RimWorld

RimWorld

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Piped Deuterium Extractor
   
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
371.891 KB
Mar 20, 2022 @ 1:32pm
Apr 11, 2024 @ 4:02pm
9 Change Notes ( view )

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Piped Deuterium Extractor

Description
This mod adds a modified version of the deuterium extractor from Eccentric Tech - Fusion Power which (exclusively) uses water from Dub's Bad Hygiene.

Fuel your MMFS in style!
Have you ever dreamt of supplying your colony with clean, efficient fusion power? Have you ever wanted to build a deuterium extractor out in the middle of nowhere only to realize that you can't because there's no ocean/river/lake nearby? Have you then looked at your extensive plumbing system containing multiple water tanks filled to the brim with that sweet H2O and wondered why you can't just use that instead? No? Well, I have, so I made this mod!

Details
  • The building cost is identical to the base deuterium extractor, however it draws 150% as much power by default (1200W vs 800W)
  • On default settings, it converts ~5000 liters of water into ~25 units of deuterium every in-game day
  • The max capacity and efficiency of the extractor can be configured at runtime

Source and other stuff
This is my first public mod ever and I made it with performance in mind. While I'm fairly sure I tested it extensively, there may be a few things I've missed. If you notice anything out of the ordinary, leave a comment or submit a ticket over on Github[github.com]where you can also check out the source code!
And that's it, really! Go knock yourself out, have fun powering your fusion reactor in the depths of space or in some godforsaken mountain in the middle of the desert (or both)!

Credits
Special thanks to:
  • Aelanna for providing the modified extractor texture, but more importantly for creating an array of wonderful mods, including the Eccentric Tech series
  • My man Dubwise for creating the Bad Hygiene mod and a ton of other cool stuff I regularly use
  • UdderlyEvelyn and her crack team of performance fanatics for helping me drastically cut down on the required processor cycles
  • Tynan Sylvester for making Rimworld
  • The gang of highly trained modders over on the Rimworld server for generally being chill and talkative
  • The modding community for providing plenty of examples to look at, for motivating me enough to actually throw together my own mods and for keeping the game fresh. This also includes you, dear user!
30 Comments
TruGerman  [author] Nov 5, 2024 @ 5:24am 
@Inquisitor Interesting, does the game throw any errors? Maybe something in the log? The extractor shouldn't be doing anything fancy that prevents launches, at least I don't think it does
Inquisitor Nov 4, 2024 @ 8:23pm 
I don't know the reason for it, but somehow when I put this on my SoS2 ship, it fails to launch. If anyone is using this with SoS2, they should be aware.
TruGerman  [author] Nov 10, 2023 @ 8:42am 
@Azrail Yeah, Steam sometimes does take a while to update mods. You can force a reinstall by unsubscribing and resubscribing or verifying your RW install, as that also checks workshop items. Either way, I'm glad that it's working for you, hope you'll enjoy it!
Azrail Nov 10, 2023 @ 8:28am 
@TruGerman I just booted up the game to try those fixes. NO kidding its working now *shrug* Wasnt working at all for the last week and now it is. Ill keep an eye on it but its possible steam may have reloaded a mod or something.
TruGerman  [author] Nov 9, 2023 @ 8:18am 
@Azrail That's odd, I just fired up a quickstart save and it's working fine for me. Are both mods updated? Are you sure you have deuterium tanks connected to your net? It won't output to other fuel tanks. Does it display the two pipe nets when you click on "build copy"? You could also try replacing it with a new one or saving/reloading, that's when it checks for its pipe networks
Azrail Nov 9, 2023 @ 1:56am 
May have a bug, Its all built and operating, drawing power and water and the deuterium is rising up to 50/50. But thats it, its not outputing via the fuel pipes to the storage tanks. Am i doing something wrong or is this a bug?
Logical Terror Nov 4, 2023 @ 12:36pm 
Nice! That error prevented me from using the mod, now it's back in the list, thank you!
TruGerman  [author] Nov 4, 2023 @ 12:05pm 
Alright, the update long-awaited by absolutely no one is out, now it should be compatible with Tweaks Galore and other mods that remove the breakdown/power comps. There's also a few other changes, consult the change notes for more information!
TruGerman  [author] Nov 1, 2023 @ 8:17am 
@TwilightWalker Appreciate the update, if Tweaks Galore simply removes the breakdown comp from every building, then the processor comp errors because it doesn't check whether the breakdown comp actually exists before accessing it. I didn't add said check because I never expected that to happen. Oh well, should be an easy fix
TwilightWalker Oct 31, 2023 @ 10:56pm 
Had the same problem as Cirdain and Bitbucket, but I actually pruned my modlist and did about an hour's worth of testing to find the problem. In my particular case, it was caused by the 'No Breakdowns' option of Tweaks Galore.

Finding this, I went to go test with another mod, Flawless Electronics, and came across the same problem. Fluffy Breakdowns did not have this problem though, so I guess the issue is with whatever they're doing to prune the breakdowns part from the .xmls. I hope this helps!