RimWorld

RimWorld

Nuclear Energy
109 Comments
Miketastic Jul 16 @ 12:23pm 
looking forward to melting my space ship with radiation, thanks for the mod and looking forward to additions
-Leniv Jul 15 @ 8:28am 
Thanks for updata :)
Security Cam #7  [author] Jul 15 @ 5:12am 
Mod Updated for 1.6!

I've completely overhauled the mod settings menu, it's now much easier to use, with sliders for quick changes and text boxes for precise values. I also made some performance improvements, so the mod should run much smoother in your games, particularly in the late game with multiple reactors on the map.

Next up, I'm starting to design the meltdown and nuclear fallout feature that I've always wanted in this mod but lacked the skill to implement. It'll be completely optional if you prefer the previous simplicity of the mod, I aim to make the experience customizable for everyone via mod options.

Have fun!
-Leniv Jun 21 @ 5:38am 
Thanks!
Security Cam #7  [author] Jun 21 @ 4:52am 
I'll officially update the mod version when 1.6 fully releases. But it's good to know that it still works. Thank you!
Crimson Jun 21 @ 2:28am 
Oh and this does with with all dlcs that are currently out now. I have at least 500hrs of play time with this mod installed and never had any issues
Crimson Jun 21 @ 2:25am 
This seems to work just fine on 1.6 Just a heads up
Security Cam #7  [author] Jan 10 @ 2:13pm 
If you want to then go ahead. That would be awesome :)
Killerkitty641 Jan 10 @ 12:31pm 
Heya, saw your note about not having tested with the DLCs. I've played a few runthroughs with this mod and all the DLC I've never had any issues with it.

I could do a bit of testing as well if you want?
Security Cam #7  [author] Jan 8 @ 4:40am 
Good to hear. Have fun!
龙崎流河 Jan 8 @ 4:34am 
I have already set it up, thank you for your patience!:mhwgood::mhwgood::er_heart:
Security Cam #7  [author] Jan 7 @ 8:07am 
Nothing wrong with your changes, it would work normally in previous versions of the mod, but in the current one there's a mod options menu in Rimworld's settings where you can change the power generation manually, on the fly, even while in-game, and it overrides the values in the .xml files.
龙崎流河 Jan 7 @ 7:42am 
Can you teach me how to modify the power generation of the reactors?:er_sweat: :er_sweat:After playing for a while, I finally decided to tinker on my own haha (mainly because the expanding base forced me to replace the small reactor with a bigger one:lilimjoy:)
I saw some folders in the "1.5" folder of the mod folder, and then in the "ThingDefs_Buildings" folder of the "defs" folder, I saw the file "SmellyF_UCLearReactor. xml". I personally think that the "-50000" in the code<basePowerConsumption>-50000</basePowerConsumption>is the amount of electricity generated by the reactor, but when I changed it to -60000, it doesn't seem to work. It seems that only the description has changed. Is it a problem with my operation?
龙崎流河 Dec 24, 2024 @ 4:00pm 
That‘s cool, thank!:mhwgood:
Security Cam #7  [author] Dec 24, 2024 @ 7:19am 
I'll admit I didn't give that much thought into these values back when I made this mod heh, just went with my gut.

Thanks for doing your research though. I will adjust it in the future, most likely when RimWorld has a new major update. Even though people can configure the power generation themselves, I don't want to create a situation where someone on their current playthrough suddenly has too much/too little electricity if they happen to use the default values.
龙崎流河 Dec 23, 2024 @ 8:59pm 
I found that using a small reactor to occupy space is more cost-effective, perhaps worth noting:er_heart::er_heart:.


Small reactor footprint: 16 blocks
Reactor: 64 blocks
Large reactor: 144 blocks

The electricity produced by each blocks of a small reactor is 6750/4=421.88
Reactor: 25500/64=398.44
Large reactor: 50000/144=347.22

Fuel consumption per blocks for small reactors: 1/16=0.063
Reactor: 5/64=0.078
Large reactor: 15/144=0.104


So you will find that small reactors are more cost-effective than large ones in terms of footprint, electricity generation, or fuel consumption (does this mean we don't need to spend 18000 research points to study medium and large reactors separately?:er_sad:)
Security Cam #7  [author] Feb 17, 2024 @ 12:43am 
I don't mind, go ahead!
Crimson Feb 16, 2024 @ 10:13pm 
I made an upscaled version of most of the textures. Do you care if I upload a texture mod for this?
Security Cam #7  [author] Nov 19, 2023 @ 7:28am 
Update on 11/19/2023 4:25:54 PM.
- Added mod options

You are now able to customize the power output of each type of nuclear reactor, up to 200k watts. Go wild!
Security Cam #7  [author] Jan 31, 2023 @ 5:06am 
Update on 1/31/2023 2:01:35 PM.
- Fixed uninstalled Enrichment Station not being able to be stockpiled (this time once and for all, hopefully, thanks to user A_Weapon for the bug report)
Security Cam #7  [author] Jan 20, 2023 @ 10:57am 
Update on 1/20/2023 7:56:11 PM.

- Fixed uninstalled Enrichment Station not being able to be stockpiled
- Reworked textures, added more detail to them.
- Modified preview image
Security Cam #7  [author] Jan 19, 2023 @ 9:02am 
Update on 1/19/2023 5:59:45 PM.

- Uranium Enrichment station now takes up less space in order to fit other workbenches better (from 4x2 to 4x1)
- Uranium Enrichment station is now minifiable (can be uninstalled and reinstalled)
- Uranium Enrichment station is now rotatable (due to the texture overlapping the walls, it'll appear glitched. Sadly the only thing I can do about this is either bring back the old workbench size (4x2) or change the texture up completely)
Security Cam #7  [author] Jan 18, 2023 @ 11:14am 
Regular storage area will work just fine. Make sure it's checked in your storage filters.
AbyssalEden Jan 18, 2023 @ 10:01am 
Hey question, where do I store refined uranium?
Diefallman Nov 7, 2022 @ 1:45pm 
thank you
Security Cam #7  [author] Oct 22, 2022 @ 2:56am 
Mod has been updated to 1.4. Have fun!
Security Cam #7  [author] Oct 21, 2022 @ 3:56pm 
I'll update it to 1.4 soon. I'm currently busy but it should be updated till monday.

The refinery is currently unable to be rotated because it only has a texture for one position. I'll see what I can do about it, though the side textures might end up looking uglier as I have problems with catching perspective when drawing.
NothingToSay Oct 21, 2022 @ 3:44pm 
1.4 update? and more importantly there's been an issue with the uranium refinery not being able to be rotated.
middle finger Aug 25, 2022 @ 8:38pm 
thanks
ScaryRabbit Jun 13, 2022 @ 6:57am 
Thanks ; )
Security Cam #7  [author] Jun 13, 2022 @ 2:39am 
I'll see what I can do. I have no real programming experience, but maybe I'll be able to add mod options so people can tune the amount of generated power to their liking.

No promises though.
ScaryRabbit Jun 12, 2022 @ 8:12pm 
Hello, so, I would like to ask, if possible, to give us control of how much power the reactors output. Your mod give a lot of sensible difficulties to raising up a nuclear power plant, but at the same time produce less power than some other modded power sources out there. I like the idea of the complexity and size needed to keep those reactors, but 50.000 don t handle 1/12 of what my base needs
Icecold Heart Nov 13, 2021 @ 1:45am 
Eh Get that mod that adds small and big base energy shields and you will see your giant reactors are by far not enough. My last base consumed roughly half a million energy and i was just at midgame. Anyways. Need to find a new power production mod. The one i used is outdated.
Security Cam #7  [author] Jul 11, 2021 @ 5:27am 
To be fair I never really thought about it, but now that you mentioned it I did some maths and the results are as follows:

Small reactor - around 422 power per square

Medium reactor - around 398 power per square

Giant reactor - around 347 power per square

To be fair I think it's a good tradeoff because you would need to use more resources to achieve the same power output from lower tier reactors.

As for the usage of those reactors, I use a combination of small and medium ones as well. Haven't met the point at which I need to use all the power a giant one provides yet, but that's probably because I don't have many mods that require tons of power to begin with, but android tiers itself did strain my power grid by quite a lot lol.
Security Cam #7  [author] Jul 10, 2021 @ 2:39pm 
Sure! Thank you for making a translation. I really appreciate it.
虛無_鬼王 Jul 10, 2021 @ 9:10am 
Hello, i make a chinese translation.

May I have your permission to forward/upload the translation file of this mod to the workshop?
Security Cam #7  [author] Jul 10, 2021 @ 3:12am 
Not my base, it's Nathual's. He simply let me use his screenshot. And yeah, he did an awesome job!
Bebberino Jul 9, 2021 @ 4:58pm 
Did you save the blueprint of the base you made? Damn that is impressive
Security Cam #7  [author] Jul 6, 2021 @ 3:23am 
Update on 7/6/2021 12:21:53 PM

- Updated the mod to the 1.3 version of the game
Security Cam #7  [author] May 2, 2021 @ 5:12pm 
Thank you for the feedback!

You still make parts at the machining table, it's only the refined uranium that has moved from the biofuel refinery to a custom workbench. It did not really make sense to make uranium at something that burns organic stuff.

And yeah, I think you are right about radiation (I still have no clue how to add it though :D)

Once again, thank you, and good luck in your colonies!
Fruity Trump Apr 30, 2021 @ 8:51am 
Nice work!
Security Cam #7  [author] Apr 23, 2021 @ 11:23am 
Hey TurtleShroom, sorry for a late reply!
A small reactor depletes uranium the slowest, 1 refined uranium asts for around 30 days
Normal reactor depletes it faster, 5 refined uranium last for a year, but it also outputs much more energy
A giant reactor depletes it the fastest, 15 refined uranium lasts for 2 years and outputs so much energy that you probably won't even need it anywhere in your colony's lifetime
TurtleShroom Apr 20, 2021 @ 12:58pm 
How fast does this thing deplete Uranium? That stuff is obscenely rare.
Security Cam #7  [author] Apr 8, 2021 @ 10:58am 
Update on 4/8/2021 7:55:36 PM.

- Finally added a dedicated workbench for refining uranium, as doing it at a biofuel refinery did not make any sense
- Added some quality of life changes, such as bulk crafting of components and uranium, and also allowing you to continue crafting of them (like components and guns in vanilla game) in case your colonist is interrupted.
- Some minor changes to resource costs.
Security Cam #7  [author] Feb 21, 2021 @ 1:27am 
I'm glad you like the mod. No need to apologize, I did not take any offense. You can make a Chinese translation if you want to and send the files. I might add it in the future when I figure out what am I doing wrong when adding translations lol.
Fruity Trump Feb 21, 2021 @ 12:39am 
No offense. If you don't feel well, I apologize. I like this mod very much, which has greatly improved my game experience. I hope to be able to expand the Chinese language, but I can also understand the author's difficulties in this regard. Finally, thank you for your reply.
Security Cam #7  [author] Feb 20, 2021 @ 11:16am 
Nicely or not, I can't add it as I simply don't know that language lol.
Also, an user named Cuddles1989 made a German translation but unfortunately I was not able to add it in. I did every step correctly but only few parts were translated upon switching game language to german, so I do not really know how to add translations anyways.
Bob Hope Feb 20, 2021 @ 9:06am 
@Flechazo_HDPE

Then ask nicely!
Fruity Trump Feb 10, 2021 @ 4:17am 
We need Chinese Language!:steamsad:
Security Cam #7  [author] Nov 21, 2020 @ 3:02am 
You are welcome ;)