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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.
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!
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!
P.s. I know your using hydrogen or deteruim and that isnt radioactive but what fun is a reactor that isnt a little hazardous? :)
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.
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?
Thanks for attention.
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!
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.
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.