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for people wanting it in 1.0 or 1.1
...Unless there's another mod that works the same.
Think of the power as a component in the crafting recipe as much as the steel or chemfuel is.
Figuring out power generation vs power storage is up to you to decide.
*cough* Rimatomics *cough*
was this not the case for you?
I also wouldn't want to trop a grain of anti-sand anywhere on the small map my colony is on (way too powerful blast for my colony to be fine).
= 60,216,596,975.4 Joules
one watt second = one joule
60,216,596,975 W/s or 500KW for 120,433.2 seconds
scale it at 1% effiency and you got 500KW for 12,043,319.395 seconds
otherwise known as pumping 500KW into it for 140 days.
Yah you get off easy Lol.
Oh and the bottle is built off handwavium technology with unobtanium superconductors.
@Xx_H3tTi_xX Actually I thought it wasn't enough but I settled on that for gameplay reasons, the amount of batteries/ energy production might of not fit on the smaller maps, at the same time though I wanted to make it so you had to have a large established base and well defended to be able to produce a "I win" button.
I like the example of how powerful antimatter is, that a raisin of antimatter has about the same power as the Hiroshima Bomb.
Let me know if you find anything wrong.