[1.3] Rimatomics | Rimefeller

Started by Dubwise, August 28, 2016, 06:51:41 PM

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Dubwise

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

kfsm420

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!

Crossbowman

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.

Dubwise

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

Fightera100

Great mod! For fun I provokated a reactor meltdown. Was fun to watch even though all colonist and animals died after a few days.

lc-soz

Best mod ever for someone who played for days with BigReactors & OpenComputers from Minecraft.

Nanao-kun

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.

Dellamorte

Well with 12 rods you can get 90 odd Kw (If I remember correctly) so IMO it is worth running 12 rods.

Dubwise

but if you don't need that much power then you are just wasting rods

KTVSUN

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

KTVSUN

Added it to a quite advanced existing game and havent encountered any issue for now. Researched everything and am building the stuff.

Cheers,

K

Ashardalon411

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 !

faltonico

#57
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

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faltonico

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.
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!

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Dubwise

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.