RimWorld

RimWorld

Fueled Nuclear Power Generators
96 Comments
Brumm Bär 24 Nov, 2022 @ 11:42pm 
don.t know what you all want
-
mod works fine
Commander Lulz 22 Aug, 2021 @ 3:07pm 
Would love a 1.3 update.
Sasquatch Hadarock 29 Jul, 2021 @ 10:49pm 
see if Mlie can adopt it we're up to 1.3 now lol
Vyciokas 29 May, 2021 @ 2:14am 
Need update. Ty
ThatGuy 20 May, 2021 @ 8:37pm 
Please update to 1.2
Commander Lulz 13 Sep, 2020 @ 7:42am 
Still works.
✠Spaldrim✠ 15 Aug, 2020 @ 9:04pm 
can you please update it for the new version
Gamingwelle 12 Aug, 2020 @ 8:27am 
will a 1.2 update follow?
Bulldog_games2001 2 Jul, 2020 @ 1:06am 
could you make it eat more uranium? i feel like if i am going for a challenge i would like to pay 100/300 a year, it would be expensive but enjoyable. also are the reactors at risk of blowing up?
james76543  [author] 25 May, 2020 @ 4:48pm 
Updated for V1.1, if you have any issues please let me know!

@Bonegrinder I'm not sure what the issue is you're having but it's probably another mod that you're using.
Meltup 23 Mar, 2020 @ 6:03am 
Merged with [sd] advanced powergeneration and updated here:
https://steamproxy.net/sharedfiles/filedetails/?id=2032409628
~Max~ 21 Mar, 2020 @ 7:43am 
Can we get a 1.1 version of this?
Skyrunner 11 Mar, 2020 @ 3:03am 
This mod works fine on 1.1 other than the version warning.
--S.C.H.A.L.E.-- 8 Mar, 2020 @ 9:22pm 
1.1 please
Tyler 26 Feb, 2020 @ 2:37am 
Please update to 1.1
NAKOR 25 Feb, 2020 @ 5:07am 
go 1.1
千雫长雨 27 Jan, 2020 @ 2:30am 
hello, my translation file seems to have been uploaded, I need you to check whether there is simplified chinese in the language file, thank you!:)@james76543
Palandus 25 Jan, 2020 @ 10:51am 
With this mod, I cannot build the 6x6 sized generator. Even after researching every topic, its not possible to build it. I can build the 4x4 and 2x2 generator though.

Its possible there is a conflict with another mod... I'm using Advanced Power Generation, which gives an advanced version of the geothermal, solar, wind, and nuclear reactor... and its possible the advanced nuclear reactor has the same defname and therefore is being overwritten.
千雫长雨 22 Jan, 2020 @ 1:35am 
I'm sorry, but I'm away from the computer right now, so I can't upload it now, but I'll be back during the new year
james76543  [author] 3 Dec, 2019 @ 8:30pm 
@EndingSky I'm not sure I know how to put it in the main mod but I'm happy to add the translation into this mod as well if you like.
james76543  [author] 3 Dec, 2019 @ 8:30pm 
@EndlingSky definitely!!
千雫长雨 30 Nov, 2019 @ 5:17am 
Hello,I am doing a chinese translation of this mod, can I upload it?
Mistletoe The Bard 12 Nov, 2019 @ 9:32pm 
@james76543 I see, thanks for the reply!
james76543  [author] 12 Nov, 2019 @ 7:34pm 
@Mistletoe The Bard I do not think so (but honestly it's been a while since I checked!!). This should be an additional component.
Mistletoe The Bard 12 Nov, 2019 @ 8:42am 
If I just load this after any of the advance power generator will it just replace the nuclear gen?
james76543  [author] 18 May, 2019 @ 9:03am 
I spent a few hours toying around, and I can't seem to find a way to introduce a fallout or any other negative consequence on destruction without a bunch of custom code, which would overly complicate this mod (as it is now it's just xml and doesn't need a .dll). Also, real life RTGs are pretty safe, the only real danger coming from if they explode. It's unlikely they would ever explode themselves, since their heat is just from natural radioactivity and not induced fission, so they're really quite safe. Even in real life they were used for a long time for remote stations by the USSR, only becoming a problem due to lack of maintenance and worry of people stealing them for access to the radioactive elements within. I know there are really complex reactor mods that probably offer the functionality you're looking for, but one thing I could do to help balance this is increase the uranium consumption of the largest reactor?
"The" SeanMacLeod 11 May, 2019 @ 5:28pm 
Ah, well then my bad! :AlienIsHappy:
james76543  [author] 11 May, 2019 @ 9:07am 
@"The" SeanMacLeod that's the reason why I added refueling. The idea is that you have to keep replenishing the uranium because it's getting depleted. I didn't really model that particularly well, but just loosely based it on other RTGs that loose most of their useful life after 20-30 years, so without doing something complicated I just made it so that if you fuel it once and don't touch it, they will stop generating power after some time. So instead of slowly dropping power output, you slowly keep putting more uranium in. I made this one because the original mod that was made by a few other people didn't include any uranium lifetime, so this was my fix :) Since then the uranium slug cannon was added so one thing I don't know is if Tynan increased the spawns of uranium on maps or not, and maybe I need to increase fuel consumption to make it more balanced?
ReaperXGen 10 May, 2019 @ 12:14pm 
@james76543
Will be looking forward to see how you make it. Good luck coding!
"The" SeanMacLeod 8 May, 2019 @ 7:46pm 
@james76543
Do you happen to know the half-life of the particular uranium isotope used by the RTG offhand? Maybe you could have the power output drop by half after that amount of time....if it's feasible....
james76543  [author] 8 May, 2019 @ 7:28pm 
@ReaperXGen that's not a bad idea! It would be exploding radioactive components everywhere so definitely realistic! I'll see if I can do that in the mod in the future. If you're interested, here is the document I used to try to balance the devices, although I haven't updated it in the last two versions since I first made the mod:
https://www.dropbox.com/s/ywkasyrvj0lez9v/Rimworld%20Nuclear%20Mod.xlsx?dl=0
You can see how the $/kW tracks with other devices, and how the $/kWh tracks with other things like chemfuel. I'd like to add a feature to raise or lower the consumption rate in the future, but I haven't quite figured out how to do that!
ReaperXGen 8 May, 2019 @ 1:26am 
@james76543 what if the destruction of RTG caused a toxic fallout for balance? I know it doesn't work like that in real life, but even the cost of constuction and uranium consumption can't balance such an enormous power output.
"The" SeanMacLeod 5 May, 2019 @ 3:18pm 
Oh, sorry, I thought @ReaperXGen was talking about a traditional reactor instead of an RTG; didn't connect the first comment to the later one or yours explaining that (:steamfacepalm:self)
james76543  [author] 5 May, 2019 @ 7:02am 
These types of power generators are like the ones they use on satellites, like the Voyager probes. it's impossible for them to melt down, since they just use the heat from radioactivity and a heat exchanger to generate power. They're also much simpler to design and build than a nuclear reactor, and way less power output!
"The" SeanMacLeod 4 May, 2019 @ 6:00pm 
Maybe running it at full capacity for too long could incur a slowly increasing risk of meltdown? :BoomBoom:
james76543  [author] 4 May, 2019 @ 1:58pm 
@ReaperXGen the balance is in the cost of the device and the consumption of uranium. I tried to carefully balance it so it would be expensive (but not ridiculously expensive) to build, and costly to maintain via uranium consumption (but appropriately so). It does break down though, but none of the other power supplies any other risk associated with them. I'm open to suggestion though!! What do you think I could do to make it more reasonable?
ReaperXGen 4 May, 2019 @ 3:28am 
@james76543 25000w of power without any risk? that's disbalancing
james76543  [author] 2 May, 2019 @ 8:00pm 
@Ordogg yeah this is standalone. @ReaperXGen they're not nuclear reactors, they're supposed to be advanced RTGs, which would just make a nasty radioactive mess when they are destroyed, but I can't do that because there isn't radioactivity in the game :(
Szynszyl 28 Apr, 2019 @ 8:11am 
Ordogg its standalone
Ordogg 7 Apr, 2019 @ 10:08pm 
I'm not sure i understand, do i need SD Advanced Power Generation mod? or is this a stand alone mod?
ReaperXGen 1 Apr, 2019 @ 9:05am 
I'm not a nuclear engineer, but I suppose there must be a nuclear explosion when the reactor is destroyed
Szynszyl 4 Mar, 2019 @ 9:21am 
Ok thx
james76543  [author] 4 Mar, 2019 @ 8:50am 
@Szynszyl I might add a slider in the future to adjust fuel consumption, but I did balance it very carefully for B18 so that fuel consumption would be a bit more efficient but the cost wouldn't be wildly inaccurate and higher than any other generator. The thing I haven't adjusted for yet is that uranium is probably more commonplace now that it's used in barrels and turrets. When I have time I'll go through and do another balance, but if you want to increase the fuel for your playthrough go to the xml and adjust the <fuelConsumptionRate> value. If you double it the device will burn through its fuel twice as fast.
Szynszyl 3 Mar, 2019 @ 5:03pm 
If i can suggest something, you should increase fuel consumption. There is no problem to get 1k uranium if you have deep drilling researched. Think about this
Mythos 14 Jan, 2019 @ 4:07am 
Thanks! :-)
james76543  [author] 13 Jan, 2019 @ 10:45am 
Updated to fix this @*Mythos|GER*
Mythos 2 Jan, 2019 @ 12:47pm 
I'm not sure if this has been reported already and it is kinda nitpicking, but with the help of AllYourBase [github.com] I found out that you are overriding BuildingBase.
This could cause an incompatibility with other mods which depend on it or also override it. (which is a bad practice, see here [spdskatr.github.io])
james76543  [author] 4 Dec, 2018 @ 5:55pm 
< blank > there shouldn't be a conflict, but maybe having two power generators on the same tile is an issue? If you send me some log files I'd be happy to take a look, but otherwise I'm glad you figured it out!