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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...
The current output gives very little per chunk, 'd be nice if that was a mod option
- Tony Montana
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!
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?
Is that normal?
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.
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.
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
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.
here's the list
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
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
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?
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