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Still in development. Waiting for new model, as this wasn't worked on for the longest time.
Leaving the plutonium at 0 was to test other things, so thats why its not 12 even though it should be.
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they could've prevented all DLL proxy from loading by their IAT filter api, but instead, they chose to delete t4m DLL out of pettiness. im leaving this here just for the record.
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You can select anything else, but selecting plutonium fuel rod at any production rate with any settings always results in
"Unfortunately we couldn't calculate any result.
This can be due to many …
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I would love to use this but hate using joycoins to launch a game I want to touch it and it launches please add this support
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Hi again! I think there is a bug or unknown feature about plutonium fuel cycle. As the PU reactor shows, "3X or FullPower" PU reactor cycle is "28800 Water + 1 PU rod = 28800 SteamHi /6000 game time"…
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It can be seen below that the block parameter definition that `puFrac` represents the fraction of "heavy metal" which is Plutonium. For certain fuel systems, the plutonium in the fuel is typically def…
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I understand why there wouldn't be recipes for both uranium and plutonium, as there are multiple liquid forms. however the rest of the stabilized isotopes do not have extractor recipes to turn them ba…
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In previous builds you have this at the end of CreateShowdialog: **std::string &icon_path = ""**
I can just put in the path for an Icon and it works fine.
Now you changed in new plutonium builds…
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Some thoughts I had regarding breeder reactors in the mod:
Neutron radiation: along with the regular (gamma?) radiation that fission reactor cores currently emit when active, they should also emit …
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I have plutonium R372 and the timer works but I also use modern plutonium for other games is there a chance this timer will get updated to work with the newer versions of it?