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1. Cool mod, like all of your mods.
2. The Helium-3 info tooltip suggests that you need a generator for it, but checking this page, it seems you can't produce/mine your own Helium-3? It seems unclear from in-game information.
3. The Tritium Breeder requires fuel in the form of Uranium to operate, but the information tooltip doesn't list a necessary fuel type (only that uranium is required for assembly), so this was unclear to me initially.
I'm not gonna say you're *required* to have all this information detailed in game and have no place to do so, but that's my two cents on the matter.
Interesting mod. I haven't been able to kick a reactor up just yet, but it's definitely more involved than the Vanilla Expanded Reactor, and makes a surprisingly good case for batteries.
It's certainly prettier than VEs Reactor. I wonder which I will prefer in the end.
Anyway to increase the power output factor to be more then 200%, i wanna get it to over 1 million, i got AOTC mod added but i do not like the power design in that one
the reactor spewed flame when emergency stopping (using the normal button, not the dev mode) and when the reactor itself blew up, an explosion sound is heard, but there is no real explosion around the reactor.
here's the list
I was in dev mode testing how to play with the reactor, so I just start the reactor without fuel and let it burn up, to see what will happen, and this error will consistently pop up. I also tried to shoot it, it will break and disappear when not doing reactor stuff, but no error log
System.NullReferenceException: Object reference not set to an instance of an object
[Ref B07B71D5]
at Verse.GridsUtility.GetThingList (Verse.IntVec3 c, Verse.Map map) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FireUtility.ChanceToStartFireIn (Verse.IntVec3 c, Verse.Map map, Verse.SimpleCurve flammabilityChanceCurve) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at RimWorld.FireUtility.TryStartFireIn (Verse.IntVec3 c, Verse.Map map, System.Single fireSize, Verse.Thing instigator, Verse.SimpleCurve flammabilityChanceCurve) [0x00000] in <69945a8ed6c540cf90b578de735e0605>:0
at EccentricPower.CompFusionGenerator.DoEmergencyVentFireDamage () [0x00109] in <9478d9689d654c65b84a935de582c0ed>:0
at EccentricPower.CompFusionGenerator.NetworkTick () [0x0046b] in <9478d9689d654c65b84a935de582c0ed>:0
at EccentricPower.FusionNetwork.Tick () [0x001bc] in <9478d9689d654c65b84a935de582c0ed>:0
at EccentricPower.FusionMapComponent.MapComponentTick () [0x0002c] in <9478d9689d654c65b84a935de582c0ed>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00013] in <69945a8ed6c540cf90b578de735e0605>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.MapComponentUtility:MapComponentTick (Verse.Map)
Verse.Map:MapPostTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Got this error message when the MMFS "exploded", which, it kind of didnt explode, it just spewed flames and dissapeared. Any idea what is doing this?
100MC for D-D vs 200MC for D-He3 to kickstart fusion.
So how you imagine D-D cycle to work in your mod?
High temp D-D cycle that also fuses T and He3 it produces?
Because low temp D-D cycle would produce little power, but output some He3
D-He fusion should require medium amount of energy to start
It's the D-D fusion that should require highest amount of energy
Deuterium REALLY doesn't like fusing with itself in comparison with other fusion cycles.
Tempted to add wastepack generation per every fuel unit used to Tritium Breeder
Otherwise it seems small amount of uranium get's converted into Tritium, while the rest simply goes poof.
Granted it's not uncommon for matter simply disappear in Rimworld.
Hmmm, will have to think about it.
Does fission process creates wastepacks?
Or maybe some other waste?
Because it should.
1.Tritium- what is it made from? Breeder says "fuel", but is it Deuterium or Chemfuel?
2.Helium3- do I get it right that it only can be bought? No way to manufacture it?
For realism, you can build the fusion reactor right up against the fuel modules of the Spinal engines. Think of the chemfuel version as a fusion torch or inertial confinement drive and the nuclear pod version as a catalyzed fission-fusion pulse engine.
Also: make sure you have a backup fission reactor or run dual fusion reactors! You want to be able to fill those capacitors during maintenance downtime!