Mushroom Cloud 2


Enhanced nuclear explosions with mushroom cloud graphics, dynamic multi-layer lighting, distance-based sound effects, and optional radiation damage. Now compatible with 12+ nuclear mods. Ported from Factorio 1.x.

Tweaks
3 days ago
2.0 - 2.1
683

Changelog

Version: 1.1.34
Date: 2026-07-31
  Changes:
    - Moved nuclear compatibility patching to the final-fixes stage.
    - Added compatibility for Krastorio 2 Spaced Out, Maraxsis Fat Man and nuclear cliff explosives, and two ModMash nuclear mods.
    - Updated compatibility metadata and localized descriptions to reflect support for 17+ nuclear mods.
    - Corrected the Spanish locale identifier so Factorio loads the translation.
    - Removed unused runtime light-effect timestamp fields.
  Bugfixes:
    - Preserved Space Age surface-specific nuclear tile and damage effects when replacing detonation presentation.
    - Prevented Orbital Ion Cannon detonations from triggering duplicate Mushroom Cloud flashes and distance-based sounds.
    - Kept gradual mushroom-cloud lighting visible when the per-user nuclear flash was disabled.
    - Prevented nearby scorchmarks and distant tile placement from suppressing or removing the nuclear crater.
    - Guarded flash animation updates against independently expired rendering objects.
    - Added a clear data-stage error when the required base scorchmark prototype is missing.
Version: 1.1.31
Date: 2026-07-22
  Changes:
    - Eliminated unused shockwave state, stale entity-sound comments, and global helper leakage while preserving distance-based detonation audio and persistent light initialization.
    - Consolidated SolarOrbite's credit into supported author metadata
    - Replaced per-player square-root sound checks with cached squared-distance thresholds.
    - Eliminated idle tick dispatch through conditional persisted-light updates.
    - Persisted active nuclear light-animation records and render-object references so flash and glow updates resume after loading a save.
    - Renamed all localized mod-name and mod-description keys to the MushroomCloud2 internal identifier.
    - Replaced the unreachable legacy migration and updated handling using localized notifications.
    - Aligned all crater-radiation damage rings to biological targets.
    - Removed unreachable duplicate ticking-sound path while preserving stationary crater radiation.
    - Constrained explosion sound ranges to ordered, non-overlapping distance bands while keeping existing defaults.
    - Removed dead and constant calculations while preserving existing visual curves.
    - Simplified the runtime light-animation formulas with named bounded progress values.
    - Normalized the nuclear flash transition against elapsed ticks so scale fades from 100 to 20 while light intensity remains bounded between 1 and 0.
    - Deduplicated shared nuclear detonation effect lists by table identity.
    - Replaced the shallow projectile-only detonation patcher with an explicit compatibility registry and recursive trigger walker that preserves gameplay effects while replacing all supported nuclear detonation presentations.
    - Removed unconditional quadrant lighting while preserving mushroom-cloud animation and distance-based audio.
    - Applied the per-user nuclear-flash setting to every scripted detonation light.
    - Separated nuclear presentation visuals from optional distance-based audio.
    - Replaced original nuclear presentation effects with one idempotent Mushroom Cloud detonation while preserving gameplay triggers.
Version: 1.1.17
Date: 2025-12-24
  Bugfixes:
    - Fixed critical crash when loading with certain mods due to missing nil checks in ground_zero.lua
    - Added validation for projectile and landmine action structures before modifying their effects
    - The mod now gracefully skips incompatible projectile definitions instead of crashing
    - Improved compatibility with mods that define nuclear projectiles with non-standard action structures
Version: 1.1.16
  Info:
    - Previous release (see mod portal for full history)