RimWorld

RimWorld

Eccentric Tech - Fusion Power
313 kommenttia
Skulgren 38 minuuttia sitten 
Aelanna, I was about to report the same thing that Bluev1121 had reported. The icon button doesn't change forms when cycling between options. The information box on the right will show the active mode change, but the button itself does not. I have tested this against both reactors
Shimmer 3 tuntia sitten 
@Aelanna

The biggest issue with He-3 production ive found is that it produces an insane amount of rubble, which sure you can make into a bunch of statues, but itd be nice to get rid of them to squeeze out that teeny bit of extra that you can

Grav ships with storage mods do allow you to get chunks in bulk, so the initial process isnt that big of a deal, but all that rubble tho...
bluev1121 3 tuntia sitten 
Oh, the reactor IS cold, but wont change mode until I reload the save after shutting it down. I havent tried in isolation. Its something I can work around, and it only happened after I edited the XML files to add the new mode, so maybe it was due to my own shenanigans
Aelanna  [tekijä] 4 tuntia sitten 
@bluev1121 - Reactors being unable to change power modes unless cold is definitely intended, and I haven't seen any glitches with power modes or icons not updating properly during testing. Does this happen if you try using this mod in isolation?
bluev1121 4 tuntia sitten 
@aelanna did some XML/paint magic and added a new fusion mode/appropriate icon, however I noticed the icons arent updating between the power modes until a save is reloaded. and sometimes the reactors themselves cant change modes if online when a save is loaded until they are both shutdown and the save is reloaded. Not sure if you can replicate those particular bugs because it doesnt seem terribly consistent.
Aelanna  [tekijä] 4 tuntia sitten 
@Shimmer - Heya! I am actively keeping an eye on feedback but I'm honestly hesitant to add mass production of helium-3 to the base mod as the rarity of helium-3 is part of the balance of D-He power. I will also definitely be looking at what Odyssey expansion mods bring in terms of additional orbital objects and planet layers; my personal preference would be to add more trading and exploration options for obtaining fusion fuels rather than direct production, but will definitely keep it in mind!
Shimmer 8 tuntia sitten 
Could there be a different method for producing larger amounts of helium 3? Say, something that produces more of it but completely destroys the vacstone chunk instead of leaving rubble behind

The current output gives very little per chunk, 'd be nice if that was a mod option
PremierVader 15.7. klo 12.02 
First you get the money, then you get the power!
- Tony Montana
Aelanna  [tekijä] 14.7. klo 13.51 
If you're asking about prior to Odyssey, I would use an isolated geothermal to serve as the ignition backup for the colony reactors. :)
Aelanna  [tekijä] 14.7. klo 13.50 
@overgrown palico - As before, the safest option is to have some kind of backup solution. With Odyssey, my favorite one so far is to have a single gravcore power cell connected to ignition capacitors on an isolated loop connected to the main power grid with a switch. You can use it to fire up the reactor, connect it back to the grid to charge them back to full, then turn the switch off and use the power cell to keep the capacitors at full charge. Alternatively, having two reactor cores and staggering power cycles also works.

If you have a permanent base in addition to your gravship, then you can build on the latter option by having a full-sized reactor core powering your base and connect the power grids together while your gravship is docked, allowing you to use the ship reactor to ignite the base reactor or vice versa!
overgrown palico 14.7. klo 13.37 
I was actually about to ask if you would make fusion engines for odyssey--I guess you already got to it first haha.

Wait, but if you don't use batteries, how do you handle the downtime when you have to repair the fusion core? Just a temporary blackout?
Aelanna  [tekijä] 13.7. klo 17.16 
@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 13.7. klo 16.01 
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  [tekijä] 13.7. klo 15.46 
@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 13.7. klo 15.40 
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 13.7. klo 7.55 
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  [tekijä] 12.7. klo 8.47 
@Inquisitor - The MMFS existed long before Odyssey did, but that's also why there's a new 3x3 compact MMFS. :)
Inquisitor 12.7. klo 1.16 
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 11.7. klo 7.25 
Those new graphics for the reactors I spy in the banner image look awesome!
Dragoncrusher 31.5. klo 2.54 
I don't do XML but I could try it with your permission
Amii 27.5. klo 3.18 
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 24.5. klo 2.10 
@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  [tekijä] 20.5. klo 20.14 
@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  [tekijä] 20.5. klo 20.13 
@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 20.5. klo 9.08 
is there a way to produce helium3 or is that just bought for the big reactions?
Dragoncrusher 11.4. klo 18.19 
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 18.3. klo 1.19 
@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  [tekijä] 17.3. klo 18.57 
@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 17.3. klo 4.06 
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 5.3. klo 22.03 
AHh perfect
Aelanna  [tekijä] 5.3. klo 8.12 
@[岗] Señiorita woofers - Check out the Piped Deuterium Extractor , that sounds like what you're looking for!
[岗] Señiorita woofers 5.3. klo 1.37 
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 4.3. klo 9.48 
gotcha
Aelanna  [tekijä] 4.3. klo 9.23 
@[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 4.3. klo 9.01 
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 13.2. klo 1.44 
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 3.2. klo 19.45 
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  [tekijä] 3.2. klo 11.04 
@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 3.2. klo 10.48 
I think it occurs consistently, I have only been doing it in dev mode quick test.
Aelanna  [tekijä] 2.2. klo 15.58 
@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  [tekijä] 31.1. klo 22.20 
@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 31.1. klo 21.14 
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  [tekijä] 29.1. klo 10.29 
@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 29.1. klo 9.51 
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 29.1. klo 9.51 
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> 25.1. klo 11.32 
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  [tekijä] 24.1. klo 11.01 
@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 24.1. klo 8.29 
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  [tekijä] 23.1. klo 15.30 
@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.