RimWorld

RimWorld

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Dubs Rimatomics
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
102.137 MB
3 Sep, 2017 @ 3:09pm
15 May @ 6:12am
92 Change Notes ( view )

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Dubs Rimatomics

In 1 collection by Dubwise
Dubs Mods
12 items
Description
Nuclear power | Energy weapons | Nuclear weapons

WORKS WITH SAVES
WORKS WITH MULTIPLAYER

WIKI Take me to the wiki[github.com]

Rimatomics adds nuclear power and energy weapons, and a custom research system guides you step by step through most of the features, with a few details being left for you to figure out. The nuclear power system scales from kilowatts to megawatts, with options for combinations of different types of cooling systems, turbines and reactor cores - plus upgrades. To make use of such massive amounts of power, an assortment of energy weapons has been added, microwave area denial systems, tesla coils, high energy lasers, railguns, anti mortar systems, threat detection, drop pod scramblers, many types of upgrade modules, and nuclear weapons.

[ko-fi.com]

[ko-fi.com]

[www.patreon.com]

Discord for my mods: Discord[discord.gg]

Github Releases[github.com]

Starting out
Starting out Go to the rimatomics tab in the normal research menu, you will see a single project, once this is complete you can build the special Rimatomics research bench, you can then access the special Rimatomics research screen via the main button next to standard research, or via the tab when clicked on a rimatomics research bench.

The research projects act as a walk through for everything!

Chinese by BOXrsxx & BiscuitMiner 边缘汉化组 中文Mod合集
Czech by Ralph Shepard Feedback[prekladyher.eu]
Popular Discussions View All (176)
1,696
1 Jun @ 1:30am
PINNED: HELP!
Dubwise
261
21 Jan @ 11:12am
PINNED: FAQ
Dubwise
1
27 Apr @ 3:26am
Startup red error Steam Dependency
lol
5,225 Comments
DreByte 12 hours ago 
why using MOPP/radiation equipment, colonists gain toxic build up instead of radiation sickness?
Syna 1 Jun @ 1:47pm 
There is a bug with the storage pool. Is there a bugtracker ?
ThatNerdKat 30 May @ 1:53pm 
@Cold.Exe you're not the only one, I honestly thought it was just me, even on reinstall and a fresh save it still shows up for me as well.
Cold.Exe 26 May @ 9:23pm 
Anyone else have a machining table description of "GetInspectString exception on TableRimatomicsMachining568975: System.InvalidCastException: Specified cast is not valid. [Ref 4FD9FBFD] Duplicate sidetrace, see ref for original"?
Aether 25 May @ 7:44am 
Yes, turrets do gain ranks with how much stuff they kill.
Target 25 May @ 7:15am 
I have noticed that the Obelisk has a kill count and gains ranks/boni. Is it this mods feature or some others, because i wanted to change the values of the boni and i can't find it anywhere in the files.
Onyx98 21 May @ 4:09pm 
@gexyandelly2 oh thats what causing it? interesting
gexyandelly2 20 May @ 10:21pm 
Storage pool causes other workbenches not to let you to set preferred stockpile
Sumatris 20 May @ 6:49am 
@klutch2008: I just launched several nukes just fine, so you might have a mod conflict there.

@Dubs: If I may, how exactly do the TACS' false positives work, code-wise? Does the vanilla game actually spawn raids that never arrive, or does your mod randomly generate prank raids every now and then? Just asking out of curiosity :-).
Onyx98 20 May @ 5:01am 
Hey Dub, it's currently not possible to mount wall lights on DU walls, can you fix that?