RimWorld

RimWorld

Eccentric Tech - Fusion Power
341 Comments
Kresius 23 Sep @ 10:36am 
@Aelanna do you suppose youd be able to make a patch for gravtech. if you attempt to use their thrusters with your fusion power it creates a stacktrace error. otherwise love your mods!
Aelanna  [author] 17 Sep @ 3:12pm 
@Come4Dead@bandit - Heya! While the default is that only seawater yields deuterium, Fusion Power has mod settings that let you use moving or still freshwater as well. There's also a link to a Piped Deuterium Extractor in the mod description, if you are using Dubs Bad Hygiene.
Come4Dead@bandit 17 Sep @ 1:53pm 
Can i harvest Deuterium without being on the coast? (e.g. on a normal tile in the center of the map)
Yanzihko 8 Sep @ 10:31am 
@Aelanna

Goddamn, thank you for fusion and shield mods. :lunar2019grinningpig:
Aelanna  [author] 27 Jul @ 7:58pm 
@Edramon - The community has you covered!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2782223134
Edramon 27 Jul @ 5:54am 
This mod (and rest of the series) looks great.
Currently just extracting deuterium so not fired up a reactor yet.
Any chance the deuterium extractor could be made to collect water through pipes so it can be built on a gravship and just run a pipe out to the water?
Feaucero 26 Jul @ 9:17am 
Oh, thanks!
Aelanna  [author] 25 Jul @ 2:24pm 
@Feaucero - Once a reactor is powered down, your builders can use reactor hull plates to restore the integrity of the reactor hull, with each plate restoring 100 HP.
Feaucero 25 Jul @ 1:59pm 
How do you fix hull integrity? I stopped the reactor but I can't see any option to fix it
Cornuthaum 22 Jul @ 2:23pm 
As they say, it was PEBKAC all along. Yeah, I wasn't anywhere near an ocean so all my water source testing/devmode testing was using regular water/deep water. Thanks, all good!
Aelanna  [author] 22 Jul @ 2:07pm 
@Cornuthaum - I am not seeing the same issue no matter what I try. In either my full testing list or just with GL+FP, the deuterium extractor functions normally in all situations in which it was intended to.

I will note that if you tested with regular (fresh) water and do not have the mod option enabled to allow freshwater extraction, then the placeworker will not allow you to place an extractor in a place where it would not function properly.
Cornuthaum 22 Jul @ 11:05am 
Update-update, it is a load order issue. If Geological Landforms is loaded AFTER Eccentric Tech Fusion, Deuterium Extractors can be placed. Why...?
Cornuthaum 22 Jul @ 10:59am 
I had the same issue as Skulgren and I did a dev quicktest - it is definitely the interaction between Eccentric Tech and Geological Landforms. Pruned my modlist down to just those two, made a 10x10 square of Water (Shallow) and Water (Deep) each surrounded by concrete 5 tiles in every direction and I couldn't place Deuterium extractors.
Cornuthaum 22 Jul @ 3:01am 
The He3 acquisition rate is really quite dread ful right now, especially because there's no other way of getting it beyond praying that RNG is kind enough to cough up a fuel trade ship at the moment. Similarly, man, I wish we could have ice asteroids to actually get water for Deuterium extraction in space, but I get why not.
Aelanna  [author] 21 Jul @ 7:02am 
@Dracon - Throttling down a reactor reduces both its fuel consumption as well as the rate at which the reactor hull degrades, so it's definitely worth doing if you don't need it running at full power!
Aelanna  [author] 21 Jul @ 7:01am 
@Sylaise - Will definitely take it into consideration! Base settlements missing fuel is definitely a concern though, I will put it on my list to take a look.
Dracon 20 Jul @ 10:01pm 
The small MFS is a real blessing for grav ships - Thank you.

Will the reactor panels hold longer when I set down fuel consumption too, or will that just effect how much fuel it consumes?
Sylaise 19 Jul @ 11:07pm 
So coring an asteroid is about one full tank of Helium, more or less. https://imgur.com/a/rbsF9kv
I don't know if that was intentional, lol.
That said, I think it would be better served to increase that output. Drastically even.
As it stands, it is balanced but getting stuck for a quadrum in space is quite dull. We can only so many scythers up there.

By the way, I recall that back in the before times (odyssey), factions used to store fuel. So I would do a shuttle run to stock up on the good stuff for my SoS2 ships. I tried the same but I haven't seen fuel yet. Could it be a mod conflict somewhere? I do use Better Orbital traders but afaik it doesn't touch settlement inventories: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3009866854

Oh and of course I had three fuel tankers show up in the start when I use still figuring out how to make a chemfuel generator out of scrap iron.
Aelanna  [author] 19 Jul @ 5:17pm 
@DJ_Anuz - The plasma converter is a replacement for chemfuel tanks. They take time to charge and lose power rapidly if your reactor is shut off, but saves you from having to produce and store chemfuel to power your gravship.
Aelanna  [author] 19 Jul @ 5:16pm 
@Skulgren - I talked with m00nl1ight and looked into Geological Landforms myself, GL does not alter vanilla water and thus would not have this effect on the deuterium extractor. Do you have any other mods that might be altering map rendering or terrains?
DJ_Anuz 19 Jul @ 4:31pm 
What exactly does the plasma converter do? Does it just refuel the thrusters, or does it increase range?
Skulgren 17 Jul @ 7:19pm 
It does work when only using itself. I tested against my mod list and it seems like the issue is the way that Geological Landforms changes things.
Aelanna  [author] 17 Jul @ 5:10pm 
@Skulgren - I am not seeing any issue with deuterium extraction here: https://i.imgur.com/iZw3Tjs.png

The deuterium extractor uses vanilla static references to water terrains, so if vanilla had changed or removed them then I would have seen that as a build error. Do you have any mods that might be drastically altering biome generation? If you drop your mod list down to only Fusion Power, does it work when powered in a dev quicktest?
Skulgren 17 Jul @ 4:02pm 
I think it's no longer recognizing sea water as a valid source. Similarly the toxic water from the wastelands biome (from the dlc) isn't valid, so I am wondering if it had to do with an internal change in how sea water was listed so now the mapping is off.
Skulgren 17 Jul @ 4:01pm 
Maybe found another issue? I can't seem to find a valid place to put a deuterium extractor. Foundations, concrete, sand, etc all seem forbidden.
GOMIN 16 Jul @ 6:03pm 
I'm really enjoying using the mod series. Thank you for the update!!
Gundam Pharmacist 16 Jul @ 5:22pm 
Hi again! I really appreciate all the work you do and the help you've provided everyone. Just gave myself an hour long scare and troubleshooting session not realizing why I couldn't repair one of my reactors when I needed reactor hull plates, which wasn't immediately obvious. Would it be possible to add a tooltip when you attempt right clicking to repair a reactor to indicate you don't have enough in the future? Thanks again!
Aelanna  [author] 16 Jul @ 12:14pm 
@bluev1121 @Skulgren - Ah, I found the issue! Seems some of my optimizations were overly aggressive and caused the gizmos to be cached in a locked state. v1.5.1 should fix this, thanks for the report!
Skulgren 16 Jul @ 11:33am 
Aelanna, I was about to report the same thing that Bluev1121 had reported. The icon button doesn't change forms when cycling between options. The information box on the right will show the active mode change, but the button itself does not. I have tested this against both reactors
Shimmer 16 Jul @ 8:24am 
@Aelanna

The biggest issue with He-3 production ive found is that it produces an insane amount of rubble, which sure you can make into a bunch of statues, but itd be nice to get rid of them to squeeze out that teeny bit of extra that you can

Grav ships with storage mods do allow you to get chunks in bulk, so the initial process isnt that big of a deal, but all that rubble tho...
bluev1121 16 Jul @ 8:16am 
Oh, the reactor IS cold, but wont change mode until I reload the save after shutting it down. I havent tried in isolation. Its something I can work around, and it only happened after I edited the XML files to add the new mode, so maybe it was due to my own shenanigans
Aelanna  [author] 16 Jul @ 7:46am 
@bluev1121 - Reactors being unable to change power modes unless cold is definitely intended, and I haven't seen any glitches with power modes or icons not updating properly during testing. Does this happen if you try using this mod in isolation?
bluev1121 16 Jul @ 7:36am 
@aelanna did some XML/paint magic and added a new fusion mode/appropriate icon, however I noticed the icons arent updating between the power modes until a save is reloaded. and sometimes the reactors themselves cant change modes if online when a save is loaded until they are both shutdown and the save is reloaded. Not sure if you can replicate those particular bugs because it doesnt seem terribly consistent.
Aelanna  [author] 16 Jul @ 7:16am 
@Shimmer - Heya! I am actively keeping an eye on feedback but I'm honestly hesitant to add mass production of helium-3 to the base mod as the rarity of helium-3 is part of the balance of D-He power. I will also definitely be looking at what Odyssey expansion mods bring in terms of additional orbital objects and planet layers; my personal preference would be to add more trading and exploration options for obtaining fusion fuels rather than direct production, but will definitely keep it in mind!
Shimmer 16 Jul @ 3:32am 
Could there be a different method for producing larger amounts of helium 3? Say, something that produces more of it but completely destroys the vacstone chunk instead of leaving rubble behind

The current output gives very little per chunk, 'd be nice if that was a mod option
PremierVader 15 Jul @ 12:02pm 
First you get the money, then you get the power!
- Tony Montana
Aelanna  [author] 14 Jul @ 1:51pm 
If you're asking about prior to Odyssey, I would use an isolated geothermal to serve as the ignition backup for the colony reactors. :)
Aelanna  [author] 14 Jul @ 1:50pm 
@overgrown palico - As before, the safest option is to have some kind of backup solution. With Odyssey, my favorite one so far is to have a single gravcore power cell connected to ignition capacitors on an isolated loop connected to the main power grid with a switch. You can use it to fire up the reactor, connect it back to the grid to charge them back to full, then turn the switch off and use the power cell to keep the capacitors at full charge. Alternatively, having two reactor cores and staggering power cycles also works.

If you have a permanent base in addition to your gravship, then you can build on the latter option by having a full-sized reactor core powering your base and connect the power grids together while your gravship is docked, allowing you to use the ship reactor to ignite the base reactor or vice versa!
overgrown palico 14 Jul @ 1:37pm 
I was actually about to ask if you would make fusion engines for odyssey--I guess you already got to it first haha.

Wait, but if you don't use batteries, how do you handle the downtime when you have to repair the fusion core? Just a temporary blackout?
Aelanna  [author] 13 Jul @ 5:16pm 
@L-laine - Hasn't ever crossed my mind, to be honest. Years of playing before 1.5 taught me to avoid batteries entirely and when I did use them, I used SYR's Metallic Batteries . Definitely stopped using them entirely after I get to the stage when I have fusion power infrastructure.
L-laine 13 Jul @ 4:01pm 
Have you thought about making a new battery mod? Im asking because most of all the other ones are outdated and the vanilla one is straight garbage.
Aelanna  [author] 13 Jul @ 3:46pm 
@Gundam Pharmacist - Ignition capacitors shouldn't lose charge so long as they have enough power to operate, but as their description says they will not begin charging until all normal batteries on the same power grid are already full.
Gundam Pharmacist 13 Jul @ 3:40pm 
Hi! Loving the mod - posted here for help today but I found out my own solution and want to know if this is correct. I'm busy throwing everything into my gravship and for some reason when my batteries are connected to the same network as the ignition capacitor, the ignition capacitor loses power and can't charge even when there's an energy surplus.

Is that normal?
Taurmin 13 Jul @ 7:55am 
Cant believe I haven't come across this mod before, its brilliant!
The new Odyssey additions are great as well, I just wish the Deuterium extractor could be minified so i could pack it up and take it with me when I'm done refuelling my ship.
Aelanna  [author] 12 Jul @ 8:47am 
@Inquisitor - The MMFS existed long before Odyssey did, but that's also why there's a new 3x3 compact MMFS. :)
Inquisitor 12 Jul @ 1:16am 
AHHHHH It drives me crazy!!! Why of Why does MMFS is 6 square size big? I can't align it perfectly in my ship...!!!! Why oh why it is even-number sized???
Omegaprime02 11 Jul @ 7:25am 
Those new graphics for the reactors I spy in the banner image look awesome!
Dragoncrusher 31 May @ 2:54am 
I don't do XML but I could try it with your permission
Amii 27 May @ 3:18am 
I have a couple comments,

1. Cool mod, like all of your mods.

2. The Helium-3 info tooltip suggests that you need a generator for it, but checking this page, it seems you can't produce/mine your own Helium-3? It seems unclear from in-game information.

3. The Tritium Breeder requires fuel in the form of Uranium to operate, but the information tooltip doesn't list a necessary fuel type (only that uranium is required for assembly), so this was unclear to me initially.

I'm not gonna say you're *required* to have all this information detailed in game and have no place to do so, but that's my two cents on the matter.

Interesting mod. I haven't been able to kick a reactor up just yet, but it's definitely more involved than the Vanilla Expanded Reactor, and makes a surprisingly good case for batteries.

It's certainly prettier than VEs Reactor. I wonder which I will prefer in the end.
Sera 24 May @ 2:10am 
@Dragoncrusher If it helps I use these mods with nantotech overpowered. But you will need to cherry pick out the nano aura. Otherwise your have hordes of tribe people in complete invincible armor.