Rimushima v2 Modular Nuclear Power

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Authors: SioxerNikita, Dubwise

Last revision: 6 Oct, 2016 at 00:29 UTC

File size: 10.3 MB

On Steam Workshop

Description:

Rimushima v2 adds a modular nuclear power plant to Rimworld

List of new buildings:
Reactor Core
Reactor Control Computer
Turbine
Cooling Tower
Uranium Centrifuge
Nuclear Machining Table
Storage Cask
Reactor Piping
DU Turrets
DU Morters
Containment Area

New things:
Depleted uranium
Enriched uranium
Nuclear fuel rods
Radioactive slag
Radiation suits
Potassium Iodide

Health effects:
Radiation poisoning
Lethal radiation exposure
Geiger counters for detection

Basic steps for getting it up and running:
1. Research and construct the Uranium Centrifuge and load it with Uranium, when powered and turned on this will process the Urainum into drums of Depleted and Enriched Uranium over time. The Depleted Uranium can be used to create DU turrets and DU morters which offer small damage boosts over the standard types.

2. Research the Light Water Reactor.

3. Construct 1 Reactor Core, 1 Turbine, 1 Cooling Tower, and 1 Control Computer.

4. Link the Reactor Core, Turbine and Cooling tower together using the Cooling pipes, and attach the Control Computer to any power conduit connected to the system. The Containment Area concrete flooring may be used in areas that you wish to avoid colonists wandering around, some colonists may choose to ignore the warning.

5. Construct the nuclear machining table and craft Fuel Rods using Plasteel and Enriched Uranium.

6. Using the Control Computer reset the control rods and target temperature to 0 for safety. Then select the Reactor Core and increase the Fuel Rods limit to the amount desired and enable Fuel rods under the storage settings. Colonists will then haul available fuel rods and insert them into the slots available.

7. Once all Fuel rods are inserted you are ready to begin powering up the reactor. It is important to gently retract the Control rods by small amounts using the Control Computer, this will increase the neutron flux and begin to raise the Core Temp. Monitor the temperatures and make sure they stay below 350C to prevent core damage which can lead to an increased frequency of incidents. If the cooling capacity is not adequate or the temperature spikes rapidly press the SCRAM button to rapidly insert the Control Rod’s and control the heat, failure to do so may result in a full core melt incident.

8. Once the control rods are fully retracted and the neutron flux is 100% set a desired target temperature for the cooling system. Higher temperatures will generate more power, but running above 350c for lengthy periods can damage the core and may result in more frequent incidents.

9. When you want to add more than 6 Fuel Rods you will need to introduce a second Turbine to increase the maximum power output, and a second Cooling Tower to increase the maximum cooling capacity. Any extra turbines and cooling towers added beyond requirements will be available as back up systems if the primary systems fail or are destroyed.

10. If you want to create a second Reactor Core you will need to give it a unique ID, click the A-B button labelled Alpha and select a unique ID for that core, to link turbines cooling towers and control computers to that core you need to set them to the same ID.

Notes:

with 6 rods and 1 turbine: 22kW @ 350c and 37.5kW at 600c
with 12 rods and 2 turbines: 87kW @ 350c, 150kW @ 600c
with 24 full reactor cores about 2 megawatts.

Each part of the reactor has a button with an A-B icon which allows you to set up to 24 unique ID’s. Set your Turbine Control Computer and Cooling Towers ID’s to match a specific Reactor Core. You can use a single computer to control multiple reactors by switching its ID on the fly, or have multiple computers controlling the same core. You can also reroute turbines and cooling towers from one core to another in an emergency.

As you increase the number of Fuel Rods the sensitivity of the cooling system will increase and require finer adjustments and more monitoring.

Fuel rods will eventually run out of juice and will turn into Spent fuel rods, these emit radiation and must be stored safely in a Storage Cask, Wearing a Radiation Suit is required for this task.

Sometimes a Fuel Rod may crack and contaminate the cooling system and increase temperatures, these Cracked Fuel Rods will need to be removed and stored safely in a Storage Cask.

All colonists are now equipped with Geiger counters to detect radiation, as a colonist gets closer to a source of radiation the rate of exposure increases. Radiation suits and Potassium Iodide can be used to reduce the buildup of radiation.

High levels of radiation exposure can cause burns but can be treated, and colonists will eventually recover, however repeated exposure to non lethal levels of radiation may increase the risk of carcinomas over time.

Extreme radiation exposure is lethal, and colonists will die within a few days.

In the event of a core melt any radioactive slag exposed to the air will cause radioactive fallout which can last for months. This slag must be contained in a cask, or you can pay traders to deal with it for you

German translation by GHXX
Chinese translation by 臭猪脏猫

Non steam version:
https://ludeon.com/forums/index.php?topic=25124.0