RimWorld

RimWorld

Eccentric Tech - Fusion Power
302 Comments
Aelanna  [author] 4 hours ago 
@L-laine - Hasn't ever crossed my mind, to be honest. Years of playing before 1.5 taught me to avoid batteries entirely and when I did use them, I used SYR's Metallic Batteries . Definitely stopped using them entirely after I get to the stage when I have fusion power infrastructure.
L-laine 5 hours ago 
Have you thought about making a new battery mod? Im asking because most of all the other ones are outdated and the vanilla one is straight garbage.
Aelanna  [author] 5 hours ago 
@Gundam Pharmacist - Ignition capacitors shouldn't lose charge so long as they have enough power to operate, but as their description says they will not begin charging until all normal batteries on the same power grid are already full.
Gundam Pharmacist 5 hours ago 
Hi! Loving the mod - posted here for help today but I found out my own solution and want to know if this is correct. I'm busy throwing everything into my gravship and for some reason when my batteries are connected to the same network as the ignition capacitor, the ignition capacitor loses power and can't charge even when there's an energy surplus.

Is that normal?
Taurmin 13 hours ago 
Cant believe I haven't come across this mod before, its brilliant!
The new Odyssey additions are great as well, I just wish the Deuterium extractor could be minified so i could pack it up and take it with me when I'm done refuelling my ship.
Aelanna  [author] 12 Jul @ 8:47am 
@Inquisitor - The MMFS existed long before Odyssey did, but that's also why there's a new 3x3 compact MMFS. :)
Inquisitor 12 Jul @ 1:16am 
AHHHHH It drives me crazy!!! Why of Why does MMFS is 6 square size big? I can't align it perfectly in my ship...!!!! Why oh why it is even-number sized???
Omegaprime02 11 Jul @ 7:25am 
Those new graphics for the reactors I spy in the banner image look awesome!
Dragoncrusher 31 May @ 2:54am 
I don't do XML but I could try it with your permission
Amii 27 May @ 3:18am 
I have a couple comments,

1. Cool mod, like all of your mods.

2. The Helium-3 info tooltip suggests that you need a generator for it, but checking this page, it seems you can't produce/mine your own Helium-3? It seems unclear from in-game information.

3. The Tritium Breeder requires fuel in the form of Uranium to operate, but the information tooltip doesn't list a necessary fuel type (only that uranium is required for assembly), so this was unclear to me initially.

I'm not gonna say you're *required* to have all this information detailed in game and have no place to do so, but that's my two cents on the matter.

Interesting mod. I haven't been able to kick a reactor up just yet, but it's definitely more involved than the Vanilla Expanded Reactor, and makes a surprisingly good case for batteries.

It's certainly prettier than VEs Reactor. I wonder which I will prefer in the end.
Sera 24 May @ 2:10am 
@Dragoncrusher If it helps I use these mods with nantotech overpowered. But you will need to cherry pick out the nano aura. Otherwise your have hordes of tribe people in complete invincible armor.
Aelanna  [author] 20 May @ 8:14pm 
@TheBronzeWarrior - There currently is not. I've had some ideas on how to potentially mine helium-3 in space, but I don't personally use any of the space mods myself.
Aelanna  [author] 20 May @ 8:13pm 
@Dragoncrusher - All of the power modes are exposed in XML, you could always edit the output there if the ingame option isn't enough!
TheBronzeWarrior 20 May @ 9:08am 
is there a way to produce helium3 or is that just bought for the big reactions?
Dragoncrusher 11 Apr @ 6:19pm 
Hello,

Anyway to increase the power output factor to be more then 200%, i wanna get it to over 1 million, i got AOTC mod added but i do not like the power design in that one
MisterLious 18 Mar @ 1:19am 
@Aelanna This is such a good idea! After 500 hours I finally have a good use case for switches. Thank you for your reply, I'm a big fan. I've been using your mods for years and been following comics probably even longer.
Aelanna  [author] 17 Mar @ 6:57pm 
@MisterLious - The reason that capacitors charge last is due to the way the vanilla power code works. I can investigate alternatives in the future, but you might consider putting your batteries on a switch in the future, so you can disconnect them from your grid in situations like that.
MisterLious 17 Mar @ 4:06am 
Thanks for this amazing mod. Could we get a setting for Ignition Capacitors to be able to charge from batteries? I got a solar flare during reactor maintenance (perfect timing) that discharged capacitors causing kind of (but not really) a death spiral as I had to disable all colony devices to charge the batteries first and then capacitors.
[岗] Señiorita woofers 5 Mar @ 10:03pm 
AHh perfect
Aelanna  [author] 5 Mar @ 8:12am 
@[岗] Señiorita woofers - Check out the Piped Deuterium Extractor , that sounds like what you're looking for!
[岗] Señiorita woofers 5 Mar @ 1:37am 
Hey have you thought about compatibility with Dubs Bad Hygiene? Specifically to produce Deuterium with connected water pumps. I often play on desert maps and thought this would be a cool way to produce Deuterium on maps with no water.
[岗] Señiorita woofers 4 Mar @ 9:48am 
gotcha
Aelanna  [author] 4 Mar @ 9:23am 
@[岗] Señiorita woofers - Ignition capacitors will only start charging if all batteries on the same power loop are already full. It's recommended you put them on a separate power loop that is only connected to the reactor via fuel conduits if you don't keep your batteries full.
[岗] Señiorita woofers 4 Mar @ 9:01am 
Hey my ignition cores are not charging up even tho they are connected to more then enough power. When i disconnect them from the network and only connect them to a single chemfuel generator, they begin charging, but only then? Is this intended?
NyCh 13 Feb @ 1:44am 
I tested it again with base game + DLC (no Anomaly), Eccentric Tech - Core and Eccentric Tech - Fusion Power, and HugsLib Log Publisher, there is still an error log, https://gist.github.com/HugsLibRecordKeeper/63f67a1a9ea7ac68409a25e6def8f1a8

the reactor spewed flame when emergency stopping (using the normal button, not the dev mode) and when the reactor itself blew up, an explosion sound is heard, but there is no real explosion around the reactor.
NyCh 3 Feb @ 7:45pm 
I see, I will test it out when I have the time. My usual play through havent reach that stage yet, so I think it is not really that urgent
Aelanna  [author] 3 Feb @ 11:04am 
@NyCh - Okay, but what really helps me is being able to narrow down exactly what mods might be causing the incompatibility rather than me having to download and install your entire mod list and then do that myself. If you can help me figure out exactly which mod is causing issues then that gives me a much better starting point, whereas if I have to figure it out myself then it's going to be much lower on my to-do list.
NyCh 3 Feb @ 10:48am 
I think it occurs consistently, I have only been doing it in dev mode quick test.
Aelanna  [author] 2 Feb @ 3:58pm 
@NyCh - Are you able to reproduce the error in such a log? The context leading up to the error is often just as important as the error itself. Also, does this happen if you use a dev mode quicktest and set up a reactor in isolation?
Aelanna  [author] 31 Jan @ 10:20pm 
@NyCh - If you have either HugsLib or HugsLib Log Publisher , then your error console should have an option to publish your entire error log including your mod list. This is the fastest and easiest way to share information with mod authors and will contain a lot of important contextual information to help us diagnose potential issues.
NyCh 31 Jan @ 9:14pm 
I am kind of new to this, but how do I share the mod list? it is kind of long.

I was in dev mode testing how to play with the reactor, so I just start the reactor without fuel and let it burn up, to see what will happen, and this error will consistently pop up. I also tried to shoot it, it will break and disappear when not doing reactor stuff, but no error log
Aelanna  [author] 29 Jan @ 10:29am 
@NyCh - Can you describe what happened leading up to this error and do you have either a Hugslog or a mod list + Player.log you could share? Both emergency venting and reactor destruction seem to be working fine in a clean mod list for me.
NyCh 29 Jan @ 9:51am 
Part 1
System.NullReferenceException: Object reference not set to an instance of an object
[Ref B07B71D5]
at Verse.GridsUtility.GetThingList (Verse.IntVec3 c, Verse.Map map) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FireUtility.ChanceToStartFireIn (Verse.IntVec3 c, Verse.Map map, Verse.SimpleCurve flammabilityChanceCurve) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FireUtility.TryStartFireIn (Verse.IntVec3 c, Verse.Map map, System.Single fireSize, Verse.Thing instigator, Verse.SimpleCurve flammabilityChanceCurve) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at EccentricPower.CompFusionGenerator.DoEmergencyVentFireDamage () [0x00109] in <9478d9689d654c65b84a935de582c0ed>:0
at EccentricPower.CompFusionGenerator.NetworkTick () [0x0046b] in <9478d9689d654c65b84a935de582c0ed>:0
at EccentricPower.FusionNetwork.Tick () [0x001bc] in <9478d9689d654c65b84a935de582c0ed>:0
NyCh 29 Jan @ 9:51am 
Part 2
at EccentricPower.FusionMapComponent.MapComponentTick () [0x0002c] in <9478d9689d654c65b84a935de582c0ed>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <69945a8ed6c540cf90b578de735e0605>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.MapComponentUtility:MapComponentTick (Verse.Map)
Verse.Map:MapPostTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)

Got this error message when the MMFS "exploded", which, it kind of didnt explode, it just spewed flames and dissapeared. Any idea what is doing this?
<blank> 25 Jan @ 11:32am 
i think i learn more from this comment section than i did in chemistry class.... that being said i love the research and thought process into this mod
Aelanna  [author] 24 Jan @ 11:01am 
@blackrave - Whichever you want to believe, the details aren't important to me because at that point what's more important is game balance. D-D produces the least power because it's the most accessible and only requires a single production building to fuel. Helium-3 is only available via orbital traders because it's an overall vastly superior power mode in the long run, especially since the high base output allows you to throttle down the reactor and use up less fuel.
blackrave 24 Jan @ 8:29am 
I stand corrected- deeper look into fusion cycles indeed proves your words
100MC for D-D vs 200MC for D-He3 to kickstart fusion.

So how you imagine D-D cycle to work in your mod?
High temp D-D cycle that also fuses T and He3 it produces?

Because low temp D-D cycle would produce little power, but output some He3
Aelanna  [author] 23 Jan @ 3:30pm 
@blackrave - I did do my homework. Despite the fact that helium-3 wants to be fused, D-He has the highest Coloumb barrier of the three portrayed fusion reactions and thus the highest required temperature before such reactions will happen. If you can provide a source that compares D-D vs D-He and proves otherwise, feel free to link me.
blackrave 23 Jan @ 12:13pm 
Also- small observation
D-He fusion should require medium amount of energy to start
It's the D-D fusion that should require highest amount of energy
Deuterium REALLY doesn't like fusing with itself in comparison with other fusion cycles.
blackrave 23 Jan @ 12:09pm 
Indeed.
Tempted to add wastepack generation per every fuel unit used to Tritium Breeder
Otherwise it seems small amount of uranium get's converted into Tritium, while the rest simply goes poof.

Granted it's not uncommon for matter simply disappear in Rimworld.
Hmmm, will have to think about it.
Aelanna  [author] 23 Jan @ 10:37am 
@blackrave - Wastepacks are from Biotech and this mod predates Biotech by quite some time, both conceptually and in actual release. Pollution is generated by toxifier generators to counter-balance the fact that they require no fuel to function, which is not a problem with the Tritium Breeder since it not only consumes fuel but also only produces a nominal amount of power as a side effect of its primary purpose of generating fusion fuel. If you disagree with the balance of this mod, then you are free to make your own. :)
blackrave 23 Jan @ 9:14am 
I see.
Does fission process creates wastepacks?
Or maybe some other waste?
Because it should.
Aelanna  [author] 23 Jan @ 7:53am 
@blackrave - The Tritium Breeder is a miniature nuclear reactor, it consumes uranium as fuel and produces power and a small amount of Tritium fuel. Helium-3 is indeed only currently available from orbital traders; vanilla bulk goods, exotic goods, and combat supplier trade ships carry a nominal amount of reactor fuel, but the dedicated mobile refinery and fuel tanker trade ships added by Fusion Power can carry up to a few years' worth of fuel for a reactor running at full power.
blackrave 22 Jan @ 6:53pm 
I have questions about fuels
1.Tritium- what is it made from? Breeder says "fuel", but is it Deuterium or Chemfuel?
2.Helium3- do I get it right that it only can be bought? No way to manufacture it?
brevisdiem34キツネ 18 Jan @ 7:17am 
@Tzemaru it would still work if you place the deuterium extractor in a position adjacent to water. Must build pipes through smooth stone to work underground.
Tzemaru 16 Jan @ 9:35am 
Hey iam sry. i try to place this d euterium extractor. i changed the mod options but cant build it on rivers or seas. it still want a heavy underground. it would produce but i cant place it. i miss something?
OofGod 31 Dec, 2024 @ 2:48am 
I couldn't find a mod but would their ever be a add-on to make helium 3 in space with the help of Save our ship 2?
Aelanna  [author] 12 Nov, 2024 @ 6:49am 
@Hermann - Either ensure that all regular batteries on the same power network are full or put the ignition capacitors on their own power loop. They do not need to be connected to the reactor via regular power lines, only via fuel pipes.
Aelanna  [author] 12 Nov, 2024 @ 6:48am 
@BiZaRrE™ - By default, Deuterium extractors need access to ocean water. You can use the mod settings to allow moving water (rivers) or still water if desired. The blueprint being available in fogged areas is a bug.