RimWorld

RimWorld

Archotech ZPM
20 Comments
.:CHG:. Hope  [author] Jul 7 @ 6:49pm 
I updated to Rimworld v1.6.
.:CHG:. Hope  [author] Jul 7 @ 6:49pm 
The event is calibrated to occur about once every 3 years. It's best to not let the reserve stay completely full. These ZPMs are great for non-main-base colonies. You can buy 2 and have 1 charge and 1 discharging and have Teleporter Rooms teleport them back and forth. I think that's what the Ancients literally did in the Stargate universe, actually.
.:CHG:. Hope  [author] Jul 7 @ 6:47pm 
@Marmot: When the dark energy reserve reaches full capacity, it triggers a random event: Every longtick, there's a 0.5% chance of a *massive* overload. You'll get 32,500+ volts of electricity that will wipe out about 5-10% of the map, along any path connected to the power grid. Any pawn caught inside this radius is instant-fried. They usually wont' even find the smouldering body. Equivalent to a MOAB bunker buster.
GrynnReaper Dec 18, 2024 @ 3:36am 
why is it upside down?
Marmot Sep 1, 2024 @ 6:11pm 
I'm curious, what happens if the dark energy reserve reaches full capacity?
SpaceSR May 6, 2024 @ 1:29pm 
vfe ancient vaults are broken rn, it's not this mod
dveragon Apr 18, 2024 @ 2:07am 
if you load this mod before ve ancients the map fails to generate if you use the vault start, errot vanishs if you load it after
.:CHG:. Hope  [author] Mar 14, 2024 @ 4:27pm 
@Garvony, This is a VERY simple mod. I have NO IDEA why it would break ANY other mod…That said, I did a minor change that mabye fixes things? You need to test my Stargate mod that also has a static constructor (also to load custom images). If *that* is what is breaking the mods, I will have to do a LOT of research to figure out a solution...
.:CHG:. Hope  [author] Mar 14, 2024 @ 3:40pm 
Updated to Rimworld v1.5.
Garvony Dec 30, 2023 @ 3:59pm 
Not sure how, but this mod breaks Vanilla Expanded Chemfuel, Paste, More Linkables, and Even More Linkables. Causes any item with an internal storage, like the chemtank and paste tank to disappear when placed.

Tracked it down to this mod after a ton of mod removals and testing but unless that interaction can be fixed this mod wont work :-(

Seems several others have commented with the same issue.
Vardath Oct 13, 2023 @ 1:55am 
cool concept but does not currently work, in fact it crashed my entire game once added to my modlist. please update when you can.
CTH2004 Sep 30, 2023 @ 10:35am 
a tad confused, is it basically like a battery, but when you charge it, it increases it's charge by more than what you put in?

Also, how do you control the amount of dark energy in it?
.:CHG:. Hope  [author] Jan 21, 2023 @ 3:37pm 
@Kotori OK I’ve updated to Rimworld v1.4.3613.
.:CHG:. Hope  [author] Jan 21, 2023 @ 3:37pm 
@Sponikle: It has more than 10x efficiency. This thing is better than a geothermal vent. it’s equivalent to about 7 geos at full charge, and starts out immediately with 15,000 Wd (4 geos). For every 1 Wd in, 3 Wds get stored. And then with Dark Energy amp, you get ~75,000 Wd on a full charge. 21 Geos.
Kotori Nov 28, 2022 @ 8:19pm 
update please
Spoonikle May 28, 2022 @ 9:54pm 
It seems like the device acts like a battery all the time?
Device is charged with excess power and has 100 dark energy - I shut down some power generators and now my grid excess is in the negative, and the stored energy in the ZPM is dropping, but the dark energy is neither growing nor falling.

is 75% capacity warning about dark matter? 20,000 watt days is pathetic storage for the resources spent, so I am hoping this thing makes power at some point.
Thundercraft Aug 21, 2021 @ 12:14pm 
Any chance of an update for 1.3?
kowkillar Jul 28, 2021 @ 1:36pm 
Doesn't seem to work on 1.3. Building disappears after building it.
TurtleShroom Jun 18, 2021 @ 11:04am 
I have a suggestion. Please consider making sure that you also make it SUPER EXPLODE like a Mechanoid Unstable Power Source if it gets too damaged.
Project Thylacine Jun 18, 2021 @ 1:05am 
This seems cool. I'mma test it!