RimWorld

RimWorld

Dubs Rimatomics
5,344 Comments
Tabellarium Apr 26 @ 3:17pm 
@Liam I am quoting Legasov on this. A nuclear Reactor works by using a fissile Material (Uranium or Plutonium in most cases), to heat up water, push it through a turbine, and let the steam cool in a cooling tower. The fissile Material eventualy loses all of íts "bullets", after which it is discarded or processed into Plutonium MOX Fuel. To control how much of the fuel hits one another, Boron Control Rods are used to moderate it. The more they are inserted (closser to 0% on the chart seen on the page, the more the atoms are controlled, less energy produced, the oposite also applies, the more they are removed (closer to 100%), more energy is produced, more fuel used, more Turbine and Cooling are needed. Thats the most basic explanation you will get
Tabellarium Apr 26 @ 3:07pm 
Ive noticed a green status light on my reactor, aswell as the image on the workshop sight. Ive looked at the linked wiki, and no answer? what does the green light mean?
Bepiss Apr 10 @ 5:20am 
This mod needs a upgrade. Even if checksum is telling it's 1.5 compatible, but you'll face a lot of issues.
IMEI Apr 9 @ 6:50am 
@Liam if you follow exactly what the research steps tell you to do, you won't blow up your base. I started from there and then keeping the basic setup as a guideline, I've built monstrosities in my bases.
In one save, I have a reactor dedicated to churning out tonnes and tonnes of spent reactor rods to turn into plutonium because nukes go brrrr!
MannenMyten Apr 8 @ 11:30pm 
@Liam the words "simple" and "nuclear reactor" are incompatible.
Nuclear reactors are supposed to be difficult to build, hard to manage, trial and error, meltdowns, nuclear explosions. But also so, sooo rewarding if you get them to work.
Barbatos Mar 31 @ 1:15am 
It would be really cool if the HEL could target shells from orbital bombardment.
Killer Mar 11 @ 9:11am 
It's complex, but it's rewarding when you manage to make it work.
Liam Mar 8 @ 4:13pm 
can you maker a simpler version of this mod when i look at the thumbnails of it that are sceenshots of the gui of the nuclear reactor it looks to complex so can you maybe make a simpler one
IMEI Mar 8 @ 1:50pm 
If it's not yellow, you likely have a mod conflict. Does it still have the issue running only RimAtomics on a fresh colony with only that mod enabled?
_qwerty_werty_ Mar 4 @ 12:30am 
the anti-radiation helmet has no texture :/
Arel Feb 25 @ 11:21am 
I got a problem with the graphics, rad helmet is null. It is not showing.
CurtimusPrime92 Feb 23 @ 9:21pm 
@Duhe i just use RimPy sort function which basically tries to sort alphabetically unless mod or community rules for RimPy rearranges them for compatibility and haven't had any issues
Duhe Feb 23 @ 5:54pm 
Does anyone know where this mod should be in the mod order more or less? I don't know if classify it in "adds objects stuff" or in the "new mechanics" to know where to order it
mgiu7t Feb 23 @ 6:20am 
And also, why can a nuclear reactor sarcophagus burn?
mgiu7t Feb 23 @ 6:18am 
Radiation protection does not work, they do not have the "radiation resistance" parameter. Potassium iodide does not work either. Near the exploded reactor 5.0 all pawns receive. (I turned the radiation power to 500%, but it should not be like this). Also, the suits are displayed incorrectly, the mask is at chest level, and the suit covers everything at all. Presumably this is related to the "combat extended" or "underwear" mod.
Nirahiel Feb 21 @ 9:23am 
Still got the "requires level {1} {2}" translation issue !
davd984 Feb 8 @ 2:23pm 
I know there was once a mod which made a patch for save our ship 2 but unfortunately its only for ver. 1.0, is there any other patch or am I out of luck?
Sunshine Feb 6 @ 1:07am 
Whenever I come back to play Rimworld, this mod is the one and only must have for me, I love it that much. Hope it comes back at some point.
IMEI Jan 31 @ 6:44pm 
@PhobosReloading I've never known someone to do that, but if you back up your save game, give it a shot and let us know if it works
PhobosReloading Jan 30 @ 12:01am 
If I deconstruct the rimatomics structures, is it safe to remove from save?
PhobosReloading Jan 29 @ 11:57pm 
Machining table is a bunch of errors. Built the turret, and then it started conflicting with harmony. Not sure how considering it was a speech bubble affected...
blackrave Jan 23 @ 9:20am 
BTW since wastepack is a thing, would you consider rplacing nuclear waste with wastepacks?
Or maybe add recepie to convert nuclear waste into wastepacks?
杉杉来迟ww Jan 19 @ 7:58pm 
May I ask this question? I wanted to adjust the speed of flying missile and sabot round in the world map to make them fly faster, but I couldn't find any statistics about flying speed in the mod file, does anyone know where that file is? Is it a txt. file or something?
(for my own use of course, wouldn't upload it without permission)
IMEI Jan 19 @ 9:45am 
I'm doing a Warhammer 40k run and dropping nukes on the forces of Chaos is being done by the Emperor's will
mdlysse Jan 18 @ 11:11am 
My favorite mod in the game, its amazing (Who doesn't like vaporizing those pesky tribespeople?)
AtlasTheReaper Jan 15 @ 3:14pm 
@jidog yes.
Kjellmeister Jan 14 @ 5:16pm 
I would like to suggest an integration with your other mod hygiene/central heating. You could create a heat exchanger available as a cooling solution to create BTUs for the heating system.
jidog Jan 12 @ 9:56am 
with CE support?
AtlasTheReaper Jan 5 @ 5:21pm 
Here guys, an Alternative that will hopefully one day be compatible with this...

https://steamcommunity.com/sharedfiles/filedetails/?id=2733185331
ketch10 Jan 1 @ 4:41pm 
HBM NTM rimworld
Rex Dec 24, 2024 @ 12:09pm 
First we raided our enemies, now we nuke em
Kr/\zy Dec 19, 2024 @ 3:38pm 
Looks like the author is currently dealing with some personal life issues, judging by discord comments. I'm also thirsty for a new high tech run with Rimatomics, but i guess we'll have to avoid it for the time being.
Alto Dec 19, 2024 @ 1:30pm 
@Tal'Razild I get the same thing, I only have Dubs Rimatonics, Hygine, and Heating along with Harmony
Bepiss Dec 19, 2024 @ 5:00am 
still broken af
Tal'Raziid Dec 16, 2024 @ 11:14pm 
I get a "GetInspectString" exception on the machining table; anyone else get it?
WITHERSTORM Dec 16, 2024 @ 8:26pm 
what does "no fuel assembly mean"?
Vinnus_ Dec 13, 2024 @ 5:52am 
"Chief, what's this?" "What's what?" *brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrt*
maxvmaxvmax Dec 8, 2024 @ 4:26am 
"punisher"
maxvmaxvmax Dec 8, 2024 @ 4:21am 
i have a problem with the liberatorwhere the prototype wont manuelly shoot, and no its not under a roof
sel Dec 2, 2024 @ 5:32pm 
that UI bug is just one of many, this mod is basically abandoned. another common bug is the storage pool breaking bill configuration menus. you are just wasting your time reporting bugs here or anywhere, author doesnt care.
Nomad Dec 2, 2024 @ 12:26pm 
I don't know what kinds of prompt i should do to get my pawns to work on the reactor, it still has the graphic of an undone well or hole or something but when i go to load the rods it says (Not Built) could i get some help?
Diamondman0607 Nov 20, 2024 @ 3:41pm 
"fuck it we ball" the last thing the savage tribals hear from me after killing my favorite pawn before they are nuked into oblivion.
Dagroth Nov 11, 2024 @ 3:06pm 
There's currently a UI bug caused by this mod (I checked it with this mod only, so I'm sure it's a culprit) - the skills' boxes are displayed with extra text before their level, for example: "{0} Requires Level {1} {2}: 13 - Strong Expert".

Steps to reproduce it:
1) Start a new game (my list of mods at the time of testing was, in that order: Core, Ideology, Biotech, Rimatomics).
2) Generate the world, pick a place for your colony, get to the part where you select your starting colonists
3) Hover over any skill, f.ex. Mining

Screenshot link: https://i.imgur.com/cqzZU4N.png
Bananaman Nov 10, 2024 @ 9:19am 
@devonte unfortunately not the problem as i dont have the mod but i think its caused by combat extend
Devonte Nov 9, 2024 @ 10:56am 
@Bananaman Maybe you have the hide/show hairs mod enabled? i know that whenever i install a new mod which adds new apparel sometimes it enables the hide hat option. youd just bhave to change it in the config
Soldier 595 Nov 8, 2024 @ 3:04pm 
ho lol
Bananaman Nov 7, 2024 @ 1:48am 
Mopp mask aint showing on pawn when equipped anyone know why
CurtimusPrime92 Nov 6, 2024 @ 7:24pm 
@Soldier 595 i would say yes due to the fact it has 1.5 in the tags at the top of this page lol
Soldier 595 Nov 6, 2024 @ 1:24pm 
is this mod in 1.5 or nah?
IMEI Nov 5, 2024 @ 5:10pm 
@bebrik As long as the water cooler is on a water source it should be working. For most setups, a single cooling tower connected to the turbine is all you need. Can you dump a screenshot in Imgur.com and link it here so I can have a look at it please?
Here's my setup:
imgur com/a/mLtfNF2