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Author Topic: [MOD] (Alpha 9) RTG's (Power Source) v1.11  (Read 34111 times)

1000101

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Re: [MOD] (Alpha 8) RTG's (Power Source) v1.1
« Reply #30 on: December 31, 2014, 03:21:35 PM »

So, I've never posted on this forum before but I've got to say that this mod is one the best for solving the power/heating issues in colder biomes (my current colony uses no heaters just vented GeoThermal and RTGs).  One problem, not enough uranium.

So, I added uranium deposits.

Code: ("ThingsDef\Uranium Mining.xml") [Select]
<?xml version="1.0" encoding="utf-8" ?>
<ThingDefs>

  <ThingDef Name="BuildingNaturalBase" Abstract="True">
    <category>Building</category>
    <selectable>true</selectable>
    <drawerType>MapMeshOnly</drawerType>
  </ThingDef>


  <ThingDef Name="RockBase" ParentName="BuildingNaturalBase" Abstract="True" >
    <eType>Rock</eType>
    <thingClass>Mineable</thingClass>
    <graphicPath>Things/Building/Linked/Rock_Atlas</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <linkDrawerType>CornerFiller</linkDrawerType>
    <altitudeLayer>BuildingTall</altitudeLayer>
    <passability>Impassable</passability>
    <castEdgeShadows>true</castEdgeShadows>
    <fillPercent>1</fillPercent>
    <coversFloor>true</coversFloor>
    <neverMultiSelect>true</neverMultiSelect>
    <rotatable>false</rotatable>
    <saveCompressible>true</saveCompressible>
    <filthLeavings>
      <RockRubble>2</RockRubble>
    </filthLeavings>
    <holdsRoof>true</holdsRoof>
    <staticSunShadowHeight>1.0</staticSunShadowHeight>
    <blockLight>true</blockLight>
    <mineable>true</mineable>
    <statBases>
      <Flammability>0</Flammability>
    </statBases>
    <building>
      <isNaturalRock>true</isNaturalRock>
      <soundMined>CollapseRock</soundMined>
      <canBuildNonEdificesUnder>false</canBuildNonEdificesUnder>
    </building>
    <linkFlags>
      <li>Rock</li>
      <li>MapEdge</li>
    </linkFlags>
  </ThingDef>


  <!--============================ URANIUM! ===============================-->


  <ThingDef ParentName="RockBase">
    <defName>MineableUranium</defName>
    <label>raw uranium</label>
    <graphicPath>Things/Building/Linked/RockFlecked_Atlas</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>CutoutComplex</shaderType>
    <defaultColor>(83,92,114)</defaultColor>
    <defaultColorTwo>(107,133,155)</defaultColorTwo>
    <statBases>
      <MaxHealth>10000</MaxHealth>
    </statBases>
    <description>Fueling advanced advanced power generators is going to take some oomph.</description>
    <building>
      <isResourceRock>true</isResourceRock>
      <mineableThing>Uranium</mineableThing>
      <mineableYield>35</mineableYield>
      <mineableScatterCommonality>0.01</mineableScatterCommonality>
    </building>
  </ThingDef>

</ThingDefs>

The chance is set to very low (less than silver, gold and plasteel) and very hard (same as plasteel).

Great mod, I am about to redownload for the ARTGs.
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Grizzlyadamz

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Re: [MOD] (Alpha 8) RTG's (Power Source) v1.1
« Reply #31 on: January 06, 2015, 02:16:13 AM »

Great textures, looks good.

Sounds like the power is a bit underwhelming though- matched by wind turbines?
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Asero

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Re: [MOD] (Alpha 8) RTG's (Power Source) v1.1
« Reply #32 on: January 06, 2015, 04:55:46 AM »

Sounds like the power is a bit underwhelming though- matched by wind turbines?

Normally I'm the first one to complain about 'underpowered' stuff (among other things), but considering that your getting a very reliable and self sustaining power source: only for the initial construction materials, it's really not that bad considering. I think the issue is that Uranium is required for construction which is very hard to get with the unreliable trading system used in the game >:(

I have to admit though that I was a little disappointed with the ASRG, hoping it would add a little more than just the extra 500W...
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chaotix14

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Re: [MOD] (Alpha 8) RTG's (Power Source) v1.1
« Reply #33 on: January 12, 2015, 09:49:50 AM »

When you compare the RTG to all other sources of power you'll quickly notice it's by far the most "overpowered" one. First and foremost, you can place it anywhere you'd like. Solars and wind turbines need to be outside, geothermals need to be over steam vents.
Secondly it's small, only 2/5 of the footprint of the wind turbines structure(disregarding the huge space you need to keep 'empty' around them). And given how it produces 750W it gives you the most power per tile used*.
Thirds, it provides heat. Now of course this can be a double edged sword, depending on which temperatures your colony faces, but most colonies can make use of it.(and you can negate it by placing the thing outside, or in a room with a partial missing roof)
Of course this all comes at the disadvantage that you need to get some uranium from a trader, or by some other method.
But if in the end you aren't satisfied with the energy output of the RTG, you can always muck around in the thingdefs and up the power output.

*: when compared to vanilla, some other mods add more ridiculous generators. See Industrialisation for a really expensive, but very space efficient power plant.



Also I have to agree that the ASRG is a bit underwhelming. It's over double the size, costs a load of research and when you look at it from the construction costs all you save is 23 uranium(2/3X50-10=23,33333).
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1000101

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Re: [MOD] (Alpha 8) RTG's (Power Source) v1.1
« Reply #34 on: January 15, 2015, 12:32:26 PM »

I suppose no one considers the power density (power-per-tile generation).

Given the area of each power source, the power density (how much power is generated in a tile):

Solar Panel (4x4, 1750 max) : 109.375 density (max)
Wind Turbine (2x6, 750 max) : 62.5 density (max)
GeoThermal (6x6, 3600 constant) : 100 density (constant)
RTG (2x2, 750 constant) : 187.5 (constant)
ASRG (3x3, 1250 constant) : 138.889 (constant)
Nuclear Plant ( 6x6 24000 constant) : 666.666 (constant)

The RTG and ASRG are both high but the RTG is too high.  Dropping the RTG and ASRG to 115 and 130 density (460 and 1170 outputs) I think it would be more balanced.

Not really as OP as the Nuclear plant though.
« Last Edit: January 15, 2015, 12:39:42 PM by 1000101 »
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StorymasterQ

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Re: [MOD] (Alpha 8) RTG's (Power Source) v1.1
« Reply #35 on: January 15, 2015, 09:03:02 PM »

Nuclear Plant ( 6x6 24000 constant) : 666.666 (constant)

Sounds like the beginning of the religious argument against nuclear plants :D
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ItchyFlea

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Re: [MOD] (Alpha 9) RTG's (Power Source) v1.11
« Reply #36 on: February 18, 2015, 10:58:05 PM »

Updated to Alpha 9
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Re: [MOD] (Alpha 9) RTG's (Power Source) v1.11
« Reply #37 on: February 20, 2015, 03:05:41 PM »

Any discussion, bug reports, feature requests, etc, should be posted in this thread where this mod now lives: https://ludeon.com/forums/index.php?topic=10623.0

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