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Nuclear Energy [B19] [OBSOLETE]
   
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Mod, 1.0
File Size
Posted
Updated
777.376 KB
20 Aug, 2018 @ 9:37am
9 Dec, 2018 @ 7:00am
6 Change Notes ( view )

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Nuclear Energy [B19] [OBSOLETE]

In 1 collection by Security Cam #7
Smelly Fish's Mods
6 items
Description
This mod adds a new use for that uranium you have in your stockpile. Now you can build powerful sources of energy (if you research them first, of course!)

Click to go to 1.0 Version

Features:
- Containment chamber doors and walls with a stronger variation
- Uranium Refining
- Cooling Systems
- Custom Research Tree
- Three Reactors - each with different efficiency and fuel consumption. (Small Reactor - Produces 3500W of energy, Normal-Sized reactor - Produces 12500W of energy, and finally, Giant reactor that produces 50000W of energy.)
Remember to keep those reactors out of any damage. If their health gets lower than 10 % they WILL explode!


Reactors can't overheat (yet). Cooling systems are only used to build them.
Same goes with radiation. It's not added (yet)

Most of the times the normal reactor will be enough for your colony, but if you need tons of power your best bet would be to either build a couple of normal reactors or one giant one. It takes lots of space though. It's 16x16

Should be compatible with existing saves, but I don't think it would be safe to remove it in a existing save. Maybe after deleting every refined uranium, cooling system parts, components and reactors it would work.
38 Comments
Security Cam #7  [author] 9 Dec, 2018 @ 7:04am 
Update on 12/9/2018 4:00:45 PM.

This is a MAJOR update!

There were many tweaks and some new additions. For full changelog see the patch notes on the right of my mod.

Note: I have changed the name of this mod, so remember to activate the mod again. It will be deactivated automatically.

Hopefully this won't break your saves.

Right now I'm going to create a separate version for 1.0 which will be worked on. This one will be left as it is.
Security Cam #7  [author] 9 Dec, 2018 @ 5:34am 
Update is almost done. I need to add a few things and then test for any bugs or errors
Security Cam #7  [author] 8 Dec, 2018 @ 4:26pm 
I could make a separate cooling system that doesn't require the AI but requires the other parts. It will only work for the small reactor
I'll also reduce the work on some parts since I think it's way too much
And I will make the recipe for components create 2 of them instead of 1, since you need some of them and crafting them 1 by 1 is tedious.

I was also considering increasing the power output of a small reactor
A geothermal generator has 3200W, and the current small reactor has only 2000W, that doesn't even power a single sun lamp!
I think bumping it up to 3500 would be reasonable.

I'm going to sleep now, it's 1:23 AM in my country at the moment. Will update it in the day.

Let me know if there's something unbalanced. I'm currently doing solo tribal playthrough and I haven't researched electricity yet (almost first year passed) so testing the mod for balance issues is not happening at the moment.
Security Cam #7  [author] 8 Dec, 2018 @ 2:32pm 
Will do. Thanks for reminding me, totally forgot about it!
Security Cam #7  [author] 27 Sep, 2018 @ 7:40am 
Good luck!
Security Cam #7  [author] 27 Sep, 2018 @ 7:28am 
If you still have problems let me know. I will come home soon so I will be able to test my mod ingame and I will be able to help more than right now.
Security Cam #7  [author] 27 Sep, 2018 @ 7:25am 
At the end I meant cooling systems, not liquid.
Security Cam #7  [author] 27 Sep, 2018 @ 7:24am 
You have to craft a liquid injector, liquid tank and cooling systems AI. They are crafted at a machining table by using those components you craft at the fabrication bench. Then, out of thise parts you have to build liquid systems themselves which can then be used to build a reactor.
Security Cam #7  [author] 25 Sep, 2018 @ 9:33pm 
It's a nice idea. I would need to learn coding for it though. I'm planning to learn it but for now I'm busy because new school and many stuff to do,. Not much free time left.