RimWorld

RimWorld

Antimatter Annihilation
371 Comments
Lumo May 26 @ 5:19pm 
Now it just needs a CE patch.
spartandued Apr 21, 2024 @ 6:34pm 
Does anybody have a decent Vanilla-ish retexture for this? I'd love to add it to my list again, but the art style really makes my OCD kick in. LOL
xNaquada Apr 9, 2024 @ 6:07pm 
Thanks Epicguru!
Kyrox Apr 9, 2024 @ 2:54pm 
Absolutely based mod. 10/10
Epicguru  [author] Apr 9, 2024 @ 2:16pm 
Mod has been updated for 1.5. 1.4 is still supported but will no longer get any updates. Let me know if there are any issues on either version.
Big Boss Mar 2, 2024 @ 4:27am 
Thanks
Epicguru  [author] Mar 1, 2024 @ 9:18am 
You must get them from raiders from the Ultratech faction. The in-game wiki has more information.
Big Boss Feb 29, 2024 @ 3:20am 
How do I make Hyper Components?
Rassmond Feb 6, 2024 @ 6:59am 
realistically it would be neat if u can only uninstall unpowered facilities. Or mb there is already mod like that?
Rassmond Feb 6, 2024 @ 6:15am 
@Thundercraft Im not using Minify everything mod. @Epicguru Wrote comment just cos thought it was ur original idea since injector have Minify def, and reactor itself havent
Epicguru  [author] Feb 5, 2024 @ 7:28pm 
@Thundercraft The reactor injectors are minifiable by default without any other mods.

@Rassmond Raiders picking up minifiable buildings is a dumb vanilla mechanic that you will need to install other mods to fix.
Thundercraft Feb 5, 2024 @ 4:18pm 
@Rassmond
Let me guess: Are you also using a miniaturization mod - perhaps "MinifyEverything"? As the name suggests, it allows miniaturization of everything, including sandbags, walls and doors. But, this also allows raiders to miniaturize stuff and run off with them.

My suggestion: Try using the Don't Steal My Walls mod. From the mod's description: "It lets you modify the behavior of Raider thieving so that they will ignore certain types of objects that they would otherwise be able to snag. Exactly what objects can and cannot be stolen can be modified in Settings; by default, doors and walls are not allowed."

Alternatively, you could replace "MinifyEverything" with a miniaturization mod that is a bit more restrictive, such as "Cyber's Miniaturization" or "Minify More".
Rassmond Feb 5, 2024 @ 3:29pm 
I thought I was smart building reactor injector killbox, but raiders just uninstalling and stealing them...
Gabeux Jul 22, 2023 @ 9:57pm 
Would be fascinating to see this with CE. Godspeed to anyone who takes on the patching.
Fantasy System Jun 3, 2023 @ 2:27pm 
*blesses your mod* I LOVE IT
indrageerts Apr 28, 2023 @ 4:48pm 
I just finished building the Antimatter reactor. The graphics are amazing. Five stars, absolutely love.
Bardez Feb 16, 2023 @ 1:36pm 
@TRON thank you for verifying my recent lag spike. Disabled and its working just fine (on a medieval colony that hasn't even reached industrial yet :( ... )
𝓔𝓶𝓲𝓵𝔂 Jan 27, 2023 @ 5:23pm 
Естественно, CE не поддерживается этим модом, а от сюда и возникают такие баги и ошибки.
Кавказец Jan 23, 2023 @ 6:53am 
Вместе с модом Combat Expanded эт-тат мод как-та страна работает. Некоторые оружие не стреляют, а оружие ближнего боя не атакуют. При этом очень быстра прокачивается навык ближнего боя!!!
Demognomicon Nov 12, 2022 @ 6:46am 
The only issue I have so far is you cannot directly command any pawns to load the composite refiner.
S O U P Oct 25, 2022 @ 7:43am 
agreed huge W for Epicguru, thanks buddy
Catbot1310 Oct 21, 2022 @ 12:46pm 
can we all just take a second to thank the author for updating to latest game version despite being out from modding for now. because dude deserves it.

thanks
pedroekh Oct 13, 2022 @ 7:46am 
Too bad it is not CE compatible...
Epicguru  [author] Oct 5, 2022 @ 3:06pm 
Updated to Rimworld 1.4. It is still compatible with 1.3.
Fixed audio-related bugs - not sure how long audio has not been working for, sorry about that.

I have not had time to test much - but I have made sure that the mod loads and launches in the 1.4 beta. I have still not returned mod my mod-making hiatus, but when I do, I'll take another look at this mod. Thanks.
TRON Sep 10, 2022 @ 2:22pm 
Mod works fine. Also with SOS2.
Everyone MUST turn off custom pathing in the mod menu for this mod though. You will have insane lag spikes if you dont
GAgaming Jun 4, 2022 @ 2:22pm 
Does this work with SOS2?
Fallen2025 May 15, 2022 @ 12:27am 
@Epicguru would you be open to uploading your progress with the CE patch to github?
Epicguru  [author] May 9, 2022 @ 9:30am 
@TheGodofFail Unfortunately no, sorry. I was working on CE patches a while ago but ran into issues with the custom turrets.

@Spark7979 I'll revisit this mod and patch it when I have time. I have many other things I have to focus on in real life.
Spark7979 May 8, 2022 @ 2:39pm 
This is 100% broken. Sprites don't appear, nothing accepts fuel or fires. Patch it.
zheega_low Apr 27, 2022 @ 11:28am 
Planning on making it CE compatible in the near time?
angus_jo Mar 23, 2022 @ 10:07am 
I am also using the performance mod. I have found that when I play at 1x speed, it works in phases. As if the query is stopped for a certain time. Manual refill is then also not possible. If I disable it, it works normally.
FuzzyK Mar 21, 2022 @ 1:50pm 
Just wanted to confirm, I was having the refueling bug and I was using the Performance Optimizer by Teranchuk. I removed it and the refueling issues are gone. I am not sure if there are mods that are conflicting but I can confirm that removing that performance mod works.
angus_jo Mar 19, 2022 @ 7:02pm 
There are any updates regarding the refueling bug?
Blue Mar 12, 2022 @ 4:44am 
Pretty sure I posted it already, but for redundancy's sake:
Harmony
HugsLib
Antimatter Annihilation
Epicguru  [author] Mar 12, 2022 @ 4:11am 
Update: I think I've tracked it down to Taranchuk's recent performance optimizer mod. Are you guys using that by any chance? I'll be in contact with Taranchuk to resolve the issue.
Epicguru  [author] Mar 12, 2022 @ 4:07am 
Alright, could someone with the issue please send me a mod list? You can post a link here or put the full list in the Bug reports thread. This is definitely being caused by a mod incompatibility and I will need to track down which one it is first...
paulogabbi Mar 11, 2022 @ 10:48pm 
yeah the alloy fusion machine is not being refued
Blue Mar 11, 2022 @ 12:36pm 
Nope still need the workaround to get the mod to function, something isn't working.
Epicguru  [author] Mar 11, 2022 @ 4:24am 
The mod has been updated to aim to fix the issue of refueling. It has been tested on the latest version of Rimworld and works as intended. If you're still seeing the issue, it is a mod conflict, most likely with a 'performance boosting' mod. Report it anyway and I will try to solve the conflict.

Thank you @Spavid for your effort. Hopefully the workaround won't be necessary anymore though...

Please note that when refueling the alloy machine, it will often not allow you to refuel unless you have all 3 of the materials available i.e. if you only have uranium and gold, it might not let you refuel because it wants the antimatter first.
Spavid Mar 10, 2022 @ 2:48am 
Hi people! I've posted a very small workaround for those of us who have trouble refueling the Alloy Fusion machine. https://gist.github.com/Spavid04/bd677606a5c136a026684f831889f434
It will remove the need (and checks) for Gold and Uranium.
Blue Mar 9, 2022 @ 5:24pm 
Only have this, harmony, and hugslib activated and getting exception errors thrown for 'AA14708' & 'AA14713'

Also, for some reason this mod doesn't place itself after the DLC automatically, probably has something to do with the about.xml and <loadAfter>
Heisenborg Mar 4, 2022 @ 5:22am 
@Epicguru I eventually figured it out. Lag free lamps 2 (https://steamcommunity.com/sharedfiles/filedetails/?id=2687885267) was causing the issue. It had a similar impact on a couple other mods that had powered items needing fueling.
Heisenborg Feb 7, 2022 @ 6:47pm 
@Epicguru I actually tried the dev remove/add before posting and sadly it didn't work. Even removed the mod and added it back. Again, I'm sure it's a mod conflict on my end but was hoping someone else had seen it.
Epicguru  [author] Feb 6, 2022 @ 4:03pm 
I've checked the code and that error means that (C# code) components were not added to the building, which is almost certainly caused by another mod. I suggest using dev mode to remove and replace the accelerator.

I've had other users report issued with the refueling system, which is linked to the accelerator. I'll look into it as soon as I get the time.
Heisenborg Feb 6, 2022 @ 9:52am 
Curious if anyone has run into this. I'm sure it's a mod conflict on my end. When the particle accelerator gets power, the error below shows up multiple times in the log. I also see it when I click on the object itself, instead of name and stats (like power use). I've used this mod numerous times, so I'm sure it's a conflict on my end. Just curious if anyone has any suggestions.

Exception ticking ParticleAccelerator_AA476806 (at (171, 0, 69)): System.NullReferenceException: Object reference not set to an instance of an object
at AntimatterAnnihilation.Buildings.Building_ParticleAccelerator.get_IsRunning () [0x00013] in <fa5f0b718ad848ce91f6f3cd0d9557b4>:0
Epicguru  [author] Jan 22, 2022 @ 1:20am 
Refueling may have been broken by a recent Rimworld update. The original system (to refuel multiple resources) was kind of hacked together so I wouldn't be surprised. I will look into fixing soon.
Mr.Twinkls Jan 21, 2022 @ 2:07am 
I have the same issue as Angry Shrew. And honestly i'm ok with it (pawns don't get distracted by am resource crafing all the time and do other things). But it would be great to have an option to manually force refuel commands.
Kyrox Jan 16, 2022 @ 11:47pm 
I'm not seeing the faction added by this mod in the factions tab. To disable them, or add them when generating a new planet. Is this inteded?
Angry Shrew Jan 8, 2022 @ 11:50pm 
Has anyone ever had an issue where colonists do not refuel the alloy fusion or composite refining structures? For instance, they will refuel one empty resource, but not the other(s). The icon when hovering over with a mouse also shows the indicator for the previous resource it was out of, like if it ran out of gold and uranium and gold was refilled, it would have the image as if it were out of gold while the structure details shows it is filled on gold but not uranium, and colonists will not attempt to fill it with uranium. Same for composite refiner, they will put canisters in but not plasteel.
Mismagius Jan 3, 2022 @ 10:44pm 
so, what resists the antimatter damage?