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No clue, however its unlikely that anything has changed over these years so it probably works fine.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
I've discontinued it and won't be updating it. That said I'm pretty sure this works in 1.3 without any changes.
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.
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.
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.
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]
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.
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.
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.
Here's an archive of my A17 mods.
https://drive.google.com/open?id=16dQqb28BmFFer02yqX_oJfbRjSoGRq39
It works fine for me. You might have something interfering with the mod. Try moving it to the bottom of your mod list.
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.
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.
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?
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).