RimWorld

RimWorld

ColdFusionReactor
25 Comments
Zaljerem 18 Mar, 2023 @ 8:32am 
Thanks for the original mod, and being ok with me updating it!
Everdras  [author] 16 Mar, 2023 @ 7:41pm 
@Zaljerem go with my blessing my dude
Everdras  [author] 30 Aug, 2018 @ 7:22pm 
If anyone does want to adopt this, let me know and I can give you access to the github repo and this page.
Everdras  [author] 30 Aug, 2018 @ 7:21pm 
I don't currently plan to update this, please feel free to adopt it if anyone wants. CC-BY-SA.

My main reasoning is that:

1. I find the vanilla chemfuel generator is a good solution for end-game consistent power generation, especially if you use mods for souped up versions.

2. There are some weird bugs I've noticed, like how people will never fuel the cold fusion reactor to > the number of units that a normal wood generator would be filled with, despite the capacity being higher. I'm worried this might mean it needs a C# module to change that part of the behavior, and I'm not currently interested in diving into that ecosystem.

3. I was never quite happy with how this worked roleplay-wise, I think it didn't quite fit in. This is a rimworld, and fusion reactors IRL are **incredibly** complicated and fragile systems and I can't convince myself that they can be commoditized enough in the vague future that it would be feasible in such an uncontrolled environment.
quagmire.gleen 30 Aug, 2018 @ 4:02pm 
crashes with .19
Armedwithpuns 30 Mar, 2018 @ 4:20pm 
can you update for B18?
Omega445 24 May, 2017 @ 1:00pm 
A 17 update?
Demon of Razgriz 24 Apr, 2017 @ 12:53pm 
Let's say that I wanted to change it to require a pawn with 15 crafting instead of 10 medicine and 10 crafting, how would I do that?
Compo 13 Mar, 2017 @ 11:52am 
Ah..i just found out you need pawn with 10 skill in both medicine & crafting. I like that!
Though i do believe it still is a wee bit cheap to build.
Im still to find out how much hydrogen is needed, and how fast it burns through it. Again this may well balance things.
Im starting to believe this is brilliant mod, thanks!
Compo 13 Mar, 2017 @ 11:42am 
*post below is only feedback :)
Compo 13 Mar, 2017 @ 11:37am 
I subbed to this a little while ago. Only now got around to building.
Man'o'man...wee bit OP?

100 Plasteel & 25 components to build? Around the same as a suit of power armour!
25000W? WOW.
Also the size is very small.

Now I think this mod is very good, but i honestly believe it is way, WAY OP.
This is serious easy mode.
For something as powerful as this, id expext it to cost alot more, maybe more like:
-2000 Plasteel
-100 Components

Im not sure about the hydrogen part of it, I havent got that far yet..maybe that balances it?

Anyways the design is awesome!
GodHatesYou! (EOA) 11 Mar, 2017 @ 11:36am 
First off i want to say i love this mod as it provides for the many power hungry mods i have in late game. I see your line of thought on the crafting of chemicals for the drug lab, however the chemistry aspect is mostly covered in the research phase of reactor development. After proof of concept and prototype it's the engeneers that will be crafting he bulk components from premade materials. In short the prodction of the fules for this and any other reactors would best be constructed rather than mixed. Have you ever thought of adding radiation and heat to the reactor and fuel? Also many fules for reactors have to be stored in a tank or pool of coolant or they heat up on there own and combust. Fule and reactors that emit radiation and heat would offset the amazing benefits you provide so the hardcore players would consider it "ballanced".
P.s. I know your using hydrogen or deteruim and that isnt radioactive but what fun is a reactor that isnt a little hazardous? :)
Nemo 3 Mar, 2017 @ 8:35pm 
If you want hydrogen production to make sense at the drug lab, you could just rename it to "Chemistry Workbench" or somethin. Less specific that way. ouo
scarlet_vermillion 3 Mar, 2017 @ 5:34am 
Yes there is.
the Misc.Robot++ mod provides various robots but none of them have medicine and crafting at the same time.
I agree with that the Drug Lab is closest with "Chemical Process". but it is still unbelieveable that I need medicine skill to produce......Hydrogen.
So, as conclude, can you change the requirement to crafting...14?
p.s.:
I have a idea that a "Advanced Fusion Reactor" that only need hydrogen to work with it. I mean neither isotopes but the most common hydrogen. In other words, it mean this "AFR" need nothing to work. A end-game energy source. Definitly, it costs more to burn hydrogen than deuterium, it needs more resources but more powerful.
Thanks for your patients.
BeanSlinger419 26 Feb, 2017 @ 12:19pm 
https://en.wikipedia.org/wiki/Cold_fusion also theres a wiki page for cold fusion
Everdras  [author] 25 Feb, 2017 @ 9:24am 
@VoidVoice

In the vanilla game, it doesn't seem to me that there's anything closer to a chemist than the person making drugs. I don't think it makes sense for a crafting bench to be where it's made.

For reference, this is the chemical process I have in mind when I imagine them producing deuterium, which is a hydrogen isotope with a single neutron: https://en.wikipedia.org/wiki/Heavy_water#Production

I don't understand what you mean by robots- is there a mod that provides robots that I'm not familiar with?
scarlet_vermillion 25 Feb, 2017 @ 12:39am 
I don't think using medicine skill to create hydrogen is......make sense. And it let robots can't create hydrogen and I have to spend precious manpower to make it. May be about 14craft is better?
Thanks for attention.
Everdras  [author] 23 Feb, 2017 @ 4:28pm 
@skink_007

Apparently, defining medicalPotency is enough to make the colonists try to use it as medicine, but is not enough to make it actually work.

Hydrogen should no longer try to act like medicine. Thanks for reporting it!
Everdras  [author] 23 Feb, 2017 @ 1:34pm 
@skink_007

Oops! Yeah, I was looking off the medicine definition as reference while setting up making it at a drug lab. I'll get that fixed.
123 22 Feb, 2017 @ 8:50pm 
So, the hydrogen is counted as a medicine, but it doesn't heal anyone. So if someone gets hurt the doctors just keep trying to heal them with hydrogen and eventually they die.
gatherer818 22 Feb, 2017 @ 5:01pm 
* Make the reactor require a live power connection to start (since reactors need some initial power to start the fusion reaction).

There's an existing mod you can pull inspiration from, it adds Plasma Generators (Small and Big). They pull 1000 or 5000 power for several days after creation while a charging bar fills up, then flip and produce that much power from then on. Pretty sure searching for plasma generator in the Workshop will find it. Thanks so much for this.
Everdras  [author] 21 Feb, 2017 @ 8:22am 
Also please note that you need to have basically completed all research in the game to unlock this reactor, as it only unlocks with completion of the ship reactor research node.
Everdras  [author] 21 Feb, 2017 @ 8:18am 
This is an end-game power source, yes. I am currently using 4 to meet the energy needs of a ~45-person colony. The alternative is enormous fields of vanilla power generators, which I think leads to an unsatisfying simulation management experience. This is intended to provide cheap power in a small space footprint for end-game colonies who can afford the initial plasteel and component costs and also dedicate a 10medic+10craft colonist to producing hydrogen.
GIFShinobi 21 Feb, 2017 @ 2:41am 
thats a lot of power for such meager resources . . . you should add more . . . this is like an end game power source . . .