Realistic Fusion Power


Adds a new way to produce energy through nuclear fusion. Fully compatible with K2, Angel's/Bob's, SE and IR2. Unmaintained since 2024-10-25.

Content
20 days ago
0.17 - 1.1
29.0K
Power

b [Not really a bug, but fixed in 1.5.2/3] No more science pack slot in modded lab

3 years ago

Hi,
just updated RFP from 1.4.1 to 1.5.1 and now I face the issue that there is no slot anymore for the antimatter science pack. I am using 5dims labs (in case it is caused by that one), but I have no clue how it happened as it was working fine before the upgrade.

Any ideas for fixing this?

3 years ago

Before 1.5 there was a dynamic system where it would add the antimatter science pack to all labs (modded or not), but that caused crashes if certain combinations of mods were loaded together with RFP (for reasons that are beyond me), so I replaced it and now I have to manually add each modded lab. I'll add compat for 5dim's labs when I get on my pc sometime tomorrow.

3 years ago

Ok, thx for the update. Then I'll just finish the all the research used in this mod and then upgrade to 1.5.1

3 years ago

At least the base (MK1) lab works.

3 years ago
(updated 3 years ago)

I made the patch and then forgot to publish it, sorry. Should be out now.

(i'm blaming my lack of sleep for this)

3 years ago

However, I was using MK10 labs with 8 Dark Module III's (+60% productivity, +60% speed, -60% energy use, -60% pollution for each module, and each MK 10 has a base research speed of 3.1 and 8 module slots) amounting to a base increase in research speed to 4582% with the extra items that productivity adds included. Now, I am using MK1 (the vanilla lab reskinned, 1 base research speed, and 2 module slots) labs with 2 Dark Module III's for a total increase in speed of 484%. Combine that with the occasional brownouts caused by my insufficient power generation and one particle accelerator and that turns out to be a ten-fold decrease in speed per lab.

3 years ago

You can use MK10s with RFP 1.5.2. As I said, I forgot to publish the patch.

3 years ago

Why, then, do I still not see it?

3 years ago
(updated 3 years ago)

Seems like I added every lab except for the MK10 (like MK9, 8 etc). Sorry again, fixed in 1.5.3.

3 years ago

Just wanna say thx for the fast updates of this mod. I really like the new ways of producing energy, and the weapons really rock. And - despite what they can destroy - they don't cause the same insane lag like true nukes, which is great.

3 years ago

Glad you like them :)
Performance is a huge issue when dealing with explosions that big, so I had to cut some corners to make it work (although these cut corners can be un-cut with mod settings, of course)

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