K2-SE Fusion Rebalance


This mod aims to improve Krastorio 2's fusion reactor, DT fuel cell, and advanced steam turbine to make them a clear upgrade to fission power but prevent exploits when used alongside Space Exploration. It also includes SE-related tweaks to allow fusion power in space and allow fusion reactors to work with high-temperature turbines.

Tweaks
1 year, 9 days ago
1.1
269
Power
Owner:
bluegreen1024
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
1 year, 10 days ago
Latest Version:
1.1.0 (1 year, 9 days ago)
Factorio version:
1.1
Downloaded by:
269 users

This mod improves Krastorio2's fusion reactor, DT fuel cell, and advanced steam turbine to make them clearly superior to fission power, and competitive with some of Space Exploration's mid-to-late game power options, while maintaining Space Exploration compatibility.

Changes to Default Fusion

  • The fuel value of a single DT fuel cell has been increased by a factor of 10 to 100 GJ. This is to make it a clear improvement over fission, and because fusion fuel is incredibly energy-dense even in real life.
  • The fusion reactor's default fusion recipe is now approximately 98% fuel-efficient, rather than 80%. This means one fusion reactor can support 20 advanced turbines rather than 16. It also makes the stationary fusion reactor almost as efficient as ordinary boilers or the spidertron's fuel consumption. Truthfully, a large stationary water-cooled power plant should be much more fuel-efficient than a space-constrained vehicle engine, but at least they are almost equal now.
  • The steam temperature of the default fusion recipe, and the operating temperature of the advanced turbines, has been effectively doubled to 1935 degrees C. This means the reactor's power output has been doubled to nearly 4 GW. The turbine's max output has also been doubled to 200 MW to preserve the ratios. It still burns through fuel cells 5 times more slowly because of their 10x fuel-value buff. It also uses half as much water per unit of power generated.
  • The fusion reactor itself requires only 100MW to operate rather than 500MW. This is still a significant amount, but not so much that you need a working fission reactor or a massive solar field just to jumpstart your fusion reactor. This makes fusion more viable at remote locations.

New High-Temperature Fusion

  • You must now select one of two recipes in the K2 Fusion reactor. The "Nuclear fusion" recipe works as described above. The new "High temperature fusion" recipe outputs 5000 degree steam, suitable for SE's high temperature turbines.
  • High temperature fusion is slightly over 90% fuel-efficient, but uses about 60% less water compared to ordinary nuclear fusion.
  • K2 Advanced steam turbines will accept steam hotter than 1935 degrees, but still won't produce more than 200MW (they will burn through hotter steam more slowly).

Intended Use Cases

The standard nuclear fusion recipe is now twice as space-efficient as it was without this mod. It is meant for compact high-power generation where supplying water is not a problem.

The high temperature fusion recipe can either be used with K2 advanced turbines to trade fuel-efficiency for water efficiency (but they will still use significant amounts of water), or, later, it can be used with SE high temperature turbines to recycle almost all the water, ideal for mid-to-late game spaceships and outposts.

Oh, that's right, fusion reactors and advanced turbines can be placed in space now.

Also, the steam output amount is always less than or equal to the water input amount, so you can't exploit the reactor alongside condensation to generate free water.

Low Temperature Fusion

As of version 1.1, there is a third "Low temperature fusion" recipe which has the same fuel-efficiency but half the power output as the standard "Nuclear fusion" recipe. The main use for this recipe is that it outputs 975 degree steam, which is compatible with SE condenser turbines. It lets you conserve water before you unlock SE's high-temperature turbines (but you will need a lot of condenser turbines to get full use out of one fusion reactor).

Known Issues

  • The changed ratios will probably break existing fusion power setups.
  • Fusion reactors are no longer fixed-recipe machines, so now you must manually select which fusion recipe to use.
  • The fusion reactor description still says it supports 16 advanced turbines, even though it actually supports 20. I changed this in the localization file, and I can only assume that SE Postprocess is changing it back after this mod runs.
  • It is possible that these changes make fusion too good compared to antimatter and/or solar beaming. However there is only so much I can do about that while still keeping it a clear step up from fission, and I want this mod to remain specifically focused on fusion, not power in general.