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Author Topic: [1.0] Nuclear Energy  (Read 5149 times)

pablo603

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[1.0] Nuclear Energy
« on: January 12, 2019, 06:34:11 PM »

Features
Containment chamber doors and walls with a stronger variation
Uranium Refining
 Cooling Systems
Custom Research Tree
 Three Reactors - each with different efficiency and fuel consumption. (Small Reactor - Produces 6750W of energy, Normal-Sized reactor produces 25500W of energy, and finally, Giant reactor that produces 50000W of energy.)
Remember to keep those reactors out of any damage. If their health gets lower than 10 % they WILL explode!

Reactors can't overheat (yet). Cooling systems are only used to build them.
Same goes with radiation. It's not added (yet)


Planned Features
-Reactor overheating
-Radiation upon explosion
- Some other stuff

Compability
Should be compatible with existing saves, but I don't think it would be safe to remove it in a existing save. Maybe after deleting every refined uranium, cooling system parts, components and reactors it would work.


Why use this mod?
For simplicity. If you are a more vanilla focused player and don't want very advanced and heavy mods then this mod is for you. If, however you like advanced things I suggest you get the mod called "Rimatomics" by Dubwise


Download


Installation
Go to your Rimworld folder and then go into Mods
Unpack my mod to that folder by using 7-Zip or WinRar




This is one of my first mods so feedback is much appreciated. Thanks in advance!
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Canute

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Re: [1.0] Nuclear Energy
« Reply #1 on: January 13, 2019, 04:08:13 AM »

pablo603,
nice addition. Sound's like a Rimatomic lite ! :-)

Quote
-Radiation upon explosion
Radiation should appear once the reactor get damaged below 90% and increase with the damage of the reactor.
But when the reactor explode, noone even care about radiation, all on the map are dead ! :-)
But when the reactor got destroyed without explosion, the ground below should be changed into contaminated soil, which emitte the radiation.

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pablo603

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Re: [1.0] Nuclear Energy
« Reply #2 on: January 13, 2019, 07:49:19 AM »

pablo603,
nice addition. Sound's like a Rimatomic lite ! :-)

Quote
-Radiation upon explosion
Radiation should appear once the reactor get damaged below 90% and increase with the damage of the reactor.
But when the reactor explode, noone even care about radiation, all on the map are dead ! :-)
But when the reactor got destroyed without explosion, the ground below should be changed into contaminated soil, which emitte the radiation.

Those are good ideas! This motivates me to learn C#. All I can do now are XML mods. Thanks!
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Deer87

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Re: [1.0] Nuclear Energy
« Reply #3 on: January 13, 2019, 09:19:14 AM »

You could also make an explosion trigger the Toxic Fallout Event, for an easy solution until you can implement something more befitting.
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Canute

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Re: [1.0] Nuclear Energy
« Reply #4 on: January 13, 2019, 09:22:33 AM »

and nuclear winter too :-)

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Jan2607

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Re: [1.0] Nuclear Energy
« Reply #5 on: January 14, 2019, 02:57:39 PM »

Well, I really like Rimatomics, but maybe I will give this a try. Rimatomics is great for games that you are planning to play for years ingame time.

Maybe add a nuke? ;)
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pablo603

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Re: [1.0] Nuclear Energy
« Reply #6 on: January 14, 2019, 05:39:07 PM »

Well, I really like Rimatomics, but maybe I will give this a try. Rimatomics is great for games that you are planning to play for years ingame time.

Maybe add a nuke? ;)
A nuke would be nice, but then the mod should be renamed "Nuclear Additions" or something like that, because it wouldn't be just the energy.
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