It is a power plant built only on top of an underground ruin and consumes water.
https://mod.io/g/timberborn/m/geothermalpowerplant
#Geothermal Power Plant
59 messages · Page 1 of 1 (latest)
Im gonna try it the next time i play iron teeth
I'm a bit confused. The in-game info says that it needs 15 water per hour. One pump (folktails) claims to pump 3 water per hour. Thus, one would need 5 pumps - however, it seems that 3 pumps (driven by bots with fuel and cat) are enough to satisfy the needs of the power plant. Is the in game info wrong? Or are the pumps faster than claimed? (Maybe because of using bots?)
have you taken into account workspeed boost?
Maybe that's it.
Can be use in this patch?
So I have something strange going on, and im fairly certain I know what it's doing. But want some confirmation that it's working as intended. So basically, I have 2 geothermal power plants built but for some reason one isn't working like the other one. The first one I built runs with or without the cooling tower running. But the second won't produce power unless the cooling tower is running. My thinking is that the plants won't let you over produce power. If all your power needs are fulfilled by 1 power plant, the other plant won't run. This is how they're suppose to work, correct? If so that's such I nice feature. Lol.
Mmm from my experience they do let you over produce like any other power generator in the game
My guess would be that you might be pausing the plant instead of tower maybe, the tower has a weird hitbox I have noticed
Nah. There is beavers just chilling inside the one, while the others work their tails off. Lol. As soon as I fire up the cooling tower they start working.
Maybe is a water shortage so all water goes to the first
Sitting on 7k water in the storages. Lol. Idk. It's not a big deal really since it technically works when I need it too. It's not a hauling issue either, I have 60 haulers and I even tried prioritizing it.
Was thinking maybe it was just a visual bug, but the entire network shows 10k less power then its suppose to have.
Yea. Its in stable branch
Could be a bug in base game that does so ita stopped think i have heard some thing about. Changes to engines
It's a nice bug though honestly. Reduces waste of materials. It turns on every time my windmills stop producing. It's like it's automated. Haha
Does the radiation from this mod affect bot lifespans as well or just normal beavers?
Support for update 4 (v1.2.0)
The Simpsons reference is why they really like to sit on top of cooling towers
noice 🙂
oh did you manage to fix the power connection that were apparently not working on the legs of the power plant ?
No, nothing has changed
I didn't know about the behavior before but I built the cooling towers just so they could sit on them once I learned that
Do/did you have the power management mod installed? The one that has a low idle power usage? That's probably the reason the 2nd tower stopped
@radiant sage Are you aware that this mod stopped working on the experimental branch today?
Hi! I know the mod is broken in the experimental branch, but I've been so busy lately that I don't have time for leisure time
I will fix it when it gets stable branch
Don't worry, I haven't lost interest!
g2n 🙂
Thanks for not forgetting about us. I will wait patiently.
just so you know, the fix is very easy : just remove "building construction registrar" from all prefabs and you should be good to go.
Actually, I did not know that
Very helpful!
atleast just the last u5 patch
have compiled what changed and what to do in this message and message linked to it
https://discordapp.com/channels/558398674389172225/888491376143134760/1192125339745407139
https://discordapp.com/channels/558398674389172225/888491376143134760/1157705211373179012
This dramatically simplifies maintenance tasks
How wonderful
ya that was the thought one place to find the info needed and our findings 🙂
Can't wait for this mod to come back
We have badwater and centrifuges officially, so I would like to make the reactor more like a nuclear reactor
Like being able to use badwater instead of water, or having a large amount of badwater spew out in the event of a meltdown
However, there is a big gap between imagination and implementation
Anyway I hot-fixed this mod to work with update 5
I like it using my excess bad water for FT, for the IT "challenge accepted"
Nice idea
lapantouflemagic do add fluids with his water beaver mod if needed or some code and use badwater source/ blocker
👀
hi !
i know i asked a long time ago, but is it okay for me to reuse your chemney for my own nuclear power plant ?
as for consuming water, i wanted to do something similar, but mine is not constrained to be build on the ruins, it its a standalone building (actually its going to be up to 4 reactors to be build on a 11x11 base
basically something like that
in order to delete liquid i've settled on making it a negative power source, and the powery thing will check if water is present like a lido
but the issue is i already use this chemney model for my foudry
You mean the model?
Well, I didn't put much effort into modeling it, but feel free to use it if you want to credit me somewhere
Hey hey, is there any plans to update this to U6? My beavers need ultimate power 😅 just curious so hopefully don’t come across as pushy.
Yes, I would like to eventually update it, but...
I would like to make the nuclear power plant more elaborate, and the mod will inevitably be far morcomplex, so it will be some time before I can begin.
you mean you want to apply the contamination effect to the local ground and have some contaminated water being outputted then?
I would like to add a feature like the nuclear power plant in or Captain Industy or Rimworld's RimAtomics
is there anyway you could get working for the U6 and leave the new design for later? keep breaking my new save games
I wonder if it would be possible to have a building that accepts pipes from the pipes mod for delivering water to the plant 
I really like this idea, also in addition to water cooling and badwater cooling, how about condensate cooling, maybe they all give differing effects and maybe even different smoke colors depending what is used for cooling.
Wish this was still a thing
I miss this mod. And it would be nice if there was a way to attach pipes to buildings that require water.
1.0?