RimWorld

RimWorld

[FSF] Improved Ship Reactors
51 Comments
verbal 14 Jul @ 9:05am 
works in 1.6 :steamhappy:
FrozenSnowFox  [author] 8 Sep, 2024 @ 2:18pm 
@Azraile
No clue, however its unlikely that anything has changed over these years so it probably works fine.
Azraile 8 Sep, 2024 @ 8:27am 
dose this work with 1.5?
420MLG360NoSCOPE 14 May, 2023 @ 4:42am 
Works with 1.4
Mlie 11 Sep, 2021 @ 1:51pm 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
Swenthorian 29 Aug, 2021 @ 3:19pm 
Confirmed working without issue in 1.3.
FrozenSnowFox  [author] 8 Aug, 2021 @ 2:37pm 
@ozma64
I've discontinued it and won't be updating it. That said I'm pretty sure this works in 1.3 without any changes.
ozma64 8 Aug, 2021 @ 10:03am 
any chance for 1.3?
TheToric 22 Jan, 2021 @ 3:20pm 
anyone tried this with SOS2?
Phil 10 Feb, 2020 @ 1:09pm 
Thanks mate for answering :)
FrozenSnowFox  [author] 10 Feb, 2020 @ 12:46pm 
@Phil
I'll be honest I haven't even used this mod since the alpha days. I've just kept it up to date. You will get attacked turning it on as per normal but since I haven't checked them in forever I honestly don't know if you can get any power out of them before going through the activation sequence.
Phil 10 Feb, 2020 @ 11:46am 
I haven't build one of these yet with the mod on - do you still get attacked like crazy for turning it on?
FrozenSnowFox  [author] 1 Jan, 2020 @ 12:10pm 
@Intrspace
Personally I use [sd] advanced powergeneration these days. But this isn't a bad alternative if you want vanilla or plan to make use of your ship power before launch.
Intrspace 1 Jan, 2020 @ 12:07pm 
It always seemed odd to me that there are no nuclear reactors as a late-game energy source
Morloc 7 Nov, 2018 @ 8:26am 
Thanks for looking at that mess ;) I've used your mod for a long time now, and this problem only came up when I went to 1.0. Let me got start a fresh game and see if I can troubleshoot which mod is conflicting. Thanks :)
FrozenSnowFox  [author] 4 Nov, 2018 @ 12:05pm 
@Morloc
I'm not quite sure what that is. It looks like a bunch of errors to do with stuff I wouldn't dream of touching. My mod is a simple power patch so I don't think it could trigger anything like that. My guess is you have an error with another mod or some issues with the integrity of the vanilla game files.
Morloc 4 Nov, 2018 @ 9:47am 
Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Widgets.ThingIcon (Rect rect, Verse.ThingDef thingDef) [0x00000] in <filename unknown>:0
at RimWorld.Designator_Build.DrawPanelReadout (System.Single& curY, Single width) [0x00000] in <filename unknown>:0
at RimWorld.ArchitectCategoryTab+<DoInfoBox>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)[/spolier]
JAWS 7 Sep, 2018 @ 6:47am 
Not if you are playing on the sea of ice as me, is being a tough run lol , the quest for uranium
FrozenSnowFox  [author] 6 Sep, 2018 @ 8:27pm 
@JAWS
I bought some uranium from caravans but its rare, settlements seemed to have it more. Most of mine I got from encounter maps which requires my mod Encounter Map Resources. Other than that deep drilling can be a decent source.
JAWS 6 Sep, 2018 @ 8:22pm 
Uranium is so hard to find this patch since it doesnt sell over caravans or ships anymore
FrozenSnowFox  [author] 12 Jan, 2018 @ 6:56pm 
@Mr Monti
Your probably right about the power output but at this time I don't plan to change it. If I do it'll probably be when a new game update goes out. I might do a poll in the future to see what people think is a fair amount. In the mean time you can follow the instructions to change it to whatever amount you feel is right.

Yes I probably should update the image at some point.
Mr Monti 12 Jan, 2018 @ 6:22pm 
I think the power output should be higher with the new costs of the reactor.
Mr Monti 12 Jan, 2018 @ 5:45pm 
The images for this mod should be updated. A18 changes the reactor to 6x7 rather than the previous 5x5
FrozenSnowFox  [author] 26 Dec, 2017 @ 6:49pm 
@Obliterator2
A few things were changed so I wasn't sure if it worked for A17 still. The only thing changed is the power output if it doesn't give heat that's intended by the vanilla game.
Phil 26 Dec, 2017 @ 4:34pm 
@FrozenSnowFox thanks mate :)
Xarovin 26 Dec, 2017 @ 3:46pm 
Appears to work on a17 with this version anyway so it doesn't matter too much. Just to double check, them not releasing heat is intended?
NachoToast is now playing RimWor 26 Dec, 2017 @ 2:29pm 
*noice*
FrozenSnowFox  [author] 26 Dec, 2017 @ 2:28pm 
Phil 26 Dec, 2017 @ 2:02pm 
Hi is there a A17 version of this? Would like to import to an existing game I have going on. Thanks.
NachoToast is now playing RimWor 22 Nov, 2017 @ 3:01am 
thx for update!
FrozenSnowFox  [author] 20 Nov, 2017 @ 1:25am 
@Tyriss
It works fine for me. You might have something interfering with the mod. Try moving it to the bottom of your mod list.
Tyriss 20 Nov, 2017 @ 1:00am 
Doesn't work. They're not producing any power in the game I'm currently playing.
Hurricane Handy 23 Jun, 2017 @ 11:48pm 
Thx for posting how to change the power value. This looks like a fun mod. I'm going to use it in my next hardcore sk run.
FrozenSnowFox  [author] 23 Jun, 2017 @ 3:00pm 
@Thundercraft I personally don't even use this mod anymore and 5000W is a bit of a joke if you do larger colonies. It's fairly balanced when compared to existing vanilla options. The geothermal requires specific placement and is limited in number, it is the best energy generation in the game. This generates somewhat more energy consistently and can be built anywhere as many times as you want but its expensive to do so.

I run my colonies now with half a dozen 20,000W Nuclear Reactors. But plenty of other people do use this mod so I can't really go changing it. It's crazy easy to modify yourself though. Download the mod go to Steam\steamapps\workshop\content\294100\817349848\Patches then open the file in notepad. There you will see power consumption, change it to whatever you want, save it and done. I changed it to 20,000W to match the Nuclear Reactors until the mod was updated then switched over to using that.
Thundercraft 23 Jun, 2017 @ 8:38am 
@ FrozenSnowFox [author]
5000 Watts is fine for some colonies. And I certainly understand the appeal of building an indoor reactor. But, maybe the material costs should be reduced to reflect how it compares to Wind, Solar and Geothermal? Just a thought.
Thundercraft 23 Jun, 2017 @ 8:37am 
@ [THC] Rango
Quote, " I feel 5000 is unbalanced, to be honest this is supposedly an engine that powers a whole spaceship, 1000 is too ridiculously low and even 5000 might be too high..."

Would someone be kind enough to explain why they consider a mere 5000 watts to be "unbalanced" for the Ship Reactor? That's barely more than a single Geothermal generator.

Maybe some don't realize how expensive and time consuming it is to build a Ship Reactor? The raw materials are worth over 9 thousand silver. In contrast, the Geothermal Generator costs a mere 968 silver in materials and are built faster, too boot. You could very nearly build 10 of them for the cost of one Ship Reactor.

Even at 5000 W, why would anyone build them if building Wind, Solar or Geothermal is far, far cheaper and faster for what you get out of it?
FrozenSnowFox  [author] 30 May, 2017 @ 3:28pm 
@Skumbag Paul Whoops sorry about that. I forgot to add that when I changed the mod over to xpath I'll see about uploading a fix for it shortly.
Skumbag Paul 30 May, 2017 @ 3:23pm 
Hey, A17 here, mod worked out fine for the first 50hours fo the colony, the reactors i placed beforehand are all good, but it's imposible to built new ones due to 'cannot build in a roofed area' message popping up, any possible fixes?
duke dunac 29 Jan, 2017 @ 10:16pm 
I edited it how you said, and mine costs an absurd amount yet produces an equally absurd amount. Thanks :P
P 11 Jan, 2017 @ 7:58am 
Really? that sounds awfully easy, thanks! though tbh, power is such a minor thing to me I'd rather keep it unbalanced and just have no issue there, got more fun things to do like building epic turret contraptions and play with the massive food mods. Thanks a ton though!
FrozenSnowFox  [author] 10 Jan, 2017 @ 1:02pm 
@[THC] Rango Feel free to tweak it to whatever you like in your own version. All you have to do is open the file in notepad and change the power generation value. You can find it under Steam\steamapps\workshop\content\294100\817349848
P 10 Jan, 2017 @ 10:32am 
I feel 5000 is unbalanced, to be honest this is supposedly an engine that powers a whole spaceship, 1000 is too ridiculously low and even 5000 might be too high but 5000 is unbalanced though I find current options for power so annoying I'll happily use this xD I love the being able to build inside option though, this engine is supposed to be used inside a spaceship, why would it only be capable of being built outside? anyway, love your mod, balancing would be up for discussion but minor thing really...
Deagroth 5 Jan, 2017 @ 2:56pm 
It's easy to figure out the numbers: 294100 is Rimworld's folder. If you look at the steam url on a game's store page it shows the numbers, https://steamhost.cn/app/294100/ is Rimworld's store page and there's it's number and folder name.

It's just as simple for mods. Their folder number is that big long number after "?id=".

Just becareful though, copying the workshop mods to the regular mods folder will create their new 'local folder' entry in the mod list as well as showing the workshop version (if still subscribed and online).
Quantum1000 3 Jan, 2017 @ 3:20pm 
You can play Steam version of Rimworld offline with mods. Simple go to Steam\steamapps\workshop\content, figure out which number coresponds to rimworld, and copy all of the content into the rimworld mods folder.
Telarin 30 Dec, 2016 @ 3:01pm 
Aww, that's a bummer. Can't play the Steam version of Rimworld offline with Mods :(
FrozenSnowFox  [author] 30 Dec, 2016 @ 1:24pm 
Sorry but I decided to just stick to steam only since I don't want to have to maintain and check multiple locations.
Telarin 30 Dec, 2016 @ 5:30am 
Can you provide a link to the non-steam version of this Mod? I cannot find it anywhere on the Ludeon forums. Thanks.
Blue Mouse 22 Dec, 2016 @ 2:50pm 
Great idea, you'd think a nuclear reactor would have a bit of a bigger output than a windturbine :P
pheanox 20 Dec, 2016 @ 12:19pm 
Ah thanks, I hadn't noticed yet. Been playing as cavemen.
FrozenSnowFox  [author] 20 Dec, 2016 @ 12:07pm 
The ship parts cost was actually rebalanced in A16 and now includes uranium for the reactor.