RimWorld

RimWorld

Dubs Rimatomics
5,377 Comments
Alistair Raven 6 hours ago 
I solved the problem with preparing specific room for fuel rods, took all of them out to new place and put them back to reactor and now the storage room is radioactive instead of middle of my workshop :D
Alistair Raven 7 hours ago 
@donut I have post in Discussions here with video showing probably what you describe. I thought that I made my room radioactive somehow. Thanks for tips
donut 14 hours ago 
To fix ongoing radioactive workshop issue you need to edit the save file and check coordinates of every rod loaded in the reactor that it matches the coordinates of the reactor. Coordinates can be found with devtools magnifying glass tool.
donut 14 hours ago 
Steps to avoid radioactive workshop coordinates is to store rods somewhere else near the reactor before loading them in. That store location however will be lethal as long as the reactor is online.
donut 14 hours ago 
Noticed a bug in 1.6 version. Fuel rod coordinates do not update when rods are loaded into a reactor. This caused a bit of a problem when rods in active reactor had coordinates of the spot where they were made in the workshop, irradiating immediate surroundings. Confirmed this with a save edit.
Arrow 19 hours ago 
@gh0stashes I also had the same error
RAD EMERALD Jun 21 @ 9:07am 
THANK DUDE!!!!
Papito Jun 20 @ 9:02am 
We appreciate the early update !
Imperialdoessomething Jun 19 @ 9:26pm 
Having issues with your mod when it comes to reloading turrets from another mod, that being Rimmunation Security and the Gruppa Krovi mod, it just causes my pawns to stand around when ordered to reload turrets from the aformentioned mods.
AtlasTheReaper Jun 19 @ 5:06pm 
Might be because I have the Industrial Fort mods installed, but I dunno.
AtlasTheReaper Jun 19 @ 5:05pm 
@gh0stashes Looks like it has been, but the Workbench is throwing an error. (Stated below)

GetInspectString exception on TableRimatomicsMachining23976:
System.InvalidCastException: Specified cast is not valid.
[Ref 20AE8580]
gh0stashes Jun 19 @ 1:44pm 
Has the issue with the storage pool been fixed?

For reference, for a very long time now having a storage pool on your map has caused a bug where you can't change the delivery of bills from "Take to best stockpile".
SP4RTAN Jun 19 @ 12:58pm 
@Dubwise Has the raid warning system been fixed for anomaly?
ANTONZ201 Jun 19 @ 6:45am 
на глазах версия для 1.6 родилась
Ribera Jun 19 @ 6:29am 
@Dubwise, there are any chances for MarsX?
WeskerMo Jun 19 @ 6:25am 
oh thank you!
Dubwise  [author] Jun 19 @ 6:23am 
updated to 1.6
martingolding96 Jun 19 @ 3:12am 
@maxvmaxvmax a Discord link is in the description.
maxvmaxvmax Jun 19 @ 2:47am 
wait, whats the discord/ social media?
Farbott Jun 17 @ 5:14pm 
gawdamn people 1.6 just got announced give modders a fucking second
maxvmaxvmax Jun 17 @ 3:03am 
we gonna get 1.6?
Papito Jun 16 @ 12:41pm 
Will this be updated?
SP4RTAN Jun 15 @ 7:22am 
Yeah i noticed that way back when this was first updated to 1.5
Dr.Acula Jun 15 @ 7:18am 
Has anyone else noticed (in 1.5) that you can't build wall lamps on DU walls?
Spongebrain Jun 14 @ 12:15pm 
Similar to what Snow Blood Wolf said, I am having issues with the largest reactor type not maintaining auto throttle. It will power down to absolute minimum power and not do anything else, even if stored power is separated from the grid.
Nicoman Jun 14 @ 9:41am 
With help form ChatGPT, I was able to remove the 'GetInspectString exception on TableRimatomicsMachining22762317' bug that occurs when selecting the machining table:
In the mod folder, open the file ..\Defs\ThingDefs_Buildings\Buildings_B_Production.xml.
Search and replace
<li>
<compClass>CompReportWorkSpeed</compClass>
</li>
with
<li Class="RimWorld.CompProperties_ReportWorkSpeed">
<compClass>CompReportWorkSpeed</compClass>
</li>
That should do the trick.
mk Jun 14 @ 8:23am 
Could you update this to 1.6 please? And also the storage pool fix mod if it is yours as well that'd be awesome.
July Jun 11 @ 7:43am 
There is an unknown and serious bug in the nuclear fuel rod storage pool. Specifically, when the local map has a storage pool, the storage options for all worktables become unselectable, and only the option "place the finished product in the appropriate storage area" can be chosen. By checking the error log and the error analysis provided by the AI, the problem is pointed out to be a "dictionary reference error".
Nicoman May 28 @ 3:16am 
Congratulations to this mod, man. I really like it. I am currently only using the energy weapons stuff. Very nice idea of using the kill counter as an 'experience' for the turrets to get better over time. Love that badge they get when they are promoted. Reminded me of a game I used to love: Battle Island. Nicely done. Only thing I would change: Turrets should not be able to gather experience from killed animals. This could lead to 'creative hunting methods'.
The sound of the Punisher firing is awesome. Pump up the volume of your Subwoofer and you FEEL that thing :-D
Some Cossack Fetus May 13 @ 9:02am 
The radiation masks are not apearing, they´re beeing equiped in the chest instead of the head
antsherfui May 12 @ 5:18am 
could you add an option for mech friendly crafting i wanted to have a robot room where i have fabricators making all hazards bits but allot of them have crafting requirements at 12
Snow Blood Wolf May 7 @ 9:04pm 
Hi, i got an issue with my reactor, i'm using the auto throttle but it's just putting my reactor at 0.0001% power rather than holding it for a positive energy production
Winter May 4 @ 8:59am 
are tjhese supposed to be rbmk reactors
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?