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Balanced Atomizer

[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3686112421][img]https://images.steamusercontent.com/ugc/16256564158279442476/E89B3FF4F55B30F3A752FB2C6A9E9B3882C7F004/[/img][/url] Balanced Atomizer If you've played Biotech with mechs, you already know the pain. The problem Waste is not just another thing to manage — it is [b]the[/b] thing to manage. Nothing else in the game scales as aggressively, demands as much constant attention, or punishes neglect as brutally as wastepack buildup. Left unchecked, it will end your colony. Not maybe. It will. So you deal with it. You send caravans. Constantly. To a tile far enough that the pollution won't creep back. You burn time, you burn resources, you pull pawns away from everything else, all to haul bags of toxic garbage across the map. Again. And again. Then you discover the Wastepack Atomizer. Expensive to research, expensive to build. But finally — [i]finally[/i] — a real solution. You're willing to pay whatever it costs. You focus your entire game around unlocking it. And then it arrives, and it processes [b]one wastepack every twelve hours[/b]. 😐 Two per day. Against dozens generated. It's not a solution — it's a joke. The single most advanced piece of waste management technology in the game is functionally useless at the exact scale where you need it most. What does the mod do? This mod makes the atomizer what it should have been: [b]costly, but functional[/b]. [list] [*] Processing speed increased ~3x (9,923 ticks vs 30,000 vanilla) [*] Uranium fuel required: [b]2 uranium per wastepack atomized[/b] [*] Pawns haul uranium to the atomizer automatically (toggle available) [*] ⚠️ [b]Containment failure[/b]: the atomizer's molecular containment field requires a constant uranium power feed. If uranium runs out mid-cycle, the field collapses and the wastepacks dissolve uncontrolled — instant pollution. Wastepack intake is automatically disabled. You'll have to refuel and re-enable it yourself. [/list] With this mod, [b]two atomizers are enough for most colonies[/b]. The atomizer actually works — but it demands a steady uranium supply (Deep drilling, trading, mining expeditions: keeping your atomizers fed becomes a genuine logistical challenge) that replaces the tedious caravan loop with meaningful strategic decisions. Balance at a glance [list] [*] ~6 wastepacks/day per atomizer (vanilla: 2) [*] ~12 uranium/day per atomizer [*] Uranium capacity: 20 (pawns auto-haul) [*] Power unchanged (400W) [*] Build cost unchanged [*] Containment failure = pollution + auto-load disabled [/list] Compatibility [list] [*] Requires [b]Harmony[/b] and [b]Biotech DLC[/b] [*] Safe to add to existing saves [*] Compatible with mods that don't completely replace the atomizer's processing logic [/list] Design philosophy [i]"I want it to be costly. I don't care about the price. Just give me something that actually works."[/i] The vanilla atomizer isn't a balance problem — it's a broken promise. You earn it, you build it, and it does nothing. This mod honors the cost you already paid to get there. [url=https%3A%2F%2Fko-fi.com%2Fcdcappa][img]https://i.imgur.com/JQgzWcq.png[/img][/url][ko-fi.com] [hr] [i]Compatible with RimWorld 1.6[/i]

Зависимости мода

Логотип мода

Harmony

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