RimWorld

RimWorld

Dubs Rimatomics
5,525 Comments
Vril 20 Oct @ 10:03am 
@黑猫警长

You have to wait until your fuel rods are used in 50%, then you can reprocess them in plutonium processing plant.
kenpachi85 18 Oct @ 3:50pm 
Hands down fav mod of all time only thing that would make it better is if we could use nukes in space against the mechahive or something. Got a silo built on my gravshiip but the nuke just despawns after launching while in orbit.
黑猫警长 13 Oct @ 11:06am 
Does anyone know how to craft Plutonium?
Katsu.I 29 Sep @ 5:54am 
Mod works just fine on 1.6. The 'guidance system' research for the ICBM is broken somehow but that's the only non working thing I've found after a about 30 hours of play time.
Not the biggest of issues and I'm sure Dub will get around to it sooner or later when RL permits.
Also the RTG power sources are super handy with Odyssey, bring 1 along with some o2 pumps :-)
elrychmenard 23 Sep @ 3:23pm 
soo everything works fine and had but i cant seem to do anything with the guidance system in the research tab, it doesnt even have a start button or any steps, sounds like Dubs wont be able to help but is this something due to my mod list or is it just like not done or broken?
maxvmaxvmax 19 Sep @ 5:21am 
PEOPLE, i am stating this for people who haven't checked the discord, but dub has some stuff going on irl and is currently taking a break until its all sorted, if you want more details go check his post on discord.
Bepiss 18 Sep @ 7:57am 
Broken mod, NOT COMPATIBLE
Zindith~TTV 15 Sep @ 9:56am 
I researched Rimatonics, placed the bench and......... Nothing....... Is this a bug or did the mod break? I tried reloading an earlier save and restarting the process, but same result.
Clairelenia 14 Sep @ 3:08am 
Hmmm, you can't upgrade any Rimatomic Weapons/Towers unfortunately :( the "install update" function doesn't do anything anymore. And the "Targeting System" that enhances the Nuke range can't be researched aswell at the research table, there are no buttons to start/do anything with it unfortunately
dYbs4 12 Sep @ 2:18am 
it would be great if Maruder gun could bombard other tiles from space and be controlled by console on earth. I would like to build defence sattelite with Maruders to defend my colony from any threath :)
卢比扬卡的瓦西里 11 Sep @ 3:20am 
@Nadeshiko Me 2,so it's a bug of the mod?
CoolBreeze_75 6 Sep @ 4:04pm 
how does this function in terms of gravships? do the reactors work when changing maps?
igor.b07 6 Sep @ 3:58am 
could it be possible to add nuclear work type to lifter mechanoids?
Cat lords of doom 4 Sep @ 11:13am 
Now I can make my bases more deadly to my colony
the_travisty 2 Sep @ 3:32pm 
Is there a reason why i cant place a cooling tower onto gravship substructure? in terms of space efficiency, it is better to have 1 cooling tower than 10 radiators
SnoopiProGamer 1 Sep @ 1:16pm 
Am I the only one getting loads of `Exception loading UnityEngine.Texture2D from file` related to .dds files since the latest rimworld update?
Nadeshiko 31 Aug @ 3:40am 
the guidence system recipe cannot be researched.
luoluo38 30 Aug @ 3:10am 
The GuidenceSystem cannot be researched. After decompiling the assembly, I discovered that neither the <Unlocks> nor <RecipeUnlocks> tags are defined anywhere in the GuidenceSystem steps This causes the research menu rendering logic to skip drawing the menu (as there is an explicit condition that prevents menu drawing when no icons need to be rendered).

temporary fix: add a dummy recipe to trigger menu rendering.
for example,
Recipe Definition
<Defs>
<RecipeDef>
<defName>GuidenceSystem_Dummy</defName>
<uiIconThing>Apparel_Corset</uiIconThing>
</RecipeDef>
</Defs>

XML Patch
<Patch>
<Operation Class="PatchOperationFindMod">
<mods><li>Dubs Rimatomics</li></mods>
<match Class="PatchOperationAdd">
<xpath>Defs/Def[defName="GuidenceSystem3"]</xpath>
<value>
<RecipeUnlocks><li>GuidenceSystem_Dummy</li></RecipeUnlocks>
</value>
</match>
</Operation>
</Patch>
Casore 29 Aug @ 4:46am 
Hi! First of all, thank you for the mods you provide, they are exceptional and that word is too simple for what you have done!
I just wanted to know if it would be possible for you to make it so that fuel rods can be slid into empty slots in operating reactors.

In nuclear power plants, we never change the entire core; we change 1/3 and the remaining 2/3 are redistributed in the core to avoid cold spots.

My idea is to be able to remove the spent rods and replace them with rods that are already in the reactor but less worn by clicking and dragging them into the empty slot, rather than having to remove everything and redistribute it by hand.

Thank you! (Sorry for my English, I'm French!)
昭和の猫 28 Aug @ 6:03pm 
Even already stockpiling tons of warheads, but the guidance System is still broken, unable to nuke the entire rimworld. (missing the item,function)
The Babadook 28 Aug @ 11:10am 
I think nuclear work only includes loading and unloading rods
FierceStatue12 28 Aug @ 8:30am 
It would be nice if there was a quest to stop your colony from getting nuked by rival factions. The threat of decreasing goodwill just doesn't seem like enough when you have weapons of mass destruction.
Darth Ryan 28 Aug @ 5:51am 
+1 for Guidance System being broken
Aye Harambe 27 Aug @ 10:49pm 
I think I'm doing something wrong, because my pawns with hauling and not nuclear are dinking around with the fuel rods when I set them to unload from the new rods from the storage pool.

Shouldn't only the pawns with nuclear move fuel rods, or is it just the spent fuel rods that they won't touch?
The Babadook 27 Aug @ 1:46am 
same issue with Guidance System in the research bench
Yes? 26 Aug @ 2:29am 
I'm with 红尘真仙谢诚信, I'm having a UI Issue for the Guidance System in the research bench. It pushes down the notifs from the upper left hand and the "Start Project" button is missing.
gasperura 23 Aug @ 3:28pm 
would be interesting if a new cooling way was added sence odysey dropped
Sammyboi 23 Aug @ 12:00am 
I genuinely believe that this is one of the best mods for a video game ever made.
freackyfreac 21 Aug @ 5:49pm 
heya, i have a mod that catches flares, so i turned of the flare scram. but i accepted a quest for an emi dynamo and due to the shutdown of the radiators the reactor got pretty hot. auto scram was still on so no rods were damaged, but it would be nice if i could activate a emergency scram by having a pawn enter the reactor containment and trigger it manually via right click. cause sometimes someone needs to get in there and save the day. there are several irl examples where similar messures were neccessary
红尘真仙谢老板 21 Aug @ 10:59am 
Hello,

Thank you for creating the Edge Nuclear mod—it’s a fantastic addition to the game!

I’d like to report an issue with two specific technologies: “Global Navigation System” and “Warhead Packaging” under the Intercontinental Missile project.

Problem:
The research interface for these technologies does not display correctly. Specifically, the research description, requirements, and button are completely missing, making it impossible to proceed with researching them. Other technologies (both vanilla and from other mods) work normally.

This appears to be a UI-related issue rather than a research logic problem. Could you please look into this in a future update?

Thank you for your time and effort!
freackyfreac 19 Aug @ 7:37pm 
i uh had a storage pool with maybe 20-30 freshly crafted fuel rods and flew to another location and all my rods are gone ^^'
Jfluffy 19 Aug @ 12:34pm 
Haven't played with Rimatomics in my mod stack for a while and I forgot how friggin' cool this mod was.
Red 19 Aug @ 12:09pm 
is anyone else failing to get power from their reactor? It says each rod has a power output of 800w but the grid power does not go up no matter how high i crank it
Xarmor. 18 Aug @ 3:32am 
When I try to launch nuke from orbit to any target on the planet it says target is out of range, even though I am right above it.
PEE ASS 17 Aug @ 10:36am 
I found a temporary hack to build the guidance system for now, in the mod's folder go to 1.6\Defs\RimatomicsDefs\Rimatomics_CUpgrades.xml
Then for the def "ResearchGuidenceSystem", change the Steps section to
<Steps>
<li>MEPS1</li>
<li>MEPS2</li>
<li>MEPS3</li>
</Steps>
This way completing the MEPS research will unlock the Guidance system. Make sure you keep the formatting the same as the original file
U 17 Aug @ 7:36am 
For some unknown reason I can't research the guide system, no bug be reported
Imperial Crab🦀 17 Aug @ 2:41am 
Nukes or sabot rounds cannot be fired from anywhere in the orbit. the range indicator cannot render properly, when i click on a tile on the map, it says it's out of range.
Nuts&Bolts 14 Aug @ 3:53pm 
Is there any way for MAD to be incorporated? Like, if you use a nuke on an outlander faction or the Empire, there'd be a chance they retaliate with their own nukes? There could also be a much smaller chance that if you launch a nuke at a non-nuclear faction, it would trigger someone else to nuke you due to getting a false alarm.
Mind The Spectrum 14 Aug @ 11:32am 
You beautiful bugger. I thought you'd done with this. <3
Saber 13 Aug @ 7:18am 
It's not causing me real issues at the moment, but every time I jump locations in my gravship, the nuclear reactor that I have installed on board resets all fuel rod percentages. So as long as I keep hopping, I'll never run down the lifespan on them and have infinite nuclear power.
Harry_Robinson1 12 Aug @ 5:47pm 
One more issue, the Deconstruct Pipes tool can't be dragged over a large area, it's one tile at a time only.
Harry_Robinson1 12 Aug @ 5:22pm 
Another issue I've noticed, engaging autothrottle just seems to shut down the reactor. The throttle visibly stays at the value you set, but the coolant usage, turbine usage, and power output all drop while the grid loses more and more power until the batteries run out and the reactor shuts down. Sometimes the values settle, and the reactor stays at that level until the batteries run out and the reactor shuts down. My current setup can supply enough power to give me a 30k more than I need, but with autothrottle enabled the reactor stabilises at -130k until the batteries run out and it shuts down.
Sakujo 11 Aug @ 3:42pm 
Have the same error as Osman. A drop didn't spawn that should've. Quest is defending a scanner from Odyssey for X amount of days.
Harry_Robinson1 11 Aug @ 3:14pm 
For some reason for me Rimatomics Military Industrial Traders can't be communicated with in space. They just don't show up in the comms console, but they do on the ground.
John Flemming 11 Aug @ 3:03am 
I, too, cannot research the guidance system
Deltys 10 Aug @ 7:37am 
Error getting spammed inside the console whenever I click on the guidance system research tab :

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()

Also, can't research the guidance system for some fucking reason
S.Imyourflower 8 Aug @ 8:15pm 
plz RimWorld.DropCellFinder.FindRaidDropCenterDistant(Map,bool)
Osman 7 Aug @ 6:39am 
To add to the other reports, error Harmony_CenterDrop_TryResolveRaidSpawnCenter:Postfix
The game dropped from 160 FPS with a high tick rate to 16 FPS with all pawns rubber banding around. When removing this mod a raid instantly spawns via drop pods and the frames and tick rate return. Breaks 3 speed and causes thousands of calls per second and errors.
Alien_Halls 7 Aug @ 6:09am 
Can the tower coolant be build in a asteroid?
Bepiss 7 Aug @ 3:06am 
This mod is broken. Do not trust the compatibility with 1.6 in version control