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RimWorld => Mods => Releases => Topic started by: Dubwise on August 28, 2016, 06:51:41 PM

Title: [1.3] Rimatomics | Rimefeller
Post by: Dubwise on August 28, 2016, 06:51:41 PM

(https://steamuserimages-a.akamaihd.net/ugc/943956620116867744/65C1FC3F754647BBE4F6D2992C427B4F18A9F0FC/?imw=268&imh=151&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Rimatomics adds nuclear power and energy weapons, and a custom research system guides you step by step through most of the features, with a few details being left for you to figure out. The nuclear power system scales from kilowatts to megawatts, with options for combinations of different types of cooling systems, turbines and reactor cores - plus upgrades. To make use of such massive amounts of power, an assortment of energy weapons has been added, microwave area denial systems, tesla coils, high energy lasers, railguns, anti mortar systems, threat detection, drop pod scramblers, many types of upgrade modules, and nuclear weapons.

Releases (https://github.com/Dubwise56/Rimatomics/releases)
Steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1127530465)



(https://steamuserimages-a.akamaihd.net/ugc/950709259753232285/2CA6DD0FE0DC46B36BFDBA99CDB97A55DB1BE753/?imw=268&imh=151&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)

Drill for oil, process into chemfuel, plastic, composites, napalm

Releases (https://github.com/Dubwise56/Rimefeller/releases)
Steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735)



Author - Dubwise



(https://az743702.vo.msecnd.net/cdn/useruploads/d8c47d60-2091-4a05-b7eb-1ecddd53ad0f.png) (https://ko-fi.com/T6T6MYO0)




(https://discordapp.com/assets/e4923594e694a21542a489471ecffa50.svg) (https://discord.gg/bajcjsu)




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




TERMS AND CONDITIONS:
0. USED TERMS
MOD - modification, plugin, a piece of software that interfaces with the game Rimworld to extend, add, change or remove original capabilities.
OWNER - Original author(s) of the MOD. Under the terms accepted when purchasing Rimworld (https://ludeon.com/rimworld/EULA.txt (https://ludeon.com/rimworld/EULA.txt)),
the OWNER has full rights over their MOD.
USER - End user of the mod, person installing the mod.
MODPACK - A collection of MODS
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE RIMWORLD GAME, PARTS OF RIMWORLD MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
All derived works must be free and it has to be clear that the derived work is derived from this MOD, if they are made public.
Also a link to this Page has to be included.
5.MODPACKS
You may add this MOD to any MODPACK, but if the MODPACK is public then you have to include the OWNER's name and a Link to this Page.
(optional) It is appreciated if you let the OWNER know that this MOD has been added to a MODPACK, but this is not required.
Title: Re: [A15] Rimushima (v2.0.0) Modular Nuclear Power Station
Post by: kaptain_kavern on August 28, 2016, 07:20:58 PM
Woah! That look quite complex. I will like that

Thx for the mod and CongratZ on the release
Title: Re: [A15] Rimushima (v2.0.0) Modular Nuclear Power Station
Post by: Ramsis on August 28, 2016, 07:34:40 PM
I don't know who the hell you are but I love you and the modding slack would love to have you! Do you mind if we throw you an invite? I'd just need your permission to forward your email to one of our Slack mods.
Title: Re: [A15] Rimushima (v2.0.0) Modular Nuclear Power Station
Post by: skyarkhangel on August 28, 2016, 07:51:21 PM
:O
Now i can make own Fukusima in my colony. Awesome & Amazing.
Title: Re: [A15] Rimushima (v2.0.0) Modular Nuclear Power Station
Post by: Deimos Rast on August 28, 2016, 08:20:25 PM
this looks killer...hopefully not literally ::)
Title: Re: [A15] Rimushima (v2.0.0) Modular Nuclear Power Station
Post by: Facepunch on August 31, 2016, 11:24:41 PM
It looks so good, but I'm back on A13 'cause mods that no longer have authors.
Title: Re: [A15] Rimushima (v2.0.0) Modular Nuclear Power Station
Post by: lude on September 01, 2016, 09:23:43 PM
this looks really great, is there a v1.0 for a14? ah well I have to switch anyway
Title: Re: [A15] Rimushima (v2.0.0) Modular Nuclear Power Station
Post by: Dubwise on September 01, 2016, 10:27:08 PM
theres a v1 but its garbage  :P
Title: Re: [A15] Rimushima (v2.1.0) Modular Nuclear Power Station
Post by: Dubwise on September 04, 2016, 10:09:53 PM
Just updated to 2.1.0

Update: 5 Sep @ 2:55am
Fixed cooling % using turbine count instead of cooler count
Fixed raiders being able to build nukes
Fixed errors when control computer isnt connected to powernet
Supressed some warnings
Fixed rotatable buildings
Fixed fuel rod usage resetting on save
Fixed incident conditions, burst pipes and cracked fuel rods should now happen
Tweaked meltdown process
Disabled some non functional incidents
Cooling towers now only emit steam if they are being used by the reactor so you can see when spares are being used
Added some chinese translations
Title: Re: [A15] Rimushima (v2.1.0) Modular Nuclear Power Station
Post by: Deimos Rast on September 05, 2016, 08:18:48 AM
Quote from: dubwise56 on September 04, 2016, 10:09:53 PM
Fixed raiders being able to build nukes

But whhhhhhyyyyyyyyyyyyyyyyyyyyyyyyy ?  ;D

Thanks for the update anyway!
Also, what's your avatar?
Title: Re: [A15] Rimushima (v2.1.0) Modular Nuclear Power Station
Post by: TheDirge on September 05, 2016, 09:15:02 AM
Is it supposed to take very long for the neutron flux to reach 100%?
and after spawning some radioactive slag with dev mode, colonists who where wearing full radiation suits still got radiation poisoning.

also i noticed i cant haul radioactive slag chunks despite of having build dry casks
Title: Re: [A15] Rimushima (v2.1.0) Modular Nuclear Power Station
Post by: Dubwise on September 05, 2016, 10:43:31 AM
pushed out another update v2.1.1

Fixed Uranium enrichment inspector to show progress %
Radioactive slag, cracked rods and spent rods can now be hauled to caskets, but must be designated for hauling first to prevent pawns without suits auto hauling
Multiple colonists can now haul to the same cask at the same time
Fixed a bug with meltdowns not finishing
Changed work effect to welding while contructing fuel rods and reduced the work amount significantly until i add unfinished rods
Title: Re: [A15] Rimushima (v2.1.1) Modular Nuclear Power Station
Post by: Dubwise on September 05, 2016, 10:55:43 AM
when you set a % for control rods it moves them to the new position and the neutron flux adjusts to match it over time to allow the cooling system to catch up, with 12/12 rods in the core it should take a very long time to go from a standing start to full power, i made control rods manual so it would require attention and generate incidents.

each part follows in a chain so neutron flux pushes core temp which pushes power output, and the cooling system ramps up and down trying to keep it at the temp you target. If you just yank out the control rods as fast as possible with a reactor full of fuel rods then the cooling system wont be able to keep up, and then you end up with a pile of hot slag for your elderly colonists to mop up if you are into that kind of thing :P

Also radiation suits don't provide 100% protection, just enough so that in the event of a meltdown you could use them to spread the exposure across many colonists hauling 1 chunk at a time, like liquidators at chernobyl that even with lead lined suits could only spend a few dozen seconds clearing slag until they had to be replaced. Or you can just pick someone to sacrifice as it takes 2 days to die from fatal exposure.
Title: Re: [A15] Rimushima (v2.1.1) Modular Nuclear Power Station
Post by: kurcho on September 05, 2016, 11:48:40 PM
First of all let me tell you this mod is amazing, it does its 1 job really well and its really well fleshed out. Good job!
In 2.0.5 and 2.1.0 ( don't know about 2.0.0, did not have my power plant ready before 2.0.5 ) dry casks would heat up rooms even when the casket is completely empty, is that intended or just a bug ?
Is there a reason to keep the neutron flux at 50% instead of 100% when you don't need the extra 50% worth of power ? Do fuel rods deplete at a slower rate when it is set at <100% ?
Title: Re: [A15] Rimushima (v2.1.1) Modular Nuclear Power Station
Post by: TheDirge on September 06, 2016, 01:12:15 AM
Quote from: dubwise56 on September 05, 2016, 10:55:43 AM

each part follows in a chain so neutron flux pushes core temp which pushes power output, and the cooling system ramps up and down trying to keep it at the temp you target. If you just yank out the control rods as fast as possible with a reactor full of fuel rods then the cooling system wont be able to keep up, and then you end up with a pile of hot slag for your elderly colonists to mop up if you are into that kind of thing :P

Also radiation suits don't provide 100% protection, just enough so that in the event of a meltdown you could use them to spread the exposure across many colonists hauling 1 chunk at a time, like liquidators at chernobyl that even with lead lined suits could only spend a few dozen seconds clearing slag until they had to be replaced. Or you can just pick someone to sacrifice as it takes 2 days to die from fatal exposure.

Gotta love the horrors of Rimworld
Title: Re: [A15] Rimushima (v2.1.1) Modular Nuclear Power Station
Post by: Near on September 07, 2016, 12:13:53 PM
I never saw you before steam release. it seems like steam has brought us some good new modders as well :D
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 08, 2016, 06:44:02 PM
I have just uploaded v2.2.0 which adds an ID system, each part of the reactor has an extra button with an A-B icon which allows you to set up to 24 unique ID's. Set your Turbine Control Computer and Cooling Towers ID's to match a specific Reactor Core. You can use a single computer to control multiple reactors by switching its ID on the fly, or you can reroute turbines and cooling towers from one core to another in an emergency
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Jan2607 on September 09, 2016, 05:11:41 PM
For what do I need plutonium and how do I get it?
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: cap75 on September 09, 2016, 05:20:00 PM
Next step. Nuclear ied?
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 09, 2016, 06:12:59 PM
Quote from: Jan2607 on September 09, 2016, 05:11:41 PM
For what do I need plutonium and how do I get it?

You cant make it yet, I need to add a system for crafting plutonium from used fuel rods, then i can add atomic cannons back in
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Jan2607 on September 09, 2016, 06:52:37 PM
So, I can construct atomic cannons, but cannot use them? Damn, I need to find a way to deal with these psycho ships :D
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 09, 2016, 07:31:42 PM
Quote from: Jan2607 on September 09, 2016, 06:52:37 PM
So, I can construct atomic cannons, but cannot use them? Damn, I need to find a way to deal with these psycho ships :D

oh dear i guess i forgot to disable them. Also using nuclear weapons will have some down sides, like blinding burning and irradiating anyone not secured in a bunker, some fallout, and reducing your standing with allies. Thats if the shell isn't a dud because you got larry the cleaner to make it
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Nanao-kun on September 10, 2016, 03:22:52 PM
Does setting temperature lower make the fuel rods last longer? Or does it make no difference.
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Jan2607 on September 10, 2016, 03:43:24 PM
Quote from: Nanao-kun on September 10, 2016, 03:22:52 PM
Does setting temperature lower make the fuel rods last longer? Or does it make no difference.

And will they last longer, if they are not fully retracted?
And how many spent fuel rods can I store in one cask?
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 10, 2016, 03:59:43 PM
right now the temp and control rod values do not change the rate at which the fuel is consumed, but that is something i can add in a future update if you guys would like it, for now the only benefit to running lower temps would be increased safety, by having more headroom for temps to spike due to cooling failure or cracked rods you will spend less time over the 350c mark which is when your core starts to weaken.

The casks will let you store an infinite amount of rods and slag, i might cap that to something later, i just wanted to get them working for starters
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Jan2607 on September 10, 2016, 04:51:59 PM
Okay. How many days will one fuel rod last?

Will spent fuel rods emit radiation only in the room, where they are? Can I haul them through another room to the cask, or will this room getting contaminated, too?
Will a roof on top of a reactor core and walls around it prevent radioactive slag in case of a core melt?
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 10, 2016, 05:15:04 PM
a fuel rod lasts 2 years, once its spent it turns into a spent fuel rod which emits radiation in a radius and through walls, the rate of exposure increases as you get closer to a source of radiation, this can be heard as bursts of Geiger counter clicks so you just need to keep your distance. A full radiation suit + a dose of potassium iodide will provide 90% resistance to the radiation, things do not emit radiation while they are being hauled and radiation doesn't stay in an area, it is only emitted directly from a source like spent rods.

In the event of a core melt accident the roof will be blown out above the reactor core allowing the radioactive slag to smolder and release ash and dust into the air which triggers a radioactive fallout event. This event is persistent until the slag is secured inside a cask or perhaps taken away by traders, then the fallout will dissipate over time. Unlike toxic fallout roofing does not prevent exposure so rooms have to be fully enclosed to be safe.
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Matnjord on September 10, 2016, 05:19:59 PM
Great mod Dubwise! While it does give silly amount of power (I peaked at 77kW when I loaded the reactor with all 12 rods) it's dangerous to maintain, very expensive to set up and the sheer size of the bloody thing means you have to take expansive precautions to protect it! Feels surprisingly balanced to me.

[quote/]i can add in a future update if you guys would like it[/quote]

That would be a good idea.

On the topic of nuclear cannons, some nuclear shells landed in drop pods in my last colony, sadly I messed something with my mods which forced to abandon the colony before I got to try it :(
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Jan2607 on September 10, 2016, 05:27:29 PM
Thank you :)

Yeah, this mod seems to be really well balanced. I'm playing with a lot of mods, and that's why I have a lot of very power hungry buildings. One reactor with 6 fuel rods and one geothermal plant are producing 25 kW, and it's not enough :D
The downside with nuclear power is, that you need at least one back up reactor or a lot of full batteries in case you have to work on the primary reactor (replacing the fuel rods, or shutting down the reactor to add more rods).
And you have to buy a lot, and I mean A LOT of uranium from traders :D
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: magik20 on September 15, 2016, 11:59:18 AM
I'm having a bit of an issue with reactors, I built 2 separate systems, but from the errors I'm getting in the log I think I made some mistakes / confused the code.

At present, everything appears to be setup right, but my haulers refuse to place the control rods into the reactors.

edit: fixed the hauling situation, it was a "important" stack vs "normal" issue, nothing to do with this mod.



[attachment deleted by admin - too old]
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 15, 2016, 01:27:46 PM
Have you setup both reactors with different ID's so they work on the same powernet?
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: magik20 on September 15, 2016, 03:33:23 PM
Quote from: dubwise56 on September 15, 2016, 01:27:46 PM
Have you setup both reactors with different ID's so they work on the same powernet?

i tore down both reactors and computers and rebuilt them, seems to have fixed the issue (still waiting for the materials to rebuild reactor 2)
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: brucethemoose on September 15, 2016, 06:28:21 PM
Reads title

"Modular Nuclear Power Station"

Looks at images...

Ok, I guess it's time to get back into RimWorld! Thanks!
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: poolday on September 18, 2016, 07:08:21 AM
This mod is amazing. It is complex enough to be hard to achieve and manage, but not so complex that it would stop being fun.  :D
And it surely does pay all the effort it takes to build it. It also felt great for late game content.
Now I can kiss my batteries goodbye and all my wind turbines and solar generators always requiring maintenance and cables exploding that gave me headaches.
My congratulations to you.
Very professional!

A screenshot of my own first reactor:


[attachment deleted by admin - too old]
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Etherdreamer on September 21, 2016, 06:13:39 PM
Amazing, it´s a crime when a good mod goes over the +5 forums tab.

It´s compatible with your Mars mod? or Mars mod it´s totally standalone?
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 21, 2016, 07:17:35 PM
This is stand alone, when i add nuclear reactors to mars it will use a similar system but different building types to fit the mars theme, and i might carry over some bits to rimushima so it has more variety in cooling systems, heating systems, uses for the radioactive material that kinda stuff.
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Etherdreamer on September 21, 2016, 08:11:09 PM
And about other compatibility, all mods will fit at the same time in the future? Like example with those popular mods like Glitter and EPOE?
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 21, 2016, 08:20:14 PM
I don't test with any other mods. From the feedback i have got it should work with most stuff
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dellamorte on September 21, 2016, 10:44:58 PM
Well I am running about 90 mods ATM as well as this one and am yet to come across any problems.
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Etherdreamer on September 22, 2016, 11:11:21 PM
How much it´s required for the radiation goes off complety? seems like it tooks forever. And it really spend a lot all the medicines / herbal medicines you got in your stock.

Also the Iodine pills seems not to doing anything or not enough at all.
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 22, 2016, 11:37:46 PM
Quote from: Etherdreamer on September 22, 2016, 11:11:21 PM
How much it´s required for the radiation goes off complety? seems like it tooks forever. And it really spend a lot all the medicines / herbal medicines you got in your stock.

Also the Iodine pills seems not to doing anything or not enough at all.

the potassium iodide gives a 10% resistance boost which doesn't heal them but reduces the severity of direct exposure. You should only have to deal with radiation when you have to haul some spent fuel rods unless you make some catastrophic mistakes, if you wear a full suit while hauling spent rods you will only get a minor dose of radiation. Once colonists get higher doses of radiation you will have to battle against the burns to save them. If it turns to a fatal dose on the health tab then they will die within 48 hours no matter what you do.

If you suffer a full core melt accident and you need to haul a large quantity of radioactive slag to stop the fallout then spread the exposure over many colonists or just pick 1 to sacrifice.
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dellamorte on September 22, 2016, 11:52:59 PM
Or you can do what I do and use bots to run my nuclear plants, crafter bots to make the fuel rods, hauler bots to move the fuel and builder bots to do other stuff around the reactor (mostly for heat reasons).
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Etherdreamer on September 23, 2016, 12:04:09 AM
Well yes I mean, is better it never happens, let´s say, non-fatal exposures are curable? if yes, how much time it needs, how much the fallouts last, etc. And well I gonna add bot mod in the next run.
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: EldVarg on September 28, 2016, 04:38:29 PM
Reactor Piping should use at least 2 steel, they are much thicker than Power Conduits.

Any plans for adding more? :)
Title: Re: [A15] Rimushima (v2.2.0) Modular Nuclear Power Station
Post by: Dubwise on September 28, 2016, 05:58:17 PM
Quote from: EldVarg on September 28, 2016, 04:38:29 PM
Reactor Piping should use at least 2 steel, they are much thicker than Power Conduits.

Any plans for adding more? :)

I'm working on a small patch right now to fix some bugs, then i'm finishing a big update for my mars mod, then i'm going to work on on some more features for this like proper piping, more incidents, manned stations and so on
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on September 28, 2016, 11:24:40 PM
updated to v2.2.1

Fuel rods now lose HP based on fuel usage for trading.
Fixed centrifuge and turbine leaving radioactive slag when destroyed.
Tweaked the interpolation speed on all of the reactor values to add more easing
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: kfsm420 on September 29, 2016, 12:55:54 AM
I'm just getting into this mod. As a submariner, I am stoked that a nuclear system has made its way into the game. For that, I thank you!

Given the overarching storyline/concept of the game, I've always found it strange that there is no way to sell energy. I feel like this mod could provide a colony with that opportunity! Given the percentage concept applied to clothing in this gaming, and how it can impact the sell value, couldn't that be applied to "batteries" or some sort of energy storage unit that could be sold?

Just a thought. Keep up the great work on Rimushima!
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Crossbowman on October 01, 2016, 10:26:53 PM
After finally getting my infrastructure up to support a nuclear power station, I think that I have never played another strategy game with as detailed a nuclear simulation as this mod provides. It's excellent! Now my battery sectors can actually be used as backup generators rather than a nightly use power source.

I do feel that the cooling towers could use a little more HP, though; 100 HP is a bit small since shooting it a few times would make it topple over.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on October 01, 2016, 11:36:40 PM
Quote from: Crossbowman on October 01, 2016, 10:26:53 PM
After finally getting my infrastructure up to support a nuclear power station, I think that I have never played another strategy game with as detailed a nuclear simulation as this mod provides. It's excellent! Now my battery sectors can actually be used as backup generators rather than a nightly use power source.

I do feel that the cooling towers could use a little more HP, though; 100 HP is a bit small since shooting it a few times would make it topple over.

thank you very much, and i'll have a look at tweaking hp values for the next update
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Fightera100 on October 14, 2016, 07:00:34 PM
Great mod! For fun I provokated a reactor meltdown. Was fun to watch even though all colonist and animals died after a few days.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: lc-soz on October 19, 2016, 01:25:33 PM
Best mod ever for someone who played for days with BigReactors & OpenComputers from Minecraft.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Nanao-kun on October 19, 2016, 03:19:59 PM
I'm also really enjoying this mod. Oddly, it took me some time to realize that there wasn't any point in running 12 fuel rods at once when I actually only needed 4. Woops.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dellamorte on October 20, 2016, 01:28:27 AM
Well with 12 rods you can get 90 odd Kw (If I remember correctly) so IMO it is worth running 12 rods.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on October 20, 2016, 07:07:56 AM
but if you don't need that much power then you are just wasting rods
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: KTVSUN on October 22, 2016, 06:00:42 PM
This looks awesome, thank you for your work and time.

Can this be added to an existing game? Hmm guess i ll just backup my mod list and savegame and try. Will post feedback

Cheers,

K
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: KTVSUN on October 22, 2016, 09:00:19 PM
Added it to a quite advanced existing game and havent encountered any issue for now. Researched everything and am building the stuff.

Cheers,

K
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Ashardalon411 on October 24, 2016, 02:08:08 PM
Hi all !
Before install your mod, i have a question:

I want do a Cyber-colony entierely operated by the MAI's and spécialised bots, so irradiatiation will be affect them ?

I hope not because if yes this will be incoherent: they are inorganics !

Great thanks for the mod and the answer !
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on October 24, 2016, 02:25:54 PM
Quote from: Ashardalon411 on October 24, 2016, 02:08:08 PM

I want do a Cyber-colony entierely operated by the MAI's and spécialised bots, so irradiatiation will be affect them ?


It haven't so far to mine ;)

EDIT: Welp... this is weird, MAI got initial radiation sickness... And you can cannibalize its body as well if you so desire o.O
Hauler and crafter bots do not have that problem.
I don't now if it is you or Haplo the one responsible for that  :P

[attachment deleted by admin due to age]
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on November 26, 2016, 11:56:54 AM
Hello there!
After playing with this mod for a while i think is time to give you the praise you deserve.

You are awesome!

I haven't found another mod so detailed, realistic, engaging and useful without being "cheaty" as this in the forums. Congratulations!
Though I haven't played your mars mod yet, so that opinion might change soon xD

But I would like you to share with you all the things that i have found that might be worthy of your attention.

- As some people have said before me, cooling towers are a bit low on health, something so crucial to the security of the facility could use more resistance. I use to wrap them with walls but, once i had a siege that targeted my facility... it wasn't pretty.

- Uranium is really hard to get, any chances that you implement another kind of trader that deals with nuclear related wares? make the cost RED, as red as it can get.

- Right now if you load a reactor as a "backup", the rods gets consumed at the same rate as they normally do when fully operational, even when the neutron flux is 0 and 0°C. I don't know if that behavior is intentional though.

- The reactor cores can keep running without control computers... that always makes me remember an episode of the Simpsons when Homer purposely throw soda to the power plant Safety Command Console so he could have a spare one, and they guy behind the phone that was supposed to give him one yelling frantically (https://www.youtube.com/watch?v=Uw2PiIO0c00).
Could the cores shut down when they don't have a control computer, for safety reasons? can you implement a redundancy system for control computers as well? like the alpha, beta control computer, and so on?. or are is it not like that in real life? (i really hope it isn't).

- Exotic traders buy almost entirely spent fuel rods... those are basically nuclear waste, they do us a favor by taking those away, they can have it for free if they want, actually i can pay them to take them xD

- I think waste is the biggest problem nuclear energy has right now, any chances the Dry cask is not unlimited in its storage? and have to get rid of it later on? although i hope by the time we have space travel we could have other ways to get rid of that than just bury it ;)

- I find it very annoying that my drones load or unload the cores when i'm not looking (if i'm not careful enough). What i do now now is raise the priority of the cores to make haulers load it, forbid the rods when the reactor is loaded (so they stay in place), and then reduce the priority for them not to load it anymore. Is there any way for the cores not to work as an stockpile?

- Is the temperature of the room supposed to raise so much when the spent fuel rods pops up? i had a terrible, terrible accident, and one of my cores burn completely and its 12 spent rods when i was not looking. It was totally my fault though.... now I'm having a nuclear fallout that have lasted 5 years already T-T

- I have a glitch with the sprite of the cooling pipes, i have attached a snapshot, i don't see any error in the output log related to it. It probably is an issue with another mod, but i couldn't find it though. I can send you my save file if you want to check that out.

- I have had many "manhunter packs" events since the beginning of the nuclear fallout I'm currently having, at first i didn't know if it was safe to consume the meat of an animal poisoned to death with radiation... I think it is safe... although i'm not really sure if they add up to the chances of getting a carcinoma, and i have excised like 5 so far (out of 10 pawns).

- The protection of the radiation suit seems to be really really low, the time to get radiation sickness compared to an unprotected pawn (both with potasium iodide) is trifling. Have you checked out that the suits work? or is it that the amount of radiation is just too much?

Again thank you for working in this amazing mod, and for reading all they way down here.
I would be thrilled to see if you take any of those observations into account when you decide to update the mod.

Cheers!

[attachment deleted by admin due to age]
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on November 26, 2016, 08:42:16 PM
Quote from: faltonico on November 26, 2016, 11:56:54 AM
Hello there!
After playing with this mod for a while i think is time to give you the praise you deserve.

You are awesome!

Thanks  :D

Already fixed the building hp amounts on the steam version i think, the rad suits add 80% resistance which from play testing was enough for me to have 1 pawn haul all the slag from a meltdown without getting a fatal dose, which was what i was aiming for. I want to force you to have to cycle through pawns to spread the rads.

While i have been working on a big update for my mars mod i learned way more about tynans code so i can do a lot more fancy stuff now. So in the next big patch im going to use some of the stuff i made for the liquid metal reactor i added to my mars mod so you will have to run steam pipes to turbines, cooling pipes to towers, and high voltage lines to transformers so you can split up powernets, you will have to manage overvoltage so you gotta keep your power output within a range of your usage or you could start fires, so you cant just crank the reactor up to max 24/7. I might also change the turbines so its more like spreading a total amount of steam pressure across all connected turbines up to a max power output, so instead of the 3rd turbine just being useless until t1 or t2 breaks it will just spread out, then if the 3rd breaks the extra steam gets used by the other 2.

The fuel consumption rates i'm aware about, i started to get lazy near the end before releasing so i need to make sure fuel gets used correctly in all situations. And i don't really want to start messing with custom traders for uranium, i never really had a problem getting hold of uranium but i never really make multi core setups because my bases are pretty simple and i don't play with mods, i already have rods setup to use up fuel based on neutron flux % in the next patch, so you will need less uranium anyway since they last 2 years at full usage so if you start shaving off % to match your power usage to prevent overvoltage then it could stretch out for many more years.

For the control computers we were thinking about requiring them to be manned to make any changes and or update the settings via "flicking" so if you're short on pawns they will just run over and flick the switches to the new positions, else if you have lots spare you can just man them 24/7 for extra safety. i may make more elaborate computer UI now that i know how to do proper UI windows so you could control everything from 1 computer terminal, could even list all rods and have manual flux control on each one as an override to the standard + and - gizmo buttons .

I'm fixing the rods so that they stay inserted all the time now instead of popping out on their own once they crack or become spent, and i could auto forbid them when they do swap from safe rods so they don't get hauled, that would probably fix a lot of the handling problems with rods like rads and heat spewing out, and i know more about thing containers now so i can do a proper one for the casket with storage limits, i was very raw on that kinda stuff when i was making this version of rimushima.

Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on November 27, 2016, 04:28:41 PM
oh my.... it sounds awesome!
Thank you!

I'm taking the liberty of commenting on your ideas for the new patch, i hope you don't mind.

It would be awesome if we could control the new control computers trough the "colony manager" (https://ludeon.com/forums/index.php?topic=16120.0) mod =)
I'm kind of hoping the new patch is in an advance state to prevent it from adding more stuff, but do consider a backup control console, or something of the sort, considering that, as you said, now it would be important to watch out for the power output, and I wouldn't want that breaking on me Dx.

I use a lot of power, a lot xD 
2 fully loaded cores working @300°C.
Right now i'm getting uranium from the "vegetable garden" mod, i basically harvest uranium, is really hard to be on the point to be able to harvest it (high grow and craft skill to take advantage), but once you do, you have an endless supply of the resource, that is why i suggested the trader, i have yet to see in any of my play-trough a trader selling uranium  :-\

Again thank you for your work, and i'll wait eagerly to see that update =)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on November 27, 2016, 07:01:51 PM
Quote from: faltonico on November 27, 2016, 04:28:41 PM
It would be awesome if we could control the new control computers trough the colony manager mod =)

Sorry I wont ever combine other mods into my mods or use anything like ccl, I like to keep it simple

I'm starting to think when i redo the ui instead of having a zillion gizmo buttons in a row like i have right now i would just have the id and scram buttons on there, then put all the temp and rod control into an iTab like the tabs you get on pawns, then i could do better controls like steppers and sliders so you don't have to spam +&- buttons which i never really liked but didn't know ui enough back then, and i could easily add an advanced mode toggle so you see each rods stats all in 1 list with manual flux control per rod + a master slider/stepper to do all of them together.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on November 27, 2016, 07:45:54 PM
Quote from: dubwise56 on November 27, 2016, 07:01:51 PM
Sorry I wont ever combine other mods into my mods or use anything like ccl, I like to keep it simple
Nah that one doesn't need CCL. But anyways, just do your thing and pay no heed to that other mod... I think you don't have to do anything special in your mod for that other one to be useful xD

I don't mind the current UI, but if you can pull out something better i'll gladly take it ;)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: isistoy on November 27, 2016, 07:51:27 PM
Amazing!
Did you think of other Gen IV designs as expansions, like MSRs in particular?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on November 27, 2016, 08:16:21 PM
Quote from: isistoy on November 27, 2016, 07:51:27 PM
Amazing!
Did you think of other Gen IV designs as expansions, like MSRs in particular?

Well i want to keep it old dumb dirty and dangerous, i do have a RAPID-L style fully automated reactor in my mars mod that i was thinking about bundling as an insanely expensive easy mode option, but i didn't want to confuse things by having too many buildings and it was designed just to replace wind and thermal because i only allow solar on mars.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: isistoy on November 27, 2016, 08:31:48 PM
fast breeders... mehh  :P.
You don't want these passive safe/heavy-chemical things in there? Easy to say on my side of things, probably a lot harder to program and possibly less fun to micro as a player :)

Good job anyway!
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on November 27, 2016, 11:11:56 PM
I want to do something more like this with the controls

Ignore the reactor type that's from mars and ignore the values its all just random in photoshop

(http://i.imgur.com/Thpoqz9.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on November 28, 2016, 12:31:03 AM
So things in the next patch that will make it generally harder to run a reactor are...
that new controller ui.
more incidents like leaks.
controls will need to be manned or flicked to make changes.
overvoltage on powernets so you need to balance power output in a range.
separate pipe networks for high voltage lines, cooling and steam.
and you're going to need to make transformers.

i noticed quite a few people use 2 cores so to offset all that extra stuff i'm going to double the total power output per core maybe even more, so instead of running 2 or 3 cores i would rather people just manage individual fuel rods in a single core on 1 tab. No longer need to shut down the whole reactor just to add or remove rods that way, and you could split up powernets by running multiple transformers across your turbines.

i'll probably add the yield plutonium button in too for the lols

Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: isistoy on November 28, 2016, 07:46:13 AM
alright, alright! Very nice detailed rod control system you got there.
So, you managed to get a specific powernet class system, with IDs (RedistHeat similar approach, I believe, to split nets).
Steam flow also seems to be done with that Net classes similar approach, right?

Solid fuel still. I'm a big fan of the liquid molten salt designs and particularly Thorium/Neutron thermal spectrum/integrated chemical separation and fissile breeding, thus me asking if you were thinking about these for a future update.

I'm very much interested in the work you already did there though :)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on November 29, 2016, 10:55:04 AM
I forgot to ask you about the glitch with the cooling pipes. How can i fix that?

On a side note; out of curiosity I checked how long would it take for the fallout to finish, turns out it is only 272 years left T-T
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Killaim on November 29, 2016, 02:19:46 PM
are there materials you can get out of this and sell at high price to ships.

would make sense.

Also make a thorium reactor too :D like...ok it would be alot smaller...and easier to run.... dammit
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Erratum on November 29, 2016, 02:24:18 PM
I don't suppose there's any plans for making it so you can dump heat into a body of water if your colony happens to have one nearby, are there?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Facepunch on December 21, 2016, 08:53:35 PM
We getting an A16 update? Will this work with A16 already?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on December 21, 2016, 10:04:30 PM
I really don't want to add safe clean cheap easy reactors because that would just be a geothermal with the power output turned up and a radiation symbol stamped on it and there's already plenty of mods that do that. I kinda based this off the soviet RBMK, i want it to be old dumb and come with plenty of hazards.

I started work on the A16 version but i don't know how long its going to take, i need to get mars v3 finished first which i hope to get out by the weekend
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Headshotkill on December 22, 2016, 05:44:31 AM
Will this mod be completly implemented in the Mars mod?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on December 22, 2016, 06:27:29 AM
Quote from: Headshotkill on December 22, 2016, 05:44:31 AM
Will this mod be completly implemented in the Mars mod?

No there's just a simple version of the reactor to replace all the power gen that i removed
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Headshotkill on January 04, 2017, 03:17:27 AM
I don't like making suggestions for mods because I respect the author's vision and the fact it's something he does in his free time, but can there be a little more BOOM when a reactor explodes in the next version? :D

Besides that I've thought of a reason why someone would need a machine capable of producing electricity that equals multiple Geothermal plants:

Powering up the spaceship's energy cells.
I think it's still a lot easier to build the spaceship rather than making the long journey so I thought maybe there could be some sort of energy cell that you must build on the ship, how many depending on the ship's total mass and power said cells up with a ludicrous amount of energy.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Filaz on January 13, 2017, 02:19:11 PM
Damn it, I'm so excited to try it out , looks so amazing and complex. How's it going? Hope there isn't any serious problem and it will be done soon.  8) ;D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: EldVarg on January 27, 2017, 06:29:00 AM
Can we see some cool new screenshots? :)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on January 27, 2017, 05:00:18 PM
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-01-27-21_54_26.png)
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-01-27-21_53_53.png)
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-01-27-21_55_19.png)
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-01-27-21_56_12.png)
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-01-27-22_15_27.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on January 27, 2017, 05:46:16 PM
Hype, critical threshold.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: topmango18 on January 27, 2017, 06:08:51 PM
Mods like this make Rimworld my favorite game out. Can't wait for the newest release!
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Canute on January 28, 2017, 02:56:42 AM
Damn, i am happy you don't use these monster at MARS ! :-)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Lerin on January 28, 2017, 03:57:21 AM
contrary, i can't wait to use it on mars
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Arigitine on January 30, 2017, 02:41:15 PM
Wow that is huge update look very nice cant wait til release
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Jan2607 on February 06, 2017, 12:24:05 PM
Can't wait for the Update ;)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: danielee on February 10, 2017, 01:34:09 AM
This looks awesome! Cannot wait to try it out :D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Yuroslavcheg on February 15, 2017, 06:23:52 AM
How is update going? Can we have some new screenshots or maybe release date?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: ChairmanPoo on February 15, 2017, 09:43:16 AM
There's a private beta on steam so I'm guess we are getting the good one soonish.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 15, 2017, 01:07:47 PM
Got everything blocked in but not finished, weapons systems are mostly working, reactors and meltdowns mostly working, new penetrating radiation works, i'm figuring out rad suit lockers and research now.

(http://grimworld.co.uk/wp-content/uploads/2017-02-13-21_11_40.png)
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-08-18_27_47.png)
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-08-05_56_29.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: ChairmanPoo on February 15, 2017, 03:03:14 PM
Eager to try those nukes :)

(http://1.bp.blogspot.com/-qvpsyjIep9k/UcDYFrJyZmI/AAAAAAAAMm0/gnLcDUQtFYM/s1600/Kim-jong-un.gif)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: MrDoritosMan on February 15, 2017, 04:28:21 PM
Alright, you are officially king of all modders, im so hyped about this update!
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: bonmar14 on February 18, 2017, 11:08:56 AM
Super hyped for the releas of the mod just a question when do you think the mod will be released on your opninion
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 18, 2017, 11:48:07 AM
im not sure, i might be on the bug fixing phase in the next few days
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Rhyssia on February 19, 2017, 06:20:23 PM
Looking pretty awesome, if you need anyone to scour the XML let me know.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 19, 2017, 07:55:36 PM
Still working on it, think research is done, going back through the UI and status lights to finish all that off now.

Research reactor and connected bench, the cherenkov radiation glow fades in when its powered on, and the reactor connects like a multi-analyzer, required to unlock research.

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-20-00_29_00.png)

Showing off dark rooms with status Leds and computer screens lit, the blank space on the screen will show the same status light grid as the cores. The red lights on the cores show if its cold hot or shutting down, the computers also sound sirens and flash warning screens during meltdowns. Bottom right is the plutonium processing machine, it can take partially or fully spent rods and convert them into plutonium and a drum of waste, the plutonium can then be used to make warheads or be mixed with some uranium to make MOX fuel rods, so you can recycle some of your fuel once its spent. You can also see some turbine blades, you need a lot of them to make a turbine.

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-20-00_34_36.png)

Here's the 3 cooling options, at the top you have large radiator systems that can be used inside for heating large bases, their heat output matches the total energy they have to cool but they have very limited capacity but enough to get you started. In the middle is the dry cooling tower which provides a huge amount of cooling but also requires thousands of watts, use these when you don't have any water on the map, which leads on to the one at the bottom which is water cooling, low power with same amount of cooling at the tower, but it requires a decent sized body of water for placement

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-20-00_46_34.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: profit on February 19, 2017, 10:06:21 PM
Oh my goodness.. Such Fission..  So Splitting.

That looks fantastic. 
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 21, 2017, 08:00:19 PM
New method for opening the reactor console ui, you tell a colonist to go use it like a comms console and then the ui pops up, the game keeps running and the pawn stays at the console until you are done. This also means that like the image below shows, you can have multiple controllers open at the same time and move the windows around, I'm making a minimize button so you can shuffle them around easier, but the pawns still have to be present at the console or they close.

The standard gizmo buttons along the bottom while the console is selected will be for flick jobs, so if you press the shutdown or scram buttons in the ui its instant because a pawn is there, if you press the scram or shutdown gizmo buttons a pawn has to walk over and flick it, i'll probably also add flick buttons to designate all rods for insertion or removal if you want to quickly fill or empty a core without needing to pop the ui.

Also the UI isn't finished yet so that will probably change a lot and be more compact

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-22-00_28_22.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Codexehow on February 21, 2017, 09:11:26 PM
You are doing the Lord's work, sir.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: profit on February 21, 2017, 09:15:47 PM
Quote from: dubwise56 on February 21, 2017, 08:00:19 PM
New method for opening the reactor console ui, you tell a colonist to go use it like a comms console and then the ui pops up, the game keeps running and the pawn stays at the console until you are done. This also means that like the image below shows, you can have multiple controllers open at the same time and move the windows around, I'm making a minimize button so you can shuffle them around easier, but the pawns still have to be present at the console or they close.

The standard gizmo buttons along the bottom while the console is selected will be for flick jobs, so if you press the shutdown or scram buttons in the ui its instant because a pawn is there, if you press the scram or shutdown gizmo buttons a pawn has to walk over and flick it, i'll probably also add flick buttons to designate all rods for insertion or removal if you want to quickly fill or empty a core without needing to pop the ui.

Also the UI isn't finished yet so that will probably change a lot and be more compact

That looks so amazing!  I can hardly wait for V3.     Also I was thinking you had mox, and you have nukes... Would it be possible to make Radioisotopic Stirling Generators from the plutonium as well?  It would be cool to have portable 500 watt generators that you could carry on trips and generate heat and power with, that you could install and uninstall at whim...  Maybe use in your rover if you are trapped on mars.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 21, 2017, 09:28:16 PM
Done, added the RTG from marsx, uses 1 plutonium @ 500w, enough for 2 remote drills, or a drill and heater/cooler and light
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: profit on February 21, 2017, 09:31:08 PM
Quote from: dubwise56 on February 21, 2017, 09:28:16 PM
Done, added the RTG from marsx, uses 1 plutonium @ 500w, enough for 2 remote drills, or a drill and heater/cooler and light
<3
That is so awesome =)   I shall have my rover trip across mars yet!   
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: thorpey949 on February 22, 2017, 08:50:00 AM
Can you use this mod on A16?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 22, 2017, 09:32:54 AM
Quote from: thorpey949 on February 22, 2017, 08:50:00 AM
Can you use this mod on A16?

All these screenshots are from the a16 version that i'm working on now
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: ChairmanPoo on February 22, 2017, 08:48:57 PM
Silly question: will there be nuclear winter?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 22, 2017, 09:23:22 PM
Quote from: ChairmanPoo on February 22, 2017, 08:48:57 PM
Silly question: will there be nuclear winter?

No nuclear winter, that kinda requires mass detonations like full scale nuclear war with 50MT warheads all over the planet. You do get a cluster of radioactive fallout world objects from detonations that moves randomly from tile to tile and can trigger fallout events in maps. And the same radioactive fallout world objects spawn constantly from your map if you have a meltdown and the core is exposed. So you wouldn't want to move a caravan through a tile with fallout overhead, or detonate nukes near your home tile or near friendly tiles in case the fallout wanders over
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: bonmar14 on February 24, 2017, 07:39:41 PM
Just a quick question on your last screenshot. Post you said the ui will be changed a lot so i just wander how big of a  change will it be compared from the screenshot post you posted and also by a percent of like a 80/100 is the mod going to be completed also thanks for the hardwork you you have done on all the mods that you have made
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 24, 2017, 08:41:11 PM
Current version, still need to do the mini screens. It wont change much from that now, can easily fit 4 on screen at 1080p and the id select lets you cycle through multiple cores without closing the window
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-25-01_37_34.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: bonmar14 on February 24, 2017, 09:03:32 PM
Quote from: dubwise56 on February 24, 2017, 08:41:11 PM
Current version, still need to do the mini screens. It wont change much from that now, can easily fit 4 on screen at 1080p and the id select lets you cycle through multiple cores without closing the window
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-25-01_37_34.png)

Ok thanks for replying
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: TrEvIzE on February 25, 2017, 03:55:38 PM
That's look amazing!!!

Any idea of release date for A16 version?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on February 26, 2017, 08:50:02 PM
Not long now

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-27-01_45_41.png)

Here you can see the new energy weapons powered by a group of reactors. You get a tesla coil which arc's to anything that comes within its short range, An obelisk which fires a precise laser at medium to long ranges. And the rail gun which fires cheap to make sabot rounds at 3x the speed of a morter, at extreme range for striking targets in the local map, or other maps in the world.

All 3 weapons require the pulsed power capacitors shown just below the turbines, these behave like super efficient high capacity batteries, but will rapidly dissipate all their energy if the connected power rate falls below 0. Each weapon has a percentage adjustment for the maximum range and damage power, and the size of the pulse required by each shot is decided by the range to the target and damage %
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: ChairmanPoo on February 26, 2017, 09:23:13 PM
Oh man  :D

I think I'll just quit my current game and wait for release :D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: dareddevil7 on February 26, 2017, 09:30:05 PM
Railguns had always been impractical because you'd need a nuclear reactor to get the projectile to any kind of usable speed. But now we have a nuclear reactor. Can't wait to kill my current colony when this comes out.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: TrEvIzE on February 27, 2017, 11:38:27 AM
Look crazy!
In a good way.

great idea, great design.  ;D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: bonmar14 on March 01, 2017, 02:30:20 AM
That obelisk seems familiar.. yeah its from the C&C game from Nod. Anyways the Mod will look like its gona be more awsome than expected
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: profit on March 06, 2017, 03:10:51 AM
Quote from: bonmar14 on March 01, 2017, 02:30:20 AM
That obelisk seems familiar.. yeah its from the C&C game from Nod. Anyways the Mod will look like its gona be more awsome than expected
It also has that satisfying hum as the target evaporates into a dessicated corpse.  Funny bit though, sometimes it will just burn off a random limb... A bunny was hit by one and it lost a leg, a lung and a kidney... But it can kill mechanoids with one hit in many occasions.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: hypnoshadow on March 08, 2017, 10:49:26 PM
if you need a beta tester let me know
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 08, 2017, 11:02:10 PM
if you add me on steam you can test the hidden unstable version, and i have been streaming while i work on it over at www.twitch.tv/dubwise56
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: yawningrover on March 08, 2017, 11:57:07 PM
could you give me a drm free beta version please?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 09, 2017, 12:12:57 AM
nope sorry im keeping it on steam so i can spam updates fast and keep the comments contained in 1 place, i also don't want a half broken version in a zip floating around out there and have to keep zipping up updates because its changing rapidly and i would end up with reports for stuff that was fixed 2 weeks ago
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: yawningrover on March 09, 2017, 06:10:10 PM
Is the finished version coming to zip file.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 09, 2017, 06:37:49 PM
yup once its released it will be on here as a download
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Stinguerx on March 12, 2017, 07:50:36 PM
Any idea of an aproximate releaste date? Im very excited to play with this mod and toy with the radiation  :D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 12, 2017, 08:12:13 PM
Still fixing bugs and polishing it up, here's a shot of the new storage pool and its UI, its animated and lit when powered. And lumi is equipped with the new mopp suits, a combination of rad suit + armour

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-03-13-00_07_29.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: ruyan on March 13, 2017, 05:07:31 AM
Oh Lumi is all better now? Last time I saw him he was wandering around like an idiot! :-P

I am holding off on starting a new colony till your mod is out btw, every time I start one I find myself tabbing out of the game all the time to check this thread... So I'll just stay here and wait! :-D

The arrows on the storage pool look strange with the offset, maybe have them centered? That's like the only thing I can contribute :-(
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on March 13, 2017, 07:57:57 PM
Can I use hot water from the cooling system of the reaction zone to heat the rooms?

Is it possible to make cooling pipes compatible with this mod: https://ludeon.com/forums/index.php?topic=21770.0?


Forgive my English using Google translator.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on March 13, 2017, 09:04:41 PM
Quote from: Dronmk2 on March 13, 2017, 07:57:57 PM
Can I use hot water from the cooling system of the reaction zone to heat the rooms?

Is it possible to make cooling pipes compatible with this mod: https://ludeon.com/forums/index.php?topic=21770.0?


Forgive my English using Google translator.
What you can do right now, is to fill a room with radiators and draw the heat with RedistHeat ducts.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: ChairmanPoo on March 13, 2017, 09:19:25 PM
Redistheat is hit and miss ATM.... see NaNC bug.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on March 13, 2017, 10:08:28 PM
Quote from: ChairmanPoo on March 13, 2017, 09:19:25 PM
Redistheat is hit and miss ATM.... see NaNC bug.

don't have this error.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on March 14, 2017, 01:48:34 AM
Quote from: ChairmanPoo on March 13, 2017, 09:19:25 PM
Redistheat is hit and miss ATM.... see NaNC bug.
I was answering his question.
But you can get rid of it that error by rebuilding your heaters/coolers in godmode (always start your game paused). I personally will not be using it for my next run and not because of that, but power inefficiency.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on March 22, 2017, 03:31:27 AM
What is some new information about the release?

Sorry for my english use google translate.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 22, 2017, 02:13:39 PM
I have added a couple more energy weapons, different kinds of missiles, an incident where raiders setup missile bases that you have to deal with swiftly, lots of little tweaks and fixes and other bits, and I have been setting up a custom research system that combines standard style researching with tasks, data gathering and a tutorial system.

Below is a shot of the new research bench UI, on the left it shows all the database chips that you have purchased from traders and inserted into this bench, then on the right you have the list of tasks you need to perform in sequence, you can run this research and standard rimworld research simultaneously, and i have set it up so i could require almost anything be completed for a task, so for example gathering data for the ADS requires that it fires on targets, for the reactor research i have steps that require you to connect buildings via the correct pipes, this same system will end up in MarsX too once i get back to that, the new research system is almost finished, still needs polish.

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-03-22-17_44_06.png)

For more details you can pop in to my stream at www.twitch.tv/dubwise56 to ask questions and see stuff working
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on March 22, 2017, 03:59:07 PM
  Looks awesome!
Made a lot of things, I hope it will not affect compatibility with other mods.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 22, 2017, 05:40:49 PM
Quote from: Dronmk2 on March 22, 2017, 03:59:07 PM
  Looks awesome!
Made a lot of things, I hope it will not affect compatibility with other mods.

Shouldn't do, i have done a bit of testing with some mods like misc robots to make sure stuff like radiation works correctly, other than that its all just stuff that's added to the game not overwritten, so for example the standard research system is untouched
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on March 22, 2017, 06:59:52 PM
Very pleased that you did not only power plant, but also the means to protect it.
It looks great, I hope to function as well.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: nekath on March 27, 2017, 04:58:52 PM
It looks awesome. Thank you for your hard work :)

Do you want to add new stuff to research part in the future ? (i feel that Rimworld research is too shallow)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 27, 2017, 05:15:30 PM
Only the research for this mod will be done using my chip based research, i'm not changing any of the standard research or the research tab, you access my research UI by using the bench like a comms console so you can do normal research and rimatomics research projects at the same time if you have the spare hands. Its also more like a prototype for what i want to do with it in mars, so it will be fairly simple in this mod like just going through steps to put the reactor together like a tutorial, and simple data collection, then in mars it will actually replace all research and i will hide the original research tab
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: nekath on March 27, 2017, 05:25:53 PM
It looks like I've give a try to Mars mod while waiting for new Rimushima.

Btw do you know more or less when Rimushima 3 will be released?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 27, 2017, 05:38:56 PM
Here's another little thing i added the other day, the weapons console runs the targeting for all energy weapons, including tracking morter shells which are designated to HEL's for shoot downs, so since i was already tracking the positions i added a live radar screen to it which tracks morter shells as large dots and ground targets as small dots, it also has an enlarged popup window version. The targeting system makes sure that targets are not assigned to more than 1 energy weapon at a time so 2 HEL's wont try to shoot down the same shell, or 2 obelisks wont try to shoot the same ground target, so it maximizes your power efficiency during raids, i might also add trajectory lines for shells so you can evacuate the area its going to hit.

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-03-27-22_34_54.png)
(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-03-27-22_35_53.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on March 28, 2017, 09:50:11 AM
Quote from: dubwise56 on March 27, 2017, 05:38:56 PM
"...i might also add trajectory lines for shells so you can evacuate the area its going to hit."

That would be awesome!
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Canute on March 28, 2017, 10:10:31 AM
Why not assign an obelisk for anti-air defence to shoot down incoming shells and drop pods ? :-)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on March 28, 2017, 10:32:47 AM
then i wouldn't have a reason to make the HEL, the HEL is also for shooting down incoming scuds and icbm's once its fully upgraded.
ADS - crowd control with little damage
Tesla Coil - fast firing short range defense
HEL - anti morter & anti missile
Obelisk - for snipers mechanoids & shielded targets
Railgun - fast in-map artillery & super long range fire missions for raids or caravan support
scud / chemical scud - for raids on enemies
fission icbm - destroys a whole map
fusion icbm - for destroying multiple maps

and of course you can ignore all the weapons and just use the reactors for power, raiders will only start setting up missile bases after you start launching missiles
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Canute on March 28, 2017, 12:09:56 PM
antimatter icbm - for destroying Rimworld and end the struggle ? :-)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Tgr on March 28, 2017, 05:03:16 PM
HOLY SHIT this looks cool. I'll be honest, I've been terrified of getting into this mod because it looks very complicated, but this just looks awesome.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: raemge on April 04, 2017, 09:10:57 AM
I literally cannot wait for this mod to be released for A16.
Amazing job! I really enjoyed the Mars mod, and this looks like the next big one for me.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: magik20 on April 04, 2017, 10:39:40 AM
might as well find out what is changing in A17 and make it ready for it that instead!

awesome mod, loved it in A15... too bad its taken a while to upgrade
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Silas_ on April 04, 2017, 12:52:46 PM
Except then in order to use it with most other mods will require a long, long wait for everything to be updated.  I'd rather be able to enjoy it in the nice, modded Rimworld environment that we currently enjoy with A16.


Anyway, this really is a great mod.  It's doing something that nobody else is touching.  And I have to say, I was very pleasantly surprised to see chemical SCUDs and MOPP suits.  You don't see that stuff mentioned much nowadays.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: wispoffates on April 04, 2017, 08:12:42 PM
I imagine the update from A16 -> A17 won't be as long as A15 -> A16.  As the creator chose to give us all these new features for A16 and not just fix the compatibility.  Unless of course they decide to give us more awesome features for A17.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on April 04, 2017, 10:20:37 PM
Quote from: wispoffates on April 04, 2017, 08:12:42 PM
I imagine the update from A16 -> A17 won't be as long as A15 -> A16.  As the creator chose to give us all these new features for A16 and not just fix the compatibility.  Unless of course they decide to give us more awesome features for A17.
He said he was going to add more content as well, so expect some fixing, patching some other stuff and breaking even more that there is now.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on April 09, 2017, 04:11:56 PM
Is there any new information?
When is beta expected?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on April 09, 2017, 04:45:59 PM
Quote from: Dronmk2 on April 09, 2017, 04:11:56 PM
Is there any new information?
When is beta expected?
You can watch his progress in https://www.twitch.tv/dubwise56
In the last broadcast he made a 2 MW setup, there are a few stuff needed to be worked on and polished, but i find him hesitant about releasing it for A16, because apparently, A17 might be lurking close.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on April 09, 2017, 05:42:57 PM
Quote from: Dronmk2 on April 09, 2017, 04:11:56 PM
Is there any new information?
When is beta expected?

I have mostly been doing bug and performance fixes that affect this mars and hygiene. since they all share a lot of stuff like the pipes. Once i have this last performance issue sorted out i still need to finish writing up all the text strings for the custom research and doing the research steps for stuff like launching missiles and nukes, and i have to code in the upgrade stages and upgrade job drivers for all the buildings. The way it works is you buy an upgrade chip and go through research steps and data gathering, then a button appears on that building type to perform the upgrade, or any new buildings start with that upgrade level, the kinds of upgrades would be like increasing the capacity on cooling systems, or increasing the max power output on the turbine, so that you can keep expanding and upgrading without needing to just add more cores
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: patrck269 on April 14, 2017, 06:31:37 PM
Hello,
I was wondering if you had an idea when the beta would be released?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: bonmar14 on April 28, 2017, 12:43:34 AM
On a scale of 1 to 10 hows the bug fixing on the mod is going?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Vaperius on April 28, 2017, 02:52:42 AM
Quote from: dubwise56 on February 26, 2017, 08:50:02 PM
Not long now

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-27-01_45_41.png)

Here you can see the new energy weapons powered by a group of reactors. You get a tesla coil which arc's to anything that comes within its short range, An obelisk which fires a precise laser at medium to long ranges. And the rail gun which fires cheap to make sabot rounds at 3x the speed of a morter, at extreme range for striking targets in the local map, or other maps in the world.

All 3 weapons require the pulsed power capacitors shown just below the turbines, these behave like super efficient high capacity batteries, but will rapidly dissipate all their energy if the connected power rate falls below 0. Each weapon has a percentage adjustment for the maximum range and damage power, and the size of the pulse required by each shot is decided by the range to the target and damage %

I spy command and conquer references.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Headshotkill on April 28, 2017, 03:42:45 AM
Would be cool to have some energy cells that you add to your spaceship depending on the number of pods you add and have to charge with a ludicrous amount of energy, would make building the spaceship a bit more interesting and balance out the difficulty between walking to the spaceship on the planet or building it yourself.

But I like pew pew lasers too! 8)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: bob112 on April 28, 2017, 08:01:18 PM
Quote from: Vaperius on April 28, 2017, 02:52:42 AM
Quote from: dubwise56 on February 26, 2017, 08:50:02 PM
Not long now

(http://grimworld.co.uk/wp-content/uploads/RimWorld-by-Ludeon-Studios-2017-02-27-01_45_41.png)

Here you can see the new energy weapons powered by a group of reactors. You get a tesla coil which arc's to anything that comes within its short range, An obelisk which fires a precise laser at medium to long ranges. And the rail gun which fires cheap to make sabot rounds at 3x the speed of a morter, at extreme range for striking targets in the local map, or other maps in the world.

All 3 weapons require the pulsed power capacitors shown just below the turbines, these behave like super efficient high capacity batteries, but will rapidly dissipate all their energy if the connected power rate falls below 0. Each weapon has a percentage adjustment for the maximum range and damage power, and the size of the pulse required by each shot is decided by the range to the target and damage %

I spy command and conquer references.

KANE LIVES!
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Warlord27 on April 29, 2017, 09:25:56 AM
I hope you upload this new update mod
and also please don't disappoint us
For this Exciting New Incoming Update Mod

"Our enemies believe that we have been defeated
and that I am no longer among the living
They are gravely mistaken."
- Kane (Reference to Command & Conquer Kanes Wrath)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Vaperius on May 01, 2017, 05:48:18 PM
Quote from: Warlord27 on April 29, 2017, 09:25:56 AM
I hope you upload this new update mod
and also please don't disappoint us
For this Exciting New Incoming Update Mod

"Our enemies believe that we have been defeated
and that I am no longer among the living
They are gravely mistaken."
- Kane (Reference to Command & Conquer Kanes Wrath)

We will take that fiery angry and turn it into a great conflagration! ~ - Kane (Reference to Command & Conquer Kanes Wrath)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: DarkShadowp on May 05, 2017, 09:59:23 AM
Hey!
Do you have a date for the A16 release?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on May 05, 2017, 10:33:12 AM
its updated to A17 now, getting closer
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: dareddevil7 on May 05, 2017, 10:57:40 AM
So for longterm planning i should land on a tile with a river going through it?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Canute on May 05, 2017, 11:00:47 AM
Ok, i just got an inspiration.
What are you doing with all these power, beside to power up the new energy hungry turret ?
Like at your current world, why not selling it.

The ACME Energy corp. place an overland conduit accesspoint at the edge of the map, at the area you normaly can't build but close to get connected to the buildable conduits.
So it allways will be vulerable to raids.
For each x watt/h you geting energycredits you can exchange at a special tradeterminal for special stuff, silver and accesspoint replacements (if energy raider manage to destroy it).
Or you just geting silver at the tradebeacon (like when you filled up a 16k battery, you are geting silver and the battery is empty).

Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on May 05, 2017, 12:07:05 PM
Quote from: dareddevil7 on May 05, 2017, 10:57:40 AM
So for longterm planning i should land on a tile with a river going through it?

you can still use the dry cooling towers if you don't have a river or ocean, they are just bigger and use more power than water cooling stations, but not much power compared to the amount you can generate.

as for making money from excess power you don't sell the power itself, instead you run lots of reactors to cook up plutonium, which you can then sell raw, as mox fuel rods, or as warheads. I have heat exchangers which you can use instead of turbines if you don't want excess watts.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on May 05, 2017, 05:06:54 PM
Will work for A16?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on May 05, 2017, 05:30:41 PM
Quote from: Dronmk2 on May 05, 2017, 05:06:54 PM
Will work for A16?

Nope already updated to A17
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on May 05, 2017, 05:56:15 PM
This is very bad news. We'll have to wait for A17, then wait for updates of all the mods, many of which have already been abandoned and are not updated.

Can you post an already existing version for A16?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on May 05, 2017, 06:46:32 PM
There isn't a finished version for A16 you have to debug mode everything, A17 is already up as an unstable branch on steam so it will be out any day now, my skylights rimkit and hygiene mods are all updated and ready to roll
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Headshotkill on May 06, 2017, 06:15:03 AM
Quote from: Dronmk2 on May 05, 2017, 05:56:15 PM
This is very bad news. We'll have to wait for A17, then wait for updates of all the mods, many of which have already been abandoned and are not updated.

Can you post an already existing version for A16?

We got combat extended coming up though.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: DarkShadowp on May 06, 2017, 11:10:02 AM
Quote from: dubwise56 on May 05, 2017, 05:30:41 PM
Quote from: Dronmk2 on May 05, 2017, 05:06:54 PM
Will work for A16?

Nope already updated to A17

Oh...guess i have to pass on this mod then
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on May 06, 2017, 01:45:44 PM
Quote from: DarkShadowp on May 06, 2017, 11:10:02 AM
Quote from: dubwise56 on May 05, 2017, 05:30:41 PM
Quote from: Dronmk2 on May 05, 2017, 05:06:54 PM
Will work for A16?

Nope already updated to A17

Oh...guess i have to pass on this mod then

No problem . . . . I should probably explain some of the reasoning. It was a simple choice for me to either continue making this for A16 so a handful of people can play it with old mods, or make it for A17 so everyone on here and steam can play it with the latest most feature rich and more importantly, debugged version of the game, with all of the updated mods with new features, and with all the great new mods that will come out for A17. It might be possible to make multiple versions of Rimatomics if it were a simple reskinned and renamed fuel burning generator like the average mod, or the first version of Rimushima, but this has been remade from scratch and has grown into a very large mod that is now almost as big as MarsX and took months to make in my spare time, so splitting it into 2 versions with different sets of features would be time consuming and ultimately unnecessary.

So if you are at all interested in playing Rimatomics then it's an easy task to download A17 for free and play this mod for free with all of the new and well maintained mods that will be available, then boot up A16 when you want to play older mods, i think this is the most reasonable option.

tl:dr cant be arsed mate
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on May 06, 2017, 09:24:16 PM
Many good mods have not been updated for more than 6 months. It is unlikely that they will receive updates to A17. The same situation will be with A18.
It's very uncomfortable that mods works so little time.
That's why I was asking about the version for A16, even with bugs, but I could play on my mod collection.
Now we have to wait another 3-6 months for that at least some of the mods were adapted for A17. It's not even considering that the A17 version has a lot of bugs before the release.

P.S. It seems that it makes sense to abandon this game for a year or two, maybe by then there will be some kind of constancy.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: nekath on May 19, 2017, 05:29:39 PM
Quote from: dubwise56 on May 05, 2017, 05:30:41 PM
Quote from: Dronmk2 on May 05, 2017, 05:06:54 PM
Will work for A16?

Nope already updated to A17

Awesome, thank you for you hard work :)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: KamikazeSFA on May 24, 2017, 02:15:51 PM
Hey, the v17 update just went live, do u know when u intend to update ur mod?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on May 24, 2017, 02:56:17 PM
im uploading the updates for hygiene, rimkit and skylights right now to steam, then i need to fix some things in rimatomics, then i'll upload it, its not 100% finished but people can start testing it, giving feedback and i'll fix stuff with smaller patches over time, the features and all the defs are set so it will hopefully just be bug fixes that wont break saves, and it will go up on steam first
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: wispoffates on May 24, 2017, 07:19:16 PM
Sweet.  I've been waiting patiently even skipped A16 I like Rimatomics so much.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: yawningrover on May 24, 2017, 07:45:14 PM
where or when is the the drop box download for alpha 17
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: tiger33116 on May 26, 2017, 07:51:58 AM
I can't wait to play with this mod.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: deathstar on May 26, 2017, 10:29:22 AM
This mod is one of my all-time favourites. Glad to see it's getting an early a17 release!
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: nekath on June 02, 2017, 02:32:18 PM
@dubwise56
Will be possible to use Rimushima on existing saves?
Asking because I'd like to start A17, but without Rimushima is not an option :)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on June 02, 2017, 03:04:50 PM
Quote from: nekath on June 02, 2017, 02:32:18 PM
@dubwise56
Will be possible to use Rimushima on existing saves?
Asking because I'd like to start A17, but without Rimushima is not an option :)

Ya it works with saves
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: HAMMERFALL314 on June 08, 2017, 10:27:20 AM
Not to sound rude or anything but....    when are we gonna get a download link?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on June 08, 2017, 11:14:21 AM
Still not ready, totally changed how the research worked in the code which took a while, and im sorting out the upgrade paths for the reactor buildings.

All the steps in my research were just classes but i changed them all to be full research defs, so 1 research def has a list of all its steps as research defs, it means there is something like 130 research projects in the vanilla research panel in a clump but you just ignore those and use the bench, doing that means i can have proper unlocks on every step without having to do rules changes and stuff, also you can now run multiple projects at the same time on multiple benches.

The upgrades on the reactors work same as energy weapons, you start with a prototype, unlock stage 1 by completing the project then you can get 3 other projects to upgrade 3 more times. For the core it increases the power from each rod assembly,  reduces integrity loss while boosting temps, and raises the meltdown temp. Turbines just increase max power output limit, and cooling gets more capactiy. Im trying to think of fancy extra bonus stats for stuff too like the obelisk gets dual beams at the higher stages so they can cut through shields and still do damage
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Ashardalon411 on June 08, 2017, 11:38:25 AM
Its possible to allow the recycle of all this temperature with the mod heat redist ?
It can be so usefull in a harsh cold climate (i hope heat redist will be update to A17 soon too)

Already ty !
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on June 08, 2017, 11:55:26 AM
There is a large radiator unit which has small reactor cooling capacity but it just dumps a huge amount of heat straight into the room, that may work with a heavily ventilated base but it would be much better to just use the central heating from my hygiene mod which im still improving, it has immersion heaters which you will be able to crank up to really high power and are much more efficient than electric heaters.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Ashardalon411 on June 08, 2017, 12:10:13 PM
Ty, in a polar base every little C° seems life.
So find a way to convert all of this 1000 degree per sec into 21° in the life's rooms are really a need.
And its why this place are the better for place your nuclear mod.
(so can we have some radiator who have more dump T° capacity for some who use intensively redist ? ;))

ps: i have read for central heating and i will look when i will make a new polar base (when redist is A17 i think). And i think to use your central heating combined with this radiator wich i just have suggest now, for heat my base. More heat a least cost of power that is the mandatory for survive on a ice land.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on June 09, 2017, 07:43:12 PM
I NEED MOAR POWA!
Now seriously... with all due respect for every other modder out there, plopping a building for power and forget about it is not my definition of balanced, not even if it is constant drain of materials, no matter how many resources you pour on it or how long you made the research to be, they will always be cheaty to me.

This mod (the pre-release version i've seen) is a perfect example of how research should be, and how things should work in the base game. The achievements made, the sense of progression and badassery is incomparable to any other mod when you finish your facility, even with the A15 version that is the one i played that has much, much less stuff.

I'm looking forward to the release version.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: DarkShadowp on June 19, 2017, 09:40:14 AM
When is the a17 version going to be ready to go?
Any possible dates?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on June 19, 2017, 09:45:13 AM
still got people testing it on steam and fixing and balancing stuff
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: DarkShadowp on June 19, 2017, 10:19:14 AM
Quote from: dubwise56 on June 19, 2017, 09:45:13 AM
still got people testing it on steam and fixing and balancing stuff

I can try it out for you if you want.
Got no job, at least i would feel usefull to someone
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on June 19, 2017, 10:22:19 AM
add me
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: DarkShadowp on June 19, 2017, 10:27:30 AM
I've sent you a message
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: hypnoshadow on July 03, 2017, 10:54:50 PM
any update on the mod?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on July 04, 2017, 10:35:10 AM
still doing boring balancing and bug fixing, nothing fancy to show off
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on July 04, 2017, 12:32:35 PM
There won't be public beta?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Canute on July 04, 2017, 01:11:14 PM
He use steam user as beta dummies.
I think you can find it at the beta branch there.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Robloxsina66 on July 04, 2017, 02:47:05 PM
i will test it
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on July 04, 2017, 04:11:56 PM
Quote from: Canute on July 04, 2017, 01:11:14 PM
He use steam user as beta dummies.
I think you can find it at the beta branch there.
You can consider that a private beta (need an invite to test). It cannot be available to people not using the steam system.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: hypnoshadow on July 17, 2017, 04:55:35 AM
any closer to public release?
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: faltonico on July 19, 2017, 01:45:04 AM
"Alpha 18 is coming along! (https://twitter.com/TynanSylvester/status/887481439645704192)" -Twitter
I'm guessing you will stop development and wait for it? As you did for the A16 version.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on July 19, 2017, 11:33:55 AM
Quote from: faltonico on July 19, 2017, 01:45:04 AM
"Alpha 18 is coming along! (https://twitter.com/TynanSylvester/status/887481439645704192)" -Twitter
I'm guessing you will stop development and wait for it? As you did for the A16 version.

Ha yeah no this is coming out for 17, and i didn't stop working on it to wait for 17, i just updated it to 17 when it was out and said there wont be a 16 version so i could do more stuff using 17 features.

Here's a shot of the current set of buildings and things, i still need to do a couple more graphics, fix a some bugs and write a few thousand lines of text for descriptions.

If you have any questions about how any of it works then fire away.

(http://grimworld.co.uk/wp-content/uploads/Rimatomics2.png)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Stinguerx on July 19, 2017, 04:17:36 PM
Holy Moly! that looks awesome, can't wait to play it  ;D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: tiger33116 on July 19, 2017, 08:29:32 PM
Yea that looks fraking awesome. The only questions I have would be:
What's the range on the railgun/missile?
What kind of warheads can be fitted to the missile?

I can not wait for this to be released epic work man.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on July 19, 2017, 09:05:19 PM
Quote from: tiger33116 on July 19, 2017, 08:29:32 PM
Yea that looks fraking awesome. The only questions I have would be:
What's the range on the railgun/missile?
What kind of warheads can be fitted to the missile?

I can not wait for this to be released epic work man.

Here's current spec on the railgun:
While in map the range is 55-400, and then 60 world tiles for a fire mission when fully upgraded.
The turret must line up shots before firing.
It requires 350w idle power and 4-5000Wd of PPC charge for max range shot.
Range, accuracy, fire rate, turn speed and power usage can all be upgraded.
It has a 25 round magazine firing sabot rounds which are cheaper to build and safer than mortar shells.
The projectile speed is many times faster than mortar shells but the damage is similar.
The range to target changes the power it requires per shot.
You have to have spotters on the target map to pick targets for fire missions.
It requires only 1 manned weapons console to control all of your guns.

and the ICBM:
Max range is 100 tiles fully upgraded.
It uses a set 125 chemfuel per rocket instead of the pod launcher system you may have seen in older screenshots.
Its loaded with fission warheads which can wipe out 1 whole map and produce clouds of fallout that last years and move around the rimworld.

I can add things like a MIRV or cobalt bombs later and also have scuds and chem scuds that are disabled for now as they need more work.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: thinkpad on July 19, 2017, 09:51:48 PM
Would of loved to have seen this on A16. :-(
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Vascar on July 21, 2017, 12:25:23 AM
Do I spy with my little eye something from C&C?

The sprite of the object 2nd from the right looks like a Obelisk of Light from the Brotherhood.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: EldVarg on July 21, 2017, 06:10:58 AM
You are correct, it is a laser tower. :)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Jan2607 on July 30, 2017, 12:47:07 PM
Wow, that looks really, really awesome! Can't wait for it :D

But there is one thing, I am unsure about: These things look like they will need a lot of uranium. So, is there any way to get these masses of uranium or do we need to dig the hole planet for it? :D Traders that are selling uranium are really rare...
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on July 30, 2017, 02:45:54 PM
Quote from: Jan2607 on July 30, 2017, 12:47:07 PM
Wow, that looks really, really awesome! Can't wait for it :D

But there is one thing, I am unsure about: These things look like they will need a lot of uranium. So, is there any way to get these masses of uranium or do we need to dig the hole planet for it? :D Traders that are selling uranium are really rare...

The uranium cost is actually quite low and you have several options, there is a Rimatomics orbital trader you can request for some silver, they sell everything related to the mod but have a cooldown timer of a couple of quadrums and don't show up randomly so they don't interfere with the rate of standard traders spawning. Next option is to recycle your spent fuel into MOX fuel which is a half and half mix of uranium and plutonium. Lastly with the upgrade system i just finished you can convert the reactor into a fast neutron breeder reactor which generates less power but also produces more fuel than it uses, so you can breed fuel to fill more reactors.
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Jan2607 on July 31, 2017, 09:16:42 AM
That sounds really great :)
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Stinguerx on August 15, 2017, 11:58:24 AM
Any closer to final release?  :P
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dubwise on August 15, 2017, 01:23:44 PM
always  :P
still changing and adding things to make sure its not just good but pretty good
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Dronmk2 on August 17, 2017, 08:20:03 AM
Quote from: dubwise56 on August 15, 2017, 01:23:44 PM
always  :P
still changing and adding things to make sure its not just good but pretty good

Just like HL3. ;D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: yawningrover on August 18, 2017, 10:21:49 PM
Quote from: Dronmk2 on August 17, 2017, 08:20:03 AM
Quote from: dubwise56 on August 15, 2017, 01:23:44 PM
always  :P
still changing and adding things to make sure its not just good but pretty good

Just like HL3. ;D


XD hope not
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Jan2607 on August 29, 2017, 02:07:55 PM
I can't wait anymore :D
Hopefully it will be released before A18 is out...
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Nanobytez on August 29, 2017, 04:36:54 PM
Does this have weaponry for pawns? Glittertech weapons are... well lets just say you can solo 20 man raids with an APB Projector. Can't wait for this to drop on A17 though. Always enjoyed reactors. :D
Title: Re: [A15] Rimushima (v2.2.1) Modular Nuclear Power Station
Post by: Canute on August 29, 2017, 04:43:28 PM
Quote from: Jan2607 on August 29, 2017, 02:07:55 PM
I can't wait anymore :D
Hopefully it will be released before A18 is out...
I wouldn't bet on it.
But i have no clue how much bugs are left on this project.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on August 31, 2017, 08:12:48 PM
hmm, whats this then, it couldn't possibly actually finally be released... could it?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: faltonico on August 31, 2017, 08:43:34 PM
Congratulations on the release!
Thank you so much for your work!!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Nanobytez on August 31, 2017, 10:42:49 PM
Is... is my body even ready for this...? Who cares, lets do this!


EDIT: That research tab... that's a typo, right...?

Nevermind, you don't use the research tab at the bottom, rather the one at the table.

Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Headshotkill on September 01, 2017, 02:47:43 AM
Oh jeez.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: laokangz2 on September 01, 2017, 03:02:04 AM
can you upload to GitHub ,very thanks
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Davidchan on September 01, 2017, 06:48:51 AM
Will this get a workshop release prior to final release? Would be really nice to have steam autoupdate rather than have to keep checking back here!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 01, 2017, 07:01:53 AM
yeah i just uploaded here first so i can fix any bugs that get reported without having to force a potentially save breaking update, i'll upload it to steam in a day or 2 if all is well
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on September 01, 2017, 09:17:04 AM
Great work dubwise,
you made it before A18, which i didn't expected.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: TrEvIzE on September 01, 2017, 09:50:50 AM
Thank you so much!!! I foun what I do this weekend!!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Warforyou on September 01, 2017, 12:48:48 PM
(https://pp.userapi.com/c638025/v638025540/5b7fa/EYQ-PjWuBOw.jpg)

Wow. Am I really supposed to research this???
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 01, 2017, 01:00:21 PM
nope ignore that research, that mod doesn't use mod tabs for some reason. Use the Rimatomics research bench to access the actual research projects
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Techgenius on September 01, 2017, 03:43:26 PM
I love your work. 
All your creations are professionally crafted.
Can you make a robotics plugin? (plenty of free-credited community resources for that) from droids to androids and basic function robots to killer bots, synths, terminators? your elan to modding is something this community needs more.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 01, 2017, 03:46:32 PM
I wanted to play 2 other games this weekend - plans changed now :D
Thanks for releasing the mod :)
Is it compatible with Turret Collection and Misc. MAI?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 01, 2017, 03:55:22 PM
Quote from: Techgenius on September 01, 2017, 03:43:26 PM
I love your work. 
All your creations are professionally crafted.
Can you make a robotics plugin? (plenty of free-credited community resources for that) from droids to androids and basic function robots to killer bots, synths, terminators? your elan to modding is something this community needs more.

probably not, working on hygiene and mars now
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 01, 2017, 04:00:31 PM
Quote from: Jan2607 on September 01, 2017, 03:46:32 PM
I wanted to play 2 other games this weekend - plans changed now :D
Thanks for releasing the mod :)
Is it compatible with Turret Collection and Misc. MAI?

no idea about turret collection, MAI robots get their own version of radiation damage to replace radiation poisoning
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: kaptain_kavern on September 01, 2017, 04:13:33 PM
At first I thought I had misread ;-)    ... A17 ...

Congratulation for the release. It must have been quite some works but sometime it's better to start over.

Thank you for your works
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: XeoNovaDan on September 01, 2017, 04:22:10 PM
I almost completely forgot about this, but caught it on the 'Unread posts since last visit' section. Bravo!

Time to dive into the numbers I guess, see if I can provide any balance feedback, particularly on the weapons.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Techgenius on September 01, 2017, 04:32:44 PM
You'll be including small-handheld laser weapons on this mod too?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 01, 2017, 05:10:29 PM
Quote from: Techgenius on September 01, 2017, 04:32:44 PM
You'll be including small-handheld laser weapons on this mod too?

probably not, plenty of other mods do guns, i was focusing on energy weapons that would eat up all the power you can produce from the reactor
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Techgenius on September 01, 2017, 05:38:50 PM
It would be pretty amazing though. Learning how to craft your own nuclear-powered energy weapons from what you've learnt, the new turrets looks good, but you're limited to the confines of your base of operations.
Portable fusion-laser weaponry or handheld weapons can be nice alternatives, when you tire of normal pistols, bolt-rifles and assault rifles, as if you were a 20th century marine far into the future. Its like using firelock, muskets nowadays and calling it technological superiority  ;D 

A new tactic I learned when using the portable generator mod was to carry turrets too, setting up a defensible position.
You can make small versions of the new turrets and portable generators? I could still get Skullywags laser weaponry, but that mod integrated with yours, IMO, it would be incredible.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 01, 2017, 05:52:34 PM
Can you use two researchers to research one Rimatomics technology and one standard technology at the same time? And can you use a multi analyzer next to the Rimatomics research bench?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 01, 2017, 07:11:13 PM
Quote from: Techgenius on September 01, 2017, 05:38:50 PM
It would be pretty amazing though. Learning how to craft your own nuclear-powered energy weapons from what you've learnt, the new turrets looks good, but you're limited to the confines of your base of operations.
Portable fusion-laser weaponry or handheld weapons can be nice alternatives, when you tire of normal pistols, bolt-rifles and assault rifles, as if you were a 20th century marine far into the future. Its like using firelock, muskets nowadays and calling it technological superiority  ;D 

A new tactic I learned when using the portable generator mod was to carry turrets too, setting up a defensible position.
You can make small versions of the new turrets and portable generators? I could still get Skullywags laser weaponry, but that mod integrated with yours, IMO, it would be incredible.

This isn't really about fusion technology or spacer tech, its about dirty bulky 80s nuclear tech and some contemporary energy weapons, the obelisk is a bit of a stretch but i just really wanted to make one, there is a minified RTG which can produce 500w that could be used to power standard turrets.

Did you know that a fully upgraded railgun has a range of 60 world tiles in every direction allowing you to provide fire support to any caravans or attacking forces, which is safer and more effective than carrying a laser weapon platform and nuclear reactor on the back of a muffalo.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 01, 2017, 07:15:54 PM
Quote from: Jan2607 on September 01, 2017, 05:52:34 PM
Can you use two researchers to research one Rimatomics technology and one standard technology at the same time? And can you use a multi analyzer next to the Rimatomics research bench?

Each Rimatomics research bench runs independent from each other and the standard research system, so you could have 3 guys researching brewing, 2 guys researching reactors, 1 guy researching radiation suits, 1 guy researching railguns, 2 guys researching the HEL, 1 guy rubbing his belly and 1 guy patting his head, all at the same time, if you have enough benches

oh and the multi analyzer, research reactor and weapons research bench can all be plugged into a Rimatomics research bench at the same time
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: profit on September 01, 2017, 10:11:55 PM
The premiere mod for Rimworld... I probably enjoy this mod alone more than any base rimworld content.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Warlord27 on September 01, 2017, 11:08:09 PM
The Legend is true hes back with his Mighty Mod to make our life easier than before
I Thought the legend is just a tale of century
BTW Excellent Mod Keep a Excellent work

5/5
-Warlord27
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 02, 2017, 01:00:30 AM
It seems there is a bug that is preventing the weapons console being able designate targets for the HEL's, i'll try get a patch out for it asap
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: leafzxg on September 02, 2017, 03:58:41 AM
Hi, dubwise56! One problem is that the research interface of the
"Rimatomics research bench" is too large and the interface is incomplete. My screen resolution is 1336 * 768. Can you work out this problem? Thank you.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: leafzxg on September 02, 2017, 04:36:06 AM
(http://ww3.sinaimg.cn/large/0060lm7Tly1fj5bmylrm1j311y0lcad2.jpg)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 02, 2017, 02:39:13 PM
Just uploaded a patch, fixes the HEL so it now targets mortar shells correctly, also updated the popup target tracking screen on the weapons console to include the same information as the consoles screen
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 02, 2017, 02:43:07 PM
Quote from: leafzxg on September 02, 2017, 03:58:41 AM
Hi, dubwise56! One problem is that the research interface of the
"Rimatomics research bench" is too large and the interface is incomplete. My screen resolution is 1336 * 768. Can you work out this problem? Thank you.

Its ok you aren't missing any information from the top of the window, the description text just about fits in the screen at that resolution
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: EldVarg on September 03, 2017, 04:47:38 AM
W00t! Glad it is finally released. I hope thid mod will be very popular. Now looking forward next MarsX.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: henk on September 03, 2017, 08:00:55 AM
I have a question.
When i use nuke on the current colony tile, it wipes out almost all living on it (exept a few stormtroopers from Star Wars mod) - as it supposed to do. But is there any possibility to cover colonists somewhere safe? Even covering them deep in mountains doesn't help - they turn to ashes or skeletons, but furniture, for example, in the same room is ok.
Also, when firing far tiles - enemy bases, etc., explosion doesn't cause any fallout. Only if colonist is present on that tile.
Nukes also can't destroy enemy camps - those, which appear by quest.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 03, 2017, 08:14:57 AM
Quote from: henk on September 03, 2017, 08:00:55 AM
I have a question.
When i use nuke on the current colony tile, it wipes out almost all living on it (exept a few stormtroopers from Star Wars mod) - as it supposed to do. But is there any possibility to cover colonists somewhere safe? Even covering them deep in mountains doesn't help - they turn to ashes or skeletons, but furniture, for example, in the same room is ok.
Also, when firing far tiles - enemy bases, etc., explosion doesn't cause any fallout. Only if colonist is present on that tile.
Nukes also can't destroy enemy camps - those, which appear by quest.

Yup im fixing all of that right now actually, along with a bunch of other stuff
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on September 03, 2017, 02:51:26 PM
People'll be crazy about this. Because its f...ing awesome. It was awesome already in v.2.0 and now with those new options and sexy graphics its beyond amazing.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 03, 2017, 06:52:45 PM
Uploaded a new version and its now up on steam.

Fixed lots of mistakes in the text for energy weapon upgrades.
Fixed obelisk beam splitter and lens unlocks being the wrong way round.
Added idle movement to turret based energy weapons while the console is manned.
Changed uranium pellet recipe to produce 30 pellets from 10 uranium.
Increased RTG plutonium cost.
Reduced Railgun sabot velocity from 200 to 150.
Changed upgrade component installation sound.
Reduced the volume of the ICBM launch.
Recoded nuclear explosions so it should always produce fallout and cover all of the different types of world objects and remove them correctly, more testing may be required.

Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Nanobytez on September 04, 2017, 03:27:34 PM
I have a question, I'm in the jungle, does this mean I'm screwed in terms of making a reactor? I've nowhere to place the water coolers... :(
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 04, 2017, 04:30:50 PM
Quote from: Nanobytez on September 04, 2017, 03:27:34 PM
I have a question, I'm in the jungle, does this mean I'm screwed in terms of making a reactor? I've nowhere to place the water coolers... :(

use cooling towers or radiators
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Nanobytez on September 04, 2017, 06:59:57 PM
Is there a benefit to using all 3?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 04, 2017, 07:17:32 PM
Quote from: Nanobytez on September 04, 2017, 06:59:57 PM
Is there a benefit to using all 3?

nope just pick what best suits your situation, the water cooling station and cooling tower have the same capacity, just water cooling is smaller and cheaper if you happen to have water nearby, and the radiator can cool a few kilowatts if you want to just get up and running quickly with a small setup on low fuel or flux levels.

In other news i'm attempting to rewrite the research system so that it doesn't use research defs anymore, meaning it wont clutter up the tree in researchPal anymore, because my steam comments section has turned into the "why is researchPal broken" section. It will more than likely break saves but there is a small chance it might still load.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: faltonico on September 04, 2017, 08:52:26 PM
ResearchPal is broken with other mods as well, if you want to get out of your way to keep everyone happy, it is your call.
I use organized research tab instead, it doesn't look as pretty, but is way better than the clusterfuck of the base game.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 04, 2017, 09:05:45 PM
mmm well i get a lot of confusion over the dummy research anyway so it would be nice to keep it all clean, already half done
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: TrEvIzE on September 04, 2017, 09:12:40 PM
Hi,

I got 12 waste -132 plutonium and -132 uranium pellet after using plutonium processor...
(https://imagizer.imageshack.us/v2/387x323q90/923/0aqTOO.png)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 04, 2017, 09:15:44 PM
wow ok i'll look into that, use debug tools to delete the stack and then add them again for now
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: TrEvIzE on September 05, 2017, 08:03:02 AM
Thanks,

I also notice than nuclear warhead have 2 box without image, 15m and arm. I click on arm and my nuclear warhead disapear.

Btw, this is an amazing mod with a lot of work and a really nice finishing touch, very high quality mod. I love all your mod.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 05, 2017, 08:12:58 AM
thank you very much, those 2 buttons on warheads were just for debug, i changed the way the detonation happens since then but i could fix it and put a graphic there so you can blow yourself up.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: EpicGunBlast on September 05, 2017, 12:13:44 PM
I cant find the Rimatomics research bench? where should one look to find it?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 05, 2017, 12:16:20 PM
Quote from: EpicGunBlast on September 05, 2017, 12:13:44 PM
I cant find the Rimatomics research bench? where should one look to find it?

build a comms console and wait
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 05, 2017, 06:18:35 PM
I can't research the first step of the railgun research.
I need a level 12 intellectual. I have two of them with level above 12. And both have researching on number 1 priority. But no one wants to go to the bench and do their job.
The previous prjects worked fine... I don't know, why they won't do it this time...
I'm using the latest version (1.0.4).
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 05, 2017, 06:33:44 PM
Quote from: Jan2607 on September 05, 2017, 06:18:35 PM
I can't research the first step of the railgun research.
I need a level 12 intellectual. I have two of them with level above 12. And both have researching on number 1 priority. But no one wants to go to the bench and do their job.
The previous prjects worked fine... I don't know, why they won't do it this time...

I'll check it out now, but make sure the weapons research bench, the one with the laser beams, is connected to the research bench and powered
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 05, 2017, 06:51:50 PM
Oh, yep, the weapons research bench was connected to my other research bench - which is researching Plutonium Processing at the moment.
Seems the error was on my side :D
Thank you :)

Another question: My reactor core generates a bit radiation sometimes. The detector sets off for a few seconds, then it's okay again. Should I worry? Does it indicate that there is a leak?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 05, 2017, 07:07:29 PM
Quote from: Jan2607 on September 05, 2017, 06:51:50 PM
Oh, yep, the weapons research bench was connected to my other research bench - which is researching Plutonium Processing at the moment.
Seems the error was on my side :D
Thank you :)

Another question: My reactor core generates a bit radiation sometimes. The detector sets off for a few seconds, then it's okay again. Should I worry? Does it indicate that there is a leak?

ah good, and yes if you see a chasing green led indicator on the core or the console that means its currently leaking some radiation, you can see the exact amount on the reactor console or using a detector, its nothing to worry about at first, just make sure your reactor is in a containment room with locked doors so your pets and visitors don't wander past it.

Radiation leakage indicates that you either have the core running at high power, or that its integrity has been reduced by overheating it, if the strength of the leak increases and you start to notice steam venting from the reactor then its a good idea to scram and allow an engineer to repair the damage once its cold, indicated by the large blue status light, you cant see the exact value of the integrity, you have to judge it by looking at radiation levels and physical signs like steam venting, im doing tweaks to the radiation leak so that it continues even while the core is offline because at the moment its based somewhat on flux level.

Hope that helps
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 05, 2017, 07:14:12 PM
Thank you :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: canadus on September 06, 2017, 02:33:52 AM
hi dubwise56

just wanted to say, thank you so much for making this mod,, your work is greatly apriciated.
.. but now you have giving me a hard choise,,, stop the A16 playthrough i am doing now, ( ben playing this world for 4 months now) or start a new game with a17 so i can play with your mod :)

argh,,, the world is cruel :)

cheers
Canadus
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on September 06, 2017, 02:38:46 AM
And once you decide to play A17 with new mods, A18 comes out and you need to choose again.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: canadus on September 06, 2017, 01:17:40 PM
haha right you are  ;)

Cheers
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 06, 2017, 01:56:16 PM
Could you please rework the stacking of uranium pellets if you have a moment? I set up a shelf to store it in. One slot of the shelf is filled with a stack of 60 uraniums pellets, the other with 30. I can't dispatch my colonists to store my other crafted pellets there, because it says, I had no storage...
And next to my Rimatomics machining table I have a stack of 330 pellets :D
I don't want to store it on the floor next to my machining table. I think, stacking it to 500 in storage would be great :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 06, 2017, 02:08:45 PM
Quote from: Jan2607 on September 06, 2017, 01:56:16 PM
Could you please rework the stacking of uranium pellets if you have a moment? I set up a shelf to store it in. One slot of the shelf is filled with a stack of 60 uraniums pellets, the other with 30. I can't dispatch my colonists to store my other crafted pellets there, because it says, I had no storage...
And next to my Rimatomics machining table I have a stack of 330 pellets :D
I don't want to store it on the floor next to my machining table. I think, stacking it to 300 in storage would be great :)

As far as i am aware that's just a problem with rimworld, since i am just using the standard recipe defs and bill givers and stack counts and such. To combine the stacks you need to make 2 stockpiles and switch priority and then they will collect them all up into 1 stack when moving them, if anyone knows of some setting in the defs to force pawns to drop things into existing stacks in stockpiles then please let me know because i cant find it
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mishutca on September 06, 2017, 03:42:09 PM
Hi dubwise,
I am following your mods pretty long while but I registered just now because I am trully amazed your hard work. Well done bro. Anyway I am very interested in translation Rimatomics to my language (czech) for the others who wasn't paying attention at school :D Actually I am very very veeery busy (pretty much as you are :P) and it will be very helpful (and of course if you will be interested in translation to our middle-european slavic language) to get a list of used word for translation. Thanks in advance.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 06, 2017, 04:06:16 PM
Quote from: Mishutca on September 06, 2017, 03:42:09 PM
Hi dubwise,
I am following your mods pretty long while but I registered just now because I am trully amazed your hard work. Well done bro. Anyway I am very interested in translation Rimatomics to my language (czech) for the others who wasn't paying attention at school :D Actually I am very very veeery busy (pretty much as you are :P) and it will be very helpful (and of course if you will be interested in translation to our middle-european slavic language) to get a list of used word for translation. Thanks in advance.

Thank you very much, i am happy to include any translations with future patches, i am still changing parts and fixing mistakes right now, 2 other people are already working on translations, so once the next patch is released and if everything is stable i could try and put together a languages folder with definjected and keyed xml files all in english and provide it as a template, i don't know how long it will take.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mishutca on September 07, 2017, 05:38:05 AM
Sweet as bro (ohh I am already infected by this weird NZ slang :P). Anyway the idea is to do that quickly and without any delays and extra work for both of us (or other translators). I saw some examples of files ready for translation but it will be helpful to have all the words somehow highlighted etc. This will speed up the translation and all the testing afterwards. Let me know please (you can contact me via my email too). Keep working pal you are doing excellent job.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: bonmar14 on September 07, 2017, 07:08:59 AM
Hi just wondered because when I was looking at the xml codes of the mod I saw a code for the radiation suit locker I just asking if your gonna add a suit locker soon in the future updates of the mod
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 07, 2017, 08:37:43 AM
Quote from: bonmar14 on September 07, 2017, 07:08:59 AM
Hi just wondered because when I was looking at the xml codes of the mod I saw a code for the radiation suit locker I just asking if your gonna add a suit locker soon in the future updates of the mod

I might do, it was meant to be a system where pawns would auto equip a suit from a locker if one was stocked and available before doing any radiation jobs and then re-equip their old clothes from the locker after, copied from my suit stations in mars, but i never quite got it working, always some situation that would break it and too many variables to worry about so i scrapped it. But i could make it just a simple locker that you can right click and say equip contents, then leave it up to you to do it manually, so it just saves the hassle of having to force equip 2 items then have their original clothes get stockpiled somewhere that you have to go find again afterwards, cores storage pools and plutonium processors should be locked in a containment room at all times so you would need to go unlock the doors and spend a little time managing it all including right clicking the control console, so 1 extra right click action to put a suit on would be simple and handy.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: bonmar14 on September 07, 2017, 09:21:56 AM
Oh ok thanks for the quick reply
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 07, 2017, 04:09:34 PM
I'm researching the ERS right now and I have to gather data by firing any energy weapon. Doesn't the railgun count as an energy weapon? When I fire it, there is no progression. And yes, this time my research bench is connected to the weapons research bench :D
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 07, 2017, 04:17:45 PM
I really want to play this mod, but, on the research have a bug ALL researches are with the name classified!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 07, 2017, 04:18:18 PM
Quote from: Jan2607 on September 07, 2017, 04:09:34 PM
I'm researching the ERS right now and I have to gather data by firing any energy weapon. Doesn't the railgun count as an energy weapon? When I fire it, there is no progression. And yes, this time my research bench is connected to the weapons research bench :D

I'll look into it, i think i might have missed some data gathering steps in a few places because someone has a problem with the tesla coil
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 07, 2017, 04:19:17 PM
Quote from: mau256 on September 07, 2017, 04:17:45 PM
I really want to play this mod, but, on the research have a bug ALL researches are with the name classified!

Not a bug, that's dummy research that i needed to manage unlocks, the real research is in the rimatomics benches as a tab
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 07, 2017, 04:55:41 PM
Quote from: dubwise56 on September 07, 2017, 04:18:18 PM
Quote from: Jan2607 on September 07, 2017, 04:09:34 PM
I'm researching the ERS right now and I have to gather data by firing any energy weapon. Doesn't the railgun count as an energy weapon? When I fire it, there is no progression. And yes, this time my research bench is connected to the weapons research bench :D

I'll look into it, i think i might have missed some data gathering steps in a few places because someone has a problem with the tesla coil

found that the MEPS ERS and ALC projects only collect data from the ADS, fixed for next patch
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 07, 2017, 05:24:11 PM
where i build the rimatomics research table?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 07, 2017, 05:29:37 PM
Quote from: mau256 on September 07, 2017, 05:24:11 PM
where i build the rimatomics research table?

build a comms console and then wait a while then it unlocks
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: henk on September 08, 2017, 02:51:03 AM
If i have one reactor core, how much turbines and transformators i should have for a max energy production? I curently use one core + one Thor (1kwt, or smth), cooling tower, and 2 transformators. It's 80kwt output if fully loaded. Is that ok?
Also, how can i produce more plutonium from fuel rods? I've noticed, that after 50% of their condition or about that, i can put them in plutonium bench for processing. How can i get maximum ammount of plutonium, for that pretty nuclear missisles?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Toxicated on September 08, 2017, 07:04:29 AM
Thanks for a awesome mod :)
Do you plan on making different types of reactors in the future?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 08:16:09 AM
Quote from: Toxicated on September 08, 2017, 07:04:29 AM
Thanks for a awesome mod :)
Do you plan on making different types of reactors in the future?

Thank you, and nope i would rather spend time adding more detail to the current reactor, you can already convert it into a breeder with an upgrade. Also i don't want to make it safer by adding things like molten salt reactors, the extra stuff i want to add to the existing reactor will make it much harder with more room for human error
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 08:34:28 AM
Quote from: henk on September 08, 2017, 02:51:03 AM
If i have one reactor core, how much turbines and transformators i should have for a max energy production? I curently use one core + one Thor (1kwt, or smth), cooling tower, and 2 transformators. It's 80kwt output if fully loaded. Is that ok?
Also, how can i produce more plutonium from fuel rods? I've noticed, that after 50% of their condition or about that, i can put them in plutonium bench for processing. How can i get maximum ammount of plutonium, for that pretty nuclear missisles?

The power output of the reactor varies quite a lot depending on what upgrades you have, and the life of each fuel rod. With no upgrades and fully fueled it should kick out around 87kw at max flux, to make use of all of that you would need 1 thor turbine which has maximum capacity of 100kw, 1 cooling tower or 1 water cooling station, and 1 transformer. As the fuel is used up the power output will gradually fall and then at around 20% will drop rapidly, the conductor upgrade will boost the power output by 15% and the neutron reflector upgrade increases the max flux rate to 125% allowing you to boost the power by another 25% but at the cost of faster fuel consumption.

The breeder upgrade is the best way to produce plutonium because it doubles the conversion ratio, once installed the shape of the power output curve changes so it starts low, and then at 50% of its life it peaks at double the output at around 172kw for 24, that's when you want to remove the fuel and process it to get the maximum amount of plutonium and uranium, also the lifespan of fuel at max flux in the breeder is 4 years vs 2 for the normal reactor, without the breeder upgrade just wait until the fuel is spent.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 08, 2017, 09:27:02 AM
how i unlock research projects?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 09:38:37 AM
Quote from: mau256 on September 08, 2017, 09:27:02 AM
how i unlock research projects?

build a comms console, wait for the probe detection message, build the rimatomics research bench and then click on it, there is a tab containing the custom research
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on September 08, 2017, 09:47:51 AM
Quote from: dubwise56 on September 08, 2017, 08:16:09 AM
Quote from: Toxicated on September 08, 2017, 07:04:29 AM
Thanks for a awesome mod :)
Do you plan on making different types of reactors in the future?

Thank you, and nope i would rather spend time adding more detail to the current reactor, you can already convert it into a breeder with an upgrade. Also i don't want to make it safer by adding things like molten salt reactors, the extra stuff i want to add to the existing reactor will make it much harder with more room for human error
Do you know the TV-series "Lost" when someone need to enter something every xd hours or *boomm*.
Maybe something similar to the reactor control.
At the begining you don't have microelectronic control, just regular mechanic. And a pawn need to adjust every 4 hours the control, even at night.
With some research you have electrical support which reduce the adjustment to 1-2 times the day.
And with microelectronic, full auto. control, but some visitor/pirates could still upload some virus to exceute some bad events :-)

Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 08, 2017, 09:53:05 AM
i open the custom research tab and dont have nothing
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: TrEvIzE on September 08, 2017, 10:16:06 AM
Did you open research from rimatomic research bench?

Rimatomic research is not in standard research tab. You have to do this like other bench.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 08, 2017, 10:20:41 AM
yes, i opened the research tab from the rimatomic research bench
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 10:22:46 AM
Quote from: Canute on September 08, 2017, 09:47:51 AM
Quote from: dubwise56 on September 08, 2017, 08:16:09 AM
Quote from: Toxicated on September 08, 2017, 07:04:29 AM
Thanks for a awesome mod :)
Do you plan on making different types of reactors in the future?

Thank you, and nope i would rather spend time adding more detail to the current reactor, you can already convert it into a breeder with an upgrade. Also i don't want to make it safer by adding things like molten salt reactors, the extra stuff i want to add to the existing reactor will make it much harder with more room for human error
Do you know the TV-series "Lost" when someone need to enter something every xd hours or *boomm*.
Maybe something similar to the reactor control.
At the begining you don't have microelectronic control, just regular mechanic. And a pawn need to adjust every 4 hours the control, even at night.
With some research you have electrical support which reduce the adjustment to 1-2 times the day.
And with microelectronic, full auto. control, but some visitor/pirates could still upload some virus to exceute some bad events :-)

Kind of like a flick job that if left too long opens up some incidents, i could do that, what i actually had planned was making the core more simulated and realistic allowing you to make the same mistakes they made at chernobyl, i wont go into details yet could change by a18
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 10:23:36 AM
Quote from: mau256 on September 08, 2017, 10:20:41 AM
yes, i opened the research tab from the rimatomic research bench

Did you build the bench with god mode?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 08, 2017, 10:27:35 AM
no
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 10:39:38 AM
hmm normally that would mean you used god mode and skipped the activation, did you get the message about detecting the probe? and try using the finish all research debug button to see if it suddenly all appears
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 08, 2017, 10:41:53 AM
i get the probe message
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: EpicGunBlast on September 08, 2017, 12:21:34 PM
My colonists dont seem to get radiation poisoning from fuel rods or uranium pellets, is this intentional?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 12:37:34 PM
Quote from: mau256 on September 08, 2017, 10:41:53 AM
i get the probe message

i have no idea why the list isn't populating then, does it still not show any projects in new games?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 01:02:54 PM
Quote from: EpicGunBlast on September 08, 2017, 12:21:34 PM
My colonists dont seem to get radiation poisoning from fuel rods or uranium pellets, is this intentional?

Uranium is safe, plutonium is safely stored in a box, fuel rods start out safe but as they get used they emit more radiation
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: SioxerNiki on September 08, 2017, 01:24:05 PM
@Everyone

I will be the "Bug Manager" from now on.

I would like everyone to post your bugs with a link to your save file (if applicable) and I will check it up, and communicate it with Dub in a more manageable format.

This is to make it easier for Dub as I would classify each bug and find duplicates.

You can upload your savefiles to here https://uploadfiles.io/ .
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on September 08, 2017, 01:47:12 PM
Hiring assistants now, eh, Dubs?)) Admirable growth, man)) You should seriously think about selling your mod as an addon to RW))
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: SioxerNiki on September 08, 2017, 02:04:48 PM
Quote from: Madman666 on September 08, 2017, 01:47:12 PM
Hiring assistants now, eh, Dubs?)) Admirable growth, man)) You should seriously think about selling your mod as an addon to RW))
More like I approached him saying "Hey... I am going to do this for you... Live with it" :P

This is a way I can help Dub, so I do... *Winky Face* (Insert D-Va voice)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: mau256 on September 08, 2017, 02:56:54 PM
i made a new colony and it still blank
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on September 08, 2017, 03:14:29 PM
Quote from: SioxerNiki on September 08, 2017, 02:04:48 PM
More like I approached him saying "Hey... I am going to do this for you... Live with it" :P

This is a way I can help Dub, so I do... *Winky Face* (Insert D-Va voice)

Thats admirable as well) So good luck to ya)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 08, 2017, 07:15:13 PM
To construct a nuclear warhead, do I really need to wait, until some of my fuel rods are spent and I can recycle them or can I get plutonium anywhere else from?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 07:36:11 PM
Quote from: Jan2607 on September 08, 2017, 07:15:13 PM
To construct a nuclear warhead, do I really need to wait, until some of my fuel rods are spent and I can recycle them or can I get plutonium anywhere else from?

yes you have to wait for plutonium to be produced in nuclear fuel, you can speed it up by upgrading to a breeder and or running at 100% flux rate,
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 08, 2017, 08:20:08 PM
Well, if I run my reactor over 40%, I have a high powernet overload.
Do I need to fully spent the fuel rods or can I convert them when they are at 50% or something like this?

Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 08:58:30 PM
Quote from: Jan2607 on September 08, 2017, 08:20:08 PM
Well, if I run my reactor over 40%, I have a high powernet overload.
Do I need to fully spent the fuel rods or can I convert them when they are at 50% or something like this?

the earliest it will let you process them is 50%, using a breeder this will be when the plutonium level is at its peak, it starts to fall after that, an option for handling the excess power right now is to make another turbine but don't connect a transformer to it
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 08, 2017, 09:07:16 PM
Okay, I will try. Thanks :)

From spent fuel rods I will only obtain plutonium, right? So in any case I need some uranium to make more fuel (MOX rods) for my reactors?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 09:11:49 PM
Quote from: Jan2607 on September 08, 2017, 09:07:16 PM
Okay, I will try. Thanks :)

From spent fuel rods I will only obtain plutonium, right? So in any case I need some uranium to make more fuel (MOX rods) for my reactors?

you get uranium pellets, plutonium and nuclear waste. So you can use the processed uranium to make more fuel, with the breeder you can make more fuel than you use if you always process at 50% and use both the plutonium and uranium to make new rods
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 08, 2017, 09:14:03 PM
Oh, that's great :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Iwillbenicetou on September 08, 2017, 10:05:31 PM
the steam link doesn't work
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 10:09:47 PM
Quote from: Iwillbenicetou on September 08, 2017, 10:05:31 PM
the steam link doesn't work

Oops! thanks, fixed now
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Iwillbenicetou on September 08, 2017, 10:14:58 PM
also is there a way for the HEL to shoot down Enemy Drop pods? (Raiders, Mechanoids, etc.)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 10:26:05 PM
Quote from: Iwillbenicetou on September 08, 2017, 10:14:58 PM
also is there a way for the HEL to shoot down Enemy Drop pods? (Raiders, Mechanoids, etc.)

Nope it only shoots down mortar shells, people suggested shooting down drop pods but i figured that was a bit too much, just make use of the ground based weapons, i planned for the HEL being able to shoot down missiles once i get around to adding enemy missile bases back in with scuds. Also the HEL doesn't work with combat extended mortar shells because they use their own projectile class, not sure what to do about that
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: SioxerNiki on September 08, 2017, 10:37:17 PM
Quote from: dubwise56 on September 08, 2017, 10:26:05 PM
Quote from: Iwillbenicetou on September 08, 2017, 10:14:58 PM
also is there a way for the HEL to shoot down Enemy Drop pods? (Raiders, Mechanoids, etc.)

Nope it only shoots down mortar shells, people suggested shooting down drop pods but i figured that was a bit too much, just make use of the ground based weapons, i planned for the HEL being able to shoot down missiles once i get around to adding enemy missile bases back in with scuds. Also the HEL doesn't work with combat extended mortar shells because they use their own projectile class, not sure what to do about that

Nothing to be fair... You are not accountable to other mods.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 11:00:03 PM
Uploaded version 1.0.6

This is the big patch with the new research setup, you will now see just 1 single project in the rimatomics research tab, or in your tree if you are using researchPal, this is a simple step to contact the probe and unlock the Rimatomics research bench, at which point the research system behaves just like before except now you don't have all the projects cluttering your research tab and causing confusion.

If you are loading a save then you should get a message informing you about the update, your research projects will look like they are reset, but your purchase history and step progress should be saved so you just need to hit start on the project again and let it rescan all of the steps and save their state, then you can resave your game and everything should carry on as normal, there may be situations where the save wont load and cause errors but i tried my best to make it a smooth transition.

Moved rad suits and mopps suits to the Rimatomics machining table.
Certain combinations of fuel and breeder upgrade on the core should no longer cause the plutonium processor to eject stacks with negative numbers.
All energy weapons should now register progress on the upgrade projects.
Fixed the turret speed on the ADS, from 18 to 50 and +50 for the upgrade.
Fixed the ADS AOE not upgrading.
Changed the the chance for the ADS causing targets to flee to 50% per target within the AOE.
Fixed some text strings in the research defs.

Steam version will be updated once this patch has had a bit of public testing
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mishutca on September 08, 2017, 11:52:20 PM
Quote from: dubwise56 on September 08, 2017, 11:00:03 PM
Uploaded version 1.0.6

This is the big patch with the new research setup, you will now see just 1 single project in the rimatomics research tab, or in your tree if you are using researchPal, this is a simple step to contact the probe and unlock the Rimatomics research bench, at which point the research system behaves just like before except now you don't have all the projects cluttering your research tab and causing confusion.

If you are loading a save then you should get a message informing you about the update, your research projects will look like they are reset, but your purchase history and step progress should be saved so you just need to hit start on the project again and let it rescan all of the steps and save their state, then you can resave your game and everything should carry on as normal, there may be situations where the save wont load and cause errors but i tried my best to make it a smooth transition.

Moved rad suits and mopps suits to the Rimatomics machining table.
Certain combinations of fuel and breeder upgrade on the core should no longer cause the plutonium processor to eject stacks with negative numbers.
All energy weapons should now register progress on the upgrade projects.
Fixed the turret speed on the ADS, from 18 to 50 and +50 for the upgrade.
Fixed the ADS AOE not upgrading.
Changed the the chance for the ADS causing targets to flee to 50% per target within the AOE.
Fixed some text strings in the research defs.

Steam version will be updated once this patch has had a bit of public testing
All projects rescaned and it seem it works fine but it stoped by step "Build a reactor core." It means I have to dismantle it and build it again? The progress is 0/200.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor

[attachment deleted by admin: too old]
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: SioxerNiki on September 09, 2017, 04:55:58 AM
Quote from: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor
Could you send over the offending save file?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 09, 2017, 08:07:21 AM
Quote from: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor

ok you're right the reactor project seems to be getting ignored even on a fresh save, but other projects are working which is probably why i didn't notice, pretty odd bug too, i'll try and fix it and get a patch up asap
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mishutca on September 09, 2017, 08:35:47 AM
Quote from: SioxerNiki on September 09, 2017, 04:55:58 AM
Quote from: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor
Could you send over the offending save file?
No idea where it is saved.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on September 09, 2017, 08:37:59 AM
Good to know, so I will wait until I update.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: kaze0 on September 09, 2017, 09:04:01 AM
If there  is not  jet implemented  any tech for  rapid  cooling system for reactor  core with  deadman  switch in case  of masive  overheating(similar pasive  gravitational systems with no need  for  external power are  instaled in modern  reactors) i would  strongly request  one . In event of turbine  brake there is  no way  to  cooldown  core  before  it  blowup or im missing  something(exept of  building secondary turbines  i asume ).
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: EpicGunBlast on September 09, 2017, 09:59:35 AM
How can i limit cooling to create a breeder reactor? it says i need to hold a temperature of 374c but i have no idea how to :(
Edit: never mind, i figured out i could use two radiators to achieve enough cooling to sustain a 374c temp and a neutron flux above 50% :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: thiagoxxxx on September 09, 2017, 11:54:46 AM
updated the game, the research got stuck at the Nuclear Power-Test the nuclear reactor and Energy Weapons-Construct a prototype PPC
Save file https://ufile.io/xdbjs (https://ufile.io/xdbjs)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 09, 2017, 01:01:54 PM
Quote from: dubwise56 on September 09, 2017, 08:07:21 AM
Quote from: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor

ok you're right the reactor project seems to be getting ignored even on a fresh save, but other projects are working which is probably why i didn't notice, pretty odd bug too, i'll try and fix it and get a patch up asap

turns out i dont know my own mod, i didn't have the research reactor plugged in so it seems like it works fine for me, are you sure you have the research reactor plugged into your bench?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: TrEvIzE on September 09, 2017, 06:08:02 PM
Thanks for patch for plutonium.
Anything happen with led status of reactor?
I got simultaneous red and green light, plain or flashing. I cant found logic behind it.

http://imageshack.com/a/img924/6580/iv6GDi.png
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 09, 2017, 06:32:22 PM
Quote from: TrEvIzE on September 09, 2017, 06:08:02 PM
Thanks for patch for plutonium.
Anything happen with led status of reactor?
I got simultaneous red and green light, plain or flashing. I cant found logic behind it.

http://imageshack.com/a/img924/6580/iv6GDi.png

Big blue light = cold and safe
Big amber light + chasing red lights = shutting down
Big red light + 3 solid red lights = Hot and active
Any of the above + chasing green lights = radiation leak detected
radiation symbol ++ = breeder mode
then for the fuel grid blue is new fuel, green is processable fuel, white is spent

These might change with updates
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: TrEvIzE on September 09, 2017, 06:45:48 PM
Thanks for the explain.
That's make sense, I maybe have a bug before update because I have a Big red and flashing green on operation.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mishutca on September 10, 2017, 02:19:32 AM
Quote from: dubwise56 on September 09, 2017, 01:01:54 PM
Quote from: dubwise56 on September 09, 2017, 08:07:21 AM
Quote from: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor

ok you're right the reactor project seems to be getting ignored even on a fresh save, but other projects are working which is probably why i didn't notice, pretty odd bug too, i'll try and fix it and get a patch up asap

turns out i dont know my own mod, i didn't have the research reactor plugged in so it seems like it works fine for me, are you sure you have the research reactor plugged into your bench?
Is it correct? It worked before the patch with this setup.

I just remove and buided the core again but no progress happend. Something is wrong bro.

[attachment deleted by admin: too old]
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mishutca on September 10, 2017, 05:43:26 AM
Quote from: Mishutca on September 10, 2017, 02:19:32 AM
Quote from: dubwise56 on September 09, 2017, 01:01:54 PM
Quote from: dubwise56 on September 09, 2017, 08:07:21 AM
Quote from: Mishutca on September 09, 2017, 01:39:30 AM
Quote from: dubwise56 on September 08, 2017, 11:55:38 PM
Nope thats odd, that step shouldn't have a progress bar it just checks to make sure a reactor exists and that its connected to a turbine, its for the reactor project right? or did a screw up and paste a label in the wrong place
Like that. It just simply doesn't rescan and skip the step Build reactor core etc during the current unfinished step Test the reactor. It also doesn't show the damage of the reactor during the step Test the reactor

ok you're right the reactor project seems to be getting ignored even on a fresh save, but other projects are working which is probably why i didn't notice, pretty odd bug too, i'll try and fix it and get a patch up asap

turns out i dont know my own mod, i didn't have the research reactor plugged in so it seems like it works fine for me, are you sure you have the research reactor plugged into your bench?
Is it correct? It worked before the patch with this setup.

I just remove and buided the core again but no progress happend. Something is wrong bro.
Okay. I rebuilded and reconnected the core with steam and cold water pipes and finally finished the step.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: henk on September 10, 2017, 09:39:26 AM
And what should i do with that nuclear waste? Can it be sold?
Also, is there any bunker i can hide colonists when nuking myself? Currently only energy shields help.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 10, 2017, 09:59:18 AM
Quote from: henk on September 10, 2017, 09:39:26 AM
And what should i do with that nuclear waste? Can it be sold?
Also, is there any bunker i can hide colonists when nuking myself? Currently only energy shields help.

mountains that are far from the blast should do the trick, and nuclear waste can be stacked in a mineshaft and left for a few thousand years
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: henk on September 10, 2017, 02:25:20 PM
I've found a bug.
If reactor explodes, you cannot build sarchophagus over it. I've figured out, that it is "passableonly" flag in buildingdefs. Changed it to "standable", and was able to build it. Not a serious one bug, but nasty, if you have molten core on your map (it's non destructible, even through console)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 10, 2017, 03:22:28 PM
Quote from: henk on September 10, 2017, 02:25:20 PM
I've found a bug.
If reactor explodes, you cannot build sarchophagus over it. I've figured out, that it is "passableonly" flag in buildingdefs. Changed it to "standable", and was able to build it. Not a serious one bug, but nasty, if you have molten core on your map (it's non destructible, even through console)

yup confirmed, it used to work because i tested its build time vs rad exposure but i guess i moved some parent defs around and only tested it with god mode after that, i'll wait a day or 2 for other bugs to get reported before tossing out an update
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: bdole92 on September 10, 2017, 03:34:03 PM
I don't know if this has been explained anywhere, but what's the curve look like for the standard reactor in regards to plutonium conversion? If i wanted to maximize the lifespan of my fuel rods would i want to pull them out at 50% and reprocess them or let them run down to 0% before pulling? Totally awesome mod by the way, can't imagine playing without it!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: cascinova on September 11, 2017, 06:40:27 PM
Quote from: bdole92 on September 10, 2017, 03:34:03 PM
I don't know if this has been explained anywhere, but what's the curve look like for the standard reactor in regards to plutonium conversion? If i wanted to maximize the lifespan of my fuel rods would i want to pull them out at 50% and reprocess them or let them run down to 0% before pulling? Totally awesome mod by the way, can't imagine playing without it!

I'd love to know as well what gets me the most plutonium? run the fuel rods as long as i can or pull them out early?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 11, 2017, 07:54:40 PM
Thanks and hmm running it long or pulling out early  ???

Um well to get the most plutonium and uranium in reprocessing, with the standard reactor just let it run until its spent, in a breeder pull them out at 50% which happens to be the earliest time you can process them anyway, you will see a little radiation symbol in top right of each slot when the pu level is near its possible peak, moving fuel from a normal core to a breeder will mess with the ratio a bit and might actually be a little broken right now and i had to make sure i capped the minimum amount you can get, i'll probably require specific types of fuel for normal cores and breeders in the future and go into a bit more detail when it comes to the fuel. Right now each rod is considered to be a fresh natural uranium rod and then converts to generic uranium and plutonium at whatever ratio, eventually i would like to make it so the different types of fuel start with different levels of actinides and maybe get some proper conversion ratios working, and just flash indicators when its the best time to reprocess that fuel.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 11, 2017, 08:03:06 PM
Im working on the next patch that has a couple of small fixes, im changing the way the breeder research works so instead of faffing about trying to get the right temp yourself you just have to open a reactor console and press a button to run the test, which turns the core into an unstable breeder for the duration which takes internal damage, meaning you have to consider your cooling capacity and integrity before hitting the button and then do repairs after. And i have removed breakdowns from the cooling towers and turbines, full breakdowns just forces you to have to build 2 of everything so instead im going to do my own malfunction system, minor problems that happen a bit less often than breakdowns and only effect capacity to cripple the building, and then catastrophic events that are maybe as rare as volcanic winters which could cause the whole building to shut down or worse and then require special parts to repair increasing downtime.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: laokangz2 on September 11, 2017, 10:19:07 PM
Hi  dubwise, now I am waiting for the update . you know what I thought. without this mod, i will not open a new game. can not wait to see the more stable version.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: cascinova on September 11, 2017, 10:41:13 PM
I just wish there was a bit easier way to refuel. Its hard to micro all the pawns so that they dont get irradiated.  In the old versions I used to use Misc. robots and that worked great but now they die from radiation (which is either broken or silly IMO). 

You know what would be great? with rivers in the game now, and your turbine,  would it be hard to setup a hydro station? Of course I know its not easy, it would just be sweet if we could.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on September 12, 2017, 03:24:54 AM
Quote from: cascinova on September 11, 2017, 10:41:13 PM
I just wish there was a bit easier way to refuel. Its hard to micro all the pawns so that they dont get irradiated.  In the old versions I used to use Misc. robots and that worked great but now they die from radiation (which is either broken or silly IMO). 

You know what would be great? with rivers in the game now, and your turbine,  would it be hard to setup a hydro station? Of course I know its not easy, it would just be sweet if we could.

Thats actually a damn good idea. There isn't much point settling on a tile with a river right now, aside from watching pretty new water ripples animation from time to time. A hydroelectro station would be nice to have)) Something of an intermediate step between vanilla power options and ultra effective nuclear power.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on September 12, 2017, 06:05:50 AM
Do you know
Water Power
https://ludeon.com/forums/index.php?topic=33656.0
which give you allready Water Turbine for river and tidal turbones for Ocean.

Ofcourse the ability to build a hugh reservoir dam would increase the power generation compared to regular water turbines.
But where to build this dam, same tile like your colony ? Hmm underwater construction isn't possible yet.
Second colony tile, and that tile became ocean/sea after you finished the project and deliver the power to your colony.
Or at the border of your map, where the river float in, then you just see the dam itself and the reservoir is just a virtual thing outside your map.

But i think i will stay outside of river tile and use regular or nuclear powersource.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: cascinova on September 12, 2017, 03:47:58 PM
Hmm nice to know Canute, but that mod is a bit simple it seems.
The mechanics already exist,  there are already mods that allow bridges to be bulit.  So you build on the land next to the river, and span cross it, more span should = more power.  As far as damning the water , of course thats going to just be symbolically, as the game really cant graphically represent that.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: tyriaelsoban on September 13, 2017, 01:09:05 PM
Uhm .. so i just built my first research bench, am i correct in the understanding that i have to buy the parts to begin projects on each page?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 13, 2017, 02:27:47 PM
Quote from: tyriaelsoban on September 13, 2017, 01:09:05 PM
Uhm .. so i just built my first research bench, am i correct in the understanding that i have to buy the parts to begin projects on each page?
you have to buy the main projects from rimatomics, upgrade projects are free because its your own colonists coming up with them
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: VeeCee on September 14, 2017, 08:52:12 PM
I just built my first railgun, and I'm test firing it to finish the project...

... and it is way too much fun using it as a massive hunting rifle! :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 14, 2017, 11:27:03 PM
nice, I'm working on 1.0.8 and i added an artillery barrage button to the console which lets you designate all connected railguns to fire at an area on the target map, you can still do a precision fire mission with individual guns, the barrage is just for people with a lot of guns and a hell of a lot of power that want to rain hell. It reminded me of the buzzsaw from TA while i was testing it.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: canadus on September 15, 2017, 02:10:18 AM
haha   ooo maaan,,
i remember the buzzsaw from Ta..
Loved it.. :)

cheers
Canadus
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: tapioca on September 15, 2017, 11:49:15 PM
Something bad has happened. I launched a nuke at the annoying Orion Corps and the fallout is coming for me!!! If I remove rimatics and then reinstall it will it save me? And if not how do I remove the radiation fallout?!?! Pls help!!!!!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 16, 2017, 07:05:55 AM
Quote from: Tapioca on September 15, 2017, 11:49:15 PM
Something bad has happened. I launched a nuke at the annoying Orion Corps and the fallout is coming for me!!! If I remove rimatics and then reinstall it will it save me? And if not how do I remove the radiation fallout?!?! Pls help!!!!!

You can't remove it, that's just something you have to consider when launching nuclear weapons, if its close enough to your base then you might have to deal with some fallout for a while, but its ok because you had mopp suits and potassium iodide tablets ready for all of your colonists because you were prepared for the worst before launching nuclear weapons at your neighbors, correct?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Darkfirephoenix on September 16, 2017, 07:51:59 AM
Quote from: dubwise56 on September 16, 2017, 07:05:55 AM
Quote from: Tapioca on September 15, 2017, 11:49:15 PM
Something bad has happened. I launched a nuke at the annoying Orion Corps and the fallout is coming for me!!! If I remove rimatics and then reinstall it will it save me? And if not how do I remove the radiation fallout?!?! Pls help!!!!!

You can't remove it, that's just something you have to consider when launching nuclear weapons, if its close enough to your base then you might have to deal with some fallout for a while, but its ok because you had mopp suits and potassium iodide tablets ready for all of your colonists because you were prepared for the worst before launching nuclear weapons at your neighbors, correct?
Remember kids: Launch nukes responsibly and only with propper protection :P
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on September 16, 2017, 09:23:47 AM
QuoteRemember kids: Launch nukes responsibly and only with propper protection :P
Yep, better have your spacecraft ready ! :-)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: faltonico on September 16, 2017, 09:52:33 AM
In A15 i had a core meltdown because of a fire, after cleaning the mess almost immediately I waited 9 years for the fallout to go away, i became restless and checked out the save file to find out how much time it had left remaining... it turned out i had 256 years left of fallout. After knowing that i proceeded to delete the map condition.

@dubwise56 How long does the fallout lasts now and what influences its duration?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 16, 2017, 10:40:54 AM
Quote from: faltonico on September 16, 2017, 09:52:33 AM
In A15 i had a core meltdown because of a fire, after cleaning the mess almost immediately I waited 9 years for the fallout to go away, i became restless and checked out the save file to find out how much time it had left remaining... it turned out i had 256 years left of fallout. After knowing that i proceeded to delete the map condition.

@dubwise56 How long does the fallout lasts now and what influences its duration?

yeah the fallout isn't extended endlessly now, its a flat duration of a couple of months which is then just paused while a molten core is exposed, so once its covered it should just be a few months
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Nerferfan on September 17, 2017, 03:30:04 AM
The best mod. Because of it, I returned to Rimworld again! Thank you very much!
It would be great to add lead with this mod. A protective shield or wall must contain lead. And yes ... Ideally, the mod requires concrete. A lot of concrete...
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Nanobytez on September 20, 2017, 11:52:16 PM
So it's either my pawns or the research bench, occasionally the ones that want an intellectual never detect the level 20 researcher and work never starts. :(
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Moo on September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Nanobytez on September 22, 2017, 12:10:17 AM
Quote from: Moo on September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?

Make sure you have a reactor console connected to the reactor via loom cabling. Then select a pawn and right click the Reactor Control console and it'll say "Manage reactor" It'll bring up the reactor UI. Clicking a box will "load" a rod in that cell.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Niexist on September 22, 2017, 11:09:06 AM
Hey I have a question, I've been working on Nuclear, and am stuck at the step for making breeder reactors because I cannot seem to adjust my core temperature.  I built my reactor right next to my zeus turbine thing, and it is all inside a paneled room right next to a river.  My temperatures are always optimal and I have fuel in each cell, but I can't really find a way to adjust the temp to 374C, it is always at 599F no matter how much I adjust the flux, please help.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 22, 2017, 12:01:14 PM
Quote from: Niexist on September 22, 2017, 11:09:06 AM
Hey I have a question, I've been working on Nuclear, and am stuck at the step for making breeder reactors because I cannot seem to adjust my core temperature.  I built my reactor right next to my zeus turbine thing, and it is all inside a paneled room right next to a river.  My temperatures are always optimal and I have fuel in each cell, but I can't really find a way to adjust the temp to 374C, it is always at 599F no matter how much I adjust the flux, please help.

Its very tricky right now, you have to use a combination of low flux and radiators and the description is all mismatched, in the next patch i have changed the whole step so you just press a button on the reactor control console to start the test, it basically changes the core into a breeder for the duration but it slowly takes damage, and you have to complete it in 1 go without it being shutdown or going out of the temperature range or it resets the progress, until the patch is out you have to just very carefully balance the temps using radiators and low flux levels.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Firebirdss on September 22, 2017, 12:29:04 PM
Quote from: Tapioca on September 15, 2017, 11:49:15 PM
Something bad has happened. I launched a nuke at the annoying Orion Corps and the fallout is coming for me!!! If I remove rimatics and then reinstall it will it save me? And if not how do I remove the radiation fallout?!?! Pls help!!!!!
This is why you use epoe that way you can make synthetic kidneys that way your colonist can negate some of the fallout.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Niexist on September 22, 2017, 01:46:06 PM
Quote from: dubwise56 on September 22, 2017, 12:01:14 PM
Quote from: Niexist on September 22, 2017, 11:09:06 AM
Hey I have a question, I've been working on Nuclear, and am stuck at the step for making breeder reactors because I cannot seem to adjust my core temperature.  I built my reactor right next to my zeus turbine thing, and it is all inside a paneled room right next to a river.  My temperatures are always optimal and I have fuel in each cell, but I can't really find a way to adjust the temp to 374C, it is always at 599F no matter how much I adjust the flux, please help.

Its very tricky right now, you have to use a combination of low flux and radiators and the description is all mismatched, in the next patch i have changed the whole step so you just press a button on the reactor control console to start the test, it basically changes the core into a breeder for the duration but it slowly takes damage, and you have to complete it in 1 go without it being shutdown or going out of the temperature range or it resets the progress, until the patch is out you have to just very carefully balance the temps using radiators and low flux levels.

So do I need to disconnect my Water cooling stations, and replace them with radiators in order to make the temperature go up for now?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 22, 2017, 01:58:47 PM
yup, have to max out the cooling so it starts increasing temps. you could overload the cooling using multiple cores too
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Niexist on September 22, 2017, 11:55:57 PM
I'm having another problem, whenever I try to research any weapon it is stuck.  I have lvl 20 researchers, and crafters but when I click the bench to try and force them to research nothing comes up.  I've paid like 40k silver but can't get this part to work.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Niexist on September 22, 2017, 11:57:46 PM
I figured it out, the research station must be touching the weapon research console. 
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Nanobytez on September 23, 2017, 01:35:50 PM
Quote from: Niexist on September 22, 2017, 11:57:46 PM
I figured it out, the research station must be touching the weapon research console. 

Neither of mine were touching. I ended up deconstructing both the weapons research and the normal research and remaking them.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 23, 2017, 02:03:09 PM
they don't need to be touching, it uses the same facility connection as standard research benches and multi analyzers, or tool boxes and workbenches
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: faltonico on September 23, 2017, 04:29:06 PM
Can you please make it so crafting or construction affects the speed of which the research advances when those are the skills needed?
I have a goodlike crafter who can't do research and it takes forever to complete the steps.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 23, 2017, 10:22:47 PM
Quote from: faltonico on September 23, 2017, 04:29:06 PM
Can you please make it so crafting or construction affects the speed of which the research advances when those are the skills needed?
I have a goodlike crafter who can't do research and it takes forever to complete the steps.

Finally fixed that one for next patch, they all match now, and at the same time i just learned that you can grind chemfuel and medicine to skillup intellect
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: faltonico on September 24, 2017, 12:17:11 AM
Thanks for the fix!
On another matter, PPCs are behaving like batteries. By both producing Zzzzt events and by not losing their charge immediately after a power shortage.
I don't use something so unreliable as this rimworld batteries, i wouldn't like PPC to be the same, please fix those.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 24, 2017, 07:35:08 AM
the PPC's are derived from the normal battery class else they wouldn't get charged by normal power, so they will always trigger the short circuit incident, only way to change that would be to modify the incident which i don't want to do since it might break other mods, or recode it all so that the PPC can't be used as a battery anymore and has to be charged directly from a turbine which would force you to use my reactors to be able to use the energy weapons, which i also don't want to do. If you don't like the short circuit event you could just disable it in the scenario
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on September 24, 2017, 08:38:10 AM
Quote from: dubwise56 on September 24, 2017, 07:35:08 AM
the PPC's are derived from the normal battery class else they wouldn't get charged by normal power, so they will always trigger the short circuit incident, only way to change that would be to modify the incident which i don't want to do since it might break other mods, or recode it all so that the PPC can't be used as a battery anymore and has to be charged directly from a turbine which would force you to use my reactors to be able to use the energy weapons, which i also don't want to do. If you don't like the short circuit event you could just disable it in the scenario

Wow, and here i thought PPCs were protected from explosion event! I was going to have a big supply of energy for weapons, but now i don't think so. Its way too dangerous to have it blow up half the base, tearing some people to shreds just because storyteller decided to screw you over... Modifying "zzzt" event without harming other mods shouldn't be that hard with new patching system, right? Its not like you'll have to replace it entirely or something. Otherwise I just don't see myself using energy weapons much if their "ammo supply" can spontaneously erase part of my base on a whim.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 24, 2017, 11:13:13 AM
Well i didn't get any complaints yet about the short circuits with PPC's but i made a harmony patch anyway which strips PPC's from the result in the battery scan, it means that for the incident to trigger it has to find standard batteries on the net with the ppc and then if they short it will discharge all the power from the ppc's on the same net too, so it gives you another reason to isolate ppc's from standard batteries.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on September 24, 2017, 12:50:12 PM
So PPCs won't blow up at all if there are only PPCs in the electrical grid and no usual batteries present then?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 24, 2017, 12:58:45 PM
correct
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on September 24, 2017, 01:11:22 PM
Quote from: dubwise56 on September 24, 2017, 12:58:45 PM
correct

Well thats fine then. I don't plan on using regular batteries when I have more efficient solution anyway, thanks for clarifying that.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Moo on September 24, 2017, 03:11:28 PM
Quote from: Nanobytez on September 22, 2017, 12:10:17 AM
Quote from: Moo on September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?

Make sure you have a reactor console connected to the reactor via loom cabling. Then select a pawn and right click the Reactor Control console and it'll say "Manage reactor" It'll bring up the reactor UI. Clicking a box will "load" a rod in that cell.

Sorry for the delayed response! That's exactly what I'm doing. I've clicked the thingy to load the rods, but the rods are never actually loaded. I've left this screen up for almost a day with idle pawns and there is no change.

https://imgur.com/a/sVuOl
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 24, 2017, 03:24:00 PM
Quote from: Moo on September 24, 2017, 03:11:28 PM
Quote from: Nanobytez on September 22, 2017, 12:10:17 AM
Quote from: Moo on September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?

Make sure you have a reactor console connected to the reactor via loom cabling. Then select a pawn and right click the Reactor Control console and it'll say "Manage reactor" It'll bring up the reactor UI. Clicking a box will "load" a rod in that cell.

Sorry for the delayed response! That's exactly what I'm doing. I've clicked the thingy to load the rods, but the rods are never actually loaded. I've left this screen up for almost a day with idle pawns and there is no change.

https://imgur.com/a/sVuOl

The reactor is still active, hit scram to shut it down then the fuel can be installed
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Moo on September 24, 2017, 03:39:40 PM
Quote from: dubwise56 on September 24, 2017, 03:24:00 PM
Quote from: Moo on September 24, 2017, 03:11:28 PM
Quote from: Nanobytez on September 22, 2017, 12:10:17 AM
Quote from: Moo on September 21, 2017, 11:41:49 PM
Is there a wiki for this mod or anything? I'm sure this is something I'm just stupidly missing, but how do I load fuel rods into my reactor?

Make sure you have a reactor console connected to the reactor via loom cabling. Then select a pawn and right click the Reactor Control console and it'll say "Manage reactor" It'll bring up the reactor UI. Clicking a box will "load" a rod in that cell.

Sorry for the delayed response! That's exactly what I'm doing. I've clicked the thingy to load the rods, but the rods are never actually loaded. I've left this screen up for almost a day with idle pawns and there is no change.

https://imgur.com/a/sVuOl

The reactor is still active, hit scram to shut it down then the fuel can be installed

Ooooohh! Hey lookathat, it worked. Thanks!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: DanielRyo on September 24, 2017, 04:22:42 PM
Hi
I don't know what i'm doing wrong but I can't seem to be able to build any weapons. I've completed all of my researches. build reactor and everything but no weapon at all, not in security tab not in workbenches, nothing. What am I doing wrong?
and also can't load fuel rods into the storage pool. I select a pawn then right click on the pool but it doesn't give me any option.
Thank you so much and well done.
The mode is great, Wonderful.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 24, 2017, 06:15:00 PM
Quote from: DanielRyo on September 24, 2017, 04:22:42 PM
Hi
I don't know what i'm doing wrong but I can't seem to be able to build any weapons. I've completed all of my researches. build reactor and everything but no weapon at all, not in security tab not in workbenches, nothing. What am I doing wrong?
and also can't load fuel rods into the storage pool. I select a pawn then right click on the pool but it doesn't give me any option.
Thank you so much and well done.
The mode is great, Wonderful.

The storage pool uses loading bays which act like the equipment rack, its a slot that can be hauled to based on the storage settings in the tab, so designate fuel for hauling like you would slag or rocks and then it should be hauled to the loading bay on the pool.

And do you have the energy weapons research project in the rimatomics research bench? it should be one of the first projects alongside the research reactor
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: faltonico on September 24, 2017, 08:07:07 PM
Quote from: dubwise56 on September 24, 2017, 12:58:45 PM
correct
They don't have to be connected to the grid, they just have to be placed =/
Well i guess i'll just delete the event from my save. I am not fond of random bullshit.
Thanks again for your work! I am really enjoying it.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on September 24, 2017, 08:28:46 PM
i was talking about for the next patch
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: DanielRyo on September 25, 2017, 02:56:59 AM
Quote from: dubwise56 on September 24, 2017, 06:15:00 PM
Quote from: DanielRyo on September 24, 2017, 04:22:42 PM
Hi
I don't know what i'm doing wrong but I can't seem to be able to build any weapons. I've completed all of my researches. build reactor and everything but no weapon at all, not in security tab not in workbenches, nothing. What am I doing wrong?
and also can't load fuel rods into the storage pool. I select a pawn then right click on the pool but it doesn't give me any option.
Thank you so much and well done.
The mode is great, Wonderful.

The storage pool uses loading bays which act like the equipment rack, its a slot that can be hauled to based on the storage settings in the tab, so designate fuel for hauling like you would slag or rocks and then it should be hauled to the loading bay on the pool.

And do you have the energy weapons research project in the rimatomics research bench? it should be one of the first projects alongside the research reactor

Thanx
Problem Solved.
Again this is such a fabulous mod, I hope to see more mods like this in future.
Thank you so much for your hard works.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: orphen on October 01, 2017, 03:28:03 PM
Hello! Congrats for the mod, bug report.
It seems that CE (I think) doesn't let the railgun weapon fire, it only targets, it's fully equipped will the railgun bolt.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 01, 2017, 06:41:12 PM
Quote from: orphen on October 01, 2017, 03:28:03 PM
Hello! Congrats for the mod, bug report.
It seems that CE (I think) doesn't let the railgun weapon fire, it only targets, it's fully equipped will the railgun bolt.
I just tested it with CE and it works fine, make sure you have enough capacity in your connected PPC's, that the weapon console is manned, the target is outside the minimum range radius, loaded, not set to hold fire, and that there is a target acquisition system active.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: DanielRyo on October 02, 2017, 10:57:38 AM
Hello!
This mod is absolutely top notch, just great but there's something bugging me.
The cooling tower responsibility is to cool down the steam that come out of turbines not cooling reactors.
Cooling the reactor in old steam operated reactors is achieved by supplying cold water to reactors using turbo pumps or any sort of active water cooling systems. In breeder reactors the core is cooled by liquid metals and in newer version of reactors (Generation III and Generation III+) such as ap1000 not only active cooling system is cooling reactor under normal circumstances but the passive core cooling system (after a station blackout) take over the cooling process.
In your mod the cooling tower or radiator is used for cooling the core and preventing a melt down using a coolant pipe which is only connected to the turbine, and cold water pipes are connected to nowhere but reactor core. Do you think in future, you might wanna change that? Just for sake of being more realistic.
Thanx for the good work.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Maeyanie on October 06, 2017, 10:25:19 PM
Having a problem loading fuel rods into reactors here too. At first I thought it might be the same as Moo had a page or two back, but hitting "scram" didn't help. On a hunch I turned on dev mode, and turned out it was giving this exception when someone tried to load a rod:

JobDriver threw exception in initAction. Pawn=Zanita, Job=HaulModuletoCore A=Thing_ReactorCore2512785 B=Thing_FuelRods2513700, Exception: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimatomics.reactorCore.InsertRod (Rimatomics.Item_NuclearFuel rod) [0x00000] in <filename unknown>:0
  at Rimatomics.JobDriver_LoadFuelModule.<MakeNewToils>b__7_3 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0  lastJobGiver=RimWorld.JobGiver_Work, curJob.def=HaulModuletoCore, curDriver=Rimatomics.JobDriver_LoadFuelModule
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Full log: https://gist.github.com/e17836350be0a225cf2d108294377629

I'm using a ton of mods so it could be an interaction (though I can't think of any likely candidates), but figured it'd be best to report anyhow. If any other information would be useful, or you'd like me to try a binary with debug info to get a line number, please let me know.  :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 08, 2017, 02:55:43 AM
Little request,
can you add how many you craft at the crafting bills when you produce more then one items, like at the "make uranium pellets" ?

Special for firsttime user of this mod this would be very helpful. I notice i need 250 turbine blades and thought at first i need 250x50 plasteel, until i notice with the helptab mod i produce 50 blades at once.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on October 08, 2017, 07:24:44 AM
Quote from: Canute on October 08, 2017, 02:55:43 AM
Little request,
can you add how many you craft at the crafting bills when you produce more then one items, like at the "make uranium pellets" ?

Special for firsttime user of this mod this would be very helpful. I notice i need 250 turbine blades and thought at first i need 250x50 plasteel, until i notice with the helptab mod i produce 50 blades at once.

I also mentioned that problem on Steam page quite some time ago. I feel that bills need to be a lot more informative about what you get for resources spent.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 10, 2017, 10:18:46 PM
Updated to v1.0.8

All things should now stack correctly
Added french translation

Research:
Reworked the research UI to include some extra info like projects that are unlocked.
The research window is now scalable with your resolution and is wrapped in a scroll box if it's too small.
Breeder upgrade project simplified with a new test phase which can be run using a button on the console UI.

Nukes:
Nuking an outpost will now complete the quest to destroy them.
Increased range on the ICBM, guidance upgrade = global.

Energy weapons:
Improved target assigning on the HEL.
Fixed the range radius during placement on the ADS.
Fixed a bug when using ADS on non human targets.
Added a fire mission command to the weapon console which sets all Railguns to target an area for bombardment.
Added a warning message to the Railgun fire mission target select informing you if a map is not generated and to send a scout.
Turret based energy weapons now only idle turn when powered and a weapon console is manned.
Reduced the spread on the Railguns fire mission.

Reactors:
Removed breakdowns from cooling systems and turbine, to be replaced later with better breakdown events.
Added more critical alert messages for reactors such as overheating, missing turbine, missing cooling.
Updated reactor UI with drag select for slot designation, multi core select is always available, removed multi monitor toggle, added indicators for MOX fuel.
Reactor sarcophagus can now be built properly over molten cores.
Reactors leak radiation if damaged and continue to leak when shut down if they contain fuel.
Reduced heat output of the radiator cooling system.
Reworked the fuel reprocessing, now produces depleted uranium and plutonium.
Reprocessing now requires chemfuel.
Added MOX fuel as a unique type of fuel, produces more power in reactors.
Changed the power output curve of the breeder reactor, fuel in a breeder now lasts 2 years like the normal reactor and continues to increase in power output until it requires reprocessing.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 10, 2017, 10:58:08 PM
Quote from: Canute on October 08, 2017, 02:55:43 AM
Little request,
can you add how many you craft at the crafting bills when you produce more then one items, like at the "make uranium pellets" ?

Special for firsttime user of this mod this would be very helpful. I notice i need 250 turbine blades and thought at first i need 250x50 plasteel, until i notice with the helptab mod i produce 50 blades at once.


Can't yet that will break saves because i would need to use the other type of recipe def, already tried on the steam version

Quote from: DanielRyo on October 02, 2017, 10:57:38 AM
Hello!
This mod is absolutely top notch, just great but there's something bugging me.
The cooling tower responsibility is to cool down the steam that come out of turbines not cooling reactors.
Cooling the reactor in old steam operated reactors is achieved by supplying cold water to reactors using turbo pumps or any sort of active water cooling systems. In breeder reactors the core is cooled by liquid metals and in newer version of reactors (Generation III and Generation III+) such as ap1000 not only active cooling system is cooling reactor under normal circumstances but the passive core cooling system (after a station blackout) take over the cooling process.
In your mod the cooling tower or radiator is used for cooling the core and preventing a melt down using a coolant pipe which is only connected to the turbine, and cold water pipes are connected to nowhere but reactor core. Do you think in future, you might wanna change that? Just for sake of being more realistic.
Thanx for the good work.

This reactor isn't based on any specific type, i just skip all the heat exchanger part between whatever you want to imagine the core is swimming in and the turbines and stick with basic elements of a reactor which all have to be connected, so there isn't any direction or pressure or thermodynamics or any of that on the pipes, they are just a way to detect that you have everything hooked up and i didn't want to add too many. I'm not really going for realism or to make it a sim, just something that's a little more involved than plopping a re-skinned geothermal that kicks out a gigawatt, and then i try to think of things that are kinda based on reality to spice things up, just like Rimworld
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Maeyanie on October 11, 2017, 02:14:28 AM
The exception I reported above still happens in 1.0.8. Though I didn't re-make any of the parts before testing it, please let me know if you think that would matter.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 11, 2017, 09:05:35 AM
Quote from: Maeyanie on October 11, 2017, 02:14:28 AM
The exception I reported above still happens in 1.0.8. Though I didn't re-make any of the parts before testing it, please let me know if you think that would matter.

It means that the pawn isn't actually carrying fuel when that part is trying to happen, but i can see that thing B is the fuel, i have no idea why that would happen, it hasn't been reported by anyone else, im guessing this happens everytime? have you tried flicking the slot designation off and on and using a different pawn?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Maeyanie on October 11, 2017, 03:35:51 PM
Quote from: dubwise56 on October 11, 2017, 09:05:35 AM
It means that the pawn isn't actually carrying fuel when that part is trying to happen, but i can see that thing B is the fuel, i have no idea why that would happen, it hasn't been reported by anyone else, im guessing this happens everytime? have you tried flicking the slot designation off and on and using a different pawn?

It does happen every time, at least in that game. I haven't yet tried making a new game and starting fresh, since I've been playing that game a long time now and don't really want to abandon it.

I have turned the slot off and on again, and tried different slots. I haven't tried a different pawn. Actually, I think that could be the problem, the person I was using is Zabrak, with the Humanoid Alien Races mod. I'll try now with a human colonist and report back.

Edit:
Just trying to insert the rod again with a human didn't work, same exception. When I used dev mode to delete and rebuild all the reactor bits (including remaking the fuel rod with a human crafter) it worked. So I guess there might be an interaction there... either that or just rebuilding everything did the job. Thanks for the help sorting it out.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 14, 2017, 04:28:10 AM
QuoteUpdated to v1.0.8

All things should now stack correctly

New game !
But Reactor components still don't want to stack. And reactor components arn't stackable in the pallet (Extended storage) like at the previous version, since they arn't at the manufacture category.

Positiv the new stacklimit from the pellets.

Edit:
QuoteReduced heat output of the radiator cooling system.
Ok, i think you reduced it too much. Previously 1 radiator heat a real large area to +50C+.
Now 2 radiator with 4 fuelrod in a very small room barly goes over +10C.
Ok the outside temp of this colony is a bit deeper then the one before.
But i will keep watching it, when i add more fuelrods.

Edit2: Ok, after the strong winter went over, the temp. inside the small radiation room went to +50C.
I just thought in that small room the temp. should goes higher then on a larger one. I think you cap the max. temperatur.
But +50C are enough to exploid it with Redist heat to heat the rest of the base.

Another logic issue with the High Voltage transformer.
With 2 transformer i got a Powernet loadout with ~194%, doesn't matter if they are toughing or at different lines.
With 1 trasformer the powernet loadout goes down to ~115%.
From my understanding the loadout should be lower with more transformer.


[attachment deleted by admin: too old]
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: tyriaelsoban on October 15, 2017, 11:13:06 AM
I havnt been able to update to 1.0.8 yet, moved and have no internet ...
Is it possible to complete the core shielding project with only 1 fuel rod, or is the radiation leakage factor determined by the number of fuel rods?
I had her riding 90% flux with 0.1 leakage and then i noticed a second jet of steam and got a little wary, i dont want the right lower quad of my base to turn into cernobyl in the middle of a -90 winter...
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 15, 2017, 04:29:55 PM
Ok i play with 1.08 but that should change much.
I just did it with 4 fuel rods, turn off your cooling, so you can overheat the core.
Regulate the flux that the core get around 1000C, then the radiation should raise slowly.
Once you reach the 1.0 radiation, you can go back to normal conditions and gather data.

Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 16, 2017, 02:29:34 AM
Dry cooling tower can be build under roofs. That should be forbidden.
A mountain base user can think he could use that inside.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: tyriaelsoban on October 17, 2017, 07:40:27 PM
Quote from: Canute on October 15, 2017, 04:29:55 PM
Ok i play with 1.08 but that should change much.
I just did it with 4 fuel rods, turn off your cooling, so you can overheat the core.
Regulate the flux that the core get around 1000C, then the radiation should raise slowly.
Once you reach the 1.0 radiation, you can go back to normal conditions and gather data.
I guess im a dumbass, it seems the turbine cools the system passively even if you turn the other parts off, so i was barely at 600°C.
Now with all the other parts off, save for the core ... with 4 rods im riding 49% flux @ 1k°C and 0.3 leakage ...
Have either if you found all the signs for an "oh shit shes gonna blow!" ...?

Edit: i just got a purple warning for 'core integrity' at 0.6 ... does this mean im about to cause a meltdown?
Edit 2.0: every time i reach 0.8ish the game creates a critical event that is called 'cracked core' ... it basically makes the experiment impossible to complete.
Now am i doing something wrong?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 18, 2017, 03:27:26 AM
- Hull integrey warning pops up wenn your Reactor core gets badly damaged and it is about to break. Still all repairable.
- Cracked core, the reactor core broke up and massive rad. is coming out. The core can't run at full power anymore.
You need to deconstruct the reactor core and rebuild it.
- Molten core, BUMM, thats the sarcophag is for you can build.

Yes it is a bit tricky, you need to experiment a bit with cooling on/off and adjust the flux rate.
On another reseach i even got a molten core, put 24 rods in, put on 100% flux for the test but didn't watched the temp. closely.
And Bumm, before i notice it the core temp. was at 3000+C. 2 Radiator wasn't enough for cooling at full load.

Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: tyriaelsoban on October 18, 2017, 08:35:47 AM
I held it at 49% flux for 1000°c the whole way through.
Basically its a time sensitive project an ive got to load her up hard at the start?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 18, 2017, 09:17:47 AM
You need to think about,
at normal operating not rad. should leave the core. You need to overload the core and damage it a bit so rad.
The 1000°c is just a thing from me, maybe a lower temp. works well too, but takes more time until you reach the 1.0 rad.

Just try it a few times, and when you notice your hull integry looks bad before you reach the 1.0 rad, you better SCRAM and repair and try it again. A Cracked core is much worser, you need to build all reactor comp. again.

Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 19, 2017, 05:37:11 PM
Ok, i am just at the Obelist research phase and need to test it out.
But the obelist don't do any damage to shields.
My brawler with shield just play target dummy and giggle when he is geting enveloped by the lasers.

And another thing i notice.
I build 2 obelist (still research testing phase) but when i select both and let them force attack something only one obelist are firing.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 19, 2017, 09:41:04 PM
The prototype obelisk is very weak so it wont cut through shields very well until its upgraded, i'll have to fix that placeworker so it limits blueprints properly, and for targeting with multiple selected im not sure how to do that yet, its not using normal verbs for that, logged the bugs and i'll try have them fixed for the a18 update
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 21, 2017, 04:17:11 AM
You should expand the description of the Plutonium processor, the the only accept fuel rods with x% or less.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Spleenling on October 22, 2017, 06:02:47 AM
Have you considered some kind of large-scale shield generator? Something that blocks incoming ranged attacks by draining energy from the PPC network? I have seen other mod mod that do similar things to that but I think it would integrate nicely to this mod.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 22, 2017, 06:25:33 AM
You have a weapon system to shoot down incoming mortar/rockets.
If you look for a shieldsystem again handheld ranged weapons search for ED-shields
https://ludeon.com/forums/index.php?topic=18995.msg207264#msg207264

But from the technological side energyshields are 2-3 technology levels above fission reactors, and don't fit in that scenario.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 22, 2017, 09:28:54 AM
dubwise,
just a question. Did you disable the solar flare event or i am just lucky not to got any ?
I didn't got any solar flare with this colony and rimatomic, not that they would disturb me, i use the solar flare shielding anyway, but 5-6 years without solar flare is just uncommon.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 22, 2017, 11:14:21 AM
nope not touched it, people complain about the reactor not working with the solar shield mod all the time so some people still get spammed with them
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: MythOfTheLight on October 23, 2017, 03:33:47 PM
How to load plutonium processor? They say no fuel assembly available
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 23, 2017, 05:24:45 PM
You need used fuel rods, i think they need to be at last 50% or less.
Then hauler will haul them to the processor.
But your hauler should wear the protection suits/mask !!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: faltonico on October 23, 2017, 06:45:33 PM
Quote from: dubwise56 on October 22, 2017, 11:14:21 AM
nope not touched it, people complain about the reactor not working with the solar shield mod all the time so some people still get spammed with them
The solar flare event still happens from time to time, but the reactors shut themselves even if the shield is working and no other appliance is affected by the flare (other than the coms console, but that is by design).
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Cassiopea on October 25, 2017, 09:42:56 PM
I love your work! I was able to setup 4 reactors, a couple of railguns and I'm still researching new weapons. Colony's on year six. The gradual reveal of research works wondrously as a built-on tutorial and overall the experience feels extremely polished and professional. I really hope Tynan takes notice and integrates the ideas you built into the main game.

And a little story. So as I said, I have researched and constructed a couple of railguns and I'm working on upgrading them. I'm also running Colony manager and the animal logic mod. I've set-up the manager to auto flag any predator on the map for immediate hunting. An arctic Wolf enters the map and my 18-shooting, fully decked-out it hunter is closing on him. So far so good, he aims and with one volley downs the wolf. However, the animal logic mod has a neat feature that flags man-hunters and predators actively attacking your pawns as a colony wide threat. Turrets will target them. It happens that I also had a pawn manning the weapon console as I was trying to figure out how the launchpad works.
So my best hunter is out there, shoots the wolf, downs him and promptly triggers the revenge. Cue the revenge incident alert, the dit-dit sound of turrets having acquired a target, a loud bang, and the railguns just upgraded with the aiming chip, drop a couple of sabots right on target. The volley didn't outright kill the hunter but left him with 800% bleeding/2 hours till expiration. I was thoroughly impressed.  ;D
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 25, 2017, 11:18:20 PM
haha thanks, im doing some tweaks to railguns for a18 since hes added proper shell selection, so you can make DU sabot rounds which pack a bit more punch, probably wont leave any trace of your target if you're using du rounds with multiple guns or use the barrage mode from the weapons console. Its funny that he just added orbital bombardments in a18 that are similar to my railgun barrage, so im debating if i should use his radio target designation system to keep things consistent with the base game
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on October 26, 2017, 02:59:07 AM
QuoteI really hope Tynan takes notice and integrates the ideas you built into the main game.
You are aware that the Spaceship reactor use Antimatter technology ? :-)
I think tynan don't want any of these "ancient" technology.

But about the weapon, please not another weapon that let all corpses vanish.
The obelisk allready desintegrate the target all the time.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 26, 2017, 06:35:12 AM
well you don't have to use the du rounds or the obelisk, and im just basing it off the new stuff that's been added to a18 anyway
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: hardfreak on October 26, 2017, 10:55:29 AM
somebody knows a way to turn the rtg output from 500w to lets say 5000w up?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 26, 2017, 11:03:08 AM
Quote from: hardfreak on October 26, 2017, 10:55:29 AM
somebody knows a way to turn the rtg output from 500w to lets say 5000w up?

nope its hardcoded
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: paulvin on October 26, 2017, 11:22:47 AM
Quote from: hardfreak on October 26, 2017, 10:55:29 AM
somebody knows a way to turn the rtg output from 500w to lets say 5000w up?

if im correct rimatomics has a different power generation not in the defs but on the dll. you can also try to adding <basePowerConsumption>-5000</basePowerConsumption> on the building defs to see if it works
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: hardfreak on October 26, 2017, 11:30:29 AM
basePowerConsumption is amount of power it needs not the output

i found it but cant assemble a new dll..

its in the Rimatomics.dll in the file Building_RTG.cs: ... this.powerComp.PowerOutput = (float) (500.0 * ((double) this.HitPoint ...
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on October 26, 2017, 11:47:12 AM
you could try just removing the class on the def for the rtg and setting the base power on the comp to -5000, it will probably work and you would just lose the radiation leaking when its damaged which makes it like the vanometric powercell from a18
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: hardfreak on October 26, 2017, 11:57:45 AM
not working. if placed it shows the nagative consumption for a moment as a positive output, but after 1 tick it goes back to the coded 500w

Nevermind.. changed to <thingClass>Building</thingClass> and added <basePowerConsumption>-5000</basePowerConsumption>

now it outputs 5000w without radiation it think, cause of the class like an normal fueled generator
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on November 06, 2017, 05:04:59 AM
Quote from: EpicGunBlast on September 09, 2017, 09:59:35 AM
How can i limit cooling to create a breeder reactor? it says i need to hold a temperature of 374c but i have no idea how to :(
Edit: never mind, i figured out i could use two radiators to achieve enough cooling to sustain a 374c temp and a neutron flux above 50% :)

I'm having trouble with the same test. Two radiators aren't enough to cool my reactor core / Thor setup-- it skyrockets up to 600C and beyond. Three, and I get around 99.60% cooling, which means that a normal temp of 315C is maintained. I thought to stuff the third radiator in an enclosed room, which got the temperature of the room up to 100C, but that didn't seem to have any effect on reactor Cooling, which was still around 99.6-8%. The test requires 100% neutron flux, so reducing flux isn't an option.

Is there something I'm missing, here?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on November 06, 2017, 05:50:15 AM
I am not sure if the radiators got a reduced functionality if the room is to hot.
Maybe try to use the Redist Heat mod, add intakes in the radiator room, and transport the heat outside to heat your base or into the outdoors.
Or simple build a radiator/cooling tower somewhere outside.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on November 07, 2017, 12:57:52 AM
Thanks Canute, but it's not the radiators overheating that I'm having trouble with. That part's easy.

The problem I'm having is getting the "Cooling" value on the reactor core to go over 100% and stop at around 110%, so that I can run tests to create a breeder reactor. Just one too many radiators off and the temperature skyrockets!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on November 07, 2017, 04:22:51 AM
Normaly some extra radiators should lower the cooling value.
With 4 radiators and the small turbine i was able to do the breeder research.

Did you try to manual control the temp. to the 374C the breeder test need to be ? There is a button to start the breeder test, and adjust the reactor to these temp.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on November 10, 2017, 07:36:22 AM
Drat, I should have started tracking this thread. Oh brother! I didn't realize it was that easy. I thought I needed to get the temperature to 374C BEFORE I started the test. I didn't realize the test would do it for me!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on November 10, 2017, 09:22:15 AM
Sometimes the engineers are clever then you though, but they arn't that good to write a competent manual ! :-)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: TrEvIzE on November 11, 2017, 06:32:23 PM
Did have any use for depleted uranium?

edit: I found I can made railgun sabot with it. Anything else possible?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Bradley_ on November 15, 2017, 03:09:42 PM
Well, NOW Rimworld goes nuclear! Thanks, it was my dream, really.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on November 16, 2017, 04:39:14 AM
Rimworld was Antimatter (spaceship reactor) before, basicly it is a backstep. :-)
But still an awesome mod.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on November 18, 2017, 12:59:07 PM
Hey dubwise,

will it take you a while to update this mod to B18? If yes, I may start a B18 colony first without Rimatomics or stay with A17 :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on November 18, 2017, 01:24:01 PM
its mostly done, the changes to make it work in 18 are done, but i'm half way through converting the launch pad to a missile silo, and changing the reactor fuel grid and adding the different sized cores, im trying to get hygiene out first though because that's something you start a new game with, rimatomics can be added later in a game
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dogman_27 on November 23, 2017, 12:10:28 PM
Quote from: dubwise56 on November 18, 2017, 01:24:01 PM
its mostly done, the changes to make it work in 18 are done, but i'm half way through converting the launch pad to a missile silo, and changing the reactor fuel grid and adding the different sized cores, im trying to get hygiene out first though because that's something you start a new game with, rimatomics can be added later in a game
Sorry if I'm bugging you, but do you have an approximate date of release for B18?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Frug on November 23, 2017, 12:15:11 PM
Quote from: Dogman_27 on November 23, 2017, 12:10:28 PM
Quote from: dubwise56 on November 18, 2017, 01:24:01 PM
its mostly done, the changes to make it work in 18 are done, but i'm half way through converting the launch pad to a missile silo, and changing the reactor fuel grid and adding the different sized cores, im trying to get hygiene out first though because that's something you start a new game with, rimatomics can be added later in a game
Sorry if I'm bugging you, but do you have an approximate date of release for B18?
Inb4 2018
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: loque76 on December 06, 2017, 12:56:15 PM
This is such a great mod which adds another dimension to the game.

Thanks for creating it and looking forward to B18 compatibility :)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mst on December 06, 2017, 02:05:17 PM
Quote from: Frug on November 23, 2017, 12:15:11 PM
Inb4

Had to google it. Still confused why would anyone use it.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sniforge on December 16, 2017, 08:15:43 AM
Is this mod going to be updated o B18?
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on December 16, 2017, 08:19:15 AM
yes im still working on it
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on December 23, 2017, 02:17:11 PM
If I remember correctly, dubwise stated earlier that maybe this will be out by Christmas? Keeping my fingers crossed! 8)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on December 25, 2017, 11:18:42 AM
Can anyone please past the non-Steam version of the B18 beta release, pleeeaaaasssee?!

It would be the only Christmas present that really matters to me, as this is the number ONE mod that I've been looking forward to, wanting to try it so bad!!! :-\

Thanks and Merry Christmas!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on December 25, 2017, 11:22:04 AM
need to fix some bugs first before i release it here
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on December 25, 2017, 11:36:20 AM
D'awww okay. I'd even be willing to try to buggy beta version, but don't have Steam :-\

Just out of curiosity, and not to try and bug or rush you, but do you have an ETA until release? Maybe a few days, weeks? Either way, thanks for all of your hard work. Your mods are seriously top quality and all of your hard work is absolutely appreciated!

Thanks again dubwise, and Merry Christmas!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on December 26, 2017, 04:18:49 AM
Looks absolutely "holy shit :o"
Good luck with bugs and Merry Christmas!
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: evilbob on December 26, 2017, 04:33:25 AM
how much energy this complex generates ??
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on December 26, 2017, 04:49:22 AM
1 reactor core with 1 small turbine full loaded with standard fuel 50-60k.
But if that isn't enough for you need, you easyly can build a second core.
It just took alot of time to do the proper researches.
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: evilbob on December 26, 2017, 06:22:51 AM
50-60k is very good will try it  8)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on December 26, 2017, 09:07:19 AM
This isn't even fair how incredible this mod looks. If I was a mod maker, wanting to make a new "power/electric" mod and saw this, I would probably just give up! :P
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on December 26, 2017, 09:36:20 AM
Yes dubwise is a mage with his skills at art design and c# writing.
His mod's are very unique and enjoyable and add alot of new/special content to the game.
I can't await that he update Mars ! :-)
Title: Re: [A17] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on December 29, 2017, 09:11:19 PM
Hey dubwise, I want to say thank you for your work :)
I always used mods that give me more options to power my colony, but most of them weren't really balanced. But Rimatomics is just perfect.
One of the reasons why RimWorld is one of my favorite games is that there are modders like you, who invest much time to give us so much more content :)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on December 30, 2017, 12:17:16 PM
Thank you for the kind words!
here is the B18 test from steam, mostly works, still changing and fixing bits, seems to work with CE now
http://bit.ly/2CeqF8n
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on December 30, 2017, 12:22:08 PM
YES YES YES YES!!! Holy crap DubWise THANK YOU! I feel like a little freaking kid at Christmas now. You are the freaking MAN dude! I figured I would refresh the forum one more time before closing the browser, and then seeing [B18] Rimatomics, well.. this has definitely made my day!
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: sybreal on December 30, 2017, 06:31:19 PM
So, unsuprisingly I lose massive goodwill with the faction I nuke, but I also seem to lose goodwill with the enemies of those factions that are also friendly with me. Does anyone know where that particular line of code is, because I cant seem to find it.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on December 30, 2017, 07:20:58 PM
you lose goodwill with everyone, people don't like people that nuke other people, better make sure you keep um sweet
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: sybreal on December 30, 2017, 07:30:12 PM
Here is 300 silver. Look that way and ignore the mushroom cloud over here.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jonnymaxed on December 30, 2017, 09:10:58 PM
This doesn't seem to work with reasearchPal. Its very annoying, i have to disable it to be able to see any of this research.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on December 30, 2017, 09:17:35 PM
that was fixes ages ago, what version are you trying to use?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jonnymaxed on December 31, 2017, 04:08:38 AM
Quote from: dubwise56 on December 30, 2017, 09:17:35 PM
that was fixes ages ago, what version are you trying to use?

The newest one for B18.

I had to disable research pal, research Rimatomics and then (since its a separate research) i could re-enable research pal.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on December 31, 2017, 08:24:03 AM
so you mean the the single unlock project doesn't show up in the researchPal tree? nobody else has reported this on the steam version so are you sure you didn't just miss it?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Hugglesgerbil on January 01, 2018, 01:46:48 PM
I'm trying to build a Thor Turbine, but after the fan blades are created at the bench, no one will haul them to the Thor for construction?

EDIT: I noticed they weren't carrying components either.  I cancelled the construction and tried again, but they only hauled the 250 steel to it and stopped.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 01, 2018, 02:46:05 PM
i think they wait until all the bits are available to finish it or something like that
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Hugglesgerbil on January 01, 2018, 03:24:25 PM
Let me try cancelling it again, I have all the fan blades required now.  I had the components i think.  Thanks for the great mod. :)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 01, 2018, 03:28:07 PM
careful when you cancel blueprints you lose materials
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Hugglesgerbil on January 01, 2018, 03:40:22 PM
Oh, I didn't check on that (surplus of metal), but after i had all the materials, it worked this time :)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: blizzardwolf420 on January 04, 2018, 01:43:34 AM
so im having a small issue with the research, my pawns just refuse to use the bench and start any research. perhaps im doing something wrong , but they just seem to not use the bench.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on January 04, 2018, 04:22:07 AM
I don't used the B18 version yet, but i don't think there is much changed.

Do you can force your pawn to do use the Rimatomic research bench ?
If not your are missing something for the research.
But ofcouse the B18 version is still at beta and there can have bugs.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: blizzardwolf420 on January 04, 2018, 11:55:03 PM
it wont allow me to force it, and i have everything it needs. I made a sep save with pawns who are all maxed out at 20 for all skill , made sure i had all the materials and then some and it still wont work.  Im waiting to see if anyone else has the issue with the beta, if not then it may be some weird mod conflict that just isnt tossing up an error.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: malloc on January 05, 2018, 01:51:52 AM
Quote from: blizzardwolf420 on January 04, 2018, 11:55:03 PM
it wont allow me to force it, and i have everything it needs. I made a sep save with pawns who are all maxed out at 20 for all skill , made sure i had all the materials and then some and it still wont work.  Im waiting to see if anyone else has the issue with the beta, if not then it may be some weird mod conflict that just isnt tossing up an error.

No issues with it here.  Are you using Fluffy's Work Tab?  There are new job givers for the Nuclear types (Do Research within Crafting, etc.) so check that they are set for the Pawns.  What does it say when you right click the table with a pawn selected?

I added the mod to an existing save and some pawns got the new work type added with a priority by default while others did not so maybe that is the issue ?

@Dub, there are multiple references in the research description to a full load being 24 rods but it only holds 21.  Just a typo?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 05, 2018, 01:31:17 PM
Updated to 1.2.1
Fixed some of the right click descriptions.
Fixed some project descriptions.
Fixed the storage pool graphics.
Tweaked some prices.
Added some items as exotic spawns for item stashes like the RTG and warheads.
Recoded meltdowns and core integrity, all HP based now.
Core temp overheating will rise faster with more fuel, the bigger cores are less forgiving.
Control rods slow down as temps get too high, then seize above 2000c.
Removed core cracking along with the hidden integrity.
New meltdown explosion effects.
Cracked fuel now causes turbines to emit radiation until its removed.
There is now a sarcophagus for all reactor types and placement should work.
Consolidated the reactor alert messages into 1 with a few different warnings and a temp readout.
Added a drawn cell on the water cooling so you know exactly what spot needs to be over water.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: malloc on January 05, 2018, 04:44:18 PM
Minor bug report: If a pawn is working on the nuclear research table they are not shown on the list to form a caravan, either from the world map or transport pods.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: blizzardwolf420 on January 06, 2018, 01:40:20 AM
Quote from: malloc on January 05, 2018, 01:51:52 AM
Quote from: blizzardwolf420 on January 04, 2018, 11:55:03 PM
it wont allow me to force it, and i have everything it needs. I made a sep save with pawns who are all maxed out at 20 for all skill , made sure i had all the materials and then some and it still wont work.  Im waiting to see if anyone else has the issue with the beta, if not then it may be some weird mod conflict that just isnt tossing up an error.

No issues with it here.  Are you using Fluffy's Work Tab?  There are new job givers for the Nuclear types (Do Research within Crafting, etc.) so check that they are set for the Pawns.  What does it say when you right click the table with a pawn selected?

I added the mod to an existing save and some pawns got the new work type added with a priority by default while others did not so maybe that is the issue ?

I do not use  that mod but maby i should,when i right click it dosnt say anything. ill see if the new update fixes it if not then ill grab that mod

Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 06, 2018, 10:54:08 AM
uploaded a little patch to actually fix the placeworker on water cooling  ::)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: pyrlix on January 07, 2018, 07:26:53 AM
So I did some experimenting and playing around with the reactors. How is the explosions range and power determined? It IMHO feels a bit... weak if you have a Y-Reactor filled with 24 Rods and it running at... i think it was 900kW?
The effects of it look awesome though, and the whole mechanic around the Reactor itselfs plays quite good. Will keep it as a permanent mod for now - i just need a bigger map now :D
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 07, 2018, 09:06:01 AM
well its not meant to be a nuclear explosion, its just the core popping like a cheap party balloon, and it carves out a chunk around it before sending out the shockwave which is still bigger than an antigrain warhead, the main danger is the slag that you have to clean up and sealing up the core to stop the fallout, and i have a couple of changes planned to make contamination a much bigger problem
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on January 07, 2018, 11:56:41 AM
Thats why i like Antimatter reactors.
When there somethings goes wrong nothing remain to be cleaned,sealed or treaten.
Just game over .:-)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: HighDerpLord on January 08, 2018, 06:31:20 PM
Hey just wanted to say i love this mod very much so far. just a few questions:
1) is there a way to watch my ICBM missle devastate an outpost/base without me sending a pawn first to the tile who gets obliterated in a white light
2) can i somehow look at the obliterated area? i instantly get thrown to the world map when the base is destroyed.
3) is the a purpose for the anti ICBM cannon? i think its called HEL. i mean its just urself nuking the world like a north korean wet dream, isnt it?
4) it may sound like im a psychpath but the question is similar to my number 1) with one exception.
is there a mod to show some random generated enemy/friendly bases/factions to zoom in and interact not like just trading/attacking? i like to inspect the peace and quiet npc pawns before i nuke them to oblivion. :) im actually a nice guy in RL
5) last question: i got 5 of this railgun turrets, when i click all 5 and force a target without someone at weapons console the all go for the same point. so far so good. But when i got someone at the console i cant do that with all 5 clicked. just one of them fullfills my command even if i press multiple times. is there a way to make them shoot consecutive or at the same time. its a tidy work to zoom out and click them one by one :(

nontheless, easiely the  best mod with Preperation and Star wars. i even learned stuff about nuclear reactors thanks to u :O
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: dodviper on January 09, 2018, 05:46:20 AM
Hi guys! I'm really enjoying the mod (actually loving it), but i don't know what to do with the huge power I can generate with reactors  :-[
What do guys build (without cheating) that needs this much power (except the new weapons)?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on January 09, 2018, 06:33:03 AM
Quote from: dodviper on January 09, 2018, 05:46:20 AM
Hi guys! I'm really enjoying the mod (actually loving it), but i don't know what to do with the huge power I can generate with reactors  :-[
What do guys build (without cheating) that needs this much power (except the new weapons)?

Besides the defenses and turrets/towers? What about Mass Storage? Takes more juice the more you store, or check out some of the other endgame content mods, I highly recommend Sparkling Worlds or Glitter Tech. Some of them have resource duplicators that take a lot of juice, and I haven't even begun to explore most of them yet, so I'm sure there is going to be a lot of stuff that takes absurd energy that will be lots of fun! You could also start building a huge automated factory with bots, droids, androids, automated sprinklers and harvesters, conveyor belts with pushers/pullers/sorters, automatic crafters, all kinds of awesome stuff! Also I'm pretty sure on the Glitter Tech they have ultra high end composites, Alpha Poly and Beta Poly, that take a lot to manufacture. You can make weapons and art and stuff out of them too, something I think would be a great resource sink late game. Be careful though, your colony's value will go up quickly!
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Headshotkill on January 09, 2018, 08:36:31 AM
Quote from: Harry_Dicks on January 09, 2018, 06:33:03 AM
Quote from: dodviper on January 09, 2018, 05:46:20 AM
Hi guys! I'm really enjoying the mod (actually loving it), but i don't know what to do with the huge power I can generate with reactors  :-[
What do guys build (without cheating) that needs this much power (except the new weapons)?

Besides the defenses and turrets/towers? What about Mass Storage? Takes more juice the more you store, or check out some of the other endgame content mods, I highly recommend Sparkling Worlds or Glitter Tech. Some of them have resource duplicators that take a lot of juice, and I haven't even begun to explore most of them yet, so I'm sure there is going to be a lot of stuff that takes absurd energy that will be lots of fun! You could also start building a huge automated factory with bots, droids, androids, automated sprinklers and harvesters, conveyor belts with pushers/pullers/sorters, automatic crafters, all kinds of awesome stuff! Also I'm pretty sure on the Glitter Tech they have ultra high end composites, Alpha Poly and Beta Poly, that take a lot to manufacture. You can make weapons and art and stuff out of them too, something I think would be a great resource sink late game. Be careful though, your colony's value will go up quickly!

I think besides powerfull weapons and some other late-game energy sinks that give bonuses, the player should be faced with a barrier when building the spaceship. As of right now walking towards the already existing space-ship is a lot harder now that you have to face of the waves of enemies. This means building the space-ship as of right now is easier, requiring to sink in a massive amount of energy in the space-ship to prepare it for interstellar travel would balance it out and give people a serious motivation to go nuclear energy.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Frug on January 09, 2018, 07:03:46 PM
Quote from: HighDerpLord on January 08, 2018, 06:31:20 PM
Hey just wanted to say i love this mod very much so far. just a few questions:
1) is there a way to watch my ICBM missle devastate an outpost/base without me sending a pawn first to the tile who gets obliterated in a white light
2) can i somehow look at the obliterated area? i instantly get thrown to the world map when the base is destroyed.
3) is the a purpose for the anti ICBM cannon? i think its called HEL. i mean its just urself nuking the world like a north korean wet dream, isnt it?
4) it may sound like im a psychpath but the question is similar to my number 1) with one exception.
is there a mod to show some random generated enemy/friendly bases/factions to zoom in and interact not like just trading/attacking? i like to inspect the peace and quiet npc pawns before i nuke them to oblivion. :) im actually a nice guy in RL
5) last question: i got 5 of this railgun turrets, when i click all 5 and force a target without someone at weapons console the all go for the same point. so far so good. But when i got someone at the console i cant do that with all 5 clicked. just one of them fullfills my command even if i press multiple times. is there a way to make them shoot consecutive or at the same time. its a tidy work to zoom out and click them one by one :(

nontheless, easiely the  best mod with Preperation and Star wars. i even learned stuff about nuclear reactors thanks to u :O
The HEL intercepts and destroys incoming mortar shells - not ICBMs. :)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: HighDerpLord on January 10, 2018, 03:57:08 PM
ah thank u, and how do i handle it? i mean its radius is quite low :O and i need to prototype research it. my base is too big to cover even a quarter of it
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Arigas on January 22, 2018, 02:45:15 PM
Not sure if its known or not, but apparently the researches from SS Researchable Stat Upgrades that increase stack size doesn't play friendly with fuel rods. They get stored as a single fuel rod, and loaded as a single one as well, and colonists don't take a single one at a time, they take the entire amount.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: loque76 on January 23, 2018, 11:42:40 AM
Soooo.......who else stores their spent nuclear fuel rods in prison cells :D

just me?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on January 23, 2018, 01:00:16 PM
Quote from: Arigas on January 22, 2018, 02:45:15 PM
Not sure if its known or not, but apparently the researches from SS Researchable Stat Upgrades that increase stack size doesn't play friendly with fuel rods. They get stored as a single fuel rod, and loaded as a single one as well, and colonists don't take a single one at a time, they take the entire amount.

I plan on playing with Researchable Start Upgrades, but those upgrades had me worried about a lot of things. I think I will change them. One thing I think is awesome about that mod, is that one upgrade makes your turret shoot four bullets instead of three. How cool is that? Makes me wonder why we don't have other cool researchers like that, where it might change or upgrade something to already have, not necessarily unlock something new. I had a weird issue too where some mods went defining their own defs improperly, and messing up other mods where I would have to insert a <thingClass> into their defs, but the error log would always make it look like it was Researchable Stat Upgrades had something to do with it. Someone else told me that it wasn't, "catching all exceptions" and I'm not really sure what that means.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 23, 2018, 04:03:05 PM
Quote from: Arigas on January 22, 2018, 02:45:15 PM
Not sure if its known or not, but apparently the researches from SS Researchable Stat Upgrades that increase stack size doesn't play friendly with fuel rods. They get stored as a single fuel rod, and loaded as a single one as well, and colonists don't take a single one at a time, they take the entire amount.

Yeah i know about that one, i have absolutely no idea why they made an upgrade that changes all stack sizes even on stuff specifically set to a limit of 1, switch to a different storage mod i guess
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 23, 2018, 04:11:25 PM
Quote from: HighDerpLord on January 08, 2018, 06:31:20 PM
Hey just wanted to say i love this mod very much so far. just a few questions:
1) is there a way to watch my ICBM missle devastate an outpost/base without me sending a pawn first to the tile who gets obliterated in a white light
2) can i somehow look at the obliterated area? i instantly get thrown to the world map when the base is destroyed.
3) is the a purpose for the anti ICBM cannon? i think its called HEL. i mean its just urself nuking the world like a north korean wet dream, isnt it?
4) it may sound like im a psychpath but the question is similar to my number 1) with one exception.
is there a mod to show some random generated enemy/friendly bases/factions to zoom in and interact not like just trading/attacking? i like to inspect the peace and quiet npc pawns before i nuke them to oblivion. :) im actually a nice guy in RL
5) last question: i got 5 of this railgun turrets, when i click all 5 and force a target without someone at weapons console the all go for the same point. so far so good. But when i got someone at the console i cant do that with all 5 clicked. just one of them fullfills my command even if i press multiple times. is there a way to make them shoot consecutive or at the same time. its a tidy work to zoom out and click them one by one :(

nontheless, easiely the  best mod with Preperation and Star wars. i even learned stuff about nuclear reactors thanks to u :O

1. The map needs to be generated, code for despawning them looks for colonists and i don't want to start patching all of that to try spawns maps so you can watch them get destroyed, its also pretty dodgy when you do watch it in map, needs a lot of work.
2. if everyone dies then nope, cant save the state of a map like that and come back to it, just the way rimworld works.
3.The HEL is an anti mortar defense system, if i get around to adding pirate missile bases they might be used for shooting down incoming missles.
4.no idea if there is a mod for doing it, i don't want to mess around with that code if i don't need to, i only like adding new stuff i hate trying to change the base game code, breaks things.
5.yeah that's a bug, i need to recode all of the energy weapons at some point to iron out some problems.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on January 23, 2018, 05:32:02 PM
Would ED - Enhanced Options (or whatever it is) work with the option that lets you select targets for a turret? Haven't tried it yet myself.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: HighDerpLord on January 23, 2018, 07:35:58 PM
ah i see the issues

thanks for your replies :)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mst on January 25, 2018, 11:23:27 AM
Can someone pls explain me how radiation works? I'm at the beginning of building my first reactor as part of the research.
I mean what objects emit radiation? Reactor itself, fuelrods, pellets, plutonium?
And the second part is what the right way to deal with it, what objects should I isolate in shielded rooms and when should colonists use the radiation suit?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 25, 2018, 12:15:26 PM
The only things that emit radiation are a damaged reactor, or used fuel, uranium and plutonium and new fuel is all safe to handle. Proper setup is to make a containment room for your reactor and fuel storage pool and maybe an adjacent room for Pu processors, so that when you unload spent fuel a single worker can be locked in there and only has to move the fuel a couple of cells to the pool, the bigger the room the further the radiation has to travel and the less likely people walking past will get zapped, shielding is 100% protection, metal walls work, stone needs a couple of layers, wood does a bit. Everything else like turbines, cooling, production, can all be outside of the containment room.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Madman666 on January 25, 2018, 12:29:37 PM
Honestly, Dubs, you might wanna write all this stuff is some real short and neat way, so that you won't have to teach it ever again and just point to it instead =) And I damn love camo versions for silo, railguns and HELs. Amazing work!
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mst on January 25, 2018, 12:57:33 PM
Thanks!

Quote from: Madman666 on January 25, 2018, 12:29:37 PM
Honestly, Dubs, you might wanna write all this stuff is some real short and neat way, so that you won't have to teach it ever again and just point to it instead =) And I damn love camo versions for silo, railguns and HELs. Amazing work!
Agreed. I searched this topic on the word but did not find this info so decided to post a question.

And a follow up. Does the contamination on places, items or people go away with time?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 25, 2018, 01:51:24 PM
radiation poisoning in pawns heals over time same as toxic buildup, there isn't a contamination grid yet for the ground, and i cant add contamination to things, fallout from popped cores clears up over time once you have contained the core
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mst on January 25, 2018, 02:04:44 PM
By items I mean toxic waste and as you mentioned before used fuel. Or maybe it's the same, don't know yet.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: malloc on January 28, 2018, 05:01:09 AM
Minor bug report:  Build a Thor Turbine, turn it off, then build a high voltage transformer touching the turbine.  The turbine and transformer will not show as being connected on the high voltage overlay even after the Turbine is turned back on.  I had built two HV wire pieces on the side when they didn't originally connect but these showed as connected to the transformer and not the turbine.  Deconstructing one of these triggered a check which then connected the turbine and transformer together.  It would be good if this check is done when the turbine is turned on.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: malloc on January 28, 2018, 05:19:23 AM
Another similar bug to the one above.  If the Reactor is built, then turned off, and then the loom wires are built to it, it will not connect to the console loom when it is turned back on.  Deconstructing/reconstructing one of the wires with the reactor turned on causes the loom connection to be made.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: bomberchibbi on January 29, 2018, 10:31:09 AM
Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on January 29, 2018, 10:52:16 AM
Quote from: bomberchibbi on January 29, 2018, 10:31:09 AM
Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)

Download Notepad++. Use it's "Find" function to "Find in files" your term "100" and point it towards Rimatomics folder. It will show you everywhere there is a 100 in his mod. You can also setup the autoreplace as well, but be careful with that one.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on January 29, 2018, 01:43:00 PM
Quote from: bomberchibbi on January 29, 2018, 10:31:09 AM
Hi Dubwise
I recently tried out your rimatomics mod and I'm really enjoying it
I tried increasing the fuel rods lifespan since on full flux they burn quite fast
to do that I changed the hp of the rods to 1000 instead of 100 for testing but when I make new fuel rods at the bench they start out with 10% durability, so there still seems to be the 100 floating around somewhere
I changed the value in the nuclear.xml and couldnt find it anywhere else. Could you point me in the right direction on how to increase the lifespan in the most simple fashion? (I'm not really a programmer, just read some modrelated stuff and tried to figure out the problem by reading the xml)

sorry that's coded in, can't change it in xml, it used to be 2 years at full flux, but with the new fuel grid i basically allow you to boost the power up to 4x what it used to be by chaining the fuel, which is really nice for getting some extra peak power for energy weapons during raids, and speeding up Pu and du production, but it cuts lifespan down to 6 months at full flux, so you just have to run at quarter flux to get the same old life span out of them.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on January 29, 2018, 01:50:05 PM
Quote from: dubwise56 on January 29, 2018, 01:43:00 PM
but with the new fuel grid i basically allow you to boost the power up to 4x what it used to be by chaining the fuel, which is really nice for getting some extra peak power for energy weapons during raids, and speeding up Pu and du production, but it cuts lifespan down to 6 months at full flux, so you just have to run at quarter flux to get the same old life span out of them.

I really like how there is an actually significant trade off like this. I love when we have decisions like this to make that can have such heavy consequences. I'm really looking forward to using your energy weapons against the zombies from Zombieland ;)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on January 30, 2018, 10:05:58 AM
Hey dubwise, do you actually play RimWorld with your mod? I would really like to see a screenshot, how you set up your colony with all the stuff ;)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: billyma6 on February 02, 2018, 10:22:12 PM
Hey, I found that if you launch an ICBM to blow up one faction base, then before the base blows up launch another ICBM, it stops where it would've landed and then stops doing anything. I can't get rid of it now, and it's kinda annoying.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 03, 2018, 12:04:20 AM
Quote from: Jan2607 on January 30, 2018, 10:05:58 AM
Hey dubwise, do you actually play RimWorld with your mod? I would really like to see a screenshot, how you set up your colony with all the stuff ;)

nope, no time to play rimworld, when i do it for testing its all over the place, just shove it in wherever it fits
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 03, 2018, 12:06:39 AM
Quote from: billyma6 on February 02, 2018, 10:22:12 PM
Hey, I found that if you launch an ICBM to blow up one faction base, then before the base blows up launch another ICBM, it stops where it would've landed and then stops doing anything. I can't get rid of it now, and it's kinda annoying.

i seem to be able to spam nukes at multiple bases without problems while testing it, did it throw an error? was it at the same target? what was the target?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: billyma6 on February 03, 2018, 12:28:26 AM
Quote from: dubwise56 on February 03, 2018, 12:06:39 AM
Quote from: billyma6 on February 02, 2018, 10:22:12 PM
Hey, I found that if you launch an ICBM to blow up one faction base, then before the base blows up launch another ICBM, it stops where it would've landed and then stops doing anything. I can't get rid of it now, and it's kinda annoying.

i seem to be able to spam nukes at multiple bases without problems while testing it, did it throw an error? was it at the same target? what was the target?
Yes, I spam nukes at multiple bases too, but one time I forgot that I had already launched a nuke towards it and instead launched a second one unknowingly. It was at the same base, and by the time the second nuke reached the target, the base was vaporized already. After that, the ICBMs just stopped moving and stayed there. That's it. And I was aiming at the vanilla pirates.

EDIT: When I zoomed into when the ICBM was unresponsive, it was invisible, but still there cuz when I zoomed back out, the icon was still on the map.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Herigony on February 03, 2018, 04:45:29 AM
I've run into quite an annoying bug - whenever I reload a save with an upgraded reactor, the upgrades stop working. They'll start working again if I install a different upgrade in the reactor, but that is quite impractical in the long run. It affects all 3 reactors, and upgrades on weapons don't seem to have this problem.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on February 03, 2018, 05:05:23 AM
Senseirious,
try to move the mod at the Top/end of your modlist and check if this still happen.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Herigony on February 03, 2018, 06:19:17 AM
Quote from: Canute on February 03, 2018, 05:05:23 AM
Senseirious,
try to move the mod at the Top/end of your modlist and check if this still happen.
Tried running it on top, on bottom, and just core + rimatomics, still the same issue. Tried it with old save and made a new one each time.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 03, 2018, 09:13:36 AM
Quote from: Senseirious on February 03, 2018, 04:45:29 AM
I've run into quite an annoying bug - whenever I reload a save with an upgraded reactor, the upgrades stop working. They'll start working again if I install a different upgrade in the reactor, but that is quite impractical in the long run. It affects all 3 reactors, and upgrades on weapons don't seem to have this problem.

yup thats a bug, fixing for next patch
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 10, 2018, 01:31:44 PM
Added the link for v1.2.3

Fixed reactor upgrades not loading.
Fixed transformer capacity not saving.
Increased transformer capacity to 200kw.
Fixed valves.
Added fuel burn rate slider to mod options.
Decreased cost of ALC.
Buffed the railgun ERS bonus.
Fixed a spelling mistake or 2.
Changed fuel grid ui colours and added fuel gauges back.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on February 10, 2018, 02:16:41 PM
Quote from: dubwise56 on February 10, 2018, 01:31:44 PM
Added the link for v1.2.3

Fixed reactor upgrades not loading.
Fixed transformer capacity not saving.
Increased transformer capacity to 200kw.
Fixed valves.
Added fuel burn rate slider to mod options.
Decreased cost of ALC.
Buffed the railgun ERS bonus.
Fixed a spelling mistake or 2.
Changed fuel grid ui colours and added fuel gauges back.

Holy moly this sounds like a huge update! Thank you mist dubwise. Also, I was curious because I haven't gotten to them yet and wanted to know your opinion. I want to use your mod with Zombieland, using your turrets as my main defenses. However other users have said they are not good for this as they go through power too quickly. Will the increased power on the transformers help with this? Or if your energy defenses are not really built to handle the "low damage high quantity of enemies" setup, then would you plan on implementing some defenses that would be appropriate for a situation like this in the future? With Zombieland, you can set up how you want your zombies health configured as well as the quantity of them. Personally, I want to have them setup with quite low health, but a very high quantity, and I was hoping that Rimatomics would mesh perfectly with the scenario I am envisioning.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 11, 2018, 09:04:26 AM
Not really a big update, just few bug fixes, the transformer cap is just the max power a single transformer can output, the reactor and turbine still has to produce the power. As for energy weapons i have started to recode them all, they are too complicated and have a few bugs which adds to the confusion, for zombies you just want lots of bullets flying around really, miniguns and fire, energy weapons are best against enemies in cover.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on February 11, 2018, 10:18:41 AM
Quote from: dubwise56 on February 11, 2018, 09:04:26 AM
As for energy weapons i have started to recode them all, they are too complicated and have a few bugs which adds to the confusion

Does this mean you will be taking away the ability to put different upgrades into the different turrets? I thought that looked like a really great concept. Or could you give us some hints as to what you will change about them, or is this going to be all under the hood stuff?

Quote from: dubwise56 on February 11, 2018, 09:04:26 AM
for zombies you just want lots of bullets flying around really, miniguns and fire, energy weapons are best against enemies in cover.

That's what I was assuming it would be like. Would you ever consider having something similar to a "minigun type" energy defense, or would this go against the sort of style you are trying to achieve with them?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 12, 2018, 09:00:25 AM
no the upgrades will stay, the problem is that the energy required per shot increases the further away the target is, and cooldown time increases with it, so an obelisk shooting at a target a few cells away might use a 2kwd pulse with a 4s cooldown, and 30 cells away its 6kwd with a 15s cooldown, you have to manually adjust the range and damage settings so you don't blow your load early.

I made it that way so that something like the obelisk could have crazy range on it with huge damage and be 100% accurate in any conditions, but to sustain it at full power and maximum range you would need crazy amounts of power, but that means you have to manually dial back the range and maybe reduce the damage setting if you have modest reactor setups, and i doubt many people do, so i need to ditch all that power over distance multiplier stuff, make it all nice simple constant values for pulse size and cooldown time, and let the upgrades be the way to choose how you want an energy weapon to handle.

i also don't want to do any pew pew pulse lasers, i like beams, i might just add some fire mode buttons so you can switch the tesla coil from single high power pulses to bursts of rapid low power pulses
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on February 12, 2018, 09:56:27 AM
Quote from: dubwise56 on February 12, 2018, 09:00:25 AM
let the upgrades be the way to choose how you want an energy weapon to handle.

I agree with this completely. But maybe if we could take it to further customization steps?

Quote from: dubwise56 on February 12, 2018, 09:00:25 AM
i also don't want to do any pew pew pulse lasers, i like beams, i might just add some fire mode buttons so you can switch the tesla coil from single high power pulses to bursts of rapid low power pulses

I feel like there is a little bit of a contradiction there. I fully understand, and appreciate, the fact that you have made a fantastic mod and you would like it to function in the style that you envisioned. However, coming from an end users stand point, please try to understand where I'm coming from when I suggest this, because this will end up being content that I use, and I am trying to tailor it to best suit my experience.

Anyway, what would you think about maybe making the various upgrades that you can put into the slots even more dynamic? For example, instead of having the obelisk do big powerful beams, allow us to put in a new upgrade, or a different kind of upgrade in a new slot, that will change the character of a turret. Let the user decide if they want one obelisk to pew-pew, and another one to "beam-beam" :P

Also, I have recently starting using the mod More Vanilla Turrets. It only adds about 5 or 6 turrets, but they all feel pretty nice and unique, and the character is different between each turret. I was thinking about how great it would be if you could have something like the minigun turret as an energy weapon, but with that special dubwise touch to it ;) I suppose that I am just a huge fan of customization like this. I also am such a fan of your work, and like to dream about what else I would imagine you could create.

Maybe just the ability to further customize the turrets you already have, so that your mod will still work great for any type of situation a player can dream up using other mods in combination with yours, if not some new style of turrets? Even if we get nothing for this, it's okay.. thank you for all of your great work!
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 12, 2018, 02:01:17 PM
hmm not sure im getting my point across properly, the problem right now is that i already made them waaaaaay too dynamic with the range and power adjustment buttons + power*distance scaling + upgrades , and by trying to balance out the maximums it made them look underpowered unless you micro managed them during fights, so im in the process of simplifying it all and beefing them up, in other words more gamey less simmy. And when i say pew pew i mean like plasma rifles, or those plasma miniguns mechanoids have, stuff that rapidly shoots inaccurate bolts of blue energy like star wars, i don't plan on adding anything like that because its like standard glittertech stuff and with this mod im going for like - raytheon / general atomics - present day tech with a little c&c and total annihilation mixed in for fun since i grew up playing those, i really want to get into doing more missiles and anti missile systems, satellites, arms buildups, an arms race
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: The_Spare_Ace on February 12, 2018, 02:49:53 PM
How do I launch a salvo from my Railguns to an enemy settlement?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 12, 2018, 03:40:43 PM
send someone to the settlement to spawn the map, then select a railgun and click the fire mission button, then pick a target on the map, it can take a lot of power depending on the range
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: The_Spare_Ace on February 12, 2018, 05:53:40 PM
Is there a way to get all the railguns to fire, though? Selecting fire mission on the console doesn't seem to work at all, and anything related to selecting all railguns and ordering them to do something is screwed. Only one seems to fire (at most) no matter what.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on February 12, 2018, 07:19:34 PM
Quote from: dubwise56 on February 12, 2018, 02:01:17 PM
present day tech with a little c&c and total annihilation mixed in for fun since i grew up playing those, i really want to get into doing more missiles and anti missile systems, satellites, arms buildups, an arms race

When I was young and discovered Command & Conquer Red Alert on the Playstation 1, as I didn't have a PC at the time, I ended up renting it from the game rental store probably 30 times. I fell in love with it and the Hell March song, and the Tanyas, lots of fun. I remember even having a PS1 expansion for it called Red Alert Retaliation. I never played the later ones that much, but I remember I think it was C&C4 that was ridiculous and you didn't even have permanent base structures or anything. It made me wonder what the original Westwood devs thought when they saw what had become of their creation.

But man when you say, "missiles and anti missile systems, satellites, arms buildups, an arms race" that sounds like it's going to be absolutely incredible! Would you care to share any details with us? ;D That just sounds too amazing to leave us hanging!

Also random off the wall question - do you ever plan on adding in more events? I feel like that's what I've been trying to fill up most, lately. I did get a lot of extra between Rim of Madness, Diseases Overhauled, and Expanded Incidents. But I can't help it, I'm 10 weeks deep into a hardcore RimWorld modding binge. I need.. more! It's never enough! Someone help! ::)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 12, 2018, 07:26:44 PM
Quote from: The_Spare_Ace on February 12, 2018, 05:53:40 PM
Is there a way to get all the railguns to fire, though? Selecting fire mission on the console doesn't seem to work at all, and anything related to selecting all railguns and ordering them to do something is screwed. Only one seems to fire (at most) no matter what.

you cant select multiple railguns and do 1 fire mission target select for all of them at the same time, its just how the target picker works since im doing something pretty odd with it which is why i had to add the button to the weapon console, and i just tested the button on the console and it seems to be working fine for me, all guns lined up and started firing on the area i designated, it uses a hell of a lot of power so make sure you have a bunch of ppc's filled up, pretty high tier stuff doing a railgun barrage at those ranges
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: The_Spare_Ace on February 12, 2018, 08:56:04 PM
Sorry for bothering you. It turned out I needed to update the mod. It works well.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Imca on February 13, 2018, 05:54:38 AM
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 13, 2018, 01:43:08 PM
Quote from: Imca on February 13, 2018, 05:54:38 AM
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.

there is a fuel burn rate slider in mod options now if that helps, i just converted all the values for fuel into defs so you can fiddle with that in the next patch, can probably make new types too but not tried yet
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 13, 2018, 01:51:17 PM
Quote from: Harry_Dicks on February 12, 2018, 07:19:34 PM
Also random off the wall question - do you ever plan on adding in more events?

would just like to get some enemy missile bases working, so you have to counter them with raids/missiles/missile defense, and i have ideas for other things to expand the rimatomics faction so they might be able to offer support or offer missions, its going to take a long time to get to all that though because i have to get marsx v4 finished first, maybe later in the year.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on February 13, 2018, 02:58:25 PM
All of this sounds so exciting! And please, take your time, because I know in the end it will all be worth the wait ;)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Imca on February 13, 2018, 06:22:42 PM
Quote from: dubwise56 on February 13, 2018, 01:43:08 PM
Quote from: Imca on February 13, 2018, 05:54:38 AM
I hate to ask but is there any chance you can expose the fuels to XML, so that additional fuel types can be added without modifying the DLL? Sorry.

there is a fuel burn rate slider in mod options now if that helps, i just converted all the values for fuel into defs so you can fiddle with that in the next patch, can probably make new types too but not tried yet

Much appreciated, sorry about asking, I was just trying to make a new fuel type last night and had to go into the assembly to allow it to be loaded into the reactor, otherwise it said no fuel available.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: bomberchibbi on February 13, 2018, 09:43:07 PM
Hi Dubwise, nice to see the ongoing development :). I really like your approach of more gamy, less simmy turrets, you could also make one upgrade that lets you adjust them the old way, so that the guys that like to fiddle with it still keep the simmy feeling without you having to do extra work
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: strider1551 on February 17, 2018, 12:19:06 PM
Launched my first ICBM and it never showed up on the world map. Bummed to put world domination on hold. Debug logs complains about registering out of bounds?


ICBM_Fission4427154 tried to register out of bounds at (325, 0, 305). Destroying.
Verse.Log:Warning(String)
Verse.ThingGrid:RegisterInCell(Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:set_Position(IntVec3)
Rimatomics.BaseMissile:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

ICBM_Fission4427154 tried to de-register out of bounds at (325, 0, 305)
Verse.Log:Error(String)
Verse.ThingGrid:DeregisterInCell(Thing, IntVec3)
Verse.ThingGrid:Deregister(Thing, Boolean)
Verse.Thing:DeSpawn()
Verse.ThingWithComps:DeSpawn()
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
Verse.ThingGrid:RegisterInCell(Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:set_Position(IntVec3)
Rimatomics.BaseMissile:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to get valid region out of bounds at (325, 0, 305)
Verse.Log:Error(String)
Verse.RegionGrid:GetValidRegionAt_NoRebuild(IntVec3)
Verse.Thing:DeSpawn()
Verse.ThingWithComps:DeSpawn()
Verse.Thing:Destroy(DestroyMode)
Verse.ThingWithComps:Destroy(DestroyMode)
Verse.ThingGrid:RegisterInCell(Thing, IntVec3)
Verse.ThingGrid:Register(Thing)
Verse.Thing:set_Position(IntVec3)
Rimatomics.BaseMissile:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 18, 2018, 11:24:20 AM
hmm i haven't had an out of bounds yet, map size normal? is the silo in an odd spot like edge of the map? did you see the missile climb and exit the map?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on February 19, 2018, 02:18:13 PM
Rimatomics research is 537 research points. Seems oddly specific ;D Also I think the only research to not end in a 0.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: strider1551 on February 21, 2018, 09:47:28 PM
Quotehmm i haven't had an out of bounds yet, map size normal? is the silo in an odd spot like edge of the map? did you see the missile climb and exit the map?

Larger than the default size... I think 325x325. Silo is not unusually close to the map edge. I can watch the missile climb and exit the map.

After posting I tried a whole new game with all the same mods and load order, and God-mode to do a quick test; launch was fine. So then I tried on the save that is giving me trouble, but from my second colony... launch was fine! So it's just my first colony in this save that hits the out of bounds error.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on February 22, 2018, 08:22:31 AM
ok thanks i'll log it and see if i can catch it happening while im testing
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: MrBlueHawke on March 07, 2018, 01:25:05 AM
Hey i'm having problems getting my Railguns loaded. i have them built, i have sabot rounds made and in a stockpile, but if i tell someone to try to load it it says "Cannot load railgun. (No sabot ammunition) can someone help?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Harry_Dicks on March 07, 2018, 01:52:22 AM
The sabot rounds aren't forbidden are they?

Also, does anyone know if there are range limitations for "reloadable weapons" like mortars and such? I'm assuming that MrBlueHawke probably has the sabot rounds close to the gun, but I was still curious of this.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: MrBlueHawke on March 07, 2018, 02:38:48 AM
Nope, Not forbidden. Tried everything i can think of, putting them touching the gun, away from the gun, dev mode spawed them in on top of it, tried to have a pawn pick them up and give them to the gun from inventory, everything. it's probably something silly but it could be a bug/conflict idk
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on March 08, 2018, 12:06:05 PM
Hi. I think that reactor output is way too large. How can I nerf it manually through game files? Couldn't find a way (

Plus, maybe you can add some sort of end-game batteries? Like a facility where power can be used to electrolyse water into hydrogen and oxygen, store them in tanks and a facility to burn hydrogen to get power back. This will be a lot densier power per square storage then classic batteries! 
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on March 08, 2018, 12:57:28 PM
Sliderpro, the output is coded into the .dll.
And i think you didn't researched/build any Rimatomic weapon's yet, you will need the power for them.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: henk on March 08, 2018, 09:35:10 PM
#pacifist

Build 20 layers of wall around the base and never kill anyone :3
No need for that power :D
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on March 09, 2018, 05:15:26 AM
Quote from: Canute on March 08, 2018, 12:57:28 PM
Sliderpro, the output is coded into the .dll.
And i think you didn't researched/build any Rimatomic weapon's yet, you will need the power for them.
Yup, I dont use static defences, for some weird reason. I think hand-held weapons are op enough with several more mods  ;D

Can I request something like a changeable multiplier?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on March 09, 2018, 05:38:21 AM
I can't speak for dubwise,
but this mod is known for his hugh power outout.
Don't forget you are building and managment a fission generator, not a simple wood fired generator. Ofcouse these fission generator got some large bigger dimensions.
But if you just put 1 fuel-rod into the reactor you shouldn't have that high power output. Sure for some Rimatomic's researches you would need a full loaded core, but after that you can remove the fuel-rod's. And store them.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 09, 2018, 10:10:37 PM
there
Quote from: Sliderpro on March 09, 2018, 05:15:26 AM
Can I request something like a changeable multiplier?

there already is one in the form of the reactor itself, just use the small core and put less fuel in and or drop the flux level to get more lifespan instead of power output, you could run something like 8 fuel slots on lower flux and think of it like just a few geothermals worth of power that can last 10 years and took a bit more effort than just 2000 research points to make, the megawatt setups are just for fun really, adding a mod option slider for the power output would just be a slider on a slider which is a multiplier for a multiplier on a few more multipliers of a curve on a another multiplier * tickrate or something like that
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Umbreon117 on March 09, 2018, 10:34:40 PM
Quote from: dubwise56 on March 09, 2018, 10:10:37 PM
adding a mod option slider for the power output would just be a slider on a slider which is a multiplier for a multiplier on a few more multipliers of a curve on a another multiplier * tickrate or something like that
Uh...You lost me...somewhere in there.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: inaudible on March 10, 2018, 02:53:58 AM
Has anyone managed to get the railgun working with Combat Extended?

Everything else seems to work fine, however the railgun states "Cannot load railgun (no sabot ammunition)".
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on March 10, 2018, 03:33:36 AM
Quote from: Canute on March 09, 2018, 05:38:21 AM
I can't speak for dubwise,
but this mod is known for his hugh power outout.
Don't forget you are building and managment a fission generator, not a simple wood fired generator.
well.. this makes sense xD
Thanks
Still would like better power saving options like batteries though :\
and maybe more uranium processing
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 12, 2018, 12:06:50 PM
try the PPC's, they are 6x the capacity of a battery and 90% efficient, part of the energy weapon research. And the older versions had uranium enrichment but i removed it because i didn't like having a brewing stage making you wait to get your first reactor working, moved that phase up to making mox fuel
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 12, 2018, 12:16:40 PM
Quote from: inaudible on March 10, 2018, 02:53:58 AM
Has anyone managed to get the railgun working with Combat Extended?

Everything else seems to work fine, however the railgun states "Cannot load railgun (no sabot ammunition)".

I swear i had an answer for this in my steam discussions but i totally can't find it now, i think it might have actually been a extra turrets mod that was causing the problem and not CE because i loaded and tested CE on its own and the railguns worked fine, it was only the HEL that couldn't track CE's custom projectiles, then i think someone else confirmed which mod was causing it, try disabling any turret mods if you have them
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: BlainetheMono on March 13, 2018, 08:34:15 PM
I seem to be having issues with loading fuel rods into reactors, and unloading spent rods into storage pools. As an example I'll have 21 rods ready to load into a reactor, and somehow at the end of the process I'll have only loaded 12 or so and the others are no where to be found. As for the storage pool I'll load spent rods into the pool, say four of them, and upon removal and placement into a Pu processor it'll only register as loading one. I wouldn't be surprised if this is conflict with another mod but I'm really not sure what would be causing this so if anyone could help me out in resolving this issue that'd be awesome.

Edit: After looking at the xml for the fuel rods it says the stack limit is meant to be 1, yet my fuel rods get placed into stacks. I'm assuming this is where the problem stems from but why are they stacking when they shouldn't be? It also appears that if I remove spent fuel rods and then place them back into the storage pool they're reset to 100%.

Edit 2: I slept on it, and realized the issue was probably coming from OgreStack. After setting overrides for both fuel rod types to allow only stacks of one the issue is resolved. If anyone else runs into this issue all you need to do to resolve it is go into your savegame folder, find the overrides.xml file for OgreStack, and follow the included instructions to cap the stack limit to one.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: inaudible on March 14, 2018, 03:27:53 AM
Quote from: dubwise56 on March 12, 2018, 12:16:40 PM
Quote from: inaudible on March 10, 2018, 02:53:58 AM
Has anyone managed to get the railgun working with Combat Extended?

Everything else seems to work fine, however the railgun states "Cannot load railgun (no sabot ammunition)".

I swear i had an answer for this in my steam discussions but i totally can't find it now, i think it might have actually been a extra turrets mod that was causing the problem and not CE because i loaded and tested CE on its own and the railguns worked fine, it was only the HEL that couldn't track CE's custom projectiles, then i think someone else confirmed which mod was causing it, try disabling any turret mods if you have them

I saw your reply in the steam discussion - I disabled all my mods (and I don't have any extra turret mods due to having CE) and the railgun loaded fine in a new colony, but if I had CE + Rimatomics (and only those two mods) then the railguns would not load sabots.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 14, 2018, 02:09:45 PM
just booted up ce to check and indeed they refuse to load, bit annoying but i worked it out, i changed the ThingRequestGroup in the ammo scanner from projectile to HaulableEver and they now load and fire, shame i cant filter to projectile but oh well if it works that will have to do, the fix will be in the next patch which i already started working on, no eta, the patch is all changes to the weapons, no reactor stuff
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Thorbane on March 27, 2018, 09:35:04 PM
Is the reactor supposed to emit radiation while running?  Because I have a radiation detector next to my reactor and it's not doing anything.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on March 28, 2018, 04:19:42 AM
On a normal running no.
Only when you overload it and the it got damaged like you need to do for some research projects.

Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Facepunch on March 28, 2018, 10:41:27 PM
I may be "Special" here, but uh, I can't figure out how to upgrade reactor components. I researched all the upgrades, clicked the icons that pop up when you select the reactor, and nobody seems interested in upgrading it. Not even a popup when I right click it.

Edit: Perhaps Im not as dumb as I think (Or perhaps I'm digging myself deeper into this hole), I finally got a popup, seemingly completely out of the blue, that says, "Cannot upgrade Reactor Type A (coreUpgradeFail)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on March 29, 2018, 02:38:05 AM
Didn't used Rimatomic's for a while so i may be wrong.
You just need to select the core, then you got button for upgrade's.
And the reactor need to be shut down so your pawn's can work on them.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: DooMJake on March 29, 2018, 12:11:47 PM
Did you forget to build the upgrades?
That happened in my first try
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Facepunch on March 29, 2018, 02:03:28 PM
Quote from: DooMJake on March 29, 2018, 12:11:47 PM
Did you forget to build the upgrades?
That happened in my first try
That was the issue...Didn't realize I had to build the upgrades. Thanks.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mehni on March 29, 2018, 02:39:11 PM
Just wanna express my admiration for this mod. It's polished from start to finish and just really enjoyable to play with.

I have but one teeny-tiny remark: when starting a reactor with flux levels at 0, it warns about "no cooling". This worried and confused me, because I absolutely had cooling. Then I learned to stop worrying and love radioactive fallout so I cranked that baby up to 100% and it purred like a puppy.

Definitely keeping this mod for my runs, because I love everything about it.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 29, 2018, 02:59:18 PM
Thanks!, the no cooling alert is a bug i have fixed for the next patch, done some other fixes, fixes for CE, added extra bits of info here and there, extra stockpile filters, few number tweaks, and re-coded all of the energy weapons from scratch, always something that could use more polish!
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on March 30, 2018, 05:48:18 AM
Hey. I liked this mod.

There are several things that were lacking IMHO
1) battery capacity. Basically I can surround my base with batteries for it to be enough. I suspect a bigger battery is needed as Rimatomic battery doesnt offer much capacity. it IS a problem on small maps.
IMHO 25K battery with same or bit larger size would solve this. As an end game solution.

2) I have dire raid mod and Glittertech and in very late game honestly 20 batteries were not nearly enough for ONLY 3-5 obelisks AND their power is a bit underwhelming. one fully upgraded obelisk shot does ~1\4 damage to one guy and there is like 80-100 of them. I dont think Obelisk is something that should be so easily to tank.
I think that obelisk should only hit torso and not limbs.. with more damage.. IMHO
Maybe tweak the module to +100% power +100% energy?

3) Manual target selection does not work correctly sometimes. I wanted obelisk to fire on neutral muffalo and it didnt fire. Yes, console was manned  :D

4) Railgun is kind of underwhelming... Lots of space, lots of recharge.. didnt like it. Didnt try depleted uranium though

5) There was a bug where I sent nuclear missile to refugee camp... for whatever broken reason I had. It didnt explode and ICBM icon just stuck on top of the camp even after it dissapeared.


Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 30, 2018, 12:12:57 PM
mhmm all being changed for the next patch.

The original idea wasn't really to make you stack up hundreds of batteries but to have a reason to build larger reactors that can produce megawatts, but people would like to use the energy weapons without needing a type V reactor brimming with MOX fuel so i have changed all the numbers for the next patch, faster cooldowns and smaller pulse sizes, the pulse size was based on the range to target which was a feature i added so you could control the power usage but i scrapped that and its all flat numbers now, i also re-coded all of the energy weapons from scratch so targeting and a few other things should work better.

The problem with the damage numbers is that i don't play with mods so i don't know what modded gear and tech there is and what numbers they all have, i just go by whats in the base game which i know everyone has, i just did a quick test to check again and the obelisk at its default 80 damage almost always 1 shots every merc i spawn which is what i'm aiming for, these directed energy weapons are 100% accurate in any weather or light so its hard to compare it to a normal burst firing weapon that has massive variations to accuracy, and you can consider something like an arm shot on a juiced up merc as a miss, at least in the next patch you will be able to spam a lot more shots at those bigger modded raids.

The railgun wasn't really meant to be used in your own map very much, that's why i gave it such a large minimum range, and while the shell is comparable to an ordinary mortar its something like 4x faster, more accurate, and can hit a map 40+ tiles away so the main role is support for caravans and raids on other bases, the DU sabot rounds pack quite a bit more punch, and if you have 3 or 4 railguns loaded with DU rounds you can waste an ememy base in a single barrage, kind of like a reusable orbital bombardment. In the next patch i limited it to line of sight because of the round velocity but reduced the minimum range and pulse size, and i fixed stuff like multi-select on fire mission targets. I'm also testing a new type of short range railgun for the next patch which will be the new high end weapon that makes use of megawatts.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on March 30, 2018, 12:56:31 PM
QuoteThe original idea wasn't really to make you stack up hundreds of batteries but to have a reason to build larger reactors that can produce megawatts, but people would like to use the energy weapons without needing a type V reactor brimming with MOX fuel

Hehe, thats maybe because of the regular gameplay.
When you build your (first) reactor core and fuel it up completly, you get a hugh poweroutput. Compared to other regular Rimworld power generators thats more power you ever need.
Only a few mod's (GlitterTech at example) are in need of that many power.
Thats why a normal player don't think to upgrade the reactor when he got 70k surplus power.
But 70k are for Rimatomic's Energy weapon's not enough.
Maybe you should mention this stronger at the descriptions :-)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: DooMJake on March 30, 2018, 02:04:53 PM
I got a few ckracked fuelrods in my... experimentation for the reactor shielding tech. Do there still work at producing energy or what am I supposed to do with them?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 30, 2018, 02:07:57 PM
toss them into a storage pool or take them off map and abandon them or launch them into the sea or stick them down a mine shaft
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: DooMJake on March 30, 2018, 02:10:38 PM
Okay will do. This planet is polluted anyway...which is in no way related to my tests. No matter what the other colonists say.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on March 31, 2018, 10:01:51 AM
By the way I didnt notice obelisk had 100% accuracy, its worth mentioning for new players in the description)

Nice idea with railguns, will definetely try it out.

Another thing I wanted to suggest is to mention how exactly powerful 100% heated radiator is compared to normal electric heater. Like 2x, 3x, etc. Current description says "to heat up large bases" and its kind of unreliable description.

I have some suggestions about nuclear waste

imho waste has too small of an AOE... shouldnt it be crazy radioactive and penetrating walls?
Oh! And maybe radioactive waste will deteriorate unconditionally (always)  and release some crazy radioactive unremovable \pools of waste.. unless contained
How about using nuclear waste to make buildable..how to say it, dig a hole and pour waste there. Massive radiation to give enemies some nice debuffs. Because why not
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on March 31, 2018, 10:48:55 AM
added that obelisk and tesla coil are 100% accurate to the descriptions
adding a research step to the railgun that requires you to perform a fire mission to complete it
i'll just remove the base heating part from the radiator description, its really not made for it, it was just a side effect, they are actually just mini cooling solutions for cramped bases or if you only need a small reactor setup like early game or something which is what i use them for
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: coldcell on March 31, 2018, 11:07:11 AM
This mod adds stuff mostly to end game? Will AI make sure of the (presumably OP) new weapons to keep the balance of power?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on April 01, 2018, 04:23:56 AM
To mid game mostly, but buildings are somewhat costly 
AI name is dubwise56 :)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on April 01, 2018, 04:26:52 AM
Quote from: dubwise56 on March 31, 2018, 10:48:55 AM
i'll just remove the base heating part from the radiator description, its really not made for it, it was just a side effect, they are actually just mini cooling solutions for cramped bases or if you only need a small reactor setup like early game or something which is what i use them for
I quite like radiators in winter maps, because they are more space-efficient and less laggy then 10 heaters per each room  ::)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mehni on April 10, 2018, 07:12:25 AM
I noticed that pawns have a tendency to build a roof over the cooling tower when it's placed touching a wall. The cooling tower then stops working, because it's under a roof. It's then impossible to remove the roof with conventional methods, because the tower is too big and pawns can't reach the centre.

Simple fix, inspired by the wind turbines XML:


<building>
<ai_chillDestination>false</ai_chillDestination>
<allowAutoroof>false</allowAutoroof>
</building>


The latter tag is what does the magic, the former prevents trade caravans/thrumbos from hanging out near it (if it's placed away from other colony buildings). Not necessary, but would make sense.

In continuation with the polish, I noticed it's possible to create MOX fuel early on. It might be better to lock this recipe behind the Plutonium processing, as there's no method to obtain the required materials for MOX fuel anyway. Currently it's unlocked together with regular uranium fuel rods.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Wanderer_joins on April 10, 2018, 07:57:26 AM
Seems interesting, and extremely well done.

What about changing the ship requirements to introduce some plutonium in the ship reactor recipe or to add a few RTGs? Whereas it's exciting to build an atomic plant, power is cheap in Rimworld, i get all the OP weapons and stuff, but a Rimatomic ship would change the end game conditions.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on April 10, 2018, 12:49:04 PM
Quote from: Mehni on April 10, 2018, 07:12:25 AM
I noticed that pawns have a tendency to build a roof over the cooling tower when it's placed touching a wall

fixed for next patch, i swear i had the autoroof node on the tower before because that's one of the first things i checked, must of got mulched when i was moving things around one day
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on April 10, 2018, 12:51:55 PM
Quote from: Wanderer_joins on April 10, 2018, 07:57:26 AM
Seems interesting, and extremely well done.

What about changing the ship requirements to introduce some plutonium in the ship reactor recipe or to add a few RTGs? Whereas it's exciting to build an atomic plant, power is cheap in Rimworld, i get all the OP weapons and stuff, but a Rimatomic ship would change the end game conditions.

don't really want to mess around with base game content, sticking with reactors and weapons for now
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on April 10, 2018, 02:40:44 PM
And the ship reactor is based on Antimatter anyway. :-)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Sliderpro on April 13, 2018, 07:47:12 AM
Yeah antimatter reactor which produces how much?  ;D
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Mehni on April 24, 2018, 10:40:22 AM
What are your thoughts on an optional "Reactor Manager" job? Have a research capable pawn man the reactor console and keep power output within optimal limits. If they leave, set power production to the last level/last peak consumption/last player set-value.

It's busy work for pawns, but they're the ones with 8 intellectual, not me. I'd sacrifice pawn time for a more hands-off approach.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on April 24, 2018, 11:22:16 AM
I am sorry, but that is a job for a rather simple electronic circuit not a pawn.

A pawn is needed at accidents/malfunctions but not to press or turn a switch every 5 min.
But maybe a pawn can modify the reactor console with his skills, so it can work with +-50%.
The effect of the modify slowly move back to 100%.
And a modified console should have a higher chance to break or cause a malfunction event.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on April 24, 2018, 12:34:59 PM
i'll just change the gradual curve to a flat one with a sharp falloff at the end, i added lots of detailed scales and curves for reactors and weapons, but im trimming it all down now in the next patch, less fiddly numbers more zap zap
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: leo94 on April 29, 2018, 07:42:18 PM
Someone PLEASE PLEASE PLEASE HELPP!!!!!!!!!!!

I researched rimatomics and was trying to get the energy weapons going but I am getting stuck at build a weapons research bench. Even after I build it, it shows the step as pending!! Please help. Would really appreciate anyone's response.

Thanks in advance.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: monkmith on May 05, 2018, 10:57:48 PM
having an issue, i'm trying to progress through the initial weapons research and i've hit the final step where it says to build a prototype ppc.  i built a ppc, its charging, its on the same power grid, but the research isn't progressing.

edit: nvm missed the bit where it says it needs to fully charge first. 
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: The_Spare_Ace on June 02, 2018, 06:04:20 PM
Quote from: leo94 on April 29, 2018, 07:42:18 PM
Someone PLEASE PLEASE PLEASE HELPP!!!!!!!!!!!

I researched rimatomics and was trying to get the energy weapons going but I am getting stuck at build a weapons research bench. Even after I build it, it shows the step as pending!! Please help. Would really appreciate anyone's response.

Thanks in advance.
Is the Weapons Research Bench by the Rimatomics Research Bench?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on June 05, 2018, 05:11:47 AM
Hi, long time customer here-- I'm working on a patch that allows you to build Building_PPC things with metallic stuff, to conserve steel and presumably boost HP (still testing that). I've had some success, but with current non-white textures, the final muddy effect is so unpleasant I feel like I'd rather rebuild my tesla coil(s) after every battle. Obelisks and PPCs in particular are near pitch black.

I know there's a lot of weapons rebalancing in the works, but I'm still interested in seeing this to fruition. However, to make the textures look nice, I need to make some edits to the weapon bases, like the tesla coil. I don't want to ruin the excellent textures, so I'd like to ask for access to the building texture source files, assuming they're separated into layers.

Whattaya'say, Dubwise? I'm currently frequenting #rimworld-mod-development if you're anywhere near Australian time.

EDIT: I forgot to mention, PPCObelisk has an unused costStuffCount if you're interested in weeding out unnecessary nodes. It'd save my patch mod the trouble of removing it, if it was deleted.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on June 05, 2018, 08:27:59 AM
They are a combination of illustrator and photoshop and the illustrator part where its coloured is messy and requires lots of editing in photoshop. It's easier to just make a mask file, dupe the textures append m to the end of the name open them and fill with red then they wont tint. And instead of doing stuffed versions i'm adding a shielding/armour upgrade module in the next patch and generally increased hp, not decided what the effect is yet, possibly supercapacitor plates that use power since i reduced all the pulse sizes substantially, or it may be consumable.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on June 05, 2018, 09:20:52 PM
Ah-ha! Armor plating is precisely what I was looking for originally, although I have to say, the solid gold tesla coils looked like they had something going for them. Masking is a great idea, but I guess I'll settle for patching in reduced build costs to offset the HP problem for now.

I hope to see an update or beta release soon! And just an added nitpick, the tesla coil's pylon seems to be a bit long at the bottom, even peeping out from under the lowest electrode.

EDIT: For some reason I keep working on this:
(https://media.discordapp.net/attachments/215496692047413249/454278681855000586/backinbusiness.PNG?width=401&height=283)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on June 06, 2018, 07:09:18 AM
Just a dumb idea, if you can made out of depleted plutonium/uranium, does the attack that comes too close be damage by radiation ? :-)
Yes i know these arn't building materials, just hypotetical.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on June 06, 2018, 07:27:27 AM
DU is fairly safe, you have to smash it to dust and inhale it really. Plutonium not so much but the way to do it would be to place spent fuel in your kill box or outside walls of your base and use shielding and a bit of space to make sure colonists don't get zapped.

Also i'll fix that tesla graphic, i need to resave every graphic anyway to fix the white matte that photoshop defaults to
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on June 06, 2018, 11:48:21 PM
Quote from: Canute on June 06, 2018, 07:09:18 AM
(on building out of depleted uranium / plutonium)

Armoring things with radioactive materials seems like a bad idea since your own animals and colonists will be the ones spending the most time around them. Nuclear waste dispersal traps that intentionally provide massive doses of radiation (like gamma traps in Fallout 4) might be a neat idea, but in reality, this would leave the contaminated areas unusable for any other purpose.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on June 07, 2018, 02:49:12 AM
Who care's about a little bit of the terrain, when the tiberium spread over the whole world ? :-)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on June 08, 2018, 01:09:47 AM
Hey Dubwise, I finished my patch. Mind if I uploaded it to the workshop as an interim solution for armor?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on June 08, 2018, 11:39:15 AM
I don't mind, people rarely ask lol
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on June 11, 2018, 07:33:18 AM
Uploaded! Now this is unrelated, but having played some hardcore PPC-blazing RimWorld these past few days, I have to ask: whatever happened to custom pulse sizes? I seem to remember in A17 being able to change the power setting on tesla coils and obelisks, but as of right now, my tesla coils are slaughtering valuable prosthetic donors and my obelisk is vaporizing anything with less mass than an elephant. I know this'll be partially solved with the next update, but was there implementation problems that resulted in the rolling back of power/range setting gizmos?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on June 11, 2018, 01:46:11 PM
i shouldn't have removed the settings in the last update really, i planned to do another update quickly after but it ended up being stretched out to half the mod being rewritten, you can still use an older version to get the settings back, everything has changed in the next update, i'll see if i can get some less than lethal options added to help round up prisoners
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on June 12, 2018, 02:18:46 PM
Could you allow us to turn the buildings which have an entrance on only one side? I forgot about it and now my storage pool is pointing in the wrong direction.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on June 12, 2018, 02:35:01 PM
yeah i'll have to remake the graphics and animation but a few people have asked for it, it will probably look flat and 2d though
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: bartekkru100 on June 13, 2018, 04:53:50 PM
Hi, is there any patch to make railguns work with combat extended?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on June 13, 2018, 05:44:14 PM
How can I stop a fire mission on my railguns? Even if my colonist leaves weapons console, the railgun continues to fire. "Stop forced attack" only works if you aim at targets on the same map.

Edit: Nevermind. Tick and untick "Hold fire" did work. But maybe the guns should stop the fire mission, when the weapon system operator leaves the console.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on June 13, 2018, 06:17:41 PM
next version works with CE, had to change the scanner for projectiles, and all the guns have been recoded, hopefully fixes targeting problems like that
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on June 13, 2018, 07:32:15 PM
Okay, sounds great :)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Jan2607 on June 15, 2018, 04:54:08 PM
The ALC doesn't work on a railgun. According to description, it should decrease the cooldown time by 10 seconds, but cooldown is still 28 seconds.
And about the ICBM, when I needed to testfire the ICBM to gathering weapons data, I thought I will need only one ICBM to complete that task. But it completed the task only to 80%, so I will need another ICBM. Could you change it, that one missile is enough for it? Because they are really expensive to build.

And two questions:
1) To get enough plutonium to get more fuel then I use do I have to process it at exactly 50%? I processed 12 fuel rods at 47-48% and got only around 150 plutonium out of it. To make 12 new MOX rods, I need 240 plutonium.
2) How long does nuclear waste emit radiation? I noticed that at some point my detectors won't go off anymore, but after how many time?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: hnnk on June 27, 2018, 05:44:15 PM
I'm having trouble in getting the railgun loaded. When trying to give a pawn prioritized work it says "No Space"

(http://p.henkee.se/WHYNOSPACE.png)
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on June 27, 2018, 07:21:47 PM
what does the magazine capacity say?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: hnnk on June 28, 2018, 05:14:48 PM
Quote from: Dubwise on June 27, 2018, 07:21:47 PM
what does the magazine capacity say?

I actually deconstructed the railgun and built a new one. Yesterday before I got to bed it had the same problem but now it seems like it doesn't.

(http://p.topoffic.eu/itworksnow.png)

Still not sure what the problem was (I had removed the roof which is visible from the first pic). But since it works now, screw it. Now I'll get to try it on a rabbit or something.

EDIT: Now it wont fire instead.
Any thoughts? Trees in the way?
http://p.topoffic.eu/railwontfire.jpg
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Canute on June 29, 2018, 03:05:49 AM
Maybe the lucky boomrat is inside the minimum range ?
Railgun is an ultra-longrange weapon.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on July 04, 2018, 11:36:05 PM
Quick question about cooling. As previously mentioned, I'm working on a translation, and I came upon a perplexing description for coolant pipes:

"Pipes for pumping coolant from the reactor to cooling systems."

Generally speaking, I believe the word "reactor" would point more to the core than the turbine, but is there perhaps any hidden or planned functionality to directly cool a core in case a steam pipe or turbine is suddenly lost? I just want to make sure my translation is accurate gameplay-wise.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Dubwise on July 05, 2018, 07:25:30 AM
just a typo, and i wouldn't translate the b18 version, i changed loads of stuff for v1 and im still changing stuff, its up on steam already here https://steamcommunity.com/sharedfiles/filedetails/?id=1419798604

I also just made my new mod Rimefeller for v1 public here https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on July 05, 2018, 09:09:43 PM
Okay. I appreciate the fact that V1's getting some upgrades, but I want to finish my current B18 playthrough that's supposed to be in a video series, and I need a B18 translation to make it more palatable.
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: Ian_Suffix on July 09, 2018, 06:01:48 AM
I may have discovered a Thing settings problem in my translation testing. It seems that radioactive slag is unhaulable (yes, I set a dumping zone with waste products all active), which made for a sad spectacle in my hospital where burn victims were being continuously fried by nearby slag.

If slag is based off of steel scrap, then it needs a hauling widget added to it.

EDIT: Also, after researching actuators, motors, and servos for an accurate translation, I'm mostly convinced the "Drive Actuator" should be "Drive Servo" or something, as apparently actuators produce linear motion.
EDIT: Also, also, am I correct in assuming the "Reactor Alert!" sidebar message is hard-coded into English?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: VincentJ on July 13, 2018, 01:16:24 PM
Quote from: Dubwise on July 05, 2018, 07:25:30 AM
I also just made my new mod Rimefeller for v1 public here https://steamcommunity.com/sharedfiles/filedetails/?id=1321849735

Hello Dubwise

I'm very interested by your new mod rimefeller, but you only can use it if you have the v1 on your computer, no ?
I only have early access game on mine, I haven't read nothing concerning a release, like a declaration from the ludeon studios

How can I help you to test rimefeller ? A page for this mod should be created somewhere, don't you think ?
Title: Re: [B18] Rimatomics - Nuclear Power | Energy Weapons
Post by: hnnk on August 15, 2018, 05:23:04 PM
I have some questions.
I built a reactor and felt like the king of the world. I had power.

Then the fuelrods started to deplete and I didn't quite know how to fix. I began to empty the reactor and then a few of my pawns got radiation sickness and 2 died. Oops.

Now I have mitigated the problem by building i whole lot of chemfuel reactors and solar power and now I'm all set but its not scalable and I want to do the Nuclear dance.

Is it possible to assign pawns to look after the reactor because I dont want to equip everyone with radiation suits. Is there any best-practise post anywhere you can get some pointers from?

Title: Re: [B19] Rimatomics | Rimefeller
Post by: Dubwise on September 08, 2018, 10:30:04 AM
B19 version of rimatomics and rimefeller now up

Sorry for not replying in a while notifications got turned off again

Rimatomics still needs some work, but the weapons reactors and nukes should all work, upgrades are iffy, need to fix lots of strings and stats

Main changes are:
Some new graphics
New reactor UI with fuel type selection & fine adjustment for the control rods
New chain-reaction code for cores
Fuel storage pool can now be rotated
New nuke blast code, fixed a bunch of world object problems.
New stockpile filters for cracked & processable fuel
Added Pu count & cracked status to fuel inspect tab
Radiation absorption changed to use the hp instead of stuff type
Added blast doors and DU wall with 1000hp
Re-coded all of the energy weapons
Railgun is now line of sight but has a very small minimum range
Simplified weapon range & damage
Large reduction to cooldowns & pulse sizes
Changed most of the upgrade stats to fit the new flat pulse sizes, still needs work
Made weapons stuffed so they can be made with composite from Rimefeller
Added kill counters & rank patches to weapons
Changed weapon pulses to spread evenly across PPC's
Changed a bunch of weapon names & added fluff
Added the marauder
Title: Re: [B19] Rimatomics | Rimefeller
Post by: BluealienWilson on September 08, 2018, 06:45:33 PM
Will you be uploading non-steam downloads soon?
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Dubwise on September 08, 2018, 09:17:56 PM
they are already there
Title: Re: [B19] Rimatomics | Rimefeller
Post by: BluealienWilson on September 08, 2018, 10:56:09 PM
Ah, I'm just being stupid, for some stupid reason I didn't bother to go over the large orange 'Download Rimatomics' text  ;D
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Dubwise on September 15, 2018, 08:53:24 PM
updated rimefeller to .195, added idle power modes for everything and fancy status lights
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Probe1 on September 17, 2018, 06:24:40 PM
I have no idea how to set up my PPC's.  When one turret uses energy it depletes the amount from all of them.  Can I see an example design?
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Dubwise on September 17, 2018, 07:23:17 PM
https://steamcommunity.com/sharedfiles/filedetails/?id=1515875356

as simple as that really, the pulse will draw evenly from all connected ppc's
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Probe1 on September 17, 2018, 08:55:34 PM
Thanks.  I'll take another look at it.  My issue was they being drawn evenly alright.  Every PPC connected to the same powernet was losing the same amount of watts.  No matter how many I had, each would lose x watts every time something fired.  I must have misunderstood what I saw or if I was right, it must be a mod conflict.
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Dubwise on September 17, 2018, 09:03:34 PM
yes that's correct, the pulse will be drawn evenly from all connected ppc's on the same power net, if you have 4 ppc's and 1 obelisk then when it fires a 1kw pulse will be drawn from all 4, at 250w each
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Geck099 on September 30, 2018, 06:07:25 AM
Good Day, Gents

Potentially noob mistake here but I am getting no bill to make turbine blades in the Rimatronics machining table.

Am i doing something wrong or is there a known bug? Have researched everything in order, built cooling tower, but cannot build the turbine?
Can anyone shed some light on whats going on?

EDIT: the game was not seeing the cooling towers - seems to only propagate the turbine blade bill to the machine table once its "seen" the cooling towers - OP maybe this is something to consider, it definitely stopped me until I debugged the research list for Nuclear power. Orrr im still being a tool. :)

Regards
The Gecko
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Dubwise on October 03, 2018, 06:09:13 PM
updated rimefeller, added b19 and 1.0 versions.

New graphics for all of the refineries.
Buffed synthamide's stats a little.
Rimefeller materials are now filtered out of resource pods.
Rimefeller stuff is no longer used by the map gen to make walls, no more rainbow raider bases.
Added a resource console, it has to be manned by a crafter for refineries and crackers to run.
The console has to be built before you can see the shallow oil grid.
Moved deep drilling behind ground radar research, and the deep oil grid now requires a ground radar to become visible.
Added a steel as fuel cost to derricks during the drilling phase, the deep well costs more, once its complete there is no more steel cost.
Added random pipe breaks with oil spills, and earth tremors from excessive drilling.
Added advanced component costs to the higher tech refineries.
Added power modes to the crude cracker, the general power cost per fuel is increased.
Changed the well pressure, the rise is linear which makes it easier to build up.
Deep wells have higher max pressure.
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Moo on October 06, 2018, 11:45:00 PM
How long does it take a reactor to start up? I've got everything built and fuel rods loaded, but it's been sitting at "starting up" for like 15 minutes

screen shot: https://imgur.com/a/x66oL4e

Any ideas?
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Dubwise on October 06, 2018, 11:53:28 PM
all the buildings need power to work, no status lights means the core is unpowered
Title: Re: [B19] Rimatomics | Rimefeller
Post by: Moo on October 07, 2018, 12:10:02 AM
Doh, they were connected to a line on a switch that was turned off. Thanks XD
Title: Re: [B19] Rimatomics | Rimefeller
Post by: crusader2010 on October 14, 2018, 02:44:46 PM
Hi! I find it strange that pawns cannot research, at the same time, at both the Rimatomics bench and the vanilla one. It's like only one research task can be active per map/colony/etc.

Constructors and crafters do it properly, but when it's about researching, pawns need to be forced to work on the Rimatomics bench.
Can you do anything about it? Right now I need to stop the common research to be able to do this one "by default".

Thanks :)
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: crusader2010 on October 18, 2018, 05:30:22 AM
Hello again. Got some questions about how to use this mod.
1. How do you make depleted uranium? I've researched nuclear power and built the first small reactor that is outputting around 10k power, but don't have the materials to isolate it.

2. How do normal stone/steel/wooden walls fare against radiation? Do they get completely ignored?

3. Could you make at least some of the items from this mod able to be reinstalled to some other place (i.e. Without having to reconstruct them over and over again) ?

Thanks :)
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: viperwasp on October 18, 2018, 04:12:41 PM
Does anyone know if the oil miner or whatever it's called in this mod does it get resources unlimited? Or does it run out like the Vanilla Deep Miner thing? I kind of hope it's unlimited. I want a way to get endless Plasteel which I think I can with this mod via crafting? Thanks this mod is awesome.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Adamiks on October 18, 2018, 07:29:39 PM
Hey, could you add a non-steam download for 1.0 versions?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: crusader2010 on October 22, 2018, 05:32:05 PM
Can anyone tell me what to do in order to upgrade a Tesla Coil with a SCAD (or any other upgrade part)? Pawns don't have any special jobs on the coil and I've tried everything I could think of and still cannot find how to use the upgrades on an energy weapon. Thanks
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: ptx on October 22, 2018, 05:47:00 PM
Does your numerous pipes still connects to each other? Like your Bad Hygiene mod's pipe connects to Rimatomics' reactor coolant pipe when they are on the next square. So routing those two pipes system requires some planning. Your hot steam pipes is on different layer though, and it's generally very short distance.

And maybe you could take over Cupropanda's Alloy mod, or take a few of the resources in that mod, namely Lead for Rimatomics radiation protections, and Bismuth for RTG production.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on October 22, 2018, 07:42:20 PM
still never getting notifications for posts on here, best to find me on steam or my discord since the notifications for the forum never come through and i don't check here for days at a time.

The pipes for each mod don't connect, they overlap, i just checked it by running pipes from all 3 mods over each, if they are connecting for you then something went wrong with your install or download or mod conflicts or buggy mods, the usual suspects.

I can't add materials from other mods, that would require everyone have that mod, you can mod the costlist's yourself to add materials from other mods though

To install mods into the energy weapons you first finish the weapon project, then the project for the module, then craft the upgrade at the rimatomics machining bench, and then click on the weapon and click the button for that upgrade to designate it to be installed.

The oil reservoirs are unlimited, but the wells have a pressure value which drops when its used, and rises again when its shut down, so you just have to manage a few wells to make them last forever.

To make depleted uranium you need to research fuel processing, that should tell you how to go through the process with the result being DU and plutonium

The hitpoints of a wall or door decide how much radiation is absorbed, with 1000hp being 100%, then each extra wall it has to pass through reduces it again
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: vandal on October 22, 2018, 08:47:45 PM
can someone post their complete setup when they get everything put together?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: crusader2010 on October 23, 2018, 02:37:46 AM
Thank you @dubwise. Unfortunately I do not see any upgrade button on my tesla coils. They were built before and can only to change camo, build a copy, a battery (sacs or something) and that targeting radar (tacs or something). I'm on the last step of the SCAD research and can't complete it because of this.

Do other turret mods usually conflict with these energy weapons? :(
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Naji on October 30, 2018, 05:05:01 AM
No non-steam Download link?  :'(
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on October 30, 2018, 06:35:19 AM
Naji,
put on your glasses.
The non-steam download link is even bigger then the steam one.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: IZ2bSA80 on October 30, 2018, 07:40:53 AM
It may be bigger but that link is very confusing because it uses the same style as 'Old Version' and 'What exactly is it?'. It took me a while to understand that the steam link wasn't the only link available.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on October 30, 2018, 11:48:03 AM
changed it
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: NoCanDo on October 30, 2018, 12:55:03 PM
Rimatomics tab shows a blank screen. What am I missing?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on October 30, 2018, 01:12:02 PM
You need to research Rimatomics at the regular research first.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Jiro on October 31, 2018, 08:35:05 PM
Does Rimefeller work well with Industrialisation?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on November 01, 2018, 03:52:05 AM
Since Industrialisation isn't on the forum anymore i can't play it, but i think why not.
Rimfeller use different resource.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Hollah on November 23, 2018, 01:29:54 PM
The links to the zip files are broken.
thank you.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on November 23, 2018, 04:20:54 PM
No problems here, use a different archive tool maybe.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Alchemist on November 24, 2018, 05:32:40 AM
Totally love these mods! 
(also thanks for removing that 16-18 construction/crafting skill requirement, it was a bit ridiculous to maintain)

But I do have a small bug report: obelisk lense module seems to not work. It displays improved range and lets you manually designate the target within it, but the weapon doesn't shoot until the target is closer. On the other hand, it shoots closer than the displayed minimal range. And the circle appearing when you hover over valid targets - it still obeys the range without the lenses, as the weapon actually fires. (tried to disable all other mods - the result is still exactly the same)
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Engager on November 24, 2018, 10:39:02 AM
Yep, i have same problem here. Screen: https://ibb.co/kizf0V . I've checked out mod xml files and found record in Buildings_E_Weapons.xml that range of the unupgraged beam is 40 tiles (serch for <defname>Obelisk_Laser</defname> to find the place). On the other hand upgrade must increase range by 15 tiles (Rimatomics_CUpgrades.xml, <defname>ResearchObelisk_LenseModule</defname>). I've loaded the game and checked those values, indeed, it fired exactly 40 tiles as without upgrade, but shown weapon range is exactly 55 tiles, so it's only visual range had increased while beam range remains the same so it tries to fire at long ranged as supposed to, but weapon mounted on the building still has that 40 so no fire...
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Vyatich on November 25, 2018, 09:08:36 AM
Hello, Dubwise. No steam version is no longer supported?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on November 25, 2018, 09:23:22 AM
Mosttimes he use steam user as beta dummy since the workshop can keep the mod better upto date.
Once he think he made a new stable release, he will post it at the forum.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Vyatich on November 25, 2018, 09:45:41 AM
Canute, thanks for the explanation.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on November 25, 2018, 11:35:06 AM
uploaded an update for Rimatomics, fixed the range upgrades on energy weapons finally, and the ADS sound effect getting stuck, also buffed the obelisk default range to match snipers, i think they changed in v1 but not sure
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on November 25, 2018, 11:41:11 AM
oh and i added support for a mod link feature where if you have the next version of hygiene running with rimatomics then you can enable water usage on cooling towers, meaning you will have to hook them up to water towers from hygiene, fill their 15,000L reservoir, and keep them topped up as they drift (lose water as steam), their cooling capacity will scale with their reservoir capacity. Also the next version of Rimefeller adds fuel pipe connections for gas boilers in hygiene, and fuel processors in rimatomics so their fuel comps get topped up directly from fuel tanks via pipes
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: sadris on November 26, 2018, 12:50:03 PM
Why isn't this oil well pumping anything?

The attached tank is completely empty.

edit: nvm my pipe was accidentally deconstructed.

[attachment deleted due to age]
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: canadus on January 09, 2019, 02:37:16 AM
hi there..

any idea of when this is gona happen ?

"oh and i added support for a mod link feature where if you have the next version of hygiene running with rimatomics then you can enable water usage on cooling towers, meaning you will have to hook them up to water towers from hygiene, fill their 15,000L reservoir, and keep them topped up as they drift (lose water as steam), their cooling capacity will scale with their reservoir capacity. Also the next version of Rimefeller adds fuel pipe connections for gas boilers in hygiene, and fuel processors in rimatomics so their fuel comps get topped up directly from fuel tanks via pipes"

Cheers
Canadus
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on January 09, 2019, 09:15:21 AM
i already added that, check mod settings
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: canadus on January 09, 2019, 09:26:29 AM
that sounds great.. thank you,,
what about
Also the next version of Rimefeller adds fuel pipe connections for gas boilers in hygiene, and fuel processors in rimatomics so their fuel comps get topped up directly from fuel tanks via pipes"
?

cheers :)
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on January 09, 2019, 11:01:10 AM
yes that's all already in, just tick the boxes in the settings
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: canadus on January 09, 2019, 02:23:21 PM
thats just fantastic.

thanks for your answer.. now.. im off playing rimatomics

thanks alot for making the mods..
cheers
canadus
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: MSP1978 on January 17, 2019, 07:40:56 AM
Hello,

i'm new to this mod, started it yesterday together with the star wars mods :-)
Is there an manual or informations what buildable part is what for?
I don't understand the different reactors for exsample :-)

I also don't know how to get the resources for running a reactor. I tested it with the dev mode how it could be but the reactor is only a black hole with parts in it, not like i've seen on the different pictures on the web.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on January 17, 2019, 07:46:57 AM
you can't really use dev mode to try it out, the best thing to do is play normally and go through all of the custom research which has pretty detailed instructions
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: 82ab53e4 on January 23, 2019, 03:09:05 AM
A feature request about Rimatomics. Bzzzt event with Rimatomics amounts of stored electricity is really crazy. No nukes needed after explosions like that. Can you add some kind of project about electricity grid safety?
I know about RT Fuse mod, but this mod is not designated for Rimatomics amounts.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on January 23, 2019, 03:23:44 AM
Normaly Rimatomic's batteries are short circuit proved.
Yep you be right such an event with the hugh amout of stored energy you need for the weapons would be devasting. Dubwise allready notice that early and prevent that.

If that still happen, you should post a logfile after that happen together with the modlist so he can invenstigate into it.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: moonra on January 23, 2019, 05:11:23 PM
Oh, so I should only have PPCs and no vanilla/mod batteries? Good to know.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Madman666 on January 23, 2019, 05:18:04 PM
PPCs aren't circuit proof. They blow just like vanilla ones do, but since they have more capacity, they blow with a bigger bang. Asked Dubs same question, he said if you don't wanna have nukes going off each time something shorts - manage your power grid properly (as in use separated ppc pockets, use transformers and etc.). You don't want to have many charged PPCs on the same grid, not cut off by a switch. Or use RT Fuses.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: moonra on January 23, 2019, 06:13:18 PM
Well, I'll keep them on a power switch like I was doing before, I guess.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: 2.71828 on January 23, 2019, 06:31:49 PM
Quote from: pryr on January 23, 2019, 03:09:05 AM
A feature request about Rimatomics. Bzzzt event with Rimatomics amounts of stored electricity is really crazy. No nukes needed after explosions like that. Can you add some kind of project about electricity grid safety?
I know about RT Fuse mod, but this mod is not designated for Rimatomics amounts.

You could use "SS Battery Fuse" (https://steamcommunity.com/sharedfiles/filedetails/?id=832328837) for that.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on January 24, 2019, 03:09:06 AM
Quote from: Madman666 on January 23, 2019, 05:18:04 PM
PPCs aren't circuit proof. They blow just like vanilla ones do, but since they have more capacity, they blow with a bigger bang. Asked Dubs same question, he said if you don't wanna have nukes going off each time something shorts - manage your power grid properly (as in use separated ppc pockets, use transformers and etc.).
Hmm i must have missed that question/answer.
So far i remembered at B18 they were safe.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Madman666 on January 24, 2019, 08:06:56 AM
Well i had 10 of them blow up, which resulted in couple dogs blown to bits, so i went to ask Dubs and he confirmed, they aren't short-circuit proof. When i asked him why and to make it protected, he declined and said i suck at power grid planning and i should use all the means mod offers. As in trasnformers, separate ppc pockets and separate grid parts, so if one blows, it won't be a disaster and explosion will be of manageable size.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Kori on January 30, 2019, 08:06:31 AM
With the latest Rimefeller update I have synthylene floor blueprints scattered across the whole map on former mountain tiles.
They appear in clusters of 2-6 tiles and cannot be canceled, only forbidden. The only way to remove them is with devmode.
Should I delete them?

[attachment deleted due to age]
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Kori on January 30, 2019, 04:39:58 PM
The replaced tiles were compacted machinery before the update.
When I disable Rimefeller and load the map they are back.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on January 31, 2019, 10:22:54 AM
I have uploaded updates for both mods

Rimatomics:
Added support for Combat Extended, Punishers can load and fire, HEL's can track and shoot down mortar shells.

Added drop pod scrambling to the ATOM upgrade for the TACS, enable on a SACS, prevents pods from landing in the center of the map.

Rimefeller:

-Added a mod setting to disable coloured materials, works with saves & defaults all materials to plain versions, useful if you don't care about colours or you are using Dubs Paint Shop.

-Completely changed the oil grids, but saves should still work & shapes shouldn't change.
-Oil fields are now single objects, wells tap into the whole field & it has a total capacity.
-Oil well pressure stays constant for a long time and then starts to fall, oil fields can regenerate.

-Resource console now has a custom bills tab, add bills for refineries to do work.
-Use the console to to set a min & max range on oil & fuel storage so wells or refineries stop running when the max is reached and start up again when the minimum is reached.
-Use the console to set a stockpile count for when to stop pumping fuel into cans.
-Limit the crafting skill level range allowed for the console manning job.
-Improved the job drivers for manning the console and drilling wells.
-Improved the fuel pumps, each pumps their own fuel rather than first empty spot on the net being filled to full first.
-Slowed down oil spills, but they now drain the oil field.
-Shrunk the power plant and reduced its power output but made it minified.
-Added a massive rotatable power plant.
-Added napalm refinery.
-Fixed remove pipe designator not showing the pipe grid.
-Fixed pipes not connecting to valves when flicked off.
-Other general refactoring and and tweaks and things i already forgot about.

If you like my mods and the updates then here's my donation page ;)
https://ko-fi.com/T6T6MYO0
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Kori on February 01, 2019, 10:26:54 AM
Will this update fix the compacted machinery on existing maps?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on February 01, 2019, 09:18:37 PM
i have absolutely no idea how that would have happened, nobody else reported anything like that, there must be a mod scooping up random resources to make terrain out of that's my only guess, if its to do with the coloured materials you can disable them in the mod settings now
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: 2.71828 on February 05, 2019, 06:55:22 PM
I'm only just really getting into both Rimatomics and Rimefeller, but I'm already having lots of fun with it. I was wondering, though, whether it would be possible to add further connections to your "Bad Hygiene" mod. For example, I think it would be pretty neat if you could use some of the waste heat of the nuclear reactors, or maybe of the new, bigger chemfuel generators, to heat water directly and feed it into your hot water system/boiler, either by adding a compatible pipe system and "heating capacity", or by adding something like a "heat exchanger" building you can place next to these bigger, heat producing machines, that can heat water piped through it. I guess that wouldn't be too useful if you already have a massive oil industry or a proper nuclear power setup going and have more than enough power to just use electrical heaters, but I thought it would be nice to have that option nonetheless. I think it would, for example, also make a lot of sense if you could do something like that with geothermal generators, maybe at the cost of lower power generation.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on February 05, 2019, 07:43:56 PM
people ask about that kind of stuff fairly often, i don't really have the time, but the thing is that you have so much excess power already that electricity is the best way to transfer energy from reactors to central heating in a controlled way, and if you are using rimefeller then you can just pipe chemfuel directly into gas boilers which is the best way
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on February 06, 2019, 03:17:51 AM
In older versions i used Redist heat mod to transport heat from the radiator room to my base.
But Redist heat mod currently don't works well anymore and the mod auther don't got the passion anymore to work on it.

When i tried to use a Radiator on 1.0 it put my base on fire. A 5x5 Radiator room connect to a 25x25 garden room, connected with 5 vents.
The resulting temp. even melt down the radiator itself (+1000°C). As engineer i miss a safty circuit to prevent a self destruction.

But honestly the hygiene mod allready got good/effective tools to heat/cool your base. And Rimfeller or Rimatomics give you so much power to operate it without problems.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: 2.71828 on February 06, 2019, 12:01:30 PM
Quote from: Dubwise on February 05, 2019, 07:43:56 PM
people ask about that kind of stuff fairly often, i don't really have the time, but the thing is that you have so much excess power already that electricity is the best way to transfer energy from reactors to central heating in a controlled way, and if you are using rimefeller then you can just pipe chemfuel directly into gas boilers which is the best way

I guess I should have known.  :D I just didn't know how difficult/time-consuming it would be to implement that, so I thought I'd ask anyway. I'm also always RP'ing a bit, so I try to save energy wherever possible, and try to "waste" as little oil as possible (as in not burning it and instead turning it into Synthamide and friends), too. I should probably upscale my nuclear plant a bit, anyway. I currently have 9 fuel rods in the smallest reactor available, running at ~25% flux (?) because I'm scared about blowing my colony to kingdom come. When I get to the weapon systems, I'll need a lot more power than the ~17kW that my current setups provides, anyway, I presume.

Quote from: Canute on February 06, 2019, 03:17:51 AM
In older versions i used Redist heat mod to transport heat from the radiator room to my base.
But Redist heat mod currently don't works well anymore and the mod auther don't got the passion anymore to work on it.

When i tried to use a Radiator on 1.0 it put my base on fire. A 5x5 Radiator room connect to a 25x25 garden room, connected with 5 vents.
The resulting temp. even melt down the radiator itself (+1000°C). As engineer i miss a safty circuit to prevent a self destruction.

But honestly the hygiene mod allready got good/effective tools to heat/cool your base. And Rimfeller or Rimatomics give you so much power to operate it without problems.

I'm actually using the "Climate Control" mod already to climatise my lab/drug/nuclear stuff room, and use radiators from the "Hygiene" mod to heat up the rest of the base (and cool my freezer down using "Hygiene"'s freezer unit), because I'm currently playing on a map where air conditioning is pretty much superfluous (boreal forest). The only thing that currently generates heat in my base is one of the buildings that deals with crude oil (either the derrick or a cracker; both are indoors), and at the moment I just dump any excess heat into the environment (a gas vent from "Remote Tech" gets turned on by a Heat Sensor Switch from "Power Logic" whenever temperature exceeds 20°C). That is probably over-engineered and/or wasteful, but I like building little "systems" like that...
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: christianmc1101 on February 07, 2019, 02:43:51 AM
What´s about adding some things of my idea into Rimfeller? The option to produce chemfuel out of energy would be a great addition (maybe even with Rimatomics?)
https://ludeon.com/forums/index.php?topic=47964.0
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on February 07, 2019, 02:51:22 AM
Gas is only the aerially form of oil. Basicly all the things you can do with oil you can do with gas based on carbon too.
But gas is harder to handle then oil.
So when the mod author replace oil with hydrocarbon resource, it would include gas too .
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: christianmc1101 on February 07, 2019, 11:16:52 AM
Not exactly (Natural gas is CH4, Oil is a mixture of different Hydrocarbon-chains), but I get it. I just want a Methode to produce that with power+water(+CO2) (and not so magic/easy like the vanilla one...) and buildable.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on February 07, 2019, 11:41:32 AM
Basicly you can create from (CO2 + H2) or CH4 any other hydrocarbon chain.
Currently it is rarely done, because it need alot of energy.

Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Dubwise on February 12, 2019, 11:35:04 AM
Pushed updates for Rimefeller and Rimatomics.

Rimatomics:
Added multiplayer support.
Added gore to marauder and punisher hits.
Increased armour penetration on marauder and punisher.
Added critical hits to tesla and obelisk.
Tesla and obelisk now only fry corpses if they get a critical hit.
Improved icbm - bug fixes, increased speed, draws over fog.
Increased icbm speed.
Made nuclear blast more deadly.
Added abort launch button on silo.
Added abort countdown on warheads.
Fixed research step check bugs.

Rimefeller:
Added multiplayer support.
Fixed oil grid saving.
Added pipe connection to pod launchers.
Added bill tab tooltips and an alert for the new bill tab.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: canadus on February 12, 2019, 02:16:03 PM
Thanks alot Dubwise

Apriciate your work :)

cheers
Canadus
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: f0xhunt on February 16, 2019, 10:15:19 PM
It's great that rimatomic supports combat extended. However, I found an enormous balance issue. Sythamide is balanced to be between hyperweave and devilstrand. Combat extended nerfs the hell out of them so they have sharp values of 44% and 52%, but sythamide has 160%. This is obviously ridiciously broken especially since combat extended changes the armor system and ammo is balanced around those values. It basically makes dusters close to the value of armor vests. I didn't realize this issue until I accidently made hyperweave hats and noticed they sucked for armor.

Anyway, I am going to add a small patch to fit synthamide to be between combat extended's hyperweave and devilstrand. That's if I figure out how to.

Edit: I did some small testing. I had one guy spray another guy in sythmide duster. With an Ak12 firing 5.45x39, he couldn't penetrate his armor. I know kevlar is effective at stopping bullets but it's not at all going to stop rifle bullets.

Edit2: Made the patch. Surprisingly easy. I just made the values right between hyperweave and devilstrand. It doesn't have code to check if Rimefeller is installed but that's a concern for Combat Extend. I'll move my discussion to their thread.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: IceAero on February 21, 2019, 11:28:28 AM
Quote from: f0xhunt on February 16, 2019, 10:15:19 PM
I found an enormous balance issue. Sythamide is balanced to be between hyperweave and devilstrand. Combat extended nerfs the hell out of them so they have sharp values of 44% and 52%, but sythamide has 160%. This is obviously ridiciously broken especially since combat extended changes the armor system and ammo is balanced around those values.

HA, I noticed this last week too!  I was making everyone hyperweave buttondowns to improve their armor, but ran out so I made some with sythamide...and noticed that it was outrageously better.  No way that was intended...made 10 more anyway :D
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: f0xhunt on February 21, 2019, 07:16:00 PM
Am I supposed to burn through 10kw of power every time I fire the marauder? I can't fill up the batteries up fast enough to keep up with the cool down.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: christianmc1101 on February 22, 2019, 09:48:04 AM
Can you make an automatic Biofuel refinery where you just need to Put in the plant Matter you want to refine?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on February 22, 2019, 10:49:57 AM
With these 2 mods ? No.
You can use
Project RimFactory together with
Industrial Rollers
to setup automated productions.

But Rimefeller you can get oil from the ground, pipe it to the refinery, connect that to the generators. And you can even get extra chemfuel and other building mats from it.

Title: Re: [1.0] Rimatomics | Rimefeller
Post by: christianmc1101 on February 22, 2019, 02:32:35 PM
That was a suggestion, not a question. I know that this mod can´t do this ;)
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: IceAero on February 23, 2019, 01:36:12 PM
Quote from: Dubwise on February 12, 2019, 11:35:04 AM
Pushed updates for Rimefeller and Rimatomics.

Rimatomics:
Added multiplayer support.
Added gore to marauder and punisher hits.
Increased armour penetration on marauder and punisher.

Using these weapons with Combat Extended still doesn't feel right...They are doing very little damage to Centipedes (less than 10% per shot).

I'm not sure if this is just an issue with the CE integration, or if maybe this is actually intended.  I have no idea how powerful they 'should' be in the CE-universe, but presumably it's more than that.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: f0xhunt on February 23, 2019, 06:00:22 PM
Quote from: IceAero on February 23, 2019, 01:36:12 PM
Quote from: Dubwise on February 12, 2019, 11:35:04 AM
Pushed updates for Rimefeller and Rimatomics.

Rimatomics:
Added multiplayer support.
Added gore to marauder and punisher hits.
Increased armour penetration on marauder and punisher.

Using these weapons with Combat Extended still doesn't feel right...They are doing very little damage to Centipedes (less than 10% per shot).

I'm not sure if this is just an issue with the CE integration, or if maybe this is actually intended.  I have no idea how powerful they 'should' be in the CE-universe, but presumably it's more than that.

I have the same experience. This shouldn't be the case. RPGs and LAWs do significantly more damage than the Marauder. The marauder is suppose to be shooting plasma which melts everything. Every if a single burst kills a centipede, I think it would be balanced by the cooldown.

I can understand why they are underpowered right now. Balance is hard and it takes a while for something to feel right.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Bunkier on February 27, 2019, 12:05:17 PM
Do you plan to add option to get nuked as an event to your Rimatomics mod? It would be cool.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on February 27, 2019, 04:11:56 PM
You want be nuked ? It it would be a bit realistic, it is game over for you, except you maybe got a mountain base.
Even a smaller nuke would destroy anything on your map.
When you want some tought bombard, try out the Orassan race mod, and made the Orassan your enemy. They will launch orbital bomb at you ! :-)
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Bunkier on March 01, 2019, 03:16:11 PM
I mean, the option for being nuked could be enabled in options or i don't know, only when you initiate it by comms or something like that to prevent being nuked as tribals or without a tech that lets you destroy incoming missles.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: aemeyer on March 04, 2019, 10:07:09 PM
I just FINALLY got done with a proper Rimatomics playthrough (everyone that wasn't a devoted ally was turned to ash and dust) and now I have get to start all over, with another great step in the process.
Thank you so much.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Jiro on March 14, 2019, 02:12:23 PM
"Incoming missile" flies backwards and makes a hilariously small explosion. It also comes up twice in dev mode. Not sure if it's my problem or something wrong with the mod.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Riddle78 on March 31, 2019, 09:55:08 AM
Quote from: sma342 on February 27, 2019, 12:05:17 PM
Do you plan to add option to get nuked as an event to your Rimatomics mod? It would be cool.

If hostile factions get their mitts on nukes,and point them at you,then I think an Antimissile System would need to be implemented,first. Because,as noted; A single nuke would wipe out an entire map,and since nukes are airburst weapons,you won't even need to see them on your map.

Also,relating to the other mod here; In Rimefeller's config options,the Fuel-to-Crude ratio. For me,it's currently set at 5-to-1. Does this mean five Chemfuel is made from one Crude,or the other way around?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Commander Beanbag on April 04, 2019, 01:16:03 AM
Hey, I'm using Combat Extended and Rimefeller together. I noticed CE creates some new stuff categories while also patching out the vanilla ones from most crafting recipes. Example, melee weapons use the new "Metallic_Weapon" category, and armor uses "Steeled". This makes Synth Composite rather useless, only for spike traps and basic structures. Is there anything that can be done on Rimefeller's end or does the fix have to be a patch on CE's end?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: MaxTKOA on April 15, 2019, 08:01:26 PM
I have some bizarre issue with Rimatomics that, for all I know, is unique to me. I've loaded it by itself, deleted and redownloaded Rimatomics and Rimworld, looked in the folders, tried to read the error logs. But I've been inexplicably unable to get Rimatomics to load any of the textures. I have no clue what's up with this. I can't make any sense of the logs, and I've seen no other indication of what's gone wrong. Log: https://pastebin.com/HiMiN9sZ
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on April 16, 2019, 02:42:19 AM
Hi,
that's why it is useful that you post allways the full logfile not just parts.

What version of Rimworld do you use, and what version of Rimatomics ? Did you download the master of github maybe ?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: MaxTKOA on April 16, 2019, 06:47:14 PM
I just deleted and redownloaded Rimworld, but I'm not entirely sure which version of Rimatomics I'm on. I know I redownloaded it within the past few days, though.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: WeissRaben on May 16, 2019, 02:43:32 PM
I have an issue with this mod. From one day to the other, the reactor console stopped loading its window. It went from its standard form to this:

(https://i.imgur.com/9ptfIw3.jpg)

The error console is a blaring mess of messages, but after the first one, which is

Exception spawning loaded thing ReactorCoreA583399: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.IntVec3>.get_Item (int) <0x000af>
at Rimatomics.Item_NuclearFuel.UpdateFuelRefs (Rimatomics.reactorCore) <0x0008d>
at Rimatomics.reactorCore.RefreshFuelGrid () <0x00165>
at Rimatomics.reactorCore.SpawnSetup (Verse.Map,bool) <0x0030b>
at (wrapper dynamic-method) Verse.GenSpawn.Spawn_Patch4 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool) <0x00c62>
at (wrapper dynamic-method) Verse.GenSpawn.SpawnBuildingAsPossible_Patch1 (Verse.Building,Verse.Map,bool) <0x00438>
at Verse.Map.FinalizeLoading () <0x0081c>

Verse.Log:Error(String, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch2(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


they're all alternated copies of these two, repeated ad-nauseam:

Exception filling window for Rimatomics.Dialog_ReactorConsole: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimatomics.Dialog_ReactorConsole.drawSlot (Rimatomics.ReactorControl rc, Rect rekt, Int32 i) [0x00000] in <filename unknown>:0
  at Rimatomics.Dialog_ReactorConsole.DrawGrid (Rect rect) [0x00000] in <filename unknown>:0
  at Rimatomics.Dialog_ReactorConsole.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Exception ticking ReactorCoreA583399 (at (65, 0, 159)): System.NullReferenceException: Object reference not set to an instance of an object
  at Rimatomics.Item_NuclearFuel.UpdateFluxShape (Rimatomics.reactorCore core) [0x00000] in <filename unknown>:0
  at Rimatomics.reactorCore.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)


I tried letting the Workshop redownload the mod, but to no avail - it keeps not working.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on May 17, 2019, 02:27:04 AM
Hi,
Quote
I tried letting the Workshop redownload the mod, but to no avail - it keeps not working.
Since noone else mention this before, i think it must be a conflict with some other mod.
Try to move Rimatomics at the end of your modlist and maybe nearly on top of it and check if it helps.

If that don't help i bet the mod author would like a full logfile + modlist.
If you use hugslib, just use the share log button.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Mistrornge on May 22, 2019, 08:56:07 PM
Trying to get this thing to work.  I am stuck.
I have Reactor Type A, Thor Turbine, Reactor Console x2, Storage Pool, Plutonium Processor, Reactor Type X, Cooling Tower and Radiator.  Reactor A has its own Console as does Reactor X. 
Both alpha and both beta Reactors and Consoles are connected by Console Loom. 
Thor is connected via Coolant Pipe to the Cooling Tower and Radiator. (and to the Pool and both Reactors).  Cause who knows?!?
Cold Water Pipe connects both Reactors to Thor, the Pool and the Tower/Radiator.
Steam Pipe is similarly set up. 

I have the Control Rod Actuators initial research done but am stuck on the 'Perform 2 Reactor SCRAMs'.  What does fully fueled mean (I have about 6 rods in each Reactor)?  I turned off the auto SCRAM used the outside slider to go to 100% and SCRAMed.  Nothing changed. 
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Canute on May 23, 2019, 02:21:46 AM
When you could buildup all these things you allready should be very adv. at the research.

QuoteWhat does fully fueled mean
In this case, the tank is the reactor, the fuel are the fuel rods.
You need to fill each spot with fuel rod's not just 6.
You can remove them later, or just stay full fueled since you maybe want later used fuel rod's to made plutonium.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: Riddle78 on August 19, 2019, 09:29:19 PM
How many Zeus and/or Thor Turbines do I need to keep up with a Type V Breeder Reactor running on a full load of 89 fuel rods?
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: suicidalkid on October 11, 2019, 06:13:04 PM
How long do the potassium iodide pills last? I want to set up a schedule for my nuclear workers to take them, but I can't find info on how long they last.
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: zakapatch on April 17, 2020, 12:28:58 AM
Quote from: Canute on May 17, 2019, 02:27:04 AM
Hi,
Quote
I tried letting the Workshop redownload the mod, but to no avail - it keeps not working.
Since noone else mention this before, i think it must be a conflict with some other mod.
Try to move Rimatomics at the end of your modlist and maybe nearly on top of it and check if it helps.

If that don't help i bet the mod author would like a full logfile + modlist.
If you use hugslib, just use the share log button.

No, i think it's got something to do with android mods... i get the same error along with android mods, and also the sprite won't load out once i load the game
Title: Re: [1.0] Rimatomics | Rimefeller
Post by: zakapatch on April 17, 2020, 01:47:39 AM
Quote from: WeissRaben on May 16, 2019, 02:43:32 PM
I have an issue with this mod. From one day to the other, the reactor console stopped loading its window. It went from its standard form to this:

(https://i.imgur.com/9ptfIw3.jpg)

The error console is a blaring mess of messages, but after the first one, which is

Exception spawning loaded thing ReactorCoreA583399: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.IntVec3>.get_Item (int) <0x000af>
at Rimatomics.Item_NuclearFuel.UpdateFuelRefs (Rimatomics.reactorCore) <0x0008d>
at Rimatomics.reactorCore.RefreshFuelGrid () <0x00165>
at Rimatomics.reactorCore.SpawnSetup (Verse.Map,bool) <0x0030b>
at (wrapper dynamic-method) Verse.GenSpawn.Spawn_Patch4 (Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool) <0x00c62>
at (wrapper dynamic-method) Verse.GenSpawn.SpawnBuildingAsPossible_Patch1 (Verse.Building,Verse.Map,bool) <0x00438>
at Verse.Map.FinalizeLoading () <0x0081c>

Verse.Log:Error(String, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch2(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


they're all alternated copies of these two, repeated ad-nauseam:

Exception filling window for Rimatomics.Dialog_ReactorConsole: System.NullReferenceException: Object reference not set to an instance of an object
  at Rimatomics.Dialog_ReactorConsole.drawSlot (Rimatomics.ReactorControl rc, Rect rekt, Int32 i) [0x00000] in <filename unknown>:0
  at Rimatomics.Dialog_ReactorConsole.DrawGrid (Rect rect) [0x00000] in <filename unknown>:0
  at Rimatomics.Dialog_ReactorConsole.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Exception ticking ReactorCoreA583399 (at (65, 0, 159)): System.NullReferenceException: Object reference not set to an instance of an object
  at Rimatomics.Item_NuclearFuel.UpdateFluxShape (Rimatomics.reactorCore core) [0x00000] in <filename unknown>:0
  at Rimatomics.reactorCore.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)


I tried letting the Workshop redownload the mod, but to no avail - it keeps not working.

I found the problem, load it on top before any other item mods,right after tool&interface mods. i load it before Humanoid alien races, clothing mods, and android mods.