RimWorld

RimWorld

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Radioisotope Thermoelectric Generator
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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22 jun, 2021 @ 3:52
13 jun @ 20:08
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Radioisotope Thermoelectric Generator

Beskrivning
For a long time in the rimworld, colonists always thinking, they can use uranium building cryosleep to save lives or ammunition for Autocannons...
But besides? Uranium is not widely using in our colony life...

"then why can't we generate electricity using uranium?"

With the discovery of a physical law called the Seebeck effect, the idea of rimworld colonists finally came true.

"yes, now we can generate electricity using uranium!"



Added Two types of RTG which will unlock after researched the Microelectronics.

if you have any issue using the mod please report in
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Populära diskussioner Visa alla (1)
2
23 sep, 2021 @ 8:43
KLISTRAD: To clear some confusion.Diference between different electric generators using nuclear fuel.
Fisherman_56
68 kommentarer
master-gutym 30 jun @ 20:16 
soviets are doing good with this one, literally a full lifetime powerbeacon haha
RAD EMERALD 21 jun @ 8:52 
THANK DUDE!
Wormaw 4 maj @ 9:53 
Hello, what is a mod to make the texture of the ground on the presentation image, Thank you in advance
Ramdom 5 mar @ 14:14 
So, does this mod have compatiblity with fortification: nuclear dawn ?
Are these two seperate mods or do these two RTG can run on enriched uranium ?
Kokorocodon 19 okt, 2024 @ 22:26 
Cool how it doesn't conflict with the purpose of rimatomics since both generators work with different concepts.
Maya 7 feb, 2024 @ 12:31 
A well made RTG wouldn't emit enough radiation to be harmful, especially one running on natural uranium, there's also the fact that the only radiation that would get through an RTG would be gamma rays which are harmful in large amounts, but would be insignificant in the amounts produced by any RTG running on fuels with relatively low radioactivity
KIT_KATTEN 7 feb, 2024 @ 5:44 
hey can you make it compatible with dubs rimatomics so they produce radiation
Tilldays 11 dec, 2023 @ 17:41 
Is this mod working as intended? I see the power production fluctuating constantly and I'm not sure if it's intentional.
N/A 7 dec, 2023 @ 22:02 
for anyone else wondering where the uranium used to build the generator went when it's finished, add <initialFuelPercent>1</initialFuelPercent> inside <li Class="CompProperties_Refuelable"> </li> and it will start with full fuel.
N/A 24 nov, 2023 @ 19:10 
bit of a "bug" in that the RTGs require uranium to build but the fuel is set to 0 when construction finishes. easily fixed with dev mode, but i think there's an XML tag that sets the fuel to full on construction