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RimWorld => Releases => Mods => Outdated => Topic started by: Psyckosama on March 02, 2014, 12:23:23 AM

Title: [MOD] (Alpha 7) Atomic Power
Post by: Psyckosama on March 02, 2014, 12:23:23 AM
Atomic Power



Description:
This mod adds in new generator type, the Nuclear Reactor. Finally something to do with that Uranium you can buy!

It's expensive, produces over half again as much (that's over 150%) output as a Geothermal generator, needs to be researched, and it'll explode if you as much as look at it funny.

I'm also thinking of adding an electrical fire threat if you leave it out in the rain.

I've been trying to make it glow, but for some reason I can't get the glow function working. I'm also trying to get it so it also sets things on fire as well as exploding. Some hints/tips/assistance getting those functions working would be much appreciated.

In general the feel I'm going for is its a near priceless piece of kit as long as its working right. If its not working right then you're going to be looking at problems... and if you were crazy enough to put multiple of them in the same room without stone walls to serve as damage buffers you're really going to have problems because when one reactor goes... well... there's a reason they call it a chain reaction. ;)

Features:
Mod Team:
Download:
(http://i.imgur.com/KwibIVn.png) (http://www.mediafire.com/download/vvm5xmpxahprpb5/AtomicPower_Alpha7.zip)

Screens:

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Changelog:
1.0 - First version
1.1 - Fixed Glow, Tweaked Costs
1.2 - New Texture, Fixed Explosion
1.3 - Alpha 3 Compatibility
1.4 - Thanks to Haplo, this mod now includes such wonderful effects as radiation damage effects and gradual ware and tear that requires regular maintenance. Doubled power output, tripled health.
1.5 - Now produces an unhappiness effect when exposed to Radiation.
1.6 - Updated to Alpha 4. Power production reduced, Radiation lethality increased, wear time slowed but is now less predictable, fire effects reduced due to massive slow downs. Reactor now starts inactive to prevent builder from being exposed to radiation.
1.61 - Updated to Alpha 5. All Glory to the Haplo-toad!
1.62 - Alpha 6
1.63 - Alpha 7
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: AcDie on March 02, 2014, 12:51:33 AM
screens must be...
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 02, 2014, 02:18:49 AM
Why does a nuclear generator produce LESS than a geothermal generator?  Nuclear reactors super heat water which turns into steam and goes through turbines, a great many powerful turbines, and that generates electricity.  The steam coming out of geysers is no where near as hot as steam coming out of a nuclear reactor.  It needs to produce a lot more power than a geyser or it's pretty much useless.  You just need other draw backs to balance it, and make it cost an extremely high amount.  Almost like you can only build one.  A mid to late game building.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: AcDie on March 02, 2014, 02:34:32 AM
Quote from: Vas on March 02, 2014, 02:18:49 AMWhy does a nuclear generator produce LESS than a geothermal generator?
Don't forget about water issue at desert planet  ???
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: deadbeat88 on March 02, 2014, 03:12:37 AM
so let me get it straight.

- it produces less power
- relies on other resources
- explodes/short-circuits + chain reaction
- expensive to build
- must be researched first

...tell me again why should I put this on my base instead of [mod]Wind power plants, Solar PP outside the base? Because if I weigh the risk of explosion over raider attacks, I'd prefer the latter.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 02, 2014, 03:14:58 AM
Quote from: AcDie on March 02, 2014, 02:34:32 AM
Quote from: Vas on March 02, 2014, 02:18:49 AMWhy does a nuclear generator produce LESS than a geothermal generator?
Don't forget about water issue at desert planet  ???

In a different game, I find it funny that people whine about solar panels in space, because it's so illogical and unreal and all that it produces tiny amounts of power, and then no one cares at all about a 20cm^3 sized nuclear reactor in space producing 4GW, 4.5 times the current average nuclear reactor on earth.  Which also isn't possible because, where does steam go, in zero gravity? :P  It'd have to be an RTG and they are way less efficient, about 2KW range max.  But anyway, semi off topic.  xD

If you make reactors produce 4 - 5 times more than geothermal generators, you can increase the explosion radius to some massive area.  Technically those fuel cells should be lasting 30 years each.  But I know it's a game and the devs probably want it down to something like one cell a day.  :P  Really, a nuclear reactor is an end game move.  If you build a nuclear reactor on any planet, you have the power to do whatever the hell you want, powering everything.  :P  You'd power a city with thousands of people.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: deadbeat88 on March 02, 2014, 07:34:42 AM
Quote from: Vas on March 02, 2014, 03:14:58 AM
If you make reactors produce 4 - 5 times more than geothermal generators, you can increase the explosion radius to some massive area.  Technically those fuel cells should be lasting 30 years each.  But I know it's a game and the devs probably want it down to something like one cell a day.  :P 

I like this idea. Basically, I would prefer it to be high-yield high-risk. if it produces 10K power, I want it to explode in 10x10 radius. wouldnt it be awesome? :D But then again, the chances of it exploding should be balanced or make the explosion warning a bit longer.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: oniryuuko on March 02, 2014, 07:49:25 AM
Half again doesn't mean it produces half power, it means it produces as much power as the Geothermal plant, and then an extra half of the Geothermal plant's output. Still, it's completely unreasonable that it produces so little power, especially at the rate it consumes uranium.

Also, Vas, Nuclear reactors work independent of gravity, as does any generator which relies on steam to produce power, including non-photovoltaic cell-based solar panels. This is because the steam doesn't rise because it magically defies gravity based on the simple fact that it is steam. This happens because the steam itself weighs less per volume than air, a direct effect of increased pressure of the gas. This pressure is what forces a turbine to spin, as the steam that makes it to the other side of the turbine is already cooler, and therefore lower pressure, than the steam freshly produced. As it continues to cool, it recondenses into water, where it can once again be heated into steam and keep the turbine spinning.

http://en.wikipedia.org/wiki/Steam_turbine
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 02, 2014, 08:42:23 AM
Quote from: oniryuuko on March 02, 2014, 07:49:25 AM
Half again doesn't mean it produces half power, it means it produces as much power as the Geothermal plant, and then an extra half of the Geothermal plant's output. Still, it's completely unreasonable that it produces so little power, especially at the rate it consumes uranium.

Actually, it doesn't consume it. It uses 50 Uranium in the construction as a material and then it's good to go. I don't know how to make it constantly consume fuel and honestly even if I did it would be silly because the advantage of nuclear plants is that they only need to have their fuel changed every couple years. If I was going to build a non-renewable fuel source I'd add fossil fuels.

The reason it produces "so little" is I wanted to keep it balanced. Solar is dependent on the sun. Steam is dependent on finding a vent. Nuclear is explosive and requires research.

Have you guys tried it out any?
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 02, 2014, 10:29:03 AM
I don't plan to try it :P  If it produces less power than a steam vent, then it's essentially useless.  xD  One dangerous, compact building to produce all the power I need.

One way you can balance it as well, is to over time have it take damage.  So every 6 game hours, it will take small bits of damage and require someone to maintenance it.  If no maintenance is done, it causes a catastrophic 30x30 square immediate destruction, causing 100x100 squares of light damage, to everyone and everything.  So everything within 30 squares would be totally destroyed or killed.

Seeing as how it is a nuclear power plant though, it really should need to produce at least 4 to 5 times more than steam vents.  If you can set up the maintenance bit, where it takes self damage every 6 game hours, that's 4 times per day, enough so that if you don't repair it after 2 days, it'll explode, then add in the 30x30 kill zone with 100x100 damage zone, I will definitely try it and add my balancing tips.

Actually you could even add research for it, o if you build it barely after researching it, it is an un-safe power plant.  It would take damage every hour, and explode after 12 hours of no repairs.  Research a super long project for making it a safe power plant, which takes damage every 3 hours, making it's explode time 36 hours later with no repairs.  And then research final stage of safety making it an efficiently safe power plant, it's explode time with no repairs would be 72 hours later.  12 bits of self damage for each one before they explode.

If only you could have the research rename the power plant, or like, remove the old one from your build list after it is replaced by a more efficient power plant.  This should cost something like 10,000 metal minimum, as well as 1000 stone for the core containment area, and 100 uranium.  I wish there was water, because then you could also require water.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 02, 2014, 11:05:00 AM
Quote from: Vas on March 02, 2014, 10:29:03 AM
I don't plan to try it :P  If it produces less power than a steam vent, then it's essentially useless.  xD  One dangerous, compact building to produce all the power I need.

It produces over 150% the output of a steam vent... over actually, as its output is 6500.

Half-again means basically "The same and then half more"

QuoteOne way you can balance it as well, is to over time have it take damage.  So every 6 game hours, it will take small bits of damage and require someone to maintenance it.  If no maintenance is done, it causes a catastrophic 30x30 square immediate destruction, causing 100x100 squares of light damage, to everyone and everything.  So everything within 30 squares would be totally destroyed or killed.

How can I calculate that in?

I don't know how to do gradual damage and at the moment I'm using a copy-pasted version of the gun-turret explosion with a significantly larger radius.

QuoteSeeing as how it is a nuclear power plant though, it really should need to produce at least 4 to 5 times more than steam vents.  If you can set up the maintenance bit, where it takes self damage every 6 game hours, that's 4 times per day, enough so that if you don't repair it after 2 days, it'll explode, then add in the 30x30 kill zone with 100x100 damage zone, I will definitely try it and add my balancing tips.

Not really considering that nuclear power is basically steam power. Just you're using a self-contained atomic heat source instead of a natural vent. I'd agree if this was a fusion reactor though.

QuoteActually you could even add research for it, o if you build it barely after researching it, it is an un-safe power plant.  It would take damage every hour, and explode after 12 hours of no repairs.  Research a super long project for making it a safe power plant, which takes damage every 3 hours, making it's explode time 36 hours later with no repairs.  And then research final stage of safety making it an efficiently safe power plant, it's explode time with no repairs would be 72 hours later.  12 bits of self damage for each one before they explode.

I'd need several more art resources for that one. I'd also need to know how to do the gradual damage thing.

QuoteIf only you could have the research rename the power plant, or like, remove the old one from your build list after it is replaced by a more efficient power plant.  This should cost something like 10,000 metal minimum, as well as 1000 stone for the core containment area, and 100 uranium.  I wish there was water, because then you could also require water.

Okay, I have to say I like the idea of making it use stone for the core containment area...

Really though, as its set up right now, the way you contain the damage from the exploding plant (and I've tested this) is just to make good use of stone walls. Basically put the reactor into a dedicated containment vessel.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 02, 2014, 01:10:10 PM
Quote from: Psyckosama on March 02, 2014, 11:05:00 AM
It produces over 150% the output of a steam vent... over actually, as its output is 6500.

Half-again means basically "The same and then half more"

----------

Not really considering that nuclear power is basically steam power. Just you're using a self-contained atomic heat source instead of a natural vent. I'd agree if this was a fusion reactor though.
Ah, well I guess half more power is slightly better.  But remember, that the reactor still heats the water much more quickly than natural steam.  And steam geysers are intermittent as you can see by the in game graphics of them randomly blowing steam.  The way those work, I think the power should be adjusted so that it only produces power while the steam is erupting but anyway.  Nuclear power is constant, and produces much more powerful heated steam which can turn more turbines than a steam geyser.  So maybe at least double, and then a fusion reactor would be 4 times more powerful than that minimum.  I remember in Minecraft where we had a mod that was well balanced where you could turn about 27 large turbines with fusion, and only 1 with fission.  With steam geysers being intermittent, it might turn a turbine for a small bit but then you gotta wait for another eruption.

Quote from: Psyckosama on March 02, 2014, 11:05:00 AMHow can I calculate that in?

I don't know how to do gradual damage and at the moment I'm using a copy-pasted version of the gun-turret explosion with a significantly larger radius.

I'm not really sure, I thought there might be a way for you to tell the game to destroy all blocks within a certain radius of an object or cause damage to stuff in that area.  If not then I guess it'd need to be a requested feature for the devs to put in.

Quote from: Psyckosama on March 02, 2014, 11:05:00 AMOkay, I have to say I like the idea of making it use stone for the core containment area...

Really though, as its set up right now, the way you contain the damage from the exploding plant (and I've tested this) is just to make good use of stone walls. Basically put the reactor into a dedicated containment vessel.

When I mean core containment, I just mean the inside of the reactor, not blast resisting your base.  That stone is just used as a sort of mixed mineral and composition radiation shield with holding cells for water to keep the reactor from melting down.  If the reactor melted down, that core containment structure would be useless, you'd need to rely on outside defenses like stone walls.    Of course, if you release a new item with this mod, a blast wall that is much more durable, it can be a very expensive wall used around reactors to prevent a catastrophic damage to your base if you try to keep it inside. Like Metal wall, but you could call it Containment Wall, and it would have conduits inside it for transferring power, but would have maybe triple-quadruple the strength of metal walls and show up with a more metallic texture or even concrete metal like appearance, taking both metal and stone to make.  I'd say wood too, but that's from another mod.  xD  Anyhow.

I bet Tynan had plans for a nuclear reactor anyway, and was likely going to add radiation damage and such to the game as well for it.  So if he did plan to do this, then it'd be a lot easier making modified nuclear reactor mods with different outcomes, efficiencies, and danger levels.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 02, 2014, 02:52:32 PM
Quote from: Vas on March 02, 2014, 01:10:10 PM
Ah, well I guess half more power is slightly better.  But remember, that the reactor still heats the water much more quickly than natural steam.  And steam geysers are intermittent as you can see by the in game graphics of them randomly blowing steam.  The way those work, I think the power should be adjusted so that it only produces power while the steam is erupting but anyway.  Nuclear power is constant, and produces much more powerful heated steam which can turn more turbines than a steam geyser.  So maybe at least double, and then a fusion reactor would be 4 times more powerful than that minimum.  I remember in Minecraft where we had a mod that was well balanced where you could turn about 27 large turbines with fusion, and only 1 with fission.  With steam geysers being intermittent, it might turn a turbine for a small bit but then you gotta wait for another eruption.

The issue here is game balance. I want to make them useful and powerful but not without their downsides. Basically the idea is they're the kind of system you have to build deep within a well established base but at the same time it never completely makes the other power sources obsolete.  Basically trying to stay away from the whole "dig yourself deep into a mountain and then collapse the entrance" survival option.

QuoteI'm not really sure, I thought there might be a way for you to tell the game to destroy all blocks within a certain radius of an object or cause damage to stuff in that area.  If not then I guess it'd need to be a requested feature for the devs to put in.

Yeah. until I know the does I really can't do it.

Quote

When I mean core containment, I just mean the inside of the reactor, not blast resisting your base.

I meant both. Basically you can get around some of the problems of the system by building them inside a stone bunker.

QuoteThat stone is just used as a sort of mixed mineral and composition radiation shield with holding cells for water to keep the reactor from melting down.  If the reactor melted down, that core containment structure would be useless, you'd need to rely on outside defenses like stone walls.

I know. Just saying I like the idea of adding stone to the materials requirement.

QuoteOf course, if you release a new item with this mod, a blast wall that is much more durable, it can be a very expensive wall used around reactors to prevent a catastrophic damage to your base if you try to keep it inside. Like Metal wall, but you could call it Containment Wall, and it would have conduits inside it for transferring power, but would have maybe triple-quadruple the strength of metal walls and show up with a more metallic texture or even concrete metal like appearance, taking both metal and stone to make.  I'd say wood too, but that's from another mod.  xD  Anyhow.

Well, stone walls at the moment work well enough.

IF I was going to add anything it would be heavy blast doors.

QuoteI bet Tynan had plans for a nuclear reactor anyway, and was likely going to add radiation damage and such to the game as well for it.  So if he did plan to do this, then it'd be a lot easier making modified nuclear reactor mods with different outcomes, efficiencies, and danger levels.

He does. As far as I'm concerned this mod is simply a placeholder.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 02, 2014, 03:20:00 PM
Quote from: Psyckosama on March 02, 2014, 02:52:32 PM
Quote from: Vas on March 02, 2014, 01:10:10 PM
Ah, well I guess half more power is slightly better.  But remember, that the reactor still heats the water much more quickly than natural steam.  And steam geysers are intermittent as you can see by the in game graphics of them randomly blowing steam.  The way those work, I think the power should be adjusted so that it only produces power while the steam is erupting but anyway.  Nuclear power is constant, and produces much more powerful heated steam which can turn more turbines than a steam geyser.  So maybe at least double, and then a fusion reactor would be 4 times more powerful than that minimum.  I remember in Minecraft where we had a mod that was well balanced where you could turn about 27 large turbines with fusion, and only 1 with fission.  With steam geysers being intermittent, it might turn a turbine for a small bit but then you gotta wait for another eruption.

The issue here is game balance. I want to make them useful and powerful but not without their downsides. Basically the idea is they're the kind of system you have to build deep within a well established base but at the same time it never completely makes the other power sources obsolete.  Basically trying to stay away from the whole "dig yourself deep into a mountain and then collapse the entrance" survival option.

I know a really great, super easy, fix to this.  Also it's quite hard collapsing the entrance without leaving more exposed ways in.  xD  I've tried.

Anyway, the fix is, your people will feel trapped, if they can't go outside, under fresh blue sky every once in a while.  This trapped multiplier will stack over time, till they have a mental break and murder everyone in the base. :p  A great way to require your people to go outside once in a while.  Someone should make this into a mod!  The "must go outside once in a while" bit.  :P
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 02, 2014, 09:03:26 PM
Updated version. It now uses Stone as well as Metal and Uranium to construct. This is basically symbolic of the heavy materials needed to help with the reactor shielding. 

The research takes 8000 time. This is because IMHO research in the game goes very quickly and something like nuclear reactors are more complicated than rugs.

The reactor has low HP, explodes with a large radius, and doesn't like the rain.

It also glows a bright sickly green because, well, it's nuclear and its thematic.

It has the same footprint as a Steam Generator and produces 6500 power.

And if anyone could tell me how to make the explosion set things on fire like a power conduit overload, I'd be much obliged.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 03, 2014, 03:44:39 PM
So, anyone tried this yet and if so, what do you think?
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 03, 2014, 06:24:01 PM
Quote from: Psyckosama on March 03, 2014, 03:44:39 PM
So, anyone tried this yet and if so, what do you think?

I suppose I can start a new colony and give it a test run.  :P  After I fix my mod that I haven't uploaded here yet.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 03, 2014, 07:01:02 PM
Quote from: Vas on March 03, 2014, 06:24:01 PM
Quote from: Psyckosama on March 03, 2014, 03:44:39 PM
So, anyone tried this yet and if so, what do you think?

I suppose I can start a new colony and give it a test run.  :P  After I fix my mod that I haven't uploaded here yet.

It'll be actually easier if you start up an established colony from a manual save and then go from there as this is intended to be a rather late game item.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 03, 2014, 08:46:54 PM
Quote from: Psyckosama on March 03, 2014, 07:01:02 PM
Quote from: Vas on March 03, 2014, 06:24:01 PM
Quote from: Psyckosama on March 03, 2014, 03:44:39 PM
So, anyone tried this yet and if so, what do you think?

I suppose I can start a new colony and give it a test run.  :P  After I fix my mod that I haven't uploaded here yet.

It'll be actually easier if you start up an established colony from a manual save and then go from there as this is intended to be a rather late game item.

That wasn't that great.  xD  I only tried out the explosion bit.
The initial explosion was caused by me throwing grenades at it, the 11 colonists surrounding it trying to put out fires and repair it, took 75ish damage each, but no one died.  A nuclear reactor explodes and the people practically humping it, don't die?  Come on.  :P
The area damage was very minimal.  It needs to have way higher area damage.  I guess that might not be possible.  But it definitely should be killing everyone near it or anyone who can pretty much see it.  :P

I'll try it out more later though.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 03, 2014, 09:45:27 PM
Quote from: Vas on March 03, 2014, 08:46:54 PM
That wasn't that great.  xD  I only tried out the explosion bit.
The initial explosion was caused by me throwing grenades at it, the 11 colonists surrounding it trying to put out fires and repair it, took 75ish damage each, but no one died.  A nuclear reactor explodes and the people practically humping it, don't die?  Come on.  :P
The area damage was very minimal.  It needs to have way higher area damage.  I guess that might not be possible.  But it definitely should be killing everyone near it or anyone who can pretty much see it.  :P

I'll try it out more later though.

It's not possible at the moment. Believe me, I looked into it for that very same reason.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 03, 2014, 09:53:26 PM
Quote from: Psyckosama on March 03, 2014, 09:45:27 PM
Quote from: Vas on March 03, 2014, 08:46:54 PM
That wasn't that great.  xD  I only tried out the explosion bit.
The initial explosion was caused by me throwing grenades at it, the 11 colonists surrounding it trying to put out fires and repair it, took 75ish damage each, but no one died.  A nuclear reactor explodes and the people practically humping it, don't die?  Come on.  :P
The area damage was very minimal.  It needs to have way higher area damage.  I guess that might not be possible.  But it definitely should be killing everyone near it or anyone who can pretty much see it.  :P

I'll try it out more later though.

It's not possible at the moment. Believe me, I looked into it for that very same reason.

It's not possible to make it do enough damage to kill every colonist in the surrounding area?  Cause turrets exploding do quite a large bit of damage, killing anyone near them.  I mean I had like 5 colonists humping out fires that were directly on the reactor that exploded, I think they'd pretty much be dead.  :P  They all just walk away and go "Huh, that fire was intense, oh well.  Lets clean up some dust now."
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 03, 2014, 11:39:16 PM
Quote from: Vas on March 03, 2014, 09:53:26 PM
Quote from: Psyckosama on March 03, 2014, 09:45:27 PM
Quote from: Vas on March 03, 2014, 08:46:54 PM
That wasn't that great.  xD  I only tried out the explosion bit.
The initial explosion was caused by me throwing grenades at it, the 11 colonists surrounding it trying to put out fires and repair it, took 75ish damage each, but no one died.  A nuclear reactor explodes and the people practically humping it, don't die?  Come on.  :P
The area damage was very minimal.  It needs to have way higher area damage.  I guess that might not be possible.  But it definitely should be killing everyone near it or anyone who can pretty much see it.  :P

I'll try it out more later though.

It's not possible at the moment. Believe me, I looked into it for that very same reason.

It's not possible to make it do enough damage to kill every colonist in the surrounding area?  Cause turrets exploding do quite a large bit of damage, killing anyone near them.  I mean I had like 5 colonists humping out fires that were directly on the reactor that exploded, I think they'd pretty much be dead.  :P  They all just walk away and go "Huh, that fire was intense, oh well.  Lets clean up some dust now."

I copied the explosive code for the reactor from the entry for the turret.... the only change was to massively boost the radius. There isn't a toggle that lets you change the amount of damage. If there was, then believe me, this would not be an issue and I'd have it do something like ten thousand damage.


Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: deadbeat88 on March 04, 2014, 06:10:29 AM
I have tried your earlier version. So far it hasnt exploded and blew my colony into smithereens.

like you said, its basically steam generator.... a very expensive one. You can make it consume uranium by applying same mechanics used in nutrient dispenser.

I was thinking of:
- there will be one person operating the reactor(like stonecutter,cooker)
- will only work when someone operates it
- to balance it, it gives a huge amount of power(about 10K?), so you should make huge-capacity batteries (1K cap)
- in an event of explosion, the operator will obviously die
-  (are we able to create new debris?), if so make nuke waste when explosion happens
- wastes can be renew using converter, i guess, like stonecutter and [mod]blacksmith

summary of possible new items:
-  debris, nuclear waste
-  large capacity battery
-  waste converter

what do you think?
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 04, 2014, 11:49:51 AM
Quote from: deadbeat88 on March 04, 2014, 06:10:29 AM
I have tried your earlier version. So far it hasnt exploded and blew my colony into smithereens.

like you said, its basically steam generator.... a very expensive one. You can make it consume uranium by applying same mechanics used in nutrient dispenser.

I was thinking of:
- there will be one person operating the reactor(like stonecutter,cooker)
- will only work when someone operates it
- to balance it, it gives a huge amount of power(about 10K?), so you should make huge-capacity batteries (1K cap)
- in an event of explosion, the operator will obviously die
-  (are we able to create new debris?), if so make nuke waste when explosion happens
- wastes can be renew using converter, i guess, like stonecutter and [mod]blacksmith

1. You do realize, that it takes 30 years to use up uranium fuel.  Right?  Why would we need to ever replace it once the reactor is built?  Unless you reach day 10958, I don't think replacing the fuel is required.  This may be inaccurate, I remember researching nuclear fuel for space ship purposes but forgot a lot.  I do know it has a minimum of several years usage.

2. Having someone forced to operate it might not work out, because they may get stuck there and go mental from lack of sleep or food.  On top of which, they often all tend to go to bed at night and you can't prioritize work shifts on an item like that.  You'd have to use research table code basically to get them to go there.  Always on is good.

3. In the event of an explosion, everything within 10 miles is going to be leveled, at least, when the devs release an update that would let you do something like that with the code, currently you can't.

4. What would you convert nuclear waste into?  It's toxic radioactive containment water, it's useless.  It needs to be stored somewhere safe for 30+ years till the radioactivity settles.  Our oceans are now radioactive for the next 30 years thanks to those morons who built the reactors in Japan.  A group of moron Americans built those reactors in a clearly bad spot and weakened the area even.  Then Japan took to long decommissioning those reactors when they had new ones built on better more stable ground.  So, don't go eating sea food for 30+ years.  Or anything that grows in the west coast of America.  Or anything that comes from there.  :P  Just an example of how bad nuclear waste is and how we can't do anything about it.  So converting waste from an exploded reactor would be pointless, there is nothing you can convert it into.  It's just a deadly harmful radioactive liquid till it can lose all that built up energy.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: shayesllc on March 05, 2014, 09:59:51 AM
Sorry, normally I don't get involved with argumentative people.. but who the heck is this Vas guy?

http://www.nuclearsecrecy.com/nukemap/
A handy tool concerning surface burst nuclear WEAPONS (Which actually trigger an explosive nuclear reaction, instead of a partial- or total-core meltdown), notice that even an air-burst of the Tsar Bomba would cause overpressurization (boom) to a mile or two.

http://en.wikipedia.org/wiki/Nuclear_meltdown
The mechanics of a meltdown. Notice that a meltdown doesn't cause a 'BIG FKN EXPLOSION', it can cause a small scale explosion, but the primary danger is radiation fallout.  How about accidents that don't kaboom, but have realistic effects such as nothing will grow within X radius of the accident, or all colonists entering the area receive damage and a lasting happiness and hunger modifier to reflect radiation sickness / inability to hold down food?

http://www.world-nuclear.org/info/Nuclear-Fuel-Cycle/Conversion-Enrichment-and-Fabrication/Fuel-Fabrication/
The process by which spent nuclear fuel can be recycled and enriched into weapons- or power-grade fuel rods.  It's just not cheap and typically not practical when fresh-from-the-source fuel is available. 

Also, he's mentioned about thirteen times so far that it produces MORE power than a steam vent.  Read, re-read, read again.. only then, speak.  ;)
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: deadbeat88 on March 05, 2014, 10:11:16 AM
Quote from: Vas on March 04, 2014, 11:49:51 AM
...

Really? You're taking it WAY too serious, smartypants. I only said that as a suggestion to balancing the reactor. And by the way, I NEVER said that the operator will have to be there 24/7. I explicitly said that it should work SIMILAR to stonecutter or cooker(which by the way produces food that expires in  days).

wastes are converted into uranium again, in lesser quantity ofc.

if you going to talk real stuff, then there WOULDNT BE super-intelligent people in that planet building nuclear reactors when they can build spacecraft instead. Stick to the game topic!
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 05, 2014, 12:10:42 PM
Quote from: shayesllc on March 05, 2014, 09:59:51 AM
Sorry, normally I don't get involved with argumentative people.. but who the heck is this Vas guy?

http://www.world-nuclear.org/info/Nuclear-Fuel-Cycle/Conversion-Enrichment-and-Fabrication/Fuel-Fabrication/
The process by which spent nuclear fuel can be recycled and enriched into weapons- or power-grade fuel rods.  It's just not cheap and typically not practical when fresh-from-the-source fuel is available. 

Also, he's mentioned about thirteen times so far that it produces MORE power than a steam vent.  Read, re-read, read again.. only then, speak.  ;)

Ok, so it won't cause a huge boom, other than the one seen in Japan, though that was up, and not out so it had minimal damage I suppose.  I wanted the large boom, because right now there is no way to simulate radiated location for 10-30 game years.

I also didn't say in my last post that it was less powerful, I said that it should be more powerful than it is right now, only if we can get the proper drawbacks in place.  Which we can't so I suppose it's fine for now.  Although it is still pretty over powered without the ability to harm your colonists or your land scape.

And I don't think weapons grade nukes will matter in this, maybe if you can make nukes with them and only sell them, but not use them.  :P  Or just "weapons grade plutonium" as an item that you can trade to the black market dealers (if we add a black market trader).  The re-enrichment process of old fuel rods though will be good for making it last longer, but still.  It will last long enough to not need a new uranium fuel source for a very long time, so making it so you have to add more uranium to keep it going, would be a bit useless.  :P
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Architect on March 05, 2014, 03:01:52 PM
Guys calm down :P Vas wants to see a realistic approach to the mod, and is applying his knowledge to it. You guys obviously don;t want quite as much of a realistic approach, but a balanced in game one. You don't need to clash, just agree to disagree, I'm sure Vas just meant what he said as something to take into consideration, not a demand on the mod makers half. XD
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 06, 2014, 02:41:18 PM
I've chosen to go with a reactor that doesn't actively burn uranium. Instead you build it with stone and uranium as part of it. I'm tempted to change the sale cost of Uranium though so it's extremely expensive silver wise. It will allow me to lower other costs a bit.

Also, the explosion that it uses, while I'd like to make it stronger, the intent is for it to be something that will make you fear a poorly placed overload or regret putting it somewhere out in the open, not a Game Ender.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: deadbeat88 on March 07, 2014, 09:28:17 AM
Quote from: Psyckosama on March 06, 2014, 02:41:18 PM
I've chosen to go with a reactor that doesn't actively burn uranium. Instead you build it with stone and uranium as part of it. I'm tempted to change the sale cost of Uranium though so it's extremely expensive silver wise. It will allow me to lower other costs a bit.

The thing is, it shouldnt cost cheap. I would say its reliance to another source makes it unique with other power mods. So far we havent had any power plants that exceeds 5K in producing electricity. Making your Atomic PP a one-off construction-maintenance would make it redundant. I, for one, would like to see a VERY IMPORTANT machine to be maintained by my colonist. That way, I would cherish my base more... instead of putting power plants away from based and let it rot until it explodes.

This way would make the gameplay more complicated as well by choosing whether to build the PP near the base area but prone to fatal casualties or further away sacrificing time and energy of the operator.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 08, 2014, 01:49:40 AM
With bolti1703's help I figured out how to make this explode properly. I'm working on new art for it, so expect a new version tomorrow.

It has a lot more boom to it! :D
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: bolti1703 on March 08, 2014, 02:01:42 AM
Nice  ;). And for those who cant wait  try meanwhile my http://ludeon.com/forums/index.php?topic=2439.msg22242#msg22242 (http://ludeon.com/forums/index.php?topic=2439.msg22242#msg22242)  8)
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: bolti1703 on March 09, 2014, 12:01:15 PM
watch what could happen if a reactor blows up https://www.youtube.com/watch?v=uao8HGGktnM&feature=youtu.be  8)
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 09, 2014, 03:37:58 PM
The explosion is now suitably impressive without killing your frame-rate too badly.

Also, new art!

(http://i.imgur.com/NtNWVeU.png)
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 12, 2014, 06:59:59 AM
Ever wondered what it looks like to have 10 nuclear reactors explode side by side?
(https://dl.dropboxusercontent.com/u/30270697/tempimages/10reactorbangsmall.png) (https://dl.dropboxusercontent.com/u/30270697/tempimages/10reactorbang.png)
Now you know! (Click the image for full size)
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: TheEisbaer on March 12, 2014, 09:52:26 AM
In what conditions do they explode?
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 12, 2014, 02:15:51 PM
Quote from: TheEisbaer on March 12, 2014, 09:52:26 AM
In what conditions do they explode?

Damage, though if left out in the rain they'll short out and catch fire.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Vas on March 12, 2014, 03:47:38 PM
I want to try 50 power plants or even 200, but I can't stop the game from going into a permanent state of apphang when this many explode at once.  Also it seems sometimes they dont explode at all, I think it might be when near a large group of trees from Wood Economy.

I thought of an idea by the way.  When the power plant is about to explode, pause the game and ask the user a question: "Do you want to pause the game while we calculate the explosion to smooth things over for you?"  that might give it time to calculate all reactors at the same time that are in range of each other and smooth it over instead of just apphang.

EDIT:
I found another place nuclear reactors don't really explode at.
https://www.youtube.com/watch?v=OarW5N3bn9U
And near the middle of the video, behold god's power!  It changes frames periodically, only takes 1 frame 1 minute to process.  xD  This is towards the middle of the vid though.  The bug I mentioned is at the beginning where everything is smooth sailing.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on March 19, 2014, 05:50:39 AM
Quote from: Vas on March 12, 2014, 03:47:38 PM
I want to try 50 power plants or even 200, but I can't stop the game from going into a permanent state of apphang when this many explode at once.  Also it seems sometimes they dont explode at all, I think it might be when near a large group of trees from Wood Economy.

I thought of an idea by the way.  When the power plant is about to explode, pause the game and ask the user a question: "Do you want to pause the game while we calculate the explosion to smooth things over for you?"  that might give it time to calculate all reactors at the same time that are in range of each other and smooth it over instead of just apphang.

EDIT:
I found another place nuclear reactors don't really explode at.
https://www.youtube.com/watch?v=OarW5N3bn9U
And near the middle of the video, behold god's power!  It changes frames periodically, only takes 1 frame 1 minute to process.  xD  This is towards the middle of the vid though.  The bug I mentioned is at the beginning where everything is smooth sailing.

That, friend, is well beyond my capability.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: hwoo on April 10, 2014, 09:04:03 PM
This making a alpha 3 cameo? And if it is will it be more or less powerful than geothermal. The vents are to easy to find so nuclear that explodes needs to have some big advantages over geo.
love the art though.
Title: Re: [MOD] (Alpha 2) Atomic Power
Post by: Psyckosama on April 11, 2014, 01:29:21 AM
Quote from: hwoo on April 10, 2014, 09:04:03 PM
This making a alpha 3 cameo? And if it is will it be more or less powerful than geothermal. The vents are to easy to find so nuclear that explodes needs to have some big advantages over geo.
love the art though.

It's significantly more powerful than geothermal.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: hwoo on April 11, 2014, 01:34:37 AM
awesome, so compatible with A3?
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 11, 2014, 05:39:57 AM
Quote from: hwoo on April 11, 2014, 01:34:37 AM
awesome, so compatible with A3?

*points to the title* :p
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: hwoo on April 11, 2014, 07:28:59 AM
I swear it used to say alpha 2 in the title....meh love the mod regardless. wish there was some kind of tip system to give a lil change to you modders. fantastic work.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 21, 2014, 05:15:33 PM
New functions added.

Good news is I've doubled the power output and tripled the health!

Bad news is it now slowly degrades with use and emits hard radiation while active that will damage your colonists. It still explodes though, meaning that if you leave it unattended for too long it will ruin your day. :)
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 22, 2014, 10:22:55 AM
Anyone try the new version?
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 22, 2014, 01:24:17 PM
Barring some balance tweaking, this is probably the final version... at least until the next alpha.

Being exposed to radiation now makes your colonists rather unhappy.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 23, 2014, 07:35:49 AM
Anyone try out the new version? Beyond some balance stuff and keeping it up to date, I'm pretty much done.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Kirid on April 23, 2014, 10:25:58 AM
I've been playing around with it. Probably going to power my next colony.
The reactor itself is forbidable, but colonists can still wander into the room and die which worries me a bit. Need a locked door for something this dangerous.
The explosion is pretty intense. I agree with the damage, but the lag is hard to handle. I'm editing it around for my own tastes.
Otherwise I like it :D
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 24, 2014, 06:59:54 PM
Quote from: Kirid on April 23, 2014, 10:25:58 AM
I've been playing around with it. Probably going to power my next colony.

Its useful but dangerous.

QuoteThe reactor itself is forbidable, but colonists can still wander into the room and die which worries me a bit. Need a locked door for something this dangerous.

Best way to handle that IMHO is to stick it back away from everything and disable interaction on the reactor except for when you need to repair it.

QuoteThe explosion is pretty intense. I agree with the damage, but the lag is hard to handle. I'm editing it around for my own tastes.
Otherwise I like it :D

I might try refining it a bit to make it less laggy which is a concern. A lot of it though seems to be the sheer amount of fire damage it leaves behind.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: WhackyRavenLand on April 25, 2014, 02:08:01 PM
I just can't get these things to work! Can you please include a FAQ or How To guide on how to actually use these reactors?  I've built one, but I have no idea how or if to use Uranium, no idea what console I need (if any).

Using some other mods as well, downside is that architect menu is severely cluttered...

RB
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 28, 2014, 09:36:37 AM
Quote from: WhackyRavenLand on April 25, 2014, 02:08:01 PM
I just can't get these things to work! Can you please include a FAQ or How To guide on how to actually use these reactors?  I've built one, but I have no idea how or if to use Uranium, no idea what console I need (if any).

Using some other mods as well, downside is that architect menu is severely cluttered...

RB

To construct this reactor you must buy uranium from the Industrial Trader.

That is all.

Nothing complex.

No special consoles.

You just need a special building material.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: WhackyRavenLand on April 28, 2014, 12:48:48 PM
Quote from: Psyckosama on April 28, 2014, 09:36:37 AM
Quote from: WhackyRavenLand on April 25, 2014, 02:08:01 PM
I just can't get these things to work! Can you please include a FAQ or How To guide on how to actually use these reactors?  I've built one, but I have no idea how or if to use Uranium, no idea what console I need (if any).

Using some other mods as well, downside is that architect menu is severely cluttered...

RB

To construct this reactor you must buy uranium from the Industrial Trader.

That is all.

Nothing complex.

No special consoles.

You just need a special building material.

I think I might have made a mistake.  The nuclear reactors I have ingame are not from this mod, it's from somewhere else on this forum.  This mod I haven't tried at all, but it's where I ended up when I looked up "Atomic Power" to see if I could find out how to work it, lol.

My mistake, apologies for making a fuss! :)

RB
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 28, 2014, 03:56:31 PM
Quote from: WhackyRavenLand on April 28, 2014, 12:48:48 PM
Quote from: Psyckosama on April 28, 2014, 09:36:37 AM
Quote from: WhackyRavenLand on April 25, 2014, 02:08:01 PM
I just can't get these things to work! Can you please include a FAQ or How To guide on how to actually use these reactors?  I've built one, but I have no idea how or if to use Uranium, no idea what console I need (if any).

Using some other mods as well, downside is that architect menu is severely cluttered...

RB

To construct this reactor you must buy uranium from the Industrial Trader.

That is all.

Nothing complex.

No special consoles.

You just need a special building material.

I think I might have made a mistake.  The nuclear reactors I have ingame are not from this mod, it's from somewhere else on this forum.  This mod I haven't tried at all, but it's where I ended up when I looked up "Atomic Power" to see if I could find out how to work it, lol.

My mistake, apologies for making a fuss! :)

RB

I suggest you try mine. It's all fun and highly explosive.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Haplo on April 28, 2014, 05:15:49 PM
I think the health of 300HP is too low. You should be able to let it stand around for at least two days without an meltdown. One longer raid attack..
I'd prefer 600HP or 800HP or give it a nice round 999HP  ;)
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Vas on April 28, 2014, 05:18:41 PM
I've been sticking to Better Power + now that it has a nuclear reactor in it.  :P
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 28, 2014, 06:45:26 PM
Quote from: Haplo on April 28, 2014, 05:15:49 PM
I think the health of 300HP is too low. You should be able to let it stand around for at least two days without an meltdown. One longer raid attack..
I'd prefer 600HP or 800HP or give it a nice round 999HP  ;)

Hm... I'll probably reduce the rate of decay a bit then. It's meant to be rather fragile. It does not agree with explosions nor weapons fire.

Quote from: Vas on April 28, 2014, 05:18:41 PM
I've been sticking to Better Power + now that it has a nuclear reactor in it.  :P

Yeah, but it doesn't have some of my awesome functionality like Real Explode in your face action!.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Vas on April 28, 2014, 09:38:34 PM
Quote from: Psyckosama on April 28, 2014, 06:45:26 PM
Quote from: Haplo on April 28, 2014, 05:15:49 PM
I think the health of 300HP is too low. You should be able to let it stand around for at least two days without an meltdown. One longer raid attack..
I'd prefer 600HP or 800HP or give it a nice round 999HP  ;)

Hm... I'll probably reduce the rate of decay a bit then. It's meant to be rather fragile. It does not agree with explosions nor weapons fire.

I could go to any nuclear reactor and start randomly firing a pistol at them and they not explode any time soon.  :P  Nuclear reactors are well protected, terrorists wouldn't even dare attack them unless they had some really big artillery and maybe even tanks.

Quote from: Psyckosama on April 28, 2014, 06:45:26 PM
Quote from: Vas on April 28, 2014, 05:18:41 PM
I've been sticking to Better Power + now that it has a nuclear reactor in it.  :P

Yeah, but it doesn't have some of my awesome functionality like Real Explode in your face action!.

Actually, it does explode.  Only when it is turned on though and burning fuel.  I'll load yours up real quick and see how it is, but exploding reactors isn't realistic.

WEll, I tested.  You reactor doesn't take a fuel source so that's one downside.  It explodes much larger, another downside.  Radiation is semi good.  No nuclear waste produced, one slight downside.  decays over time, especially quite a bit over a small amount of time.

I know i had suggested it in the past, but after really thinking about it, nuclear reactors don't really decay so long as they have been properly built and all.  Sure they need minor maintenance here and there.  So you could just use random events that say something like "A coolant pipe has a clog" and damage the reactor 5% of it's health, and cause it to take more damage over time till it has been repaired to 100% again.  But really the reactor would be safe.

Another thing is that nuclear reactors may be radioactive, but that is only inside the chamber with the reactions going on.  Walking around inside or outside of a nuclear reactor building won't kill you.  However, you can make it produce nuclear waste which is radioactive and bad to be around which will hurt colonists around it and kill their happiness and even cause fear if there is enough of it.

When a reactor explodes, it isn't actually a massive explosion.  More so a hot metal explosion, and the radiation is what hurts people.  Maybe if you can make it so that everything within 25 blocks of the reactor becomes ungrowable radiated soil that also acts as extremely hideous environment as well as poisoning colonists who walk on it and making them take another happiness hit.  A small explosion that will destroy things in a local area of the reactor.

Even though the game is registered in days, I think it needs to be able to consume nuclear fuel.  So you should make it take a hopper and take Uranium every few days or so and drop depleted nuclear uranium.  Really, I think you should end up combining this with BetterPower+, because the nuclear reactor there has some future plans that I think will eventually be way better.  He's just busy and such.  :P  I wish I had the skill to help in more than just bug test, balance test, and suggest changes.  :P
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on April 28, 2014, 09:45:05 PM
Quote from: Vas on April 28, 2014, 09:38:34 PMI could go to any nuclear reactor and start randomly firing a pistol at them and they not explode any time soon.  :P  Nuclear reactors are well protected, terrorists wouldn't even dare attack them unless they had some really big artillery and maybe even tanks.

This is also a cinematic setting.

Quote from: Psyckosama on April 28, 2014, 06:45:26 PM
Actually, it does explode.  Only when it is turned on though and burning fuel.  I'll load yours up real quick and see how it is, but exploding reactors isn't realistic.

Cinematic setting.

QuoteWEll, I tested.  You reactor doesn't take a fuel source so that's one downside.  It explodes much larger, another downside.  Radiation is semi good.  No nuclear waste produced, one slight downside.  decays over time, especially quite a bit over a small amount of time.

IRL nuclear waste takes YEARS to produce. I might reduce the decay speed a bit... was commented on above by someone else.

Quote
I know i had suggested it in the past, but after really thinking about it, nuclear reactors don't really decay so long as they have been properly built and all.  Sure they need minor maintenance here and there.  So you could just use random events that say something like "A coolant pipe has a clog" and damage the reactor 5% of it's health, and cause it to take more damage over time till it has been repaired to 100% again.  But really the reactor would be safe.

This is a cinematic setting and to be honest, this isn't exactly a well build reactor. It's pretty much a Fusion reactor built in a cave... with a box of scraps! :p

QuoteAnother thing is that nuclear reactors may be radioactive, but that is only inside the chamber with the reactions going on.  Walking around inside or outside of a nuclear reactor building won't kill you.  However, you can make it produce nuclear waste which is radioactive and bad to be around which will hurt colonists around it and kill their happiness and even cause fear if there is enough of it.

It's leaky. Reason you want it in a sealed chamber.

QuoteWhen a reactor explodes, it isn't actually a massive explosion.  More so a hot metal explosion, and the radiation is what hurts people.  Maybe if you can make it so that everything within 25 blocks of the reactor becomes ungrowable radiated soil that also acts as extremely hideous environment as well as poisoning colonists who walk on it and making them take another happiness hit.  A small explosion that will destroy things in a local area of the reactor.

Very difficult in code.

QuoteEven though the game is registered in days, I think it needs to be able to consume nuclear fuel.  So you should make it take a hopper and take Uranium every few days or so and drop depleted nuclear uranium.  Really, I think you should end up combining this with BetterPower+, because the nuclear reactor there has some future plans that I think will eventually be way better.  He's just busy and such.  :P  I wish I had the skill to help in more than just bug test, balance test, and suggest changes.  :P

Hard to code and instead of having it use fuel that needs to be changed I've intentionally changed it to be a hanger queen that needs maintenance or it will malfunction.

Mine is intended to be simple, fun, and cinematic.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Vas on April 29, 2014, 12:09:29 AM
Well, that's why I'll continue using the other one, as it is a bit more realistic and more fun.  It's still got some drawbacks in it which make me not want to use it at all pretty much, yours is easy, very easy, and practically gives infinite power and is extremely easy to build.  I'd only need to go repair it once in a while, otherwise I could ignore it indefinitely and leave my guys on automated repair missions.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Bodog999 on May 04, 2014, 07:48:59 PM
I've noticed a little bug when I deactivate the controll reactors and the power is fully depleted the reactor doesn't want to restart producing power and I have Uranium feeding into it. Could somebody help?
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on May 06, 2014, 09:55:32 AM
Quote from: Bodog999 on May 04, 2014, 07:48:59 PM
I've noticed a little bug when I deactivate the controll reactors and the power is fully depleted the reactor doesn't want to restart producing power and I have Uranium feeding into it. Could somebody help?

I consider that bug an unexpected feature actually. It needs an influx of power to serve as a catalyst for the boot up sequence. After all, you want to get those cooling pumps going and you don't want to have to withdraw the control rods manually...
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on May 06, 2014, 09:56:45 AM
Quote from: Vas on April 29, 2014, 12:09:29 AM
Well, that's why I'll continue using the other one, as it is a bit more realistic and more fun.  It's still got some drawbacks in it which make me not want to use it at all pretty much, yours is easy, very easy, and practically gives infinite power and is extremely easy to build.  I'd only need to go repair it once in a while, otherwise I could ignore it indefinitely and leave my guys on automated repair missions.

So, you think I should kick up the lethality of the radiation poisoning and cut the power generation rate?
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Bodog999 on May 06, 2014, 10:23:49 AM
Quote from: Psyckosama on May 06, 2014, 09:55:32 AM
Quote from: Bodog999 on May 04, 2014, 07:48:59 PM
I've noticed a little bug when I deactivate the controll reactors and the power is fully depleted the reactor doesn't want to restart producing power and I have Uranium feeding into it. Could somebody help?

I consider that bug an unexpected feature actually. It needs an influx of power to serve as a catalyst for the boot up sequence. After all, you want to get those cooling pumps going and you don't want to have to withdraw the control rods manually...
Hold on, the first 2 sentices (cant spell) I understand but how do I make the cooling pumps and what do you mean with '' you don't want to have to withdraw the control rods manually...''?
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Darkfirephoenix on May 06, 2014, 10:50:15 AM
Quote from: Bodog999 on May 06, 2014, 10:23:49 AM
Quote from: Psyckosama on May 06, 2014, 09:55:32 AM
Quote from: Bodog999 on May 04, 2014, 07:48:59 PM
I've noticed a little bug when I deactivate the controll reactors and the power is fully depleted the reactor doesn't want to restart producing power and I have Uranium feeding into it. Could somebody help?

I consider that bug an unexpected feature actually. It needs an influx of power to serve as a catalyst for the boot up sequence. After all, you want to get those cooling pumps going and you don't want to have to withdraw the control rods manually...
Hold on, the first 2 sentices (cant spell) I understand but how do I make the cooling pumps and what do you mean with '' you don't want to have to withdraw the control rods manually...''?
It's just "fluff" how it would work in real life. The only thing you need to start the reactor is power (maybe because of an little programming "error" ). What Psyckosama said you would have to get the pumps running and the rods in manually to start an reactor in RL if you have no power to do it automatically.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on June 10, 2014, 01:10:31 PM
Trying to update this but the damage code is causing slowdowns in the new version, and the explosion script now freezes the game.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: tarakanhb on June 13, 2014, 03:47:21 PM
If the game hangs in the explosion, it is you have too many explosions, the game just long abrabatyvaet them, put all that on 45
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on June 23, 2014, 12:29:40 AM
Been a rough month. Putting up an updated version soon.

I added some additional play features and balancing.

They still do a lot of energy production but they havea couple more quirks and are a litlte less...stable.
Title: Re: [MOD] (Alpha 3) Atomic Power
Post by: Psyckosama on June 23, 2014, 04:53:07 AM
New Version released!

[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 4) Atomic Power
Post by: nmid on June 23, 2014, 10:15:29 AM
Thanks for the update... but just to confirm... it's an alpha 3 or 4 update?
Title: Re: [MOD] (Alpha 4) Atomic Power
Post by: Psyckosama on June 23, 2014, 12:42:43 PM
Quote from: nmid on June 23, 2014, 10:15:29 AM
Thanks for the update... but just to confirm... it's an alpha 3 or 4 update?

alpha 4
Title: Re: [MOD] (Alpha 4) Atomic Power
Post by: Mc_Peterson on June 23, 2014, 03:12:31 PM
Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks Tenks  OMG OMG OMG OMG OMG OMG OMG OMG OMG


I LOve You Mod
Title: Re: [MOD] (Alpha 4) Atomic Power
Post by: nmid on June 23, 2014, 08:17:06 PM
Quote from: Psyckosama on June 23, 2014, 12:42:43 PM
Quote from: nmid on June 23, 2014, 10:15:29 AM
Thanks for the update... but just to confirm... it's an alpha 3 or 4 update?

alpha 4

Thanks for updating the 1st post too  :).
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Psyckosama on July 05, 2014, 03:51:43 PM
updated :)
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: NephilimNexus on July 09, 2014, 08:49:41 PM
I'll just leave this here... (http://www.personal.psu.edu/jdd5053/blogs/the_den/nuclear%20fission.pdf)
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Puch22 on July 10, 2014, 04:02:28 AM
I would use this but since it uses uranium and I have a habit of using all my silver on the very few trade ships I get personally, I wont. Love the concept though :P.
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: BetaSpectre on July 10, 2014, 04:06:34 AM
TBH I've never seen my reactors consume uranium if they do then its a negligible amount.

The real issue is that you have to repair the reactors like once a day or two and they need to be off for you to do so unless you want dead/crazy colonists.
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Puch22 on July 10, 2014, 04:30:07 AM
Thanks for the info, Beta. :P
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Psyckosama on July 10, 2014, 05:18:41 AM
Quote from: NephilimNexus on July 09, 2014, 08:49:41 PM
I'll just leave this here... (http://www.personal.psu.edu/jdd5053/blogs/the_den/nuclear%20fission.pdf)

I know. The way I look at it, this doesn't go atomic bomb as much as it has a really nasty and energetic meltdown.

Besides, cinematic!

Quote from: BetaSpectre on July 10, 2014, 04:06:34 AM
TBH I've never seen my reactors consume uranium if they do then its a negligible amount.

Nope. Way I look at it is most fission reactors consume uranium at such a slow rate that reloading them is outside the context of the game.

QuoteThe real issue is that you have to repair the reactors like once a day or two and they need to be off for you to do so unless you want dead/crazy colonists.

IMHO its the radiation and maintenance requirements that make the reactor! :D
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Smacher305 on July 10, 2014, 01:24:37 PM
Might want to remove the link to the alpha 3 version, it's possible others would download that one believing it to be current(i did not even notice the first download link lol) and think the mod broke their game or is bugged. thankfully i checked the version manually but others might not have the same thought process lol
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: forsaken1111 on July 10, 2014, 02:25:58 PM
So with the new clothing system could you add in a radiation/hazard suit to protect from the radiation around the reactor?
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Psyckosama on July 10, 2014, 07:42:27 PM
Quote from: Smacher305 on July 10, 2014, 01:24:37 PM
Might want to remove the link to the alpha 3 version, it's possible others would download that one believing it to be current(i did not even notice the first download link lol) and think the mod broke their game or is bugged. thankfully i checked the version manually but others might not have the same thought process lol

Good idea. Done.

Quote from: forsaken1111 on July 10, 2014, 02:25:58 PM
So with the new clothing system could you add in a radiation/hazard suit to protect from the radiation around the reactor?

Hm. That's an idea, but not really doable until we unlock the option to trade in clothes. after all, people with radiation suits just don't show up to kill you.
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Smacher305 on July 13, 2014, 03:21:56 PM
Quote from: Psyckosama on July 10, 2014, 07:42:27 PM
Quote from: forsaken1111 on July 10, 2014, 02:25:58 PM
So with the new clothing system could you add in a radiation/hazard suit to protect from the radiation around the reactor?

Hm. That's an idea, but not really doable until we unlock the option to trade in clothes. after all, people with radiation suits just don't show up to kill you.


We don't know that do we? after all.. it IS a rimworld.Who knows what kind of dangers exist outside of the colony and what raiders have to be prepared for...for all we know there are radioactive creatures the raiders have to fend off at home and whenever they go out to pillage they bring along at least 1 radiation suit guy to clean up w.e mess they find.... or create. "just in case".

also great mod btw, several explosions have taught me the value of triple stone walls and paying attention to reactors.
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: BetaSpectre on July 13, 2014, 03:44:31 PM
Radiation Resistance/Immunity is an actual in game trait it does nothing but still its there
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Smacher305 on July 13, 2014, 04:06:00 PM
Quote from: BetaSpectre on July 13, 2014, 03:44:31 PM
Radiation Resistance/Immunity is an actual in game trait it does nothing but still its there

therefore, one can infer that the rimworld might have a few nasty surprises..... lol
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Psyckosama on July 14, 2014, 04:12:42 PM
Quote from: Smacher305 on July 13, 2014, 03:21:56 PM
We don't know that do we? after all.. it IS a rimworld.Who knows what kind of dangers exist outside of the colony and what raiders have to be prepared for...for all we know there are radioactive creatures the raiders have to fend off at home and whenever they go out to pillage they bring along at least 1 radiation suit guy to clean up w.e mess they find.... or create. "just in case".

Heh. We'll see.

Quotealso great mod btw, several explosions have taught me the value of triple stone walls and paying attention to reactors.

Oh, its going to get worse. With the improved fire code I'm going to restore it to Alpha 3 settings... which added a rather massive FIREBLAST effect.
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: TenSaidYes on July 14, 2014, 08:43:19 PM

Am I missing something, or is there as of current, no way to avoid taking radiation damage from the reactor when my idiot colonists go charging into the radiation-flooded reactor room to repair the damn thing?

If not, I'm really gonna need to find a mod that'll let me seal the reactor room up while the damn thing is running, and only open the doors after safely shutting down the power plant.
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Psyckosama on July 14, 2014, 09:21:08 PM
Quote from: TenSaidYes on July 14, 2014, 08:43:19 PM

Am I missing something, or is there as of current, no way to avoid taking radiation damage from the reactor when my idiot colonists go charging into the radiation-flooded reactor room to repair the damn thing?

If not, I'm really gonna need to find a mod that'll let me seal the reactor room up while the damn thing is running, and only open the doors after safely shutting down the power plant.

Actually there is. For good reason you can disable colonist interaction with.

The way to repair it is to turn it off, then enable interaction and send someone to fix it.

Then, once they're done and have left the room, disable interaction and turn the power back on.

It'll keep them from going "Well, need to fix the reactor... hey, what's with the ominous green glow and why is my hair falling out?"
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Smacher305 on July 15, 2014, 02:10:20 AM
Quote from: Psyckosama on July 14, 2014, 04:12:42 PM
Quote from: Smacher305 on July 13, 2014, 03:21:56 PM
also great mod btw, several explosions have taught me the value of triple stone walls and paying attention to reactors.

Oh, its going to get worse. With the improved fire code I'm going to restore it to Alpha 3 settings... which added a rather massive FIREBLAST effect.

lol all i know is, when that reactor went off it blew right through both stone walls, traveled 10 blocks, blew through a metal wall and proceeded to tear up part of my colonists rooms(yes i know i probably shouldn't put a nuclear reactor next to their rooms. oh well xD) thankfully the bed was just out of reach.

I would welcome a bigger fiery explosion though. Might teach me a lesson once and for all :p
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: forsaken1111 on July 15, 2014, 06:04:46 PM
Quote from: Psyckosama on July 10, 2014, 07:42:27 PM
Quote from: forsaken1111 on July 10, 2014, 02:25:58 PM
So with the new clothing system could you add in a radiation/hazard suit to protect from the radiation around the reactor?

Hm. That's an idea, but not really doable until we unlock the option to trade in clothes. after all, people with radiation suits just don't show up to kill you.
Could you make the radsuits craftable?
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Psyckosama on September 02, 2014, 12:59:21 AM
Updated
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Haplo on September 02, 2014, 02:02:42 AM
I think you forgot the title update. It still says alpha 5 :)
Title: Re: [MOD] (Alpha 5) Atomic Power
Post by: Psyckosama on September 03, 2014, 04:38:22 PM
Quote from: Haplo on September 02, 2014, 02:02:42 AM
I think you forgot the title update. It still says alpha 5 :)

oops...  :-[
Title: Re: [MOD] (Alpha 6) Atomic Power
Post by: Zeta Omega on September 04, 2014, 04:24:42 PM
I demand screenshots...
Title: Re: [MOD] (Alpha 6) Atomic Power
Post by: A Crazy Russian on September 06, 2014, 01:14:35 AM
Any  way i could get a mirror download?  Media-fire refuses to give me the file.
Title: Re: [MOD] (Alpha 6) Atomic Power
Post by: skullywag on September 06, 2014, 07:07:21 PM
Small bug - reactors are on when a game is loaded even if it was saved when it was off.

Nothing major, I just keep forgetting to turn it off on loading my game...so it goes boom...so i reload...it goes boom...so i rel...well you see my issue :p
Title: Re: [MOD] (Alpha 6) Atomic Power
Post by: Psyckosama on September 08, 2014, 01:26:11 AM
Quote from: thatrussianguy on September 06, 2014, 01:14:35 AM
Any  way i could get a mirror download?  Media-fire refuses to give me the file.

I'll get one up tomorrow when I'm not amongst the walking dead...

Brains...
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Psyckosama on October 01, 2014, 08:22:17 PM
Alpha 7
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Romi on October 02, 2014, 12:56:44 PM
good mod
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Vas on November 06, 2014, 04:26:55 PM
It looks like no one is allowed to repair this.  It can't be repaired, which means it always, always, explodes after a few days of being used.  Even if you turn it off, it can not be repaired no matter how many idle repair guys I have or how much materials I have.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: NoImageAvailable on November 06, 2014, 04:28:04 PM
Quote from: Vas on November 06, 2014, 04:26:55 PM
It looks like no one is allowed to repair this.  It can't be repaired, which means it always, always, explodes after a few days of being used.  Even if you turn it off, it can not be repaired no matter how many idle repair guys I have or how much materials I have.

Did you unforbid it?
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Vas on November 06, 2014, 05:05:04 PM
I thought I had.  I mean I clicked the button once just to see, but it put a red X on the building so I clicked it again.  Anyway, this thing is suicide to repair, I can't use it.  My colonists will end up burning through medical packs faster than I can produce them.  I miss the Better Power mod.  It had so much stuff I liked.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Haplo on November 06, 2014, 05:09:11 PM
Did you unforbid it?
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: NoImageAvailable on November 06, 2014, 05:10:39 PM
Quote from: Vas on November 06, 2014, 05:05:04 PM
I thought I had.  I mean I clicked the button once just to see, but it put a red X on the building so I clicked it again.  Anyway, this thing is suicide to repair, I can't use it.  My colonists will end up burning through medical packs faster than I can produce them.  I miss the Better Power mod.  It had so much stuff I liked.

Didn't you just say you couldn't repair it? Now you can but it is suicide? If so, just make sure you unforbid it after deactivating it and forbid it before starting it up again and you shouldn't get radiation poisoning. Also keep in mind that there is a known bug where the reactor starts activated every time a save is loaded so make sure you always set it to forbidden before saving. If you're unsure if its activated or not check the glow, if its glowing green its running.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Vas on November 06, 2014, 05:26:16 PM
Quote from: NoImageAvailable on November 06, 2014, 05:10:39 PM
Quote from: Vas on November 06, 2014, 05:05:04 PM
I thought I had.  I mean I clicked the button once just to see, but it put a red X on the building so I clicked it again.  Anyway, this thing is suicide to repair, I can't use it.  My colonists will end up burning through medical packs faster than I can produce them.  I miss the Better Power mod.  It had so much stuff I liked.

Didn't you just say you couldn't repair it? Now you can but it is suicide? If so, just make sure you unforbid it after deactivating it and forbid it before starting it up again and you shouldn't get radiation poisoning. Also keep in mind that there is a known bug where the reactor starts activated every time a save is loaded so make sure you always set it to forbidden before saving. If you're unsure if its activated or not check the glow, if its glowing green its running.

I've never been able to repair it, no.  I drafted a colonist, and made him stand next to the reactor, locked the door behind him, then undrafted, he still didn't repair, and all his vital organs and every part of his body was hit with instant radiation damage that took a while to heal.  There needs to be a radiation suit or something.  :P  The core shouldn't be leaking radiation like that if it is built properly.  Maybe if it drops below 50% HP, but not before.  :P

I'll try unforbidding it again tomorrow, but when I did, it put an X on the building so I'm not sure.  I thought it starts out unforbidden.  However, I do know that even standing next to it for 1 second causes a lot of radiation damage that causes your colonist to become vitally sick and need immediate medical attention.  This is a huge medical drain.

EDIT: It starts out unforbidden.  Clicking the option marks it as forbidden.  So, this power plant is unrepairable.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: NoImageAvailable on November 06, 2014, 05:33:22 PM
Quote from: Vas on November 06, 2014, 05:26:16 PM
I'll try unforbidding it again tomorrow, but when I did, it put an X on the building so I'm not sure.  I thought it starts out unforbidden. However, I do know that even standing next to it for 1 second causes a lot of radiation damage that causes your colonist to become vitally sick and need immediate medical attention.  This is a huge medical drain.

There is your problem, it actually starts out forbidden. If it has the red X on it it means it is currently forbidden. And like I already said, radiation damage only occurs while the generator is running, which you can see from the green glow around it. So to operate it make sure it has 1. a red X meaning its forbidden 2. a green glow meaning its running. To repair it make sure it is 1. powered down (=no glow) 2. not forbidden (=no red X). As soon as it is repaired forbid it again since it'll activate when you load a save game.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Vas on November 07, 2014, 06:59:28 AM
Quote from: NoImageAvailable on November 06, 2014, 05:33:22 PM
Quote from: Vas on November 06, 2014, 05:26:16 PM
I'll try unforbidding it again tomorrow, but when I did, it put an X on the building so I'm not sure.  I thought it starts out unforbidden. However, I do know that even standing next to it for 1 second causes a lot of radiation damage that causes your colonist to become vitally sick and need immediate medical attention.  This is a huge medical drain.

There is your problem, it actually starts out forbidden. If it has the red X on it it means it is currently forbidden. And like I already said, radiation damage only occurs while the generator is running, which you can see from the green glow around it. So to operate it make sure it has 1. a red X meaning its forbidden 2. a green glow meaning its running. To repair it make sure it is 1. powered down (=no glow) 2. not forbidden (=no red X). As soon as it is repaired forbid it again since it'll activate when you load a save game.

It doesn't start out forbidden on my map.  And I don't want to have to watch it carefully, I'd like my idle colonists to go repair it whenever they feel like.  When I first build it, and turn it on, the object is not forbidden.  When I click the button, it puts a red X on it, making it forbidden.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: DracoGriffin on November 07, 2014, 02:15:42 PM
Seems interesting; any more details before downloading and trying it out? Maybe update OP?
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Vas on November 09, 2014, 12:02:07 PM
So yea, this nuclear mod is broken it seems.  Nuclear reactor can not be repaired.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: NoImageAvailable on November 09, 2014, 12:32:00 PM
Quote from: Vas on November 09, 2014, 12:02:07 PM
So yea, this nuclear mod is broken it seems.  Nuclear reactor can not be repaired.

The mod works fine, I already told you how to repair it. If you can't be bothered to micromanage the reactor fine but don't go around badmouthing mods that aren't broken.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Haplo on November 09, 2014, 04:48:34 PM
I also don't know what your problem is.
With my try it does save the forbidden status corrctly. The power off is a problem, yes. If you save and it is powered of, after the loading, strangely it's working again, even tho the power still is off.. But that is only, when you load it and it was set to off previously.
If you select a colonist, and right click on the reactor, you'll see, why you can't repair it.
It sais something like
'xy is not a repairer' => The selected colonist is not activated for the repair role
'is already reserved by xy' => another colonist is enroute to repair it
The only time that doesn't appear, is when the building isn't damaged.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Vas on November 09, 2014, 09:16:32 PM
Quote from: NoImageAvailable on November 09, 2014, 12:32:00 PMThe mod works fine, I already told you how to repair it. If you can't be bothered to micromanage the reactor fine but don't go around badmouthing mods that aren't broken.
I'm not badmouthing squat, it isn't working for me and I explained that the reactor IS NOT forbidden when I try to repair it.

Quote from: Haplo on November 09, 2014, 04:48:34 PM
I also don't know what your problem is.
With my try it does save the forbidden status corrctly. The power off is a problem, yes. If you save and it is powered of, after the loading, strangely it's working again, even tho the power still is off.. But that is only, when you load it and it was set to off previously.
If you select a colonist, and right click on the reactor, you'll see, why you can't repair it.
It sais something like
'xy is not a repairer' => The selected colonist is not activated for the repair role
'is already reserved by xy' => another colonist is enroute to repair it
The only time that doesn't appear, is when the building isn't damaged.
I select a repairer colonist, when the reactor is yellow and even red, and right click it, nothing comes up at all, I even tried with someone who isn't.  There was nothing, not a "no path" not a "is reserved/isn't repairer", nothing.  I turned the reactor off, tried it.  Nothing.  I clicked forbidden which put the red X on it, still nothing.

How strange, started a new game, this is the 4th new game, and just spawned the reactor in with god mode right then and there.  This time, it worked.  I'm going to have to try a few things and see if I can replicate the issue.  If I can, I will give you the save file and the mods, then explain how I got there.  The reactor doesn't start forbidden as people say, however I prefer that.  Also, as I said in an earlier post, I don't think it should cause radiation damage.  But anyway.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Vas on November 21, 2014, 02:56:22 PM
Well I stopped using the mod.  I've never discovered why it didn't work the first 3 times I used it.  :P  However, I noticed in your topic post, it says this consumes uranium, it doesn't actually appear to consume uranium.  I mean, yea, in building it, but not as a fuel type.  :P

I miss Better Power, it was rather great and all.  I loved the nuclear reactor in it, even coal reactors.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: bdangel on November 21, 2014, 07:49:21 PM
i like the mod , but the building is so weak that i must spend many time on checking,

can you make some red warning when the life is low ?
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Morrigi on November 22, 2014, 12:36:23 AM
In real life (contrary to popular belief), nuclear reactors do not explode horribly at the drop of a hat, and it can be assumed that significant progress has been made in the centuries since then in the game world. Kind of immersion-breaking, honestly.
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: StorymasterQ on November 23, 2014, 07:12:04 PM
Quote from: Morrigi on November 22, 2014, 12:36:23 AM
In real life (contrary to popular belief), nuclear reactors do not explode horribly at the drop of a hat...
Yes, it would require something significantly heavier than just a hat to drop, even to explode just a little bit :D
Title: Re: [MOD] (Alpha 7) Atomic Power
Post by: Milano22 on December 18, 2014, 01:31:15 PM
Can you please get this mod to Alpha 8?