Realistic Fusion Power


Adds a new way to produce energy through nuclear fusion. Fully compatible with K2, Angel's/Bob's, SE and IR2. Unmaintained since 2024-10-25.

Content
20 days ago
0.17 - 1.1
29.0K
Power

i [Fixed in 1.8.2] Small problems with the fuel

3 years ago
(updated 3 years ago)

hej Romner_set,

I have two small things this time about fuel. For one thing, I noticed that I don't have NuclearFuel in my default Krastorio2 game. only Rocket fuel . I only need it for the Rockets. because all my vehicles work with fuel from K2 (biofuel, normal fuel, and Imersit fuel) and my trains work with the He-He fuel cells because I also play with the "Krastorio 2 - Additional Locomotives mod". Therefore, although I have the fusion fuel through your research, I cannot benefit from it at all. Is it possible to deactivate this for Krastorio2 ?!
on the other hand I wanted to research the D-HE fuel cells and to my horror I noticed that these red / green and blue tech cards need next to purple / yellow and space. But these do not fit into the Singularity Laboratory and the Advanced Laboratory does not accept space tech cards. So I cannot research this. Can you please change the tech cards to purple / yellow and space? so that it fits in with the previous research and becomes researchable ?!
greetings MoSII

3 years ago

Fixed both in 1.8.2.
The thermonuclear/fusion/antimatter fuels weren't supposed to be added if some mod removed nuclear fuel or its recipe, but K2 for some reason just prevented the recipe from being researched, which I can't detect automatically.

3 years ago

Hey Romner_set,
big thanks for the quick Update. The fuel has disappeared as intended and the research costs are now in line.

I will continue to test everything that is possible with your cool mod. Next up is a D-He3 Fusion setup and then I'll deal with the electrons.
greetings

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