic is that a boomalope is 7.5 times larger (1.5 vs 0.2), so in comparison a boomrat shouldn't be able to hold more than 1.3 buckets of chemicals if a boomalope can hold a max of 10 in its chemical pouches.

But the hard data aside, the significant thing about boomrats is that they mature/breed a lot faster than boomalopes so they are more ideal for those who like to raise boom animals as part of their colony defense - where the chemical production is just a bonus on top. For everyone else Boomalopes are much more ideal chemical producers.

If a majority insist I could consider changing it to 2 buckets per 2 days though, but any more would be immersion breaking, and I just don't do that kind of mods.

But don't despair. :3 It's easily changed in the XML files within the mod anyway for those who want to personalize the mod. After installing the mod simply edit the values for the extractIntervalDays and chemicalAmount in the "RimWorld\Mods\Chemicals & Neutroamine\Defs\ThingDefs_Races\Races_Animal_Rodentlike.xml".
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: TrueDestroyer on September 20, 2016, 08:53:10 AM
I like your mod:)
However please, consider adding <DeteriorationRate>10</DeteriorationRate> to <statBases> in Items_Resource_Manufactured.xml for both neutroamine and chemicals. When these buckets with chemicals fall from the sky in early game, they tend to stay on the ground for ages, after numerous rains  and other phenomena they remain 100% condition, and it looks silly. Even with detoriation rate they will behave like any other stuff in game, and wont detoriate when equipped or stored under a roof.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: Thirite on September 23, 2016, 12:24:41 PM
Nice mod; works great as a vanilla extension without mucking up the balance. Kudos
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: Dingo on September 23, 2016, 06:22:30 PM
I made a patch for Remote Explosives recipes to use 1 Neutroglycerin per recipe.

QuoteChanges Remote Explosives recipes to include Neutroglycerin in their requirements.

- Remote Bomb old recipe: [1] Artillery Shell, [1] Component, [2] Silver
- Remote Bomb NEW recipe: [1] Artillery Shell, [1] Component, [1] Silver, [1] Neutroglycerin

- Fire Bomb old recipe: [1] Artillery Shell, [1] Component, [2] Silver
- Fire Bomb NEW recipe: [1] Artillery Shell, [1] Component, [1] Silver, [1] Neutroglycerin

- Mining Explosive old recipe: [1] Component, [2] Silver
- Mining Explosive NEW recipe: [1] Component, [1] Silver, [1] Neutroglycerin

- Chemical Canister old recipe: [1] Component, [6] Silver, [2] Herbal Medicine
- Chemical Canister NEW recipe: [1] Component, [6] Silver, [1] Neutroglycerin

Download directly from Google Drive (https://drive.google.com/uc?export=download&id=0Bz2imWwZydMqblFfMVltWHpxdTA)
Download from Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=768704488)
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: ShadowTani on September 26, 2016, 03:09:52 PM
Nice work Dingo, tho might be redundant for those who use the recipe expansion included in the mod now as an optional feature (as it also updates the artillery shell recipe). ^^;

Quote from: TrueDestroyer on September 20, 2016, 08:53:10 AM
I like your mod:)
However please, consider adding <DeteriorationRate>10</DeteriorationRate> to <statBases> in Items_Resource_Manufactured.xml for both neutroamine and chemicals.

I agree for chemical/neutroglycerin and made that change accordingly. However, neutroamine behaves according to vanilla and I try to avoid changing vanilla behavior as much as possible (I also don't find it strange that a sealed bottle don't deteriorate easily). But it's not something that can be changed with this mod anymore anyway as it no longer modifies the ResourceBase for Neutroamine from revision 2 - though that means the mod is compatible with any mod that might actually change the deterioration rate.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: Dingo on September 26, 2016, 03:28:07 PM
It's definitely redundant if you use the optional features. I will update my mod description. Might I suggest you structure the release instead of making it manual? (See attached file)

Of course, you can modulate it further by separating each recipe to its own mod, but that is how I would've done it. You can also ignore me completely because I don't know what's best sometimes. :P

[attachment deleted by admin - too old]
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: ShadowTani on September 26, 2016, 04:35:17 PM
You mean making the optional features an individual mod?

I guess that would be okay for the manual forum install, but I honestly don't want to clutter the steam workshop with those (I might provide quite a few if I also consider immersion fixes between other mods (currently considering one for the vegetable garden)).
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r1)
Post by: Dingo on September 26, 2016, 04:38:58 PM
Yeah, I wish we had something like the Nexus Mod Manager to have special mod installers. Then you could tick ✓ on which recipes you want (the BoomOil for example would automatically install so it wouldn't be listed in the installer) and it only copies those to the folder.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: ShadowTani on September 26, 2016, 04:51:06 PM
I guess I could program a mod personalizing tool or something - that could add or remove files for the player in one click. As well as providing the option to change those things I'm hesitant about changing the current defaults for (such as the extraction rate of the boom animals) with just a few sliders or something. x3
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: Adventurer on September 26, 2016, 07:38:30 PM
So just to clarify, the new update is compatible with Vegetable Garden?
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: ShadowTani on September 26, 2016, 08:38:06 PM
Quote from: Adventurer on September 26, 2016, 07:38:30 PM
So just to clarify, the new update is compatible with Vegetable Garden?

Yes, I'm quite certain it should be compatible.

The conflict with vegetable garden previously was that both mods modified neutroamine's ThingDef/ResourceBase directly for adding our recipes (or in other words, both mods tried to claim the same object). This turned out to be bad practice as it can easily be avoided by using RecipeDefs instead. If Vegetable Garden experience similar issues with other mods then someone might want to tip the mod author about using RecipeDefs as well instead.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: sekeb on September 28, 2016, 08:28:31 PM
Hello
i would like to make neutroamine with two way, yours or neutro flower too.
If i craft an item i can make it with wood, stell etc
Can you help me how can i programming this?
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: ShadowTani on September 29, 2016, 12:08:30 PM
Quote from: sekeb on September 28, 2016, 08:28:31 PM
Hello
i would like to make neutroamine with two way, yours or neutro flower too.
If i craft an item i can make it with wood, stell etc
Can you help me how can i programming this?

Are you talking about the neutro flowers that give you neutropetals in the vegetable garden mod? The newest release of this mod (r2) is compatible with Vegetable Garden so you're able to craft neutroamine using both ingredients - the drug lab will have a separate recipe for each however. I believe one recipe is at the top of the list, and the other at the bottom.

Working with xml is scripting though, not programming. But despite that it's still kinda difficult for me to teach anyone as I never learned it by being taught, I learned it by just giving it a try myself, sorry. I could give you a step by step guide for what tags you need to work with and why though...

But if you tell me what you're trying to do I could maybe help you put it together (and show you a comparison between the recipes to let you see what I changed). Especially if it's in regards to the vegetable garden, I already got a halfway complete recipe fix for it that allows you to use neutropetals to craft neutroglycerin (as opposed to neutroamine directly).
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: sekeb on September 29, 2016, 10:31:25 PM
Quote from: ShadowTani on September 29, 2016, 12:08:30 PM


Are you talking about the neutro flowers that give you neutropetals in the vegetable garden mod? The newest release of this mod (r2) is compatible with Vegetable Garden so you're able to craft neutroamine using both ingredients - the drug lab will have a separate recipe for each however. I believe one recipe is at the top of the list, and the other at the bottom.

Working with xml is scripting though, not programming. But despite that it's still kinda difficult for me to teach anyone as I never learned it by being taught, I learned it by just giving it a try myself, sorry. I could give you a step by step guide for what tags you need to work with and why though...

But if you tell me what you're trying to do I could maybe help you put it together (and show you a comparison between the recipes to let you see what I changed). Especially if it's in regards to the vegetable garden, I already got a halfway complete recipe fix for it that allows you to use neutropetals to craft neutroglycerin (as opposed to neutroamine directly).
Thanks your answer
Yes i talking about it, but in my game the Vg mod's recipe hide now too.
I use your mod with Medical Complication Mod Pack .
Maybe can we talk in real time? (skype?)
I'm not totally beginner with programming(c, c++, script, web development), but i have a lot of question about modding.
If U can help me just write in skype (sekeb1990).

Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: ShadowTani on September 29, 2016, 11:51:27 PM
Ah, that explains it, the Medical Complication MP haven't updated to the r2 version of this mod yet.

You could probably download the r2 version from here and copy-paste the "RecipeDefs" and "ThingDefs_Items" folders found in "Chemicals & Neutroamine\Defs\" and copy those over to the Medical Complication MP version of this mod. Basically one file will have to be added and another overwritten.

And I'm sorry, I don't have Skype and kinda reluctant to use it. After the loss of MSN I pretty much migrated towards just using Steam and Facebook for messaging.. ^^; I got an old account I could probably dust off though, but it'll have to wait until mid-October, I just won't have time to sit down for longer sessions until then due to current family plans. Feel free to PM me any questions until then though.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: Dingo on October 08, 2016, 10:59:08 PM
ShadowTani, you're missing a lot of abstract bases in the XMLs of this mod. Make sure you update it with proper bases ASAP to increase the stability of the mod. You cannot inherit things like ResourceBase from the Core mod, you need to include them once (only once) in one of your XMLs to be able to inherit them in your mod.

There are also some other things missing, like in the optional Items_Resource_Manufactured you're missing the top line (not sure if that causes anything, see below).

<?xml version="1.0" encoding="utf-8" ?>
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: ShadowTani on October 09, 2016, 11:33:04 PM
Good catch with the XML.

And will fix the abstracts as well, though I'm curious what exact issues it is causing? It seems like they are inherited just fine whenever I test the mod.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r2)
Post by: Dingo on October 09, 2016, 11:37:02 PM
No, they do not get inherited at all. Take a look at E's post here to learn a bit more on the subject (https://ludeon.com/forums/index.php?topic=19499.0). They're just using the defaults from their class which is OK in theory but bad in practice.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: ShadowTani on October 17, 2016, 08:54:11 PM
Wasn't able to test the script changes before now unfortunately and didn't want to release it untested. Anyway, it's now possible to download and upgrade to R3 which hopefully should fix all those abstracts.

I dunno how compatible it is with previous saves of the mod though, but I think it's safe. Let me know if something bugs.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: GlitchKs on November 25, 2016, 02:15:39 PM
Could you tell me what line I could change on mine to slow down the production. I am thinking about 25% of the current rate. 1 Neutroglycerin every other day would work better for me. I want a trickle to get by not independence from buying it all together.

Not suggesting change for everyone just for myself. Thank you for making this mod.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: Bob_Namg on November 25, 2016, 07:58:44 PM
Reminds me of the zydrate drug from Repo! The Genetic Opera (https://youtu.be/aVTAf4FAXaU)
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: ShadowTani on November 26, 2016, 01:33:28 PM
Quote from: GlitchKs on November 25, 2016, 02:15:39 PM
Could you tell me what line I could change on mine to slow down the production.

In the XML files found in the "Chemicals & Neutroamine\Defs\ThingDefs_Races" folder, change the values for "extractIntervalDays" and "chemicalAmount".

Alternatively you can download the attachement with this post, and replace the files. The values in these files have been changed to have 1/4 rates. Boomalopes will then produce 5:10 amount/days (versus 10:5 before) and Boomrats will produce 1:4 amount/days (versus 1:1 before).

[attachment deleted by admin due to age]
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: Thyme on November 28, 2016, 08:22:29 AM
Great mod, elegantly closes the gap Neutroamine opened.
Adding some thoughts on Malari-block production: 1 Malari block/5 days needs 6 Buckets Neutroglycerin in that intervall, or 1.2 boomrats/colonists. That's ok, if not a little Boomrat intense, given an additional need for medicine & eventual Drug production (i like to be self sustaining).

PS: Does anybody know how hunger rates work? Is it affected by the size of the hunger bar? Because Boomalopes have a 3 times higher hunger rate and I want to know if Boomrats really are more food effective.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: ShadowTani on November 29, 2016, 01:36:16 AM
Yeah, boomrats are meant to be more food effective, while boomalopes are definitively more labor effective. As long as there are advantages to either creature I would say it's balanced right. :3

I doubt there are any factors that give a larger creature with a higher hunger ratio a better food advantage though, but if there's anything I've overlooked I'm definitively interested in knowing that as well.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: Thyme on November 29, 2016, 04:11:12 AM
Yeah, i just intendend to tame Boomalopes first, but the went away during winter and didn't came back untill one year later and I went with Boomrats instead. Now that I know it's the better choice I'm happy, but I didn't think about Hunger rates "back then". Zhentar answered my question elsewhere: Nutrition/day = hunger rate * 1,6. Makes sense, bigger animals are usually less food effective irl.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: doofustroofus on November 30, 2016, 10:16:58 PM
Not sure if this is still an issue with r2/3 but this mod has some compatibility issues with Combat Realism. It was a relatively easy fix to edit the xml so that both neutroglycerin and FSX were harvestable from the boomanimals (well I think it was, may have broken something I haven't noticed yet) but figured I'd mention it.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: ShadowTani on December 01, 2016, 07:12:35 PM
Any mod that modify the boomanimals will indeed overwrite this mod, or vice versa. Thanks for letting me know though; I'll take a closer look once A16 comes around, if the mod is still compatible - might just as well put a fix into the optional folder for convenience.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: Fafn1r on December 07, 2016, 08:32:06 AM
Adding to that, I think you made a better job with the extraction, because you added another pawn job for it, while CR has "shearing" chemicals.

I'm working on a C&N-CR patch for my modpack right now and can upload it separately for you when I'm done. Will save you some work. ;)

By the way, I'll be adding your mod to my modpack, thanks for free license. ;D
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: Natah_Bish on December 20, 2016, 11:12:29 PM
So I know this sounds weird but if you use this with the developer version of the game it makes boomalopes hit with 9999999999 damage per second, my boomalope just one killed one of those expensive animals with the expensive horn that walks randomly in 2 seconds and took no damage. It also took on 7 tribe members and once and won only taking 3 hits. So yea op now.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: ShadowTani on December 22, 2016, 08:24:58 PM
That's weird, any values related to damage shouldn't been affected. This is in Alpha 15, right? Not an attempt at forcing the mod using Alpha 16? I'll provide an update to alpha 16 soonish though. I'll see if I get similar behavior when I run the tests to see if the mod works as intended for A16.
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: Thyme on December 23, 2016, 03:43:55 AM
Just a thought, you could add a bill in the refinery to refine neutroamine into fuel. Boomalopes chemicals are volatile after all. ;)
Title: Re: [A15] Chemicals extraction & Neutroamine crafting (r3)
Post by: Thundercraft on December 25, 2016, 05:17:03 AM
PTW...  8)

Quote from: ShadowTani on December 22, 2016, 08:24:58 PM...I'll provide an update to alpha 16 soonish though. I'll see if I get similar behavior when I run the tests to see if the mod works as intended for A16.

Looking forward to it. :D
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: ShadowTani on December 28, 2016, 12:40:39 PM
A16 version have now been released. I have not been successful in replicating the issue with OP boomalopes though, so if anyone can reproduce it and provide me either a save game or further details then that would be appreciated.
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: gendalf on January 30, 2017, 07:26:27 PM
a better way to balance it would be to make boomrat/boomalopes drop it when butchered, instead of milking them
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: Smexy_Vampire on January 30, 2017, 09:12:53 PM
Quote from: gendalf on January 30, 2017, 07:26:27 PM
a better way to balance it would be to make boomrat/boomalopes drop it when butchered, instead of milking them
dont see how thay be nicer or logical as thay allredy gone boom by then
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: gendalf on January 30, 2017, 09:33:32 PM
Smexy_Vampire, They're having only 60% taming difficulty, making it easy, milking periodically is op and just adds another animal to mass-herd and cause more lag. At least by butchering you'll have an incentive to keep the population at a sensible size and it's more fun. It makes as much sense as the fact that the body always survives the explosion for you to butcher meat and hide from, let's say that the glands producing the the thing survives and have a small amount of it (enough for drugs but not enough to spontaneously combust)
If you wanted to make it even more balanced/harder/"realistic" you could make it be only obtainable through an operation, so you'd have to tame or incapacitate it to operate on a living boomrat/boomalope. *rip doctors
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: Smexy_Vampire on January 30, 2017, 10:29:10 PM
thats just otheres play style then to hourd animals. i my self think the vg guarden glowing nutro is op seeing as other mods can speed plant growth so meh
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: Thyme on January 31, 2017, 02:22:39 AM
I had to use a charge rifle for population control as those fiery beasts explode on death of any kind (slaughtering or euthanising didn't work out well for my pawn). Extracting it from dead Boomalopes/-rats is a no go.

edit: @OP, just saw your intended expansion. Chemfuel is fuel, which is under normal conditions not explosive ("only" highly flammable). My suggestion is to make two different kind of shells, the incendiary shell made with Chemfuel and the HE shell crafted with Boomoil. Guess you'd need to modify mortars for that to work out.
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: Flimflamshabam on January 31, 2017, 02:39:45 AM
It does seem odd that they explode no matter how they die, I get being shot or killed violently in general, but quick/humane methods you'd think would be able to deal with them carefully. Methinks they need different "parts" added to their body part list to include multiple sacs that grow in fullness and produce chemicals, and you could "milk" them to lower their fullness and in turn lower their explosiveness, damaged sacs would leak leaving flammable material on the ground, and even surgeries to disable their chemical glands entirely, potentially even surgically removing the sacs and using them as organic land mines/ieds. if left unmilked tamed boomalopes/rats at least could run the risk of bursting a sac on their own
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: Spiralwind on January 31, 2017, 06:36:50 AM
Very lore-friendly way for making some neutroamines :) I've came Ludeon forum to find the mod to make some neutroamines in conventional way, but I really be crushed in this mod. I love it. I will download it.
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: Ballagarraidh on February 01, 2017, 09:03:58 AM
Maybe Chemfuel can also be used for the Generators and maybe the neutroglycerin can also be made into Chemfuel or some other fuel for the Generators. Also, since you're modding animals that seem to have little to no use, maybe make the monkeys useful and also more challenging as manhunter packs by giving them a ranged attack, maybe throwing rocks or something similar.
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: Thyme on February 02, 2017, 04:15:20 AM
I've already made a generator that accepts Chemfuel. It's kinda hacked together, might add some textures:
https://ludeon.com/forums/index.php?topic=29662
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: EponPL on February 02, 2017, 05:02:54 PM
OK I've found one bug - I can't manually tame Boomrats...
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: ShadowTani on February 05, 2017, 04:38:10 AM
Quote from: EponPL on February 02, 2017, 05:02:54 PM
OK I've found one bug - I can't manually tame Boomrats...
I've tested taming with this mod and it works as intended. Either you are trying to tame the boomrat with colonists that have less than 6 in handling skill, or another mod is causing the conflict. ^^;
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: masterpain on March 10, 2017, 05:35:22 PM
Is there a way to make it so that Boomalopes and Boomrats don't explode?  Doesn't matter to me if it would disable explosion in the wild also.
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: deadlyreg on March 11, 2017, 02:27:31 PM
Quote from: masterpain on March 10, 2017, 05:35:22 PM
Is there a way to make it so that Boomalopes and Boomrats don't explode?  Doesn't matter to me if it would disable explosion in the wild also.

If you want a hacky way to do it you can just remove the code from the xml files. If you go into Rimworl/Mods/Core/Defs, and open Races_Animal_Tropical and Races_Animal_Rodentlike and remove the <deathActionWorkerClass></deathActionWorkerClass> from the Boomrat and Boomelope it'll stop them exploding after death.
Title: Re: [A16] Chemicals extraction & Neutroamine crafting (R1)
Post by: masterpain on March 11, 2017, 09:59:05 PM
QuoteIf you want a hacky way to do it you can just remove the code from the xml files. If you go into Rimworl/Mods/Core/Defs, and open Races_Animal_Tropical and Races_Animal_Rodentlike and remove the <deathActionWorkerClass></deathActionWorkerClass> from the Boomrat and Boomelope it'll stop them exploding after death.

That worked thanks.  I been looking for which file the "deathaction" for the boomrats and boomalopes were located.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R1)
Post by: ShadowTani on May 25, 2017, 12:14:01 AM
Mod have now been updated to A17. Anyone who experienced issues between this mod and Combat Realism in A16 may want to try again as the mod should now be entirely conflict free thanks to the new patch feature (although I guess there's no way to truly know this until the successor mod "Combat Extended" comes out, let me know when it happens and I'll see if I can get it tested).
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R2)
Post by: ShadowTani on May 26, 2017, 05:37:52 PM
Revision 2 is now up. It's a bit experimental as it's my first attempt at injecting this mods features into another mod. I've tested it thoroughly myself, but if anyone experience any conflicts as a result, particularly when other mods get thrown into the mix, then let me know.

R2 also have an important performance fix; so if anyone experience issues with the above mod enhancement, but still want the performance fix: simply delete the doomalope XML file in the "\Chemicals & Neutroamine\Patches\ThingDefs_Races\" folder.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: ArthoriusBalen on June 11, 2017, 10:36:35 PM
Hi! Can you do a patch for combat extended?  :)
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: tristan on June 14, 2017, 10:03:36 AM
Hello,I am Chinese .could i translate this mod into Chinese ?My English is no very well,but I think I  can do it . thank you very much. ;D
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: Thundercraft on June 15, 2017, 09:25:14 AM
Quote from: ArthoriusBalen on June 11, 2017, 10:36:35 PM
Hi! Can you do a patch for combat extended?  :)

So, then, this is not compatible with Combat Extended (http://steamcommunity.com/sharedfiles/filedetails/?id=943406470)? In what way?

I think that if you ask the author to look into fixing a compatibility issue or work on a compatibility patch, the least you could do is try to explain the problem to some degree. That said, knowing that this is not compatible with something is better than not knowing.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: Thundercraft on June 17, 2017, 12:27:51 AM
Over on the Steam comments, Omega13 wrote:
Quote from: Omega13...turning neutroglycerin into neutroamine seems incredibly slow. It takes forever to make just one neutroamine, and with the amount that I go through neutroamine, I'd need to have one or two people solely working drug labs full time just to convert enough to keep my meds in stock. A bulk recipe for neutro conversion would be grand.

I'd like to see this, myself. As an experiment, I've added the following two recipes to see how it works and feels. The "batch" or x5 recipe requires an Intellectual skill of 5 and is 33.3% (a third) faster than the default recipe done 5 times. The "bulk" or x10 recipe requires an Intellectual skill of 8 and is 50% faster (half the time) as the default recipe times 10.

<Defs>

  <RecipeDef>
    <defName>RefineNeutroglycerin5x</defName>
    <label>make neutroamine batch (x5)</label>
    <description>Make neutroamine as a batch of 5.</description>
    <jobString>Making neutroamine as a batch.</jobString>
    <workSpeedStat>DrugProductionSpeed</workSpeedStat>
    <effectWorking>Cook</effectWorking>
    <soundWorking>Recipe_Brewing</soundWorking>
    <allowMixingIngredients>true</allowMixingIngredients>
    <workAmount>5000</workAmount>
    <targetCountAdjustment>1</targetCountAdjustment>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Neutroglycerin</li>
          </thingDefs>
        </filter>
        <count>10</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Neutroglycerin</li>
      </thingDefs>
    </fixedIngredientFilter>
    <products>
      <Neutroamine>5</Neutroamine>
    </products>
<skillRequirements>
<li>
<skill>Intellectual</skill>
<minLevel>5</minLevel>
</li>
</skillRequirements>
    <workSkill>Intellectual</workSkill>
<researchPrerequisite>DrugProduction</researchPrerequisite>
    <recipeUsers>
      <li>DrugLab</li>
    </recipeUsers>
  </RecipeDef>

  <RecipeDef>
    <defName>RefineNeutroglycerin10x</defName>
    <label>make neutroamine in bulk (x10)</label>
    <description>Make neutroamine as a batch of 10.</description>
    <jobString>Making neutroamine in bulk.</jobString>
    <workSpeedStat>DrugProductionSpeed</workSpeedStat>
    <effectWorking>Cook</effectWorking>
    <soundWorking>Recipe_Brewing</soundWorking>
    <allowMixingIngredients>true</allowMixingIngredients>
    <workAmount>7500</workAmount>
    <targetCountAdjustment>1</targetCountAdjustment>
    <ingredients>
      <li>
        <filter>
          <thingDefs>
            <li>Neutroglycerin</li>
          </thingDefs>
        </filter>
        <count>20</count>
      </li>
    </ingredients>
    <fixedIngredientFilter>
      <thingDefs>
        <li>Neutroglycerin</li>
      </thingDefs>
    </fixedIngredientFilter>
    <products>
      <Neutroamine>10</Neutroamine>
    </products>
<skillRequirements>
<li>
<skill>Intellectual</skill>
<minLevel>8</minLevel>
</li>
</skillRequirements>
    <workSkill>Intellectual</workSkill>
<researchPrerequisite>DrugProduction</researchPrerequisite>
    <recipeUsers>
      <li>DrugLab</li>
    </recipeUsers>
  </RecipeDef>

</Defs>


I've tested it and it seems to work and, so far, feels about right. I'm not sure about the Intellectual skill requirement, though. If anyone else wants to test this, they can put the code in a recipe XML (such as the attachment below) and place it in the "RecipeDefs" folder of the mod.

If ShadowTani wants to include or modify it for inclusion, feel free. If not, perhaps I could release it as an add-on?

[attachment deleted by admin due to age]
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: ShadowTani on June 22, 2017, 02:30:10 PM
Quote from: Thundercraft on June 15, 2017, 09:25:14 AM
Quote from: ArthoriusBalen on June 11, 2017, 10:36:35 PM
Hi! Can you do a patch for combat extended?  :)

So, then, this is not compatible with Combat Extended (http://steamcommunity.com/sharedfiles/filedetails/?id=943406470)? In what way?

I think that if you ask the author to look into fixing a compatibility issue or work on a compatibility patch, the least you could do is try to explain the problem to some degree. That said, knowing that this is not compatible with something is better than not knowing.

It was listed as an incompatible mod under the mod conflict section back in A16. However, due to the use of the patching function it's possible this issue is now resolved in A17 so I removed it from the list for now until I receive feedback on it again. Unfortunately Combat Extended is now apparently discontinued and I guess we'll have to wait until the community maintained alternative before we'll know if there's still conflicts.

As for the bulk recipe, feel free to release it as an add-on for now, though I may reduce the work amount a little for the original recipe. I repeat my statement in the OP however that I never intended for this to be used for large scale drug production, only for personal colony use (or abuse). I want to be a bit flexible though for those people who prefer this mod over the current high volume alternatives out there, so I might add a bulk recipe option as an optional file in the future. I'll be considering it until the next mod patch, whether that be before or with the A18 version.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: ertzuiop on July 02, 2017, 12:17:28 AM
Dunno if this is an issue or intended, but to create ammunition from the CE mod that requires FSX, i need to harvest it from the boomalopes, it says in game. But the boomalopes produce neutroglycerin instead of FSX, which cant be used to craft ammunition.
What to do?
P.S im new to rimworld mods
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: Xubrim on July 02, 2017, 12:28:44 AM
Quote from: ertzuiop on July 02, 2017, 12:17:28 AM
Dunno if this is an issue or intended, but to create ammunition from the CE mod that requires FSX, i need to harvest it from the boomalopes, it says in game. But the boomalopes produce neutroglycerin instead of FSX, which cant be used to craft ammunition.
What to do?
P.S im new to rimworld mods

You'll notice two timers on boomalopes. The faster one is for neutroglycerin while the longer one is for FSX. Everything is working as intended.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: 123nick on July 06, 2017, 06:53:07 AM
i think theres a bug- i have multiple boomalopes at 100% chemical fullnes but none are harvesting, and i cantr seem to prioritize it either- i try righ click but nothing working. they have handling enabled but i still cant prioritize.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: hoaxdream on July 06, 2017, 10:25:34 AM
XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="AnimalThingBase"><defName>Boomalope</defName><label>boomalope</label><description>Engineered for chemicals production, the boomalope grows a large sac of volatile chemicals on its back. Though it is weak and fragile for its size, other animals have learned to avoid it because of the huge explosion it produces when it dies.</description><statBases><MoveSpeed>2.15</MoveSpeed><ComfyTemperatureMin>-15</ComfyTemperatureMin><MarketValue>290</MarketValue><MeleeDodgeChance>0.05</MeleeDodgeChance><MeleeCritChance>0.07</MeleeCritChance></statBases><comps><li Class="Chemical_Extraction.CompProperties_Extractable"><extractDef>Neutroglycerin</extractDef><extractIntervalDays>5</extractIntervalDays><chemicalAmount>10</chemicalAmount></li></comps><verbs><li Class="CombatExtended.VerbPropertiesCE"><verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass><defaultCooldownTime>1.65</defaultCooldownTime><meleeDamageBaseAmount>20</meleeDamageBaseAmount><meleeDamageDef>Blunt</meleeDamageDef><linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup><meleeArmorPenetration>0.13</meleeArmorPenetration></li></verbs><race><body>QuadrupedAnimalWithHoovesAndHump</body><deathActionWorkerClass>DeathActionWorker_BigExplosion</deathActionWorkerClass><executionRange>6</executionRange><herdAnimal>true</herdAnimal><baseBodySize>1.5</baseBodySize><baseHungerRate>1</baseHungerRate><baseHealthScale>0.65</baseHealthScale><foodType>VegetarianRoughAnimal</foodType><leatherColor>(176,150,106)</leatherColor><leatherInsulation>0.9</leatherInsulation><wildness>0.6</wildness><canBePredatorPrey>false</canBePredatorPrey><gestationPeriodDays>30</gestationPeriodDays><lifeExpectancy>15</lifeExpectancy><lifeStageAges><li><def>AnimalBaby</def><minAge>0</minAge></li><li><def>AnimalJuvenile</def><minAge>0.2</minAge></li><li><def>AnimalAdult</def><minAge>0.5</minAge><soundWounded>Pawn_Muffalo_Wounded</soundWounded><soundDeath>Pawn_Muffalo_Death</soundDeath><soundCall>Pawn_Muffalo_Call</soundCall><soundAngry>Pawn_Muffalo_Angry</soundAngry></li></lifeStageAges><soundMeleeHitPawn>Pawn_Melee_BigBash_HitPawn</soundMeleeHitPawn><soundMeleeHitBuilding>Pawn_Melee_BigBash_HitBuilding</soundMeleeHitBuilding><soundMeleeMiss>Pawn_Melee_BigBash_Miss</soundMeleeMiss></race><tradeTags><li>StandardAnimal</li><li>BadassAnimal</li></tradeTags><modExtensions><li Class="CombatExtended.RacePropertiesExtensionCE"><bodyShape>Quadruped</bodyShape></li></modExtensions><comps><li Class="CombatExtended.CompProperties_ShearableRenameable"><compClass>CombatExtended.CompShearableRenameable</compClass><growthLabel>Chemical fullness</growthLabel><shearIntervalDays>20</shearIntervalDays><woolAmount>20</woolAmount><woolDef>FSX</woolDef></li></comps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: sadpickle on July 11, 2017, 07:40:19 PM
Quote from: ShadowTani on June 22, 2017, 02:30:10 PM
Unfortunately Combat Extended is now apparently discontinued and I guess we'll have to wait until the community maintained alternative before we'll know if there's still conflicts.
Is it? There's nothing to suggest that in the forum post

https://ludeon.com/forums/index.php?topic=33461.0

I too would like to know if it's compatible. It threw an error on loading the mods regarding boomalopes and boomrats. Would hate to get into this mod and find my bullet crafting completely gimped.

EDIT: On changing the load order to load CE last, the error goes away but a new one is thrown regarding grenades, so I'm sure it's not related to this mod, probably a CE error.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: NoImageAvailable on July 12, 2017, 04:40:40 AM
Quote from: sadpickle on July 11, 2017, 07:40:19 PM
Quote from: ShadowTani on June 22, 2017, 02:30:10 PM
Unfortunately Combat Extended is now apparently discontinued and I guess we'll have to wait until the community maintained alternative before we'll know if there's still conflicts.
Is it? There's nothing to suggest that in the forum post

https://ludeon.com/forums/index.php?topic=33461.0

I too would like to know if it's compatible. It threw an error on loading the mods regarding boomalopes and boomrats. Would hate to get into this mod and find my bullet crafting completely gimped.

EDIT: On changing the load order to load CE last, the error goes away but a new one is thrown regarding grenades, so I'm sure it's not related to this mod, probably a CE error.

CE is not discontinued and never was, dunno where OP got that idea from.

Re the error, its because this mod's xpath patch needs to check first if the boomalope def already has a comp node, add it if it doesn't then add its custom comp to it. Otherwise it'll create duplicate comps nodes if another mod added it already. CE does the check which is why it works fine with it lower in the load order.

For reference, here is what the patch looks like in CE:

  <Operation Class="PatchOperationSequence">
    <success>Always</success>
    <operations>
      <li Class="PatchOperationTest">
        <xpath>*/ThingDef[defName="Boomalope"]/comps</xpath>
        <success>Invert</success>
      </li>
      <li Class="PatchOperationAdd">
        <xpath>*/ThingDef[defName="Boomalope"]</xpath>
        <value>
          <comps />
        </value>
      </li>
    </operations>
  </Operation>

  <Operation Class="PatchOperationAdd">
    <xpath>*/ThingDef[defName="Boomalope"]/comps</xpath>
    <value>
      <li Class="CombatExtended.CompProperties_ShearableRenameable">
        <compClass>CombatExtended.CompShearableRenameable</compClass>
        <growthLabel>Chemical fullness</growthLabel>
        <shearIntervalDays>20</shearIntervalDays>
        <woolAmount>20</woolAmount>
        <woolDef>FSX</woolDef>
      </li>
    </value>
  </Operation>
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: jts1702 on July 12, 2017, 04:55:40 AM
A quality of life suggestion: A bulk recipe regarding neutroamine processing (x4 or 5), perhaps?

Also, since there are many mods that involve neutroamine production (a popular one being Vegetable Garden's Neutroflower), perhaps the recipe should also be specially labelled for neutroglycerin? Such as "Process 5 neutroglycerin"
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: Chais on July 16, 2017, 06:17:01 PM
Here are the German translations.

[attachment deleted by admin due to age]
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: ShadowTani on August 01, 2017, 04:27:51 AM
Sorry for the delayed response people, but I have limited time during the tourist season. ^^;

Quote from: tristan on June 14, 2017, 10:03:36 AM
Hello,I am Chinese .could i translate this mod into Chinese ?My English is no very well,but I think I  can do it . thank you very much. ;D
I must have missed this earlier, my apologies. >_< Yes, feel free. Though I need to weed out some artifacts from A15 to make it less confusing, I'll add it to my to-do list for revision 4.

Quote from: sadpickle on July 11, 2017, 07:40:19 PM
Quote from: ShadowTani on June 22, 2017, 02:30:10 PM
Unfortunately Combat Extended is now apparently discontinued and I guess we'll have to wait until the community maintained alternative before we'll know if there's still conflicts.
Is it? There's nothing to suggest that in the forum post
Ah, I meant Combat Realism got discontinued; Combat Extended is the name of the mod that picked up after Combat Realism.

Quote from: NoImageAvailable on July 12, 2017, 04:40:40 AM
Re the error, its because this mod's xpath patch needs to check first if the boomalope def already has a comp node, add it if it doesn't then add its custom comp to it. Otherwise it'll create duplicate comps nodes if another mod added it already. CE does the check which is why it works fine with it lower in the load order.
Of course, that makes sense. The game runs as intended despite the error it seems, but I'll definitively get it fixed. And there is a few other mod authors I know that needs to apply that practice too, I'll get the word out.

Quote from: 123nick on July 06, 2017, 06:53:07 AM
i think theres a bug- i have multiple boomalopes at 100% chemical fullnes but none are harvesting, and i cantr seem to prioritize it either- i try righ click but nothing working. they have handling enabled but i still cant prioritize.
I dunno if you're one of those who reported this on the mods steam page too, but if not, then it's likely caused by using an older mod that isn't updated to A17 (like Leadership), particularly if you're experiencing this issue with both shearing and milking too. There was some variables in the jobdriver classes (including the GatherAnimalBodyResources one) that got changed from integers to floats between A16 and A17 which is the likely cause of this issue. I can't help with that unfortunately.

Quote from: jts1702 on July 12, 2017, 04:55:40 AM
A quality of life suggestion: A bulk recipe regarding neutroamine processing (x4 or 5), perhaps?

Also, since there are many mods that involve neutroamine production (a popular one being Vegetable Garden's Neutroflower), perhaps the recipe should also be specially labelled for neutroglycerin? Such as "Process 5 neutroglycerin"
The bulk recipe will be made available as an optional file for those who absolutely want to pursue a larger scale drug production. Until the next revision of this mod you may want to check out Thundercraft's solution a page or so back though.

As for your second suggestion, I already started considering it while working on the chemfuel recipe, so I probably will do something like that.

Quote from: Chais on July 16, 2017, 06:17:01 PM
Here are the German translations.
Thank you, much appreciated. :3
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: tigg on August 05, 2017, 08:38:17 PM
I've only just started A16 and I'm using a stack of mods. My boomalopes were not producing chemicals at all. After changing the mod list to put this one last, finally they have started. Thanks!
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: BeoTea on August 19, 2017, 06:37:20 AM
Hey man! Looks like a great mod, but ive got a problem to report. I play with the mod Call of Cthulhu, Rim of Maddness Expansion Pack. I tried adding in your mod afterwards, new save and everything, but its seems to be incompatible. I did a few small tests and found it was the mod Elder Things, from CoC, that wasnt working with it. It seems to work with everything else im using.

I dont really know how fixing mods works or anything, so heres my list of mods in order, just incase.

Core
HugsLib
JecsTools
Humanoid Alien Races 2.0
H.P. Lovercraft Storyteller - Remastered
CoC - Cosmic Horrors
CoC - Elder Things
CoC - Cults
CoC - Factions
CoC - Industrial Age
CoC - Straighjackets
Miscellaneous 'CORE'
Misc. Training
Misc. Robots
Misc. Objects
Misc. MapGen FactionBase
Misc. MapGenerator
Misc. MAI
Misc. Incidents
Misc. Bees'n'Honey
EdB Prepare Carefully
EPOE 2.0
Harvest Everything!
A Dog Said...
Hospitality
More Vanilla Turrets
Colony Leadership
QualityBuilder
Mending
Map Reroll
Barbed Wire
Tilled Soil
Simple Sidearms
Rumours and Deception
RomanceDiversified
Infused
Rim of Madness - Arachnophobia

Elder Things and your mod are interchangable, if I stop using one, I can use the other. Like I said, I dont know what you need to do to fix it, or if you can fix it, but this mod is something I think should be included in the core game.

PS. If this is a mod you "just decided to upload", I kinda wanna see the other ones. This is very well balanced.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: Instructor on August 24, 2017, 12:08:40 PM
Hi!

I like your approach and the mod!
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: ShadowTani on August 25, 2017, 03:38:22 PM
Quote from: BeoTea on August 19, 2017, 06:37:20 AM
Hey man girl! Looks like a great mod, but ive got a problem to report. I play with the mod Call of Cthulhu, Rim of Maddness Expansion Pack. I tried adding in your mod afterwards, new save and everything, but its seems to be incompatible. I did a few small tests and found it was the mod Elder Things, from CoC, that wasnt working with it. It seems to work with everything else im using.

Did a quick test with Elder Things (along with its two required mods), and found no conflict whether this mod came before or after in the load order. Works like a charm on my end..

However, I see you have colony leadership in your mod list. Is that an A16 or A17 mod? It's probably not the same one, but I've had a couple of people report issues with a leadership mod that isn't updated to A17. Unfortunately, I can't help with mods that got outdated C# assemblies so make sure all your mods are compatible with A17.

QuotePS. If this is a mod you "just decided to upload", I kinda wanna see the other ones. This is very well balanced.

Thank you. :3 Sadly my time is barely sufficient for maintaining this one. We will see, I find it tempting to upload my bigger brewing barrel mod at times (as I don't see anyone else having done something similar yet), but a public mod require a lot more work than a private one I've learned.
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: Albion on November 19, 2017, 06:05:45 PM
Just wanted to check in: are you working on a B18 adaptation of this mod so Boomalopes are able to produce both chemfuel and neutroamine?
I love the idea of using in-game lore (backstory of boomalopes) to create something a lot of people want (neutroamine production).
Title: Re: [A17] Chemicals extraction & Neutroamine crafting (R3)
Post by: ShadowTani on November 20, 2017, 02:39:24 PM
Quote from: Albion on November 19, 2017, 06:05:45 PM
Just wanted to check in: are you working on a B18 adaptation of this mod so Boomalopes are able to produce both chemfuel and neutroamine?
I love the idea of using in-game lore (backstory of boomalopes) to create something a lot of people want (neutroamine production).
Because Neutroglycerin could be used to make ChemFuel to begin with through the refinery the B18 version simply removes the vanilla milking feature to make things more tidy. However, if people really want to have both then I can provide an optional patch file that doesn't overwrite the ChemFuel milking. Personally I think double dipping is too much though, lol.
Title: Re: [B18] Chemicals extraction & Neutroamine crafting (R1)
Post by: Albion on November 20, 2017, 02:45:43 PM
Well in my opinion the main feature of this mod was the option to craft neutroamine using boomalopes instead of having to only buy it. Since this is still not an option in B18 I thought it might be an interesting idea to create a patch that Boomalopes give neutroglycerin instead of straight chemfuel and still keep your previous crafting system or something.
However if you want to let this mod die I'm somewhat okay with that too and will create my own adaptation. I was playing the idea of implementing my own version anyway  ;)
Title: Re: [B18] Chemicals extraction & Neutroamine crafting (R1)
Post by: ShadowTani on November 20, 2017, 03:52:40 PM
Ah no, the mod is updated to B18 now. I won't let it die so easily even if my attention will shift to Chronicles of Elyria next year. ;3 It does as you say, give Neutroglycerin instead of ChemFuel. I'm just saying that if anyone wants both direct milking of ChemFuel and extraction of Neutroglycerin I guess I can provide an optional patch for that, but I don't feel like making that the default behavior.
Title: Re: [B19] Chemicals extraction & Neutroamine crafting (R1)
Post by: ShadowTani on August 28, 2018, 05:04:59 PM
Mod have been updated for Rimworld B19.

Mod now includes an optional patch for all of you that have been requesting a more volatile version of the Neutroglycerin (copy paste the file from the optional folder and into the patch folder), this patch will enable the Neutroglycerin to explode similarly to how ChemFuel now explode.
Title: Re: [1.0] Chemicals extraction & Neutroamine crafting (R2)
Post by: ptx on November 03, 2018, 09:26:57 AM
patch for Genetic Rim's various boom hybrids including the Mechalope. Balanced according to both mod.
copy into Patch folder of this mod.
The patch uses modcheck, so mod load order should be under Genetic Rim.

[attachment deleted due to age]
Title: Re: [1.0] Chemicals extraction & Neutroamine crafting (R2)
Post by: forumgod on November 19, 2018, 06:25:44 PM
Can you fix the jagged sprite for nitroglycerin? It looks out of place compared to vanilla ones
Title: Re: [V1.2] Chemicals extraction & Neutroamine crafting (R1)
Post by: ShadowTani on August 12, 2020, 02:00:17 AM
As a quick note, the previous optional bulk recipe is now part of the main mod. As the changelog states it have been changed to be more similar to the vanilla bulk recipes. This means the quantity have been changed from x5 to x4. The crafting speed bonus have also been nerfed from +50% (e.g. halved production time) to +25%.

Most importantly the requested compatibility with Combat Extended have been ironed out. Enjoy. :3
Title: Re: [V1.1 to V1.2] Chemicals extraction & Neutroamine crafting (R1)
Post by: gendalf on May 09, 2023, 04:37:57 PM
I think a boomalope has just consumed its own freshly milked nitroglycerine  :o