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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!
I could do a bit of testing as well if you want?
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?
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.
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?
- Added mod options
You are now able to customize the power output of each type of nuclear reactor, up to 200k watts. Go wild!
- 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)
- Fixed uninstalled Enrichment Station not being able to be stockpiled
- Reworked textures, added more detail to them.
- Modified preview image
- 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)
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.
No promises though.
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.
May I have your permission to forward/upload the translation file of this mod to the workshop?
- Updated the mod to the 1.3 version of the game
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!
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
- 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.
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.
Then ask nicely!