RimWorld

RimWorld

[B19] Nuclear Fire
26 Comments
killgaet Apr 7, 2020 @ 7:06am 
V L A X Jan 12, 2020 @ 8:07pm 
This looks great. Is there any chance it can be updated to 1.0?

...Unless there's another mod that works the same.
Datapoint Feb 21, 2019 @ 10:40am 
@genhellfire No the reason i wont use this mod is due to having to start over as in not having 500KW cause rimworld RNjesus
Ahmet Sep 26, 2018 @ 10:33am 
high skilled crafter and 500kw very good idea i like it
GenHellfire  [author] Aug 22, 2018 @ 10:11pm 
@Kubility The machine isn't intended to be left on, you get everything ready and waiting to be crafted including the power stored up in batteries, switch it on, craft, then switch it off.
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.
Kubility Aug 22, 2018 @ 9:29am 
isn't 500kw little bit of overkill?
d_valroth Aug 21, 2018 @ 2:49pm 
Doctor Hawkins' tiny nuke?
The Old Going Crazy Aug 21, 2018 @ 12:41am 
or just one that does a 3 by 3 explosion on the map. (please :steamhappy:)
Warbler55 Aug 20, 2018 @ 11:56pm 
make an incinideary nuke that can burn half of a map
GenHellfire  [author] Aug 20, 2018 @ 11:12pm 
@Samantha <Tangent> Your middle name is the same as my last, this is the first time I have ever seen my family name outside of family members. lol </Tangent>
^5Cirno-09 Aug 20, 2018 @ 6:53pm 
"500kw"
*cough* Rimatomics *cough*
GenHellfire  [author] Aug 17, 2018 @ 9:44pm 
@Steel haha yah those are annoying, I have gotten into the habbit of having fire foam poppers everywhere, as much as possible building powerlines under walls and having loooong rings of power lines going around the edge of the map (so if there is a ZZZZT its most likely somewhere that doesnt matter).
Iron Cheferu Aug 17, 2018 @ 4:57pm 
I see this being interesting, if it wasn't for the fact that the "ZZZZZT" even happening quite often being a problem.
Datapoint Aug 17, 2018 @ 1:19pm 
Not that i mean as in having lost power to make the device
GenHellfire  [author] Aug 16, 2018 @ 5:49pm 
@V3STR4 ..I.._(-_-) I loaded up a new game as well as a previous save I had from before installing my mod, both times after unlocking fabrication I had access to everything in the mod.
was this not the case for you?
Datapoint Aug 16, 2018 @ 9:18am 
Its the fact that i have to start over is why i wont be using this mod ever
d_valroth Aug 16, 2018 @ 5:44am 
It's definitely more viable on Ludeoncrous maps.
Asiltic Aug 16, 2018 @ 2:16am 
Thats pretty much why I won't use this mod, anitimatter is way too expensice and way too OP. You can scale it way down for gameplay reasons, but there would be better alternatives for weapons of mass destruction, like nuklear or hydrogen bombs, wich are obtainable in a meaningful way.

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).
GenHellfire  [author] Aug 15, 2018 @ 10:33pm 
@Silt E = 6.66 × 10−4 g "grain of sand" x C^2
= 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.
GenHellfire  [author] Aug 15, 2018 @ 10:12pm 
Wow I wasn't expecting for this to get noticed made it for myself mainly haha.
@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.
d_valroth Aug 15, 2018 @ 4:35pm 
Also you can pair this with the nuclear power mod to reach the necessary energy levels.
d_valroth Aug 15, 2018 @ 4:32pm 
500,000W doesn't seem excessive. Making antimatter is not just a 1:1 conversion, you end up having to do very high energy particle collisions to get the reactions you need. Antimatter is more a byproduct. The LHC absolutely inhales energy when it's running. CERN has a bit on their website about the collider consuming enough energy anuallly to power 300,000 homes, and that thing doesn't even run continuously.
Asiltic Aug 15, 2018 @ 1:25pm 
To balance it you could figure out, how much energy your warhead releases, then with E=Mc^2, how much you need to spend by producing it. You should also consider an efficiency factor of like 25% (so 4 times more energy in, then out). It should also cost energy to maintain the antimatter (maybe high deterioration when not in special container), since antimatter has to "float" inside a magnetic field, because it blows up once in contact with matter.

I like the example of how powerful antimatter is, that a raisin of antimatter has about the same power as the Hiroshima Bomb.
Seti Aug 15, 2018 @ 11:57am 
the only way this can be balanced is by reducing the energy consumption
Zuko Aug 15, 2018 @ 11:20am 
I like the concept of using power to make the antigrain warhead, but don't you think 500.000W is a bit much?
GenHellfire  [author] Aug 15, 2018 @ 5:30am 
My very first time modding rimworld and I have hopes of expanding on the antimatter concept.
Let me know if you find anything wrong.