RimWorld

RimWorld

Nuclear Energy [B19] [OBSOLETE]
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.
Wallard 25 Sep, 2018 @ 2:35pm 
How bout a mix of the two? At the point of meltdown, a poison ship style event could trigger, spreading quickly across the map and killing all plants and wildlife, with a strong toxic buildup effect. After the map has been covered, end that event, which would then immediately trigger a long lasting toxic fallout event, with much weaker toxic buildup, but would remain active on the map for several years. Just an idea I had at work today. Obviously you build your mod however you like it. I just figured I'd toss that out there.
Security Cam #7  [author] 24 Sep, 2018 @ 8:36pm 
Yeah, probably. It will be either toxic fallout or it will be similar to how the poison ship works
Wallard 24 Sep, 2018 @ 5:39pm 
This mod is friggen fantastic! I'm really looking forward to seeing cooling requirements. Radiation would be very cool too. I assume it'll be a variation of Toxic Fallout?
Security Cam #7  [author] 7 Sep, 2018 @ 8:56am 
They are just new components so you can build a reactor. Previously you could build a reactor by using coolant. Now you have to create cooling systems and then build a reactor.
The vanilla components are still there and I didn't change anything about them.
Spider_Psycho 7 Sep, 2018 @ 8:41am 
So with this new components system, are old components gone or are there just new components that are used for these reactors?
Security Cam #7  [author] 4 Sep, 2018 @ 8:31pm 
No problem!
Nevermind 4 Sep, 2018 @ 2:55pm 
Thanks man, this also fixed the bug where the "make until you have X" job bill was never counting items and would produce things forever.
Security Cam #7  [author] 4 Sep, 2018 @ 9:49am 
Update on 9/4/2018 6:48:19 PM.

Fixed a bug where Refined Uranium and Cooling Systems Components wouldn't appear in stockpile filters, thus disabling storing them in a stockpile.
Security Cam #7  [author] 3 Sep, 2018 @ 8:37pm 
@Nevermind
That's weird. I will look into this when I come back home
@Ben
Yeah, but it's costly. Reactors not filled with uranium don't have a very big explosion radius.
Ben 3 Sep, 2018 @ 5:18pm 
Reactor defense: build a reactor near one of the likely places raiders will come through, and wait as they melee it to death
Nevermind 3 Sep, 2018 @ 4:41pm 
Hey, thanks for the cool mod. Just a heads up, refined uranium is not listed in storage filters, so it cannot be hauled to stockpiles.
Security Cam #7  [author] 31 Aug, 2018 @ 6:53am 
Thank you!
sir 31 Aug, 2018 @ 5:40am 
Cool mod make more my son
Security Cam #7  [author] 27 Aug, 2018 @ 6:58am 
Wow. I didn't expect that my mod is going to be on the most popular mods list.
Security Cam #7  [author] 22 Aug, 2018 @ 6:25am 
I will look into this, but I'm afraid I can do biproducts only by creating custom code in C#.
nimmygreen 22 Aug, 2018 @ 6:01am 
you can ues normal uranium but you could make it so that when you make refined uranium you get it as a biproduct
Security Cam #7  [author] 22 Aug, 2018 @ 5:51am 
Update on 8/22/2018 2:49:14 PM.

A couple of changes!

- Got rid of the debug log errors. (Thanks to PleccyMM for explaining why they were appearing)
- Bumped up Normal Reactor explosion a bit. Felt too small.
- Chance for uranium waste to appear after explosions has been lowered. It's different for each reactor too
Security Cam #7  [author] 22 Aug, 2018 @ 5:48am 
I know about Rimushima/Rimatomics. I checked there for radiation but it is done with custom code, not with XML like my mod is. That's why I'm going to learn C#. To add custom radiation.
You can use mined uranium to create armor and weapons.
nimmygreen 22 Aug, 2018 @ 5:42am 
for radiation check out rimushima it is to complex for me but is has radiation
(mabey radiation could in rare cases cause cancer .also could there be depleted uranium 235 just like normal uranium but can only be used for amor and wepons
Security Cam #7  [author] 22 Aug, 2018 @ 5:10am 
Ah, thanks Pleccy for explaining! So, that means I can remove Fabrication completely out of the research prerequisite and it'll be fine? I'll try that in the next update. It should appear today. I'm glad you like this mod! I'm soon going to learn how to code in C# so I can add some sort of radiation and maybe actual overheating system.

I also think I should make the explosion of a normal reactor bigger. The difference between explosions of a small reactor and normal one are only by a couple of tiles, but the difference between explosions of a normal reactor and a giant one are very big.
Pleccy 22 Aug, 2018 @ 3:14am 
I've found the source of your error logs, in the defs of your items your recipe maker specifies 2 researchPrerequisite - CoolingSys and Fabrication - whereas you should only have one. This could be fixed by completely removing the researchPrerequisite for Fabrication as in the description for CoolingSys you specify that you need a fabrication bench removing all ambiguity that fabrication is not required or make it so that CoolingSys requires the prerequisite Fabrication in order to be researched. Currently what is happening in your mod is that if Fabrication or CoolingSys is researched it allows you to craft all your items meaning that people could start fabricating nuclear items without researching CoolingSys. Overall this is a very easy fix.

I'd like to also say that I really like you mod, it seems well polished and the nuclear reactors seem well thought out, I particularly like the addition of nuclear waste being left over after meltdowns. - PleccyMM
Security Cam #7  [author] 21 Aug, 2018 @ 6:25am 
Update on 8/21/2018 3:24:16 PM.

Renamed from "Uranium Power" to "Nuclear Energy"
nimmygreen 21 Aug, 2018 @ 1:59am 
this is going to be so coll when b19 comes out
Security Cam #7  [author] 20 Aug, 2018 @ 2:24pm 
A small note I forgot to add:

The game can produce errors in debug log when launching. I don't know why they do exist, but they seem to cause no harm. The mod is perfectly working and the errors are only upon launch. Have fun!
Security Cam #7  [author] 20 Aug, 2018 @ 2:20pm 
Update on 8/20/2018 11:09:07 PM.

Major update!
Instead of the simple "coolant" item, the creation of a Nuclear Reactor is much more complicated.
What got added:
-Cooling System Components crafted at a fabrication bench (Thanks to nimmygreen for the idea!)
-Liquid injector, Liquid Tank, Cooling Systems AI. All crafted from those components on a machining table. They are separated parts of Cooling Systems. All of them combined at the machining table will create Cooling Systems
-Reactors now need Cooling Systems to be built. Small Reactor requires one, Normal Reactor requires three and the giant reactors requires six!

What got removed:
-Coolant


I'm still trying to get the second fuel "bar" to work. I have both of them at the same time, but colonists won't refill the second one and the reactors are working without fuel in the second one.
nimmygreen 20 Aug, 2018 @ 11:56am 
thank you glad to be of help
Security Cam #7  [author] 20 Aug, 2018 @ 11:28am 
That actually is a good idea. I will try to add a second fuel bar, and instead of a "coolant" item I will make those components as you suggested and then they will be crafted at a machining table into one coolant system to then be put into a reactor. And instead of using coolant system components as a fuel I could make cooling cells or something like that. Thanks for your idea!
nimmygreen 20 Aug, 2018 @ 10:53am 
mabye you could have coolant system components and then have a second fule bar(if that can be done)with coolant