RimWorld

RimWorld

Eccentric Tech - Fusion Power
353 Comments
躲进温柔的梦 Oct 28 @ 3:59am 
good
Aelanna  [author] Oct 27 @ 4:43pm 
@躲进温柔的梦 - This mod is not really intended to support incredibly power-hungry tech mods, it's part of the Eccentric Tech series and thus balanced against the rest of the mod series plus vanilla. If you really want the system to generate more power, there are mod settings and all of the power modes are configurable via XML; I will not be changing the base numbers any time soon.
躲进温柔的梦 Oct 27 @ 2:31pm 
I think as a nuclear fusion, its power generation is too small. I built two standard generators, but they are not enough to support my base. Even if I double this power generation, I suddenly feel that it is not enough
Aelanna  [author] Oct 26 @ 6:42am 
@Auktarus - The full-sized MMFS requires 20 deuterium per day in D-D mode, 10 deuterium plus 10 tritium per day in D-T mode, and 10 deuterium plus 10 helium-3 in D-He mode. This scales down linearly as you throttle a reactor's power, so if you don't need the full power capacity you can lower its output to conserve fuel and hull integrity.

The advantage that the full-sized reactor retains over the compact one is that it only requires a single TFG module, which without Eccentric Tech - Core is a quest- and trade-only item. Also, the reality is that the full sized MMFS was created long ago and is simply impractically large for gravship use, so I wanted to have a more compact option for Odyssey.

In addition to the mod setting, all of the power modes are also completely exposed in XML, so if you feel like making a local edit or a personal XML patch, almost every aspect of reactor startup and operation is configurable!
Auktarus Oct 26 @ 12:50am 
Hey!
I saw your webcomic and found your mods that way - all very cool stuff! I've had a couple questions i just can't figure out, namely:

- how much fuel does the MMFneed per day in each mode (at 100% output)?
- is there a reason i'd want to build the full sze MMF over the small one? After all, I could fit four small ones inside one full size one...

Lastly, i was very happy to find that you included a slider in the mod settings to reduce the power output from the fusion generators. However, the slider currently only allows a minimum of 50%. Maybe you'd consider reducing the minimum value in a future update? After all, 50% of 100k is still 50k, i.e. one hell of a lot of power...
Pika Oct 16 @ 7:06pm 
I love this mod.
Aelanna  [author] Oct 12 @ 6:29am 
@FiauraTheTankGirl - Once a reactor is cold, your builders can use spare reactor hull plating to restore 100 hull integrity each!
FiauraTheTankGirl Oct 11 @ 9:04pm 
How does one repair the reactor once it's shut down?
wincentweynard Oct 5 @ 2:10am 
You were right Aelanna. All I had to do was remove the fuel from the tanks.
The plasma charger behaves like another fuel storage.
Aelanna  [author] Oct 4 @ 5:02am 
@Kresius - Which mod are you referring to and you do you have a log I could look at? It isn't much to go on.
Aelanna  [author] Oct 4 @ 5:02am 
@wincentweynard - You do not need special thrusters, but I can't control which fuel sources the gravship chooses to use at this moment. In order to take full advantage of the plasma converter, you need to either empty or deconstruct your chemfuel tanks; I will keep looking into whether I can alter the vanilla priority!
wincentweynard Oct 3 @ 11:58am 
Do I have to build special engines for the plasma converter to work?
It has 750/750 and has hidden fuel pipes to all 4 thrusters. But they seem to usechemfuel instead.
Kresius Sep 23 @ 10:36am 
@Aelanna do you suppose youd be able to make a patch for gravtech. if you attempt to use their thrusters with your fusion power it creates a stacktrace error. otherwise love your mods!
Aelanna  [author] Sep 17 @ 3:12pm 
@Come4Dead@bandit - Heya! While the default is that only seawater yields deuterium, Fusion Power has mod settings that let you use moving or still freshwater as well. There's also a link to a Piped Deuterium Extractor in the mod description, if you are using Dubs Bad Hygiene.
Come4Dead@bandit Sep 17 @ 1:53pm 
Can i harvest Deuterium without being on the coast? (e.g. on a normal tile in the center of the map)
Yanzihko Sep 8 @ 10:31am 
@Aelanna

♥♥♥♥♥♥♥, thank you for fusion and shield mods. :lunar2019grinningpig:
Aelanna  [author] Jul 27 @ 7:58pm 
@Edramon - The community has you covered!

https://steamcommunity.com/sharedfiles/filedetails/?id=2782223134
Edramon Jul 27 @ 5:54am 
This mod (and rest of the series) looks great.
Currently just extracting deuterium so not fired up a reactor yet.
Any chance the deuterium extractor could be made to collect water through pipes so it can be built on a gravship and just run a pipe out to the water?
Feaucero Jul 26 @ 9:17am 
Oh, thanks!
Aelanna  [author] Jul 25 @ 2:24pm 
@Feaucero - Once a reactor is powered down, your builders can use reactor hull plates to restore the integrity of the reactor hull, with each plate restoring 100 HP.
Feaucero Jul 25 @ 1:59pm 
How do you fix hull integrity? I stopped the reactor but I can't see any option to fix it
Cornuthaum Jul 22 @ 2:23pm 
As they say, it was PEBKAC all along. Yeah, I wasn't anywhere near an ocean so all my water source testing/devmode testing was using regular water/deep water. Thanks, all good!
Aelanna  [author] Jul 22 @ 2:07pm 
@Cornuthaum - I am not seeing the same issue no matter what I try. In either my full testing list or just with GL+FP, the deuterium extractor functions normally in all situations in which it was intended to.

I will note that if you tested with regular (fresh) water and do not have the mod option enabled to allow freshwater extraction, then the placeworker will not allow you to place an extractor in a place where it would not function properly.
Cornuthaum Jul 22 @ 11:05am 
Update-update, it is a load order issue. If Geological Landforms is loaded AFTER Eccentric Tech Fusion, Deuterium Extractors can be placed. Why...?
Cornuthaum Jul 22 @ 10:59am 
I had the same issue as Skulgren and I did a dev quicktest - it is definitely the interaction between Eccentric Tech and Geological Landforms. Pruned my modlist down to just those two, made a 10x10 square of Water (Shallow) and Water (Deep) each surrounded by concrete 5 tiles in every direction and I couldn't place Deuterium extractors.
Cornuthaum Jul 22 @ 3:01am 
The He3 acquisition rate is really quite dread ful right now, especially because there's no other way of getting it beyond praying that RNG is kind enough to cough up a fuel trade ship at the moment. Similarly, man, I wish we could have ice asteroids to actually get water for Deuterium extraction in space, but I get why not.
Aelanna  [author] Jul 21 @ 7:02am 
@Dracon - Throttling down a reactor reduces both its fuel consumption as well as the rate at which the reactor hull degrades, so it's definitely worth doing if you don't need it running at full power!
Aelanna  [author] Jul 21 @ 7:01am 
@Sylaise - Will definitely take it into consideration! Base settlements missing fuel is definitely a concern though, I will put it on my list to take a look.
Dracon Jul 20 @ 10:01pm 
The small MFS is a real blessing for grav ships - Thank you.

Will the reactor panels hold longer when I set down fuel consumption too, or will that just effect how much fuel it consumes?
Sylaise Jul 19 @ 11:07pm 
So coring an asteroid is about one full tank of Helium, more or less. https://imgur.com/a/rbsF9kv
I don't know if that was intentional, lol.
That said, I think it would be better served to increase that output. Drastically even.
As it stands, it is balanced but getting stuck for a quadrum in space is quite dull. We can only so many scythers up there.

By the way, I recall that back in the before times (odyssey), factions used to store fuel. So I would do a shuttle run to stock up on the good stuff for my SoS2 ships. I tried the same but I haven't seen fuel yet. Could it be a mod conflict somewhere? I do use Better Orbital traders but afaik it doesn't touch settlement inventories: https://steamcommunity.com/sharedfiles/filedetails/?id=3009866854

Oh and of course I had three fuel tankers show up in the start when I use still figuring out how to make a chemfuel generator out of scrap iron.
Aelanna  [author] Jul 19 @ 5:17pm 
@DJ_Anuz - The plasma converter is a replacement for chemfuel tanks. They take time to charge and lose power rapidly if your reactor is shut off, but saves you from having to produce and store chemfuel to power your gravship.
Aelanna  [author] Jul 19 @ 5:16pm 
@Skulgren - I talked with m00nl1ight and looked into Geological Landforms myself, GL does not alter vanilla water and thus would not have this effect on the deuterium extractor. Do you have any other mods that might be altering map rendering or terrains?
DJ_Anuz Jul 19 @ 4:31pm 
What exactly does the plasma converter do? Does it just refuel the thrusters, or does it increase range?
Skulgren Jul 17 @ 7:19pm 
It does work when only using itself. I tested against my mod list and it seems like the issue is the way that Geological Landforms changes things.
Aelanna  [author] Jul 17 @ 5:10pm 
@Skulgren - I am not seeing any issue with deuterium extraction here: https://i.imgur.com/iZw3Tjs.png

The deuterium extractor uses vanilla static references to water terrains, so if vanilla had changed or removed them then I would have seen that as a build error. Do you have any mods that might be drastically altering biome generation? If you drop your mod list down to only Fusion Power, does it work when powered in a dev quicktest?
Skulgren Jul 17 @ 4:02pm 
I think it's no longer recognizing sea water as a valid source. Similarly the toxic water from the wastelands biome (from the dlc) isn't valid, so I am wondering if it had to do with an internal change in how sea water was listed so now the mapping is off.
Skulgren Jul 17 @ 4:01pm 
Maybe found another issue? I can't seem to find a valid place to put a deuterium extractor. Foundations, concrete, sand, etc all seem forbidden.
GOMIN Jul 16 @ 6:03pm 
I'm really enjoying using the mod series. Thank you for the update!!
Gundam Pharmacist Jul 16 @ 5:22pm 
Hi again! I really appreciate all the work you do and the help you've provided everyone. Just gave myself an hour long scare and troubleshooting session not realizing why I couldn't repair one of my reactors when I needed reactor hull plates, which wasn't immediately obvious. Would it be possible to add a tooltip when you attempt right clicking to repair a reactor to indicate you don't have enough in the future? Thanks again!
Aelanna  [author] Jul 16 @ 12:14pm 
@bluev1121 @Skulgren - Ah, I found the issue! Seems some of my optimizations were overly aggressive and caused the gizmos to be cached in a locked state. v1.5.1 should fix this, thanks for the report!
Skulgren Jul 16 @ 11:33am 
Aelanna, I was about to report the same thing that Bluev1121 had reported. The icon button doesn't change forms when cycling between options. The information box on the right will show the active mode change, but the button itself does not. I have tested this against both reactors
Shimmer Jul 16 @ 8:24am 
@Aelanna

The biggest issue with He-3 production ive found is that it produces an insane amount of rubble, which sure you can make into a bunch of statues, but itd be nice to get rid of them to squeeze out that teeny bit of extra that you can

Grav ships with storage mods do allow you to get chunks in bulk, so the initial process isnt that big of a deal, but all that rubble tho...
bluev1121 Jul 16 @ 8:16am 
Oh, the reactor IS cold, but wont change mode until I reload the save after shutting it down. I havent tried in isolation. Its something I can work around, and it only happened after I edited the XML files to add the new mode, so maybe it was due to my own shenanigans
Aelanna  [author] Jul 16 @ 7:46am 
@bluev1121 - Reactors being unable to change power modes unless cold is definitely intended, and I haven't seen any glitches with power modes or icons not updating properly during testing. Does this happen if you try using this mod in isolation?
bluev1121 Jul 16 @ 7:36am 
@aelanna did some XML/paint magic and added a new fusion mode/appropriate icon, however I noticed the icons arent updating between the power modes until a save is reloaded. and sometimes the reactors themselves cant change modes if online when a save is loaded until they are both shutdown and the save is reloaded. Not sure if you can replicate those particular bugs because it doesnt seem terribly consistent.
Aelanna  [author] Jul 16 @ 7:16am 
@Shimmer - Heya! I am actively keeping an eye on feedback but I'm honestly hesitant to add mass production of helium-3 to the base mod as the rarity of helium-3 is part of the balance of D-He power. I will also definitely be looking at what Odyssey expansion mods bring in terms of additional orbital objects and planet layers; my personal preference would be to add more trading and exploration options for obtaining fusion fuels rather than direct production, but will definitely keep it in mind!
Shimmer Jul 16 @ 3:32am 
Could there be a different method for producing larger amounts of helium 3? Say, something that produces more of it but completely destroys the vacstone chunk instead of leaving rubble behind

The current output gives very little per chunk, 'd be nice if that was a mod option
PremierVader Jul 15 @ 12:02pm 
First you get the money, then you get the power!
- Tony Montana
Aelanna  [author] Jul 14 @ 1:51pm 
If you're asking about prior to Odyssey, I would use an isolated geothermal to serve as the ignition backup for the colony reactors. :)
Aelanna  [author] Jul 14 @ 1:50pm 
@overgrown palico - As before, the safest option is to have some kind of backup solution. With Odyssey, my favorite one so far is to have a single gravcore power cell connected to ignition capacitors on an isolated loop connected to the main power grid with a switch. You can use it to fire up the reactor, connect it back to the grid to charge them back to full, then turn the switch off and use the power cell to keep the capacitors at full charge. Alternatively, having two reactor cores and staggering power cycles also works.

If you have a permanent base in addition to your gravship, then you can build on the latter option by having a full-sized reactor core powering your base and connect the power grids together while your gravship is docked, allowing you to use the ship reactor to ignite the base reactor or vice versa!