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ColdFusionReactor
   
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20 Feb, 2017 @ 7:34pm
23 Feb, 2017 @ 4:34pm
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ColdFusionReactor

Description
A cold fusion reactor for late-game power. Harness the power of the stars, without the real estate and safety headaches that usually come with owning a colossal sphere of hydrogen/helium plasma.

Features:

* Mod content is unlocked by researching the ship reactor research node.
* New Building: Cold Fusion Reactor. Requires 100 Plasteel, 25 Components. Produces 25000 power. Uses Hydrogen fuel.
* New Item: Hydrogen. Produced at a Drug Lab (it's the closest thing to a chemistry bench) from 2 Steel.
* Doesn't require a new save game.

The purpose of this mod is to alleviate the enormous fields of solar panels/wind turbines/fueled generators and batteries that plague very-late-game power management. In particular, I was annoyed with having to either dedicate a huge swathe of my map to solar panels or basically deforest the entire map in 1-year cycles to keep an enormous array of generators fed.

Things I would like to work on in the future:

* Make hydrogen explode in spectacular fashion if it gets set on fire.
* Make the reactor require a live power connection to start (since reactors need some initial power to start the fusion reaction).
* Make a workbench just for creating hydrogen.
* Make the work chain for hydrogen longer: put in a pump building that produces water, then use water to be refined into heavy water, then have heavy water refined into deuterium.
* Create a research node called "Superconductors" to unlock the fusion reactor.

Accuracy remarks:

* Technically, deuterium or tritium would probably be used in a fusion reactor. I've alluded to this in the art for the hydrogen canisters, but I'm just calling it hydrogen for simplicity's sake.
* It makes no sense for steel to be used to make deuterium. But Rimworld already uses steel for tons of wacky uses (concrete?) and Rimworld doesn't already have an item for water or something similar, and in this first pass I didn't want to make it that in-depth.
* This mod doesn't even really have much to do with "cold" fusion. But cold fusion sounds way cooler than normal fusion, so that's what I'm calling it.

License: CC-BY-SA 4.0: https://creativecommons.org/licenses/by-sa/4.0/
25 Comments
Zaljerem 18 Mar, 2023 @ 8:32am 
Thanks for the original mod, and being ok with me updating it!
Everdras  [author] 16 Mar, 2023 @ 7:41pm 
@Zaljerem go with my blessing my dude
Everdras  [author] 30 Aug, 2018 @ 7:22pm 
If anyone does want to adopt this, let me know and I can give you access to the github repo and this page.
Everdras  [author] 30 Aug, 2018 @ 7:21pm 
I don't currently plan to update this, please feel free to adopt it if anyone wants. CC-BY-SA.

My main reasoning is that:

1. I find the vanilla chemfuel generator is a good solution for end-game consistent power generation, especially if you use mods for souped up versions.

2. There are some weird bugs I've noticed, like how people will never fuel the cold fusion reactor to > the number of units that a normal wood generator would be filled with, despite the capacity being higher. I'm worried this might mean it needs a C# module to change that part of the behavior, and I'm not currently interested in diving into that ecosystem.

3. I was never quite happy with how this worked roleplay-wise, I think it didn't quite fit in. This is a rimworld, and fusion reactors IRL are **incredibly** complicated and fragile systems and I can't convince myself that they can be commoditized enough in the vague future that it would be feasible in such an uncontrolled environment.
quagmire.gleen 30 Aug, 2018 @ 4:02pm 
crashes with .19
Armedwithpuns 30 Mar, 2018 @ 4:20pm 
can you update for B18?
Omega445 24 May, 2017 @ 1:00pm 
A 17 update?
Demon of Razgriz 24 Apr, 2017 @ 12:53pm 
Let's say that I wanted to change it to require a pawn with 15 crafting instead of 10 medicine and 10 crafting, how would I do that?
Compo 13 Mar, 2017 @ 11:52am 
Ah..i just found out you need pawn with 10 skill in both medicine & crafting. I like that!
Though i do believe it still is a wee bit cheap to build.
Im still to find out how much hydrogen is needed, and how fast it burns through it. Again this may well balance things.
Im starting to believe this is brilliant mod, thanks!