MadClown01's AngelBob Nuclear Extension


Adds thorium fuel cycles, advanced waste processing and new nuclear fuels.

1 year, 5 months ago
0.16 - 1.1
19.5K

i [Adjusted] Bob's Power/Revamp new reactors

5 years ago

I couldn't find a mention of it anywhere but I thought it ought to be brought to someone's attention: Bob's Power/Revamp (when used together, I think? Not sure exactly which part does it) now adds their own thorium processing/fuel/reactor which conflicts ever so slightly with this mod now (duplicate items is a conflict? I think?). They also added deutrium reactors that need hydrogen sulfide to make fuel for but it's not accepting angel's hydrogen sulfide.

I wasn't sure if you were already aware of the changes or not, figured you'd wanna know for future updates.

5 years ago

God man bob!

5 years ago

I am aware of the changes, from what i can see, there is no actual conflict, the "duplicate" recipes are different enough to add a bit of balancing, Clown and I are aware of the change and are considering possible options. For now though, the mod is in a "if it ain't broke, don't fix it" phase :D

5 years ago

If I may add my two cents on the issue: It is Bob's Metals, Chemicals, and Intermediates that adds the new nuclear processing recipes, and I think they should be removed when this mod is enabled just because the recipes really don't fit in with the recipes here, and just clutter up the tech tree and crafting menu.

5 years ago

I have taken the other approach, his recipes made more sense to integrate (even though they were in this mod first, some of them were really only a stop-gap measure), so that is what has been done.
Please see the changelog for the changes.
I can not confirm if this will break bases (the iron->lead change may be annoying though)

5 years ago

A couple of thoughts on the new update:

  • Either Bob's thorium-plutonium fuel cells should be removed or this mod's mixed oxide fuel cell should be removed, as they have the exact same recipe but one has a vastly greater fuel value than the other.
  • It is a bit weird that the normal fuel reprocessing recipes return the lead plates you put into the cells but the advanced recipes do not. Something should be changed here to make this consistent.
  • Bob's mods change nuclear fuel to have a 500% pollution modifier, but this is not reflected in the new nuclear fuels this mod adds.
  • This is technically a vanilla nuclear extension problem, but the atomic bomb recipe was changed to take 10 rocket control units instead of 20 blue circuits sometime in 0.17, and the "atomic bombs from plutonium" recipe has not updated to reflect this.
5 years ago
  • oh, i did not even notice that nuke change... ill look into that one.
  • I was tossing up adding lead as a product to the advanced process, but since the current bobs recipes and purely cyclic on lead, id rather have some kind of sink for it...
    -- I may look at adding a setting for this (heck, even if i return the lead oxide that may work, you are acid washing after all)
  • I did notice that the two recipes are identical with massively different fuel values, i may make bobs one significantly more expensive to compensate.
  • I have not decided if i want the nuclear fuels (speed boosting ones at least) to have a pollution modifier boost, but adding it to the thermal fuels seems like it would make them less useful.
    -- then again, at that point in a map is pollution really a problem?
5 years ago

I don't care about pollution.

5 years ago

OK, latest update should "fix" the problems specified...
- I have also added a mod setting (defaulted to ON), if updating on an existing base, ensure you turn this OFF before you load the map (not sure how to have it enable on a new game only Sorry)
-- This fixes a problem with regards to lead plate duplication when using productivity modules...
-- This setting should give a solid balance.
- Not sure what to do about the pollution affect though