Planetary Fuels


Adds variants of Nuclear Fuel specific to some non-Nauvis planets.

Content
2 days ago
2.0
296
Manufacturing Power
Owner:
Malidictus
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
6 months ago
Latest Version:
1.1.3 (2 days ago)
Factorio version:
2.0
Downloaded by:
296 users

This mod adds a new vehicle fuel for each of the planets Vulcanus, Fulgor and Gleba. Each fuel is broadly comparable to Nuclear Fuel in terms of performance, but made with local materials and with some twists in the way it's made or function. Additionally, the mod adds a Fusion Fuel, similar other mods here on the portal. Here's a breakdown of the fuels:

Crystallic Fuel:

  • Crystallic Fuel is Built on Vulcanus, designed for heavy cargo hauling.
  • Relative to Nuclear Fuel, it has increased top speed by 0.2 and increased acceleration by 0.1, but suffers from decreased fuel value by 100MJ and emits 10% more pollution.
  • Requies Radiant Crystal intermediate, crafted inside a Foundry.
  • Crystallic Fusion Fuel is a "Fusion Tier" upgrade to Crystallic Fuel. Relative to Fusion Fuel, it has increased top speed by 0.4, increased acceleration by 0.2, decreased Fuel Value by 200MJ and increased emissions by 20 points.
  • Requires Incandescent Crystals, produced in a Foundry from Radiant Crystals and Heat Transfer Fluid, with a Radiant Crystal Slag byproduct.
  • Heat Transfer Fluid is produced cold (400C) from Heavy Oil, Tungsten Ore, Calcite and Carbon, with a Tungsten Slag byproduct . It's heated inside a Cryo Lab using cold HTF and Lava, with a Stone byproduct.
  • Radiant Crystal Slag and Tungsten Slag can be recycled into Radiant Crystals and Tungsten Ore, respectively, inside a Recycler. Yield is low.
  • Fusion Fuel Casings can optionally be produced locally from Steel, Tungsten Plate, Tungsten Carbide and Concrete inside a Foundry.

Ionic Fuel

  • Built on Fulgora, designed for energy efficiency
  • Relative to Nuclear Fuel, it has decreased top speed by 0.1, decreased acceleration by 0.1, but comes with increased fuel value by 200MJ and emits 20% less pollution.
  • Requires Molecular Ionizer intermediate. When burned, Ionic Fuel leaves behind a Spent Molecular Ionizer.
  • Spent Molecular Ionisers can be refurbished inside an Electromagnetic Plant.

Biomass Fuel

  • Built on Gleba, designed for sustainability.
  • It's identical to Nuclear Fuel, except its emissions are decreased by 60%.
  • Requires Necrotising Bacteria to craft. Spoils into Necrotising Bacteria after 10 hours. Leaves behind Necrotising Bacteria when burned.
  • Necrotising Bacteria can be bred from other Bacteria and Pentapod eggs, crafted inside a Biochamber.
  • Necrotising Bacteria is never actually lost in the fuel-burning process. Burnt fuel returns as much bacteria as was used to craft it.
  • Necrotising Bacteria decays in 1 hour, causing a large acid damage explosion which can affect player-made structures and deals a substantial amount of damage.
  • Necrotising Bacteria cannot be burned as fuel. To get rid of it, it must be burned to carbon inside a Furnace.

Fusion Fuel

  • Built on Aquilo, designed to be significantly better than all other fuels.
  • Has 6GJ Fuel Value, 350% Acceleration, 130% Max Speed, 150% Pollution.
  • Requires Fusion Fuel Casings, created inside a Cryogenic Plant.

Gamma Ray Fuel

  • Nauvis counterpart to Fusion Fuel, slightly more energy at the cost of managing burnt inventory.
  • Requires Irradiated Biter Eggs and Fusion Fuel Casings. Spoils into Uranium 235 over 24 hours. Leaves behind Uranium 238 when burnt.
  • Biter Eggs can be irradiated in a Biochamber using Nuclear Fuel Cells, producing Irradiated Biomass as a byproduct.
  • Irradiated Biomass can be distilled down to Uranium 238, or used for an alternate Egg Irradiation recipe, replacing the Nuclear Fuel Cell.
  • Fusion Fuel Casings can optionally be produced locally from copper, iron, steel and concrete inside a centrifuge.
  • Irradiated Biter Eggs spoil in 24 hours. When spoiled, they detonate in a nuclear explosion.

Mod Settings:

  • Energy Modifier - scales the energy difference between Planetary Fuels and Nuclear fuel. This affects both increases and decreases.
  • Movement Modifier - scales the acceleration and top speed differences between Planetary Fuels and Nuclear fuel. This affects both increases and decreases.
  • Pollution Modifier - scales the pollution difference between Planetary Fuels and Nuclear fuel. This affects both increases and decreases
  • Add Burnt Fuel Inventory - adds 1 inventory slot for burnt items to the burner power sources on boilers, furnaces, mining drills, inserters and vehicles that don't already have any. With this option disabled, Ionic and Biomass fuels will produce nothing when burned inside most entities.
  • Fusion Fuel Energy Value - determines the fuel value of Fusion Fuel
  • Fusion Fuel Acceleration - determines the acceleration multiplier of Fusion Fuel
  • Fusion Fuel Top Speed - determines the top speed multiplier for Fusion Fuel
  • Fusion Fuel Pollution - determines the pollution multiplier for Fusion Fuel

Credits:

I've used multiple icons from Malcolm Riley's unused renders, modified by myself, largely hue-shifting colour channels to match my items/fluids. So far, icons from this set were used for Incandescent Crystals, both types of Slag and both types of HTF.