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No, it should fine to add the mod to the ongoing game!
You are correct. Apparently, blockLight is to block all the light. Including the light that buildings produce themselves. I have updated the mod. Tell me if I missed anything
Could you clarify what is going on with the capital there? I thought "modMetaData" was used before. Did they change it?
Everything should work BUT there is no proper interference between advanced watermill generators (when their water-flow zones overlap either with each other or with vanilla watermill generators). Gonna wait for updated assemblies to fix that
May take some time. I suspect that assemblies will need to be recompiled
States in the description: .125 uranium/day for the standard radioisotope generator, .4 uranium/day for the large radioisotope and 1 uranium/day for the reactor. When you consider the energy density of the uranium with this, you can easily feed even the biggest reactor a few years on just a few tiles worth of uranium ore. 20,000/uranium for the standard radioisotope, 22500/uranium for the large radioisotope and 26000/uranium(obviously) for the reactor. As long as your being careful to use as close as possible to the demands of your colony with the reactors you'll find them super, super efficient.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926313600
Thank you for noticing that! I totally missed that feature when I was comparing the wind turbines. Should be fixed now
this thread on another mod of mine gives detailed instruction on how to provide a proper report
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2730410892/3193616770336334743/