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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.
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.
The vanilla components are still there and I didn't change anything about them.
Fixed a bug where Refined Uranium and Cooling Systems Components wouldn't appear in stockpile filters, thus disabling storing them in a stockpile.
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.
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
You can use mined uranium to create armor and weapons.
(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
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.
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
Renamed from "Uranium Power" to "Nuclear Energy"
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!
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.