RimWorld

RimWorld

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Dubs Rimatomics
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
101.964 MB
Sep 3, 2017 @ 3:09pm
Apr 11 @ 11:28am
91 Change Notes ( view )

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Dubs Rimatomics

In 1 collection by Dubwise
Dubs Mods
12 items
Description
Nuclear power | Energy weapons | Nuclear weapons

WORKS WITH SAVES
WORKS WITH MULTIPLAYER

WIKI Take me to the wiki[github.com]

Rimatomics adds nuclear power and energy weapons, and a custom research system guides you step by step through most of the features, with a few details being left for you to figure out. The nuclear power system scales from kilowatts to megawatts, with options for combinations of different types of cooling systems, turbines and reactor cores - plus upgrades. To make use of such massive amounts of power, an assortment of energy weapons has been added, microwave area denial systems, tesla coils, high energy lasers, railguns, anti mortar systems, threat detection, drop pod scramblers, many types of upgrade modules, and nuclear weapons.

[ko-fi.com]

[ko-fi.com]

[www.patreon.com]

Discord for my mods: Discord[discord.gg]

Github Releases[github.com]

Starting out
Starting out Go to the rimatomics tab in the normal research menu, you will see a single project, once this is complete you can build the special Rimatomics research bench, you can then access the special Rimatomics research screen via the main button next to standard research, or via the tab when clicked on a rimatomics research bench.

The research projects act as a walk through for everything!

Chinese by BOXrsxx & BiscuitMiner 边缘汉化组 中文Mod合集
Czech by Ralph Shepard Feedback[prekladyher.eu]
Popular Discussions View All (174)
1,693
11 hours ago
PINNED: HELP!
Dubwise
261
Jan 21 @ 11:12am
PINNED: FAQ
Dubwise
1
Apr 27 @ 3:26am
Startup red error Steam Dependency
lol
5,188 Comments
Aether 4 hours ago 
Did you build and connect the turbines and the cooling?
LexMechanicus 5 hours ago 
After i build the first reactor in this Update i got an %NaN% Errors in the Reactor Console UI for Cooling and Turbine. Is there a fix for that?
manollette 11 hours ago 
Adjustment. TACS was roofed and I'm a moron.
manollette 11 hours ago 
Another test - SACS, PPC, and Marauder all on a tiny, contained grid. Sufficient power for a shot in the PPC, SACS is manned, forced target is set to that neutrolope on the right. Does not fire.

https://imgur.com/a/u7xBSSV
manollette 11 hours ago 
@Astra yes I have line of sight, everything is powered. I've confirmed the issue is present for other weapons as well. Example linked below. First screenshot is forced firing target, second has the PPC's to the left, weapon to the right - both connected via power cable and with 16kWd stored, 27.6k excess in the grid. Third screenshot has the also-connected SACS at the bottom, currently manned by someone with shooting skill.

https://imgur.com/a/akwtqSP
Orbit 20 hours ago 
i hope developers fix this
Orbit 20 hours ago 
the most fun part nuking tribals are no more now this is sad
Astra May 5 @ 8:20pm 
@manollette do you have line of sight?
manollette May 5 @ 1:58pm 
Is there a requirement for weapons that I'm missing? Having issues getting the tesla coil prototype to work. I've got a manned SACS, TACS, two PPC's, and the prototype, all on the same power grid. But it doesn't autofire at enemies, nor does it respond to my forced targets.
CaveMan May 5 @ 12:32am 
Game crash after tactical launch.