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Archotech ZPM
   
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
807.399 KB
Jun 17, 2021 @ 11:06pm
Jul 7 @ 6:45pm
5 Change Notes ( view )

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Archotech ZPM

In 1 collection by .:CHG:. Hope
HopeSeekr’s Better Rimworlds Mods
5 items
Description
Version: 1.0.0
The Archotech ZPM slowly converts Dark Energy into electricity, for free, but has an outsided capacity of 20,000 Watts.
It also steadily draws power from the Zero-Point Energy Field and stores it a highly charged pocket of subspace.

It is capable of powering an entire settlement for days on end..

**ALERT: The transdimensional conduits of the ZPM can have *devastating* consequences for all higher lifeforms on the map!**

It is highly recommended that you do not allow it to get above 75% full capacity.

Non Steam Downloads and GitHub Repositories of this mod is available at: https://github.com/BetterRimworlds/Archotech-ZPM/

If you already have the BetterRimworld's Stargate mod, you will be able to research how to build your own ZPMs, at a considerable
cost. See https://github.com/BetterRimworlds/Rimworld-Stargate

Want your pawns to live forever young and healthy? Check out BetterRimworld's Cryogenesis:
https://github.com/BetterRimworlds/CryoRegenesis
20 Comments
.:CHG:. Hope  [author] Jul 7 @ 6:49pm 
I updated to Rimworld v1.6.
.:CHG:. Hope  [author] Jul 7 @ 6:49pm 
The event is calibrated to occur about once every 3 years. It's best to not let the reserve stay completely full. These ZPMs are great for non-main-base colonies. You can buy 2 and have 1 charge and 1 discharging and have Teleporter Rooms teleport them back and forth. I think that's what the Ancients literally did in the Stargate universe, actually.
.:CHG:. Hope  [author] Jul 7 @ 6:47pm 
@Marmot: When the dark energy reserve reaches full capacity, it triggers a random event: Every longtick, there's a 0.5% chance of a *massive* overload. You'll get 32,500+ volts of electricity that will wipe out about 5-10% of the map, along any path connected to the power grid. Any pawn caught inside this radius is instant-fried. They usually wont' even find the smouldering body. Equivalent to a MOAB bunker buster.
GrynnReaper Dec 18, 2024 @ 3:36am 
why is it upside down?
Marmot Sep 1, 2024 @ 6:11pm 
I'm curious, what happens if the dark energy reserve reaches full capacity?
SpaceSR May 6, 2024 @ 1:29pm 
vfe ancient vaults are broken rn, it's not this mod
dveragon Apr 18, 2024 @ 2:07am 
if you load this mod before ve ancients the map fails to generate if you use the vault start, errot vanishs if you load it after
.:CHG:. Hope  [author] Mar 14, 2024 @ 4:27pm 
@Garvony, This is a VERY simple mod. I have NO IDEA why it would break ANY other mod…That said, I did a minor change that mabye fixes things? You need to test my Stargate mod that also has a static constructor (also to load custom images). If *that* is what is breaking the mods, I will have to do a LOT of research to figure out a solution...
.:CHG:. Hope  [author] Mar 14, 2024 @ 3:40pm 
Updated to Rimworld v1.5.
Garvony Dec 30, 2023 @ 3:59pm 
Not sure how, but this mod breaks Vanilla Expanded Chemfuel, Paste, More Linkables, and Even More Linkables. Causes any item with an internal storage, like the chemtank and paste tank to disappear when placed.

Tracked it down to this mod after a ton of mod removals and testing but unless that interaction can be fixed this mod wont work :-(

Seems several others have commented with the same issue.