RimWorld

RimWorld

Nuclear revolution
40 Comments
0ddbase  [author] 3 hours ago 
@Prucha fixed hopefully
0ddbase  [author] 3 hours ago 
@Monkey Magic No this is not dependent on any dlcs currently
Monkey Magic 12 hours ago 
Is this mod not actually dependant on Odyssey DLC? I thought that this might be DLC specific, but that it does not appear to be the case.

@Prucha - you can just rename those for now, since unless there's a change to an actual file, the mod author can not fix this. The issue is with Steam - if a mod author tries to update a file and they only thing they change is capitalisation of folder, it does not update :/
RutraNickers 12 hours ago 
came here to say exactly the same thing as @Prucha, you need to have the folders upercase to have compatibility with Linux
Prucha 18 hours ago 
Just a heads up - the folders names seem to be lower case, which makes the mod not load on Linux.
Axira 22 hours ago 
@Aelflead Wayne You really shouldn't have.
TheSimpleDude42 Aug 2 @ 3:59am 
Less than 2 solar panels' worth of power is not good any way you look at it. Other than the space saved, the fuel is irrelevant, as you will get drowned in uranium mid-lategame (no uses for it really). You could try making it an industrial version of a VFE-P nuclear reactor with 10k power, but it produces toxic waste packs and more heat. That could make it a must-have for a compact gravship.
WaffleKing Aug 2 @ 2:13am 
Do the fuel rods just disappear once used up? It would be cool to have spent fuel rods which you have to deal with, like you do with tox packs. Makes it a bit more balanced imo.
0ddbase  [author] Aug 1 @ 4:13pm 
true... maybe i should do that
Hexacon Aug 1 @ 4:08pm 
you could make them spread pollution instead of exploding if they deteriorate
0ddbase  [author] Aug 1 @ 4:04pm 
if they deteriorate they will just disappear but if they are damaged they will explode. i wanted to make it explode if it deteriorates but i couldn't figure out how to do it with just xml
Soviet Swede Aug 1 @ 4:02pm 
Cool mod!
What happens with the fuel rods when they deteriorate?
Hexacon Aug 1 @ 9:33am 
Seems well balanced to me, finally an actual use for Uranium, I never understood why it's considered a "Rare Metal" if it's used in only 2 niche recipes lol
0ddbase  [author] Jul 31 @ 8:40pm 
3000 watts for an entire year and 100 uranium is not that bad honestly especially with the compactness
Gafronkis the Boot Maker Jul 31 @ 6:50pm 
This is a good mod, but I would recommend upping the power output, or at least add a setting to change it if you are able. At least as much as a Geothermal would be nice, as while it is smaller and fits on a Gravship, it's also expensive and requires specially made fuel.
0ddbase  [author] Jul 31 @ 2:00pm 
thank you!
恰似宛然一笑生花 Jul 31 @ 5:40am 
Hello 0ddbase. That's an interesting mod.
So I created a mod " Nuclear Revolution_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Poncho Jul 30 @ 3:47pm 
This mod seems pretty balanced and really useful, thanks!
deltaplays010 Jul 30 @ 1:55pm 
@krn̈vr its the bioferrite floor from anomaly, its vanilla
krn̈vr Jul 30 @ 1:44pm 
from where is the floor of the picture
Chickenwing Jul 29 @ 11:31pm 
@//SlipperyPete that dubs bad hygiene compatibility is actually a great suggestion
0ddbase  [author] Jul 29 @ 4:33pm 
i have updated the mod to have much easier to cool reactors so its not like you have to have 16 coolers at once to have them cooled properly
//SlipperyPete:. Jul 29 @ 2:29pm 
@Oddbase, as an added Chef's kiss, you could add compatibility with Dubs Bad Hygiene so the reactors require water to operate (much like Bad Hygiene patches Hydroponics Bays to require a small supply of water to work).
//SlipperyPete:. Jul 29 @ 2:24pm 
@goon high command, I might recommend Tweaks Galore, aside from being able to replace about 100 QOL mods, it also has a feature that lets you tweak the stats of any power generating structure and any battery. All the mod's features are optional and adjustable in mod settings, so you're not locked into using any feature you don't need/want.
The Blind One Jul 29 @ 1:53pm 
Btw good balance changes :cozybethesda:
goon high command Jul 29 @ 1:06pm 
Is there any way to adjust the power output? I'd love to use this on my Gravship but my Industrial Chemfuel generators (Vanilla Expanded Power or something I forgot) make almost as much power and have the same tile usage.
0ddbase  [author] Jul 29 @ 12:52pm 
You are probably right I'll look into lowering the heat quite a bit
//SlipperyPete:. Jul 29 @ 12:29pm 
@TheBlindOne, my work around for that was using the Search Bar in the research page to search for it, and then select it that way.
//SlipperyPete:. Jul 29 @ 12:22pm 
Great mod, just one piece of hopefully constructive criticism:

The ambient heat the reactors produce is a bit much. I've got 8 of them in a fairly large room on my Gravship, and it took 17 Walk-In Freezers (Dubs Bad Hygiene freezer) to keep the room at 21C.

I would suggest lowering them, for both gameplay QOL and realism. Nuclear reactors are basically a very high tech steam engine. The energy from the nuclear reaction is used to heat and turn water into steam, and then that steam is used to drive a turbine/generator. So if a nuclear reactor is pushing heat anywhere other than into that steam system, the reactor is either broken or extremely inefficient.
TurtleShroom Jul 29 @ 11:14am 
Well, I was more interested in adding compatibiltiy, so that I could use it as its own reactor, or insert your Fuel Rods into the Rimatomics Reactor. In other words, I was gunning on running both at the same time!
0ddbase  [author] Jul 28 @ 7:03pm 
@TurtleShroom this mod is my own interpretation of nuclear power done in game so i dont see the point in adding support for a mod that adds its own nuclear reactors in their style
0ddbase  [author] Jul 28 @ 6:32pm 
fixed
0ddbase  [author] Jul 28 @ 6:12pm 
ah gonna fix that soon i use a research tree mod so i usually dont run into those issues
The Blind One Jul 28 @ 11:19am 
The current nuclear tech is inaccessible for me right now because it's off screen due to its high offsets on the tech tree itself, I can't select it. I just see a tech tree connection going down off screen into the void where I can't scroll too. This could be because I have the UI set to 1.5x so it doesn't have enough room to place the tech but it's an issue then for everyone that uses that setting. You should place the tech closer to the top of the screen so it can be researched. I had to use devmode to give myself the tech right now.
TurtleShroom Jul 28 @ 10:02am 
Please consider adding Rimatomics Mod support!
0ddbase  [author] Jul 28 @ 9:07am 
thats what i was thinking! really appreciate the kind words
AEBrush Jul 28 @ 5:39am 
recyling the graphics from the archite capsule and the atmospheric heater to make an actual usefull item and building? dope
Filipino Goku Jul 28 @ 1:47am 
I love the graphic here
The Blind One Jul 28 @ 12:38am 
Got to say I like the art and the fact uranium has a use now other than uranium maces and some very specific recipes like power armor. Always wondered why there's no proper uranium powered energy source in the vanilla game.