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Eccentric Tech - Fusion Power
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Mod, 1.3, 1.4, 1.5
File Size
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9.596 MB
Feb 3, 2022 @ 11:21pm
Mar 14, 2024 @ 10:34pm
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Eccentric Tech - Fusion Power

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
Across the breadth of colonized space are high-tech worlds known as "glitterworlds", named so for the vast amounts of artificial light they cast in the void of space. They might never have been built, however, without the mastery of nuclear fusion reactors, a technology that grants nearly limitless energy from some of the simplest building blocks of the universe.

Mod Content

Fusion Power adds the following items related to advanced energy production:

  • 4 new research projects.
  • 5 new resources, including fusion reactor fuels and components.
  • 7 new buildings related to the generation of power and storage of fuel, as well as fuel pipelines to link them together.
  • 2 new orbital trade ship types with large stocks of reactor fuel and components.

The Multi-Mode Fusion Stellarator



At the heart of Fusion Power is the MMFS, a compact fusion reactor adapted from models used on military starships. Although fusion reactors are considered too inefficient to be used for decades- or centuries-long journeys between the stars, their high energy output is ideal for powering military-grade starship engines, directed-energy weapons, and other interplanetary applications. Furthermore, the MMFS can run in a number of different modes, allowing it to adapt to local fuel availability.

Fusion stellarators can generate immense amounts of power, but unlike simple generators, they require time and a great deal of energy to start up, which must be stored in specialized storage devices called Ignition Capacitors. Fusion reactors also require industrial reactor fuels to operate; while deuterium can be extracted from seawater and tritium can be produced in dedicated fission reactors, helium-3 can only be obtained from orbital trade ships.

Finally, while fusion reactors are considerably safer than fission reactors and neither produce significant amounts of toxic waste nor run the risk of meltdown, an operational reactor is still a complex, high-energy device that can deal considerable amounts of damage if they malfunction. Fusion reactors also have a limited operational period, as the inner reactor hull will degrade over time under the bombardment of high-energy neutrons from fusion reactions. Reactors must eventually be shutdown in order to be serviced and repaired; pushing a reactor with critical hull integrity could result in a major malfunction and emergency vent, during which the reactor's plasma is directly dumped into the surrounding area, causing extreme heat and lighting flammable objects on fire.

Construction Requirements

Unlocking Fabrication and building a Multi-Analyzer unlocks the Fuel Storage research project, which leads to additional technologies for the Deuterium Extractor and Tritium Breeder. However, building a MMFS requires a TFG Module, a precision nano-scale device that is only produced by advanced glitterworlds. They can occasionally be obtained from exotic goods traders, factions offering important quests, or from passing Mobile Refinery or Fuel Tanker trade ships.

Compatibility

Fusion Power does not require Eccentric Tech - Core. However, having Core installed enables an additional Plasma Confinement research project that allows you to build TFG Modules at the Nanoassembler.



Credits & Links

MMFS ambient audio was sampled from https://freesound.org/people/werneristes/sounds/548213/ by werneristes.

Eccentric Tech mods are a companion to The Eccentric's Angels, a Rimworld-inspired comic series on Reddit.
294 Comments
Dragoncrusher May 31 @ 2:54am 
I don't do XML but I could try it with your permission
Amii May 27 @ 3:18am 
I have a couple comments,

1. Cool mod, like all of your mods.

2. The Helium-3 info tooltip suggests that you need a generator for it, but checking this page, it seems you can't produce/mine your own Helium-3? It seems unclear from in-game information.

3. The Tritium Breeder requires fuel in the form of Uranium to operate, but the information tooltip doesn't list a necessary fuel type (only that uranium is required for assembly), so this was unclear to me initially.

I'm not gonna say you're *required* to have all this information detailed in game and have no place to do so, but that's my two cents on the matter.

Interesting mod. I haven't been able to kick a reactor up just yet, but it's definitely more involved than the Vanilla Expanded Reactor, and makes a surprisingly good case for batteries.

It's certainly prettier than VEs Reactor. I wonder which I will prefer in the end.
Sera May 24 @ 2:10am 
@Dragoncrusher If it helps I use these mods with nantotech overpowered. But you will need to cherry pick out the nano aura. Otherwise your have hordes of tribe people in complete invincible armor.
Aelanna  [author] May 20 @ 8:14pm 
@TheBronzeWarrior - There currently is not. I've had some ideas on how to potentially mine helium-3 in space, but I don't personally use any of the space mods myself.
Aelanna  [author] May 20 @ 8:13pm 
@Dragoncrusher - All of the power modes are exposed in XML, you could always edit the output there if the ingame option isn't enough!
TheBronzeWarrior May 20 @ 9:08am 
is there a way to produce helium3 or is that just bought for the big reactions?
Dragoncrusher Apr 11 @ 6:19pm 
Hello,

Anyway to increase the power output factor to be more then 200%, i wanna get it to over 1 million, i got AOTC mod added but i do not like the power design in that one
MisterLious Mar 18 @ 1:19am 
@Aelanna This is such a good idea! After 500 hours I finally have a good use case for switches. Thank you for your reply, I'm a big fan. I've been using your mods for years and been following comics probably even longer.
Aelanna  [author] Mar 17 @ 6:57pm 
@MisterLious - The reason that capacitors charge last is due to the way the vanilla power code works. I can investigate alternatives in the future, but you might consider putting your batteries on a switch in the future, so you can disconnect them from your grid in situations like that.
MisterLious Mar 17 @ 4:06am 
Thanks for this amazing mod. Could we get a setting for Ignition Capacitors to be able to charge from batteries? I got a solar flare during reactor maintenance (perfect timing) that discharged capacitors causing kind of (but not really) a death spiral as I had to disable all colony devices to charge the batteries first and then capacitors.