RimWorld

RimWorld

Dubs Rimatomics
5,407 Comments
Saltmarine 2 minutes ago 
would you consider adding molten salt reactors? creating their fuel would be automated but require a lot of power and can't breed plutonium.
DOLECO 31 minutes ago 
what kind of reactors are used in naval ships like submarines and aircraft carriers?
Dubwise  [author] 20 hours ago 
using the radiator for heating, the ships hard to keep warm
Siveen 20 hours ago 
Good stuff. Cooling happening on an attached platform?
Dubwise  [author] 20 hours ago 
im running a reactor in a ship, and blowing stuff up with punishers on a space station, might add nuclear engines and thermocouples for space saving
Dubwise  [author] 20 hours ago 
yup
thebewunderer 21 hours ago 
Anyone try attaching punisher cannons to a ship yet?
Siveen 23 hours ago 
Now that the DLC is out proper - any plans to make a Gravship-compatible version of the nuclear reactor?
TheDragenLord 9 Jul @ 6:47pm 
out of all my subscribed mods this is one of the few amazing devs that bothered to update their mod to 1.6, plus it is one of the best mods. Thank you so much!
Dubwise  [author] 8 Jul @ 7:45pm 
1.6 only, its supposed to be out on friday
jeanbenbaril 8 Jul @ 3:03pm 
for me the storage pool bug is still there, or do i need tu unse the 1.6 version of the game?
njrsox 8 Jul @ 11:40am 
Just wanted to say thank you for not only updating it on time but also fixing the storage pool while you're at it.
Dubwise  [author] 4 Jul @ 4:52pm 
the fallout is a map condition that activates, i think its only on the strategic mode though
Nicoman 3 Jul @ 10:34pm 
Just tested a single warhead I found during a raid in a city. Brought it home to an insectoid infested area. Put it on the ground and activated the 30s timer. Big boom. Then I returned to the circle of ash and wandered around. Can't seem to get any radiation from radioactive fallout. Am I missing somehow anything?
Demelios 2 Jul @ 2:43pm 
the word should be something like Vaisseau.
Demelios 2 Jul @ 2:42pm 
In the french version the call for a trading spaceship says : Bateau. but this is a mistranslation as in english Bateau means Boat.
Dubwise  [author] 2 Jul @ 11:46am 
i did play around with auto gear equipping jobs but it was damn fiddly to get right with all the variables, and leaving the gear behind and it getting taken by other pawns, or jobs stopping half way and the pawn being stuck in radiation gear anyway, in the end i figured handling spicy rods was a tiny trade off for getting gigawatts and nukes, also if you're just dumping spent rods you're only doing it once every decade if you aren't running your reactor maxed
Niwolos 2 Jul @ 6:58am 
But most importantly: Great mod, thank you Mr. Dubwise!
Niwolos 2 Jul @ 6:57am 
Is there any way to implement something like "auto equip radiation suite when inside the reactor"? The clothes change is sooo annoying ...
molo 2 Jul @ 6:05am 
Thanks for the updates!
Dubwise  [author] 1 Jul @ 6:00pm 
i fixed the storage pool for 1.6
Demelios 30 Jun @ 11:58pm 
it still work after the flare is gone
Demelios 30 Jun @ 11:55pm 
wow its so late im doing so many errors
Demelios 30 Jun @ 11:54pm 
I found a small bug. If a Radiation detector is broken (need to be repaired with a componment) and there is a solar flare.

and if you repair it during that solar flare.
The detector wont have the no lectricity symbol on it.
Nicoman 30 Jun @ 1:40pm 
As I don't have Anomaly, I am stuck to the 1.5 game version. Along other things that bothered me, I made a little patch to fix the storage pool glitch messing the bills up. I'll share it, if anyone is interested.
OdIn 29 Jun @ 6:35am 
Jo Dubwise first of all thank your for blessing us all with your hard work!
now can we please get subteranian high voltage cabels? i dont care if i need to excavate the groudn first and fill it after buuut please i want to run a city with far spaced distrikts. and the yellow really breakes the Wakanda/40k vibe im going for (low tech on the surface hightech within)
mk 29 Jun @ 5:53am 
does the storage pool still glitch out the bills on workbenches etc with the update to 1.6?
Rabbitshoes 28 Jun @ 4:07pm 
this is nice. Messed around with it in god mode just to see what it does.
Crippled-Knight 27 Jun @ 7:02am 
Found it, mod Personal Work Categories was an issue, you cannot move "Do research" work from crafting category to different category even if colonist has permission to do this type of work
Crippled-Knight 27 Jun @ 6:05am 
how to finish "Evaluate components" step? I can't find option to do so at any workstation
Alistair Raven 22 Jun @ 11:54pm 
I solved the problem with preparing specific room for fuel rods, took all of them out to new place and put them back to reactor and now the storage room is radioactive instead of middle of my workshop :D
Alistair Raven 22 Jun @ 11:07pm 
@donut I have post in Discussions here with video showing probably what you describe. I thought that I made my room radioactive somehow. Thanks for tips
donut 22 Jun @ 4:04pm 
To fix ongoing radioactive workshop issue you need to edit the save file and check coordinates of every rod loaded in the reactor that it matches the coordinates of the reactor. Coordinates can be found with devtools magnifying glass tool.
donut 22 Jun @ 3:57pm 
Steps to avoid radioactive workshop coordinates is to store rods somewhere else near the reactor before loading them in. That store location however will be lethal as long as the reactor is online.
donut 22 Jun @ 3:56pm 
Noticed a bug in 1.6 version. Fuel rod coordinates do not update when rods are loaded into a reactor. This caused a bit of a problem when rods in active reactor had coordinates of the spot where they were made in the workshop, irradiating immediate surroundings. Confirmed this with a save edit.
Arrow 22 Jun @ 10:13am 
@gh0stashes I also had the same error
RAD EMERALD 21 Jun @ 9:07am 
THANK DUDE!!!!
Papito 20 Jun @ 9:02am 
We appreciate the early update !
Imperialdoessomething 19 Jun @ 9:26pm 
Having issues with your mod when it comes to reloading turrets from another mod, that being Rimmunation Security and the Gruppa Krovi mod, it just causes my pawns to stand around when ordered to reload turrets from the aformentioned mods.
AtlasTheReaper 19 Jun @ 5:06pm 
Might be because I have the Industrial Fort mods installed, but I dunno.
AtlasTheReaper 19 Jun @ 5:05pm 
@gh0stashes Looks like it has been, but the Workbench is throwing an error. (Stated below)

GetInspectString exception on TableRimatomicsMachining23976:
System.InvalidCastException: Specified cast is not valid.
[Ref 20AE8580]
gh0stashes 19 Jun @ 1:44pm 
Has the issue with the storage pool been fixed?

For reference, for a very long time now having a storage pool on your map has caused a bug where you can't change the delivery of bills from "Take to best stockpile".
SP4RTAN 19 Jun @ 12:58pm 
@Dubwise Has the raid warning system been fixed for anomaly?
ANTONZ201 19 Jun @ 6:45am 
на глазах версия для 1.6 родилась
Ribera 19 Jun @ 6:29am 
@Dubwise, there are any chances for MarsX?
WeskerMo 19 Jun @ 6:25am 
oh thank you!
Dubwise  [author] 19 Jun @ 6:23am 
updated to 1.6
martingolding96 19 Jun @ 3:12am 
@maxvmaxvmax a Discord link is in the description.
maxvmaxvmax 19 Jun @ 2:47am 
wait, whats the discord/ social media?
Farbott 17 Jun @ 5:14pm 
gawdamn people 1.6 just got announced give modders a fucking second