How to Make Chemfuel in RimWorld (1.6) — Fast Setup + Fuel Planning Tools
Produce chemfuel fast: build a Biofuel refinery and run either:
70 →
35
3.5 nutrition →
35
Need the fastest plan? Jump to Quick Solution and use the calculators.
Quick Solution: Make Chemfuel Fast
| Situation | Fastest Answer | Why it Works | Biggest Mistake to Avoid |
|---|---|---|---|
| Wooded map? | Burn wood to chemfuel |
70 → 35
|
Consuming food while you’re still hungry |
| Need “raw food” route? | Refine raw crops |
3.5 → 35
|
Trying to feed it hay, meals, meat, or animal products |
| Ranch boomalopes? | Milk your boomalopes (passive) |
11/day → chemfuel
|
Letting them go hungry (output drops) |
| One-time shortage? | Buy, loot, or scavenge |
trade → fuel
|
Building a full refinery loop for a single trip |
Fast Chemfuel Setup
- Build a Biofuel refinery (needs Biofuel refining research).
- Add the right bill: from wood or from organics.
- Stockpile valid inputs near the bench (short paths = fast fuel).
- Assign a pawn who will actually do the work (and a hauler who feeds it).
- Store chemfuel in a roofed, separated room (don’t mix it with shells).
Tip: one 35-chemfuel batch powers one chemfuel generator for ~7.78 days.
FAQ
Why is my chemfuel bill missing?
- You need a Biofuel refinery (not a different bench).
- Research
BiofuelRefiningfirst. - Then add
Make_ChemfuelFromWoodorMake_ChemfuelFromOrganicsin Bills.
Can I make chemfuel from hay?
No — the “organics” bill explicitly disallows
Hay in Core defs.
If you’re hay-rich, it’s usually better as animal feed (including boomalopes) instead of direct fuel input.
Are boomalopes worth it?
- One adult produces 11 chemfuel/day when fed (Core defs:
milkAmount). - That’s ~2.44 generators worth on paper (
11 / 4.5). - They’re only “passive” if your feeding/handling loop is stable.
Do Odyssey tanks power generators automatically?
In vanilla, assume no base-wide fuel piping: you still need normal hauling/refueling behavior.
If you remember automatic chemfuel networks, that’s usually from mods.
Should I use wood or food for chemfuel?
Wood is simplest on tree-rich maps. “Organics” is great when you have real crop surplus.
Avoid turning meals into fuel (they’re disallowed) and avoid burning food buffers in winter.
The Exact Vanilla Ways to Make Chemfuel
| Source | Output | Pros | Cons |
|---|---|---|---|
| Biofuel refinery wood or plant-food nutrition |
70 → 35
3.5 → 35
|
Reliable and scalable Best “today” fix on forest maps |
Labor + hauling overhead Food route demands real surplus |
| Boomalopes milk chemfuel |
11/day |
Steady “baseline” fuel Frees colonist work time |
Needs feed + handling Explosion risk if things go wrong |
| Infinite chemreactor rare quest reward |
75 / 10d |
Hands-off passive supply Great for one generator baseline |
Not something you can plan for Still needs safe storage |
| Trading / looting | varies |
Best for one-off travel fuel No bench setup required |
Not self-sustaining Trader RNG / price |
Organics-bill input rule (Core defs): it uses nutrition and disallows
Hay, all FoodMeals, plus raw MeatRaw and AnimalProductRaw.
Fuel Planning Tools & Calculators
Game data sources (where the numbers come from)
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml
ThingDef BiofuelRefinery:
costList Steel=150 ComponentIndustrial=3
comps powerConsumption=170
recipes: Make_ChemfuelFromWood, Make_ChemfuelFromOrganics
researchPrerequisites: BiofuelRefining
/game/Data/Core/Defs/RecipeDefs/Recipes_Production.xml
RecipeDef Make_ChemfuelFromWood:
ingredients WoodLog x70 -> products Chemfuel x35
RecipeDef Make_ChemfuelFromOrganics:
ingredientValueGetterClass IngredientValueGetter_Nutrition
ingredients nutrition x3.5 -> products Chemfuel x35
disallowed: Hay, FoodMeals, MeatRaw, AnimalProductRaw
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Power.xml
ThingDef ChemfuelPoweredGenerator:
CompProperties_Refuelable fuelConsumptionRate=4.5 fuelCapacity=30
/game/Data/Core/Defs/ThingDefs_Races/Races_Animal_CowGroup.xml
ThingDef Boomalope:
CompProperties_Milkable milkDef=Chemfuel milkIntervalDays=1 milkAmount=11
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Special.xml
ThingDef InfiniteChemreactor:
CompProperties_Spawner thingToSpawn=Chemfuel spawnCount=75 spawnInterval=600000 ticks (10 days)
/game/Data/Core/Defs/ThingDefs_Buildings/Buildings_Misc.xml
ThingDef PodLauncher:
CompProperties_Refuelable fuelCapacity=150 (must be fueled to launch)
trade →
75 / 10d