边缘世界 RimWorld

边缘世界 RimWorld

Nuclear revolution
46 条留言
派翠克 8 小时以前 
This mod is not compatible to Vanilla Expanded?
I found that my Vanilla Expanded research tab is disappeared after installation of this mod
Tomoe 9 月 28 日 上午 9:37 
I really like this mod! But could you add the option to mute the sound (in the settings)? when you play for a long time, it gets annoying.. Or add some kind of silence module
LetTheMossReclaimYou 8 月 25 日 下午 2:18 
Would it be possible to add optional integration for Dub's Bad Hygiene to consume water for cooling, similar to how the Hydroponics integration works for the mod?
0ddbase  [作者] 8 月 7 日 下午 8:32 
i changed a line of xml also
Monkey Magic 8 月 7 日 下午 8:26 
@Oddbase - I see you updated to change the case for Linux users. If changing the case is all you did, chances Steam won't register it as an actual file change, and they remain lower case. You will need to either edit the existing files (if you need to make an actual change) or add a dummy file inside the (I assume it's the Common folder) for Steam to accept the change.

Why? Iuuno, Steam is awkward
Makazy 8 月 5 日 下午 1:37 
@TheSimpleDude42 This is way better than solar panels especially on a gravship. You get 3000W for 9 tiles (333W/t), a fuel generator is 1000W for 4 tiles (250W/t) and a solar panel is 1700W for 16 tiles (106W/t) and is not even continuous. You can only have better power sources in vanilla with vanometric power cells or the new gravcore power cell , a bioferrite generator too but it will drive your pawn crazy and need a constant supply of bioferrite, this you can forget for 1 year, that is enough time to find 120 uranium. I think it trivialize end game energy management but this is a mod and needs a lot of research so why not. I think it is the most vanilla balanced nuclear power mod I have seen for now.
0ddbase  [作者] 8 月 3 日 下午 2:55 
@Prucha fixed hopefully
0ddbase  [作者] 8 月 3 日 下午 2:49 
@Monkey Magic No this is not dependent on any dlcs currently
Monkey Magic 8 月 3 日 上午 5:44 
Is this mod not actually dependant on Odyssey DLC? I thought that this might be DLC specific, but that it does not appear to be the case.

@Prucha - you can just rename those for now, since unless there's a change to an actual file, the mod author can not fix this. The issue is with Steam - if a mod author tries to update a file and they only thing they change is capitalisation of folder, it does not update :/
RutraNickers 8 月 3 日 上午 5:44 
came here to say exactly the same thing as @Prucha, you need to have the folders upercase to have compatibility with Linux
Pruchr 8 月 2 日 下午 11:33 
Just a heads up - the folders names seem to be lower case, which makes the mod not load on Linux.
Axira 8 月 2 日 下午 7:56 
@Aelflead Wayne You really shouldn't have.
TheSimpleDude42 8 月 2 日 上午 3:59 
Less than 2 solar panels' worth of power is not good any way you look at it. Other than the space saved, the fuel is irrelevant, as you will get drowned in uranium mid-lategame (no uses for it really). You could try making it an industrial version of a VFE-P nuclear reactor with 10k power, but it produces toxic waste packs and more heat. That could make it a must-have for a compact gravship.
WaffleKing 8 月 2 日 上午 2:13 
Do the fuel rods just disappear once used up? It would be cool to have spent fuel rods which you have to deal with, like you do with tox packs. Makes it a bit more balanced imo.
0ddbase  [作者] 8 月 1 日 下午 4:13 
true... maybe i should do that
Hexacon 8 月 1 日 下午 4:08 
you could make them spread pollution instead of exploding if they deteriorate
0ddbase  [作者] 8 月 1 日 下午 4:04 
if they deteriorate they will just disappear but if they are damaged they will explode. i wanted to make it explode if it deteriorates but i couldn't figure out how to do it with just xml
Soviet Swede 8 月 1 日 下午 4:02 
Cool mod!
What happens with the fuel rods when they deteriorate?
Hexacon 8 月 1 日 上午 9:33 
Seems well balanced to me, finally an actual use for Uranium, I never understood why it's considered a "Rare Metal" if it's used in only 2 niche recipes lol
0ddbase  [作者] 7 月 31 日 下午 8:40 
3000 watts for an entire year and 100 uranium is not that bad honestly especially with the compactness
Gafronkis the Boot Maker 7 月 31 日 下午 6:50 
This is a good mod, but I would recommend upping the power output, or at least add a setting to change it if you are able. At least as much as a Geothermal would be nice, as while it is smaller and fits on a Gravship, it's also expensive and requires specially made fuel.
0ddbase  [作者] 7 月 31 日 下午 2:00 
thank you!
恰似宛然一笑生花 7 月 31 日 上午 5:40 
Hello 0ddbase. That's an interesting mod.
So I created a mod " Nuclear Revolution_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Poncho 7 月 30 日 下午 3:47 
This mod seems pretty balanced and really useful, thanks!
deltaplays010 7 月 30 日 下午 1:55 
@krn̈vr its the bioferrite floor from anomaly, its vanilla
mëghr 7 月 30 日 下午 1:44 
from where is the floor of the picture
Chickenwing 7 月 29 日 下午 11:31 
@//SlipperyPete that dubs bad hygiene compatibility is actually a great suggestion
0ddbase  [作者] 7 月 29 日 下午 4:33 
i have updated the mod to have much easier to cool reactors so its not like you have to have 16 coolers at once to have them cooled properly
//SlipperyPete:. 7 月 29 日 下午 2:29 
@Oddbase, as an added Chef's kiss, you could add compatibility with Dubs Bad Hygiene so the reactors require water to operate (much like Bad Hygiene patches Hydroponics Bays to require a small supply of water to work).
//SlipperyPete:. 7 月 29 日 下午 2:24 
@goon high command, I might recommend Tweaks Galore, aside from being able to replace about 100 QOL mods, it also has a feature that lets you tweak the stats of any power generating structure and any battery. All the mod's features are optional and adjustable in mod settings, so you're not locked into using any feature you don't need/want.
The Blind One 7 月 29 日 下午 1:53 
Btw good balance changes :cozybethesda:
goon high command 7 月 29 日 下午 1:06 
Is there any way to adjust the power output? I'd love to use this on my Gravship but my Industrial Chemfuel generators (Vanilla Expanded Power or something I forgot) make almost as much power and have the same tile usage.
0ddbase  [作者] 7 月 29 日 下午 12:52 
You are probably right I'll look into lowering the heat quite a bit
//SlipperyPete:. 7 月 29 日 下午 12:29 
@TheBlindOne, my work around for that was using the Search Bar in the research page to search for it, and then select it that way.
//SlipperyPete:. 7 月 29 日 下午 12:22 
Great mod, just one piece of hopefully constructive criticism:

The ambient heat the reactors produce is a bit much. I've got 8 of them in a fairly large room on my Gravship, and it took 17 Walk-In Freezers (Dubs Bad Hygiene freezer) to keep the room at 21C.

I would suggest lowering them, for both gameplay QOL and realism. Nuclear reactors are basically a very high tech steam engine. The energy from the nuclear reaction is used to heat and turn water into steam, and then that steam is used to drive a turbine/generator. So if a nuclear reactor is pushing heat anywhere other than into that steam system, the reactor is either broken or extremely inefficient.
TurtleShroom 7 月 29 日 上午 11:14 
Well, I was more interested in adding compatibiltiy, so that I could use it as its own reactor, or insert your Fuel Rods into the Rimatomics Reactor. In other words, I was gunning on running both at the same time!
0ddbase  [作者] 7 月 28 日 下午 7:03 
@TurtleShroom this mod is my own interpretation of nuclear power done in game so i dont see the point in adding support for a mod that adds its own nuclear reactors in their style
0ddbase  [作者] 7 月 28 日 下午 6:32 
fixed
0ddbase  [作者] 7 月 28 日 下午 6:12 
ah gonna fix that soon i use a research tree mod so i usually dont run into those issues
The Blind One 7 月 28 日 上午 11:19 
The current nuclear tech is inaccessible for me right now because it's off screen due to its high offsets on the tech tree itself, I can't select it. I just see a tech tree connection going down off screen into the void where I can't scroll too. This could be because I have the UI set to 1.5x so it doesn't have enough room to place the tech but it's an issue then for everyone that uses that setting. You should place the tech closer to the top of the screen so it can be researched. I had to use devmode to give myself the tech right now.
TurtleShroom 7 月 28 日 上午 10:02 
Please consider adding Rimatomics Mod support!
0ddbase  [作者] 7 月 28 日 上午 9:07 
thats what i was thinking! really appreciate the kind words
AEBrush 7 月 28 日 上午 5:39 
recyling the graphics from the archite capsule and the atmospheric heater to make an actual usefull item and building? dope
Filipino Goku 7 月 28 日 上午 1:47 
I love the graphic here
The Blind One 7 月 28 日 上午 12:38 
Got to say I like the art and the fact uranium has a use now other than uranium maces and some very specific recipes like power armor. Always wondered why there's no proper uranium powered energy source in the vanilla game.