#Geothermal Power Plant

59 messages · Page 1 of 1 (latest)

radiant sage
karmic mirage
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Im gonna try it the next time i play iron teeth

finite wagon
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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?)

left swift
finite wagon
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Maybe that's it.

cold mesa
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Can be use in this patch?

dusky nova
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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.

wise canopy
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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

dusky nova
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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.

left swift
dusky nova
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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.

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Was thinking maybe it was just a visual bug, but the entire network shows 10k less power then its suppose to have.

left swift
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Wait hmm if network has 0 need engines shutdown 🤔

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Its in stable right?

dusky nova
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Yea. Its in stable branch

left swift
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Could be a bug in base game that does so ita stopped think i have heard some thing about. Changes to engines

dusky nova
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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

remote bramble
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Does the radiation from this mod affect bot lifespans as well or just normal beavers?

frigid crag
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Just normal beavers

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It's definitely worth it to unlock bots for the plant asap

remote bramble
radiant sage
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Support for update 4 (v1.2.0)BeaverDabbing

radiant sage
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The Simpsons reference is why they really like to sit on top of cooling towersbeaver

lilac tapir
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noice 🙂

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oh did you manage to fix the power connection that were apparently not working on the legs of the power plant ?

radiant sage
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No, nothing has changedThinkingF

wheat lion
manic valley
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@radiant sage Are you aware that this mod stopped working on the experimental branch today?

radiant sage
manic valley
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g2n 🙂

wheat lion
lilac tapir
radiant sage
left swift
radiant sage
left swift
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ya that was the thought one place to find the info needed and our findings 🙂

wheat lion
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Can't wait for this mod to come back

radiant sage
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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 implementationBeaverSleeping
Anyway I hot-fixed this mod to work with update 5WorkHardF

wheat lion
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I like it using my excess bad water for FT, for the IT "challenge accepted"

left swift
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lapantouflemagic do add fluids with his water beaver mod if needed or some code and use badwater source/ blocker

radiant sage
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👀

lilac tapir
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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 ?

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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

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basically something like that

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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

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but the issue is i already use this chemney model for my foudry

radiant sage
fast crow
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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.

radiant sage
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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.

manic valley
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you mean you want to apply the contamination effect to the local ground and have some contaminated water being outputted then?

radiant sage
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I would like to add a feature like the nuclear power plant in or Captain Industy or Rimworld's RimAtomics

hollow cloud
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is there anyway you could get working for the U6 and leave the new design for later? keep breaking my new save games

open kraken
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I wonder if it would be possible to have a building that accepts pipes from the pipes mod for delivering water to the plant ThinkingFT

wheat lion
opaque falcon
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Wish this was still a thing

knotty arch
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I miss this mod. And it would be nice if there was a way to attach pipes to buildings that require water.

wheat lion
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1.0?