Realistic Reactors Reborn

by OwnlyMe

Meltdowns, control rods, emergency cooling, breeder reactors, modules, custom guis, etc...

Content
5 hours ago
2.0
25
Power

Changelog

Version: 2.0.5
Date: 2024-12-25
  Changes:
    - The gui will show the second output slot and the most common item in the hidden output inventory (because the first slot is basically unused)
    - Fixed some localisations
Version: 2.0.4
Date: 2024-12-25
  Changes:
    - Inserting control rods is slower than pulling them out
    - Control rods have 1000 steps instead of 100
    - Newly built ECCS can hold and pump 10% more water per reactor quality level (caps at +100%)
    - Added a render text above the reactors and a textfield in the gui to change the name
    - Some gui changes
Version: 2.0.3
Date: 2024-12-24
  Bugfixes:
    - Recipes are hidden now
    - Fixed an error after scram
    - The breeder reactor doesn't change visual appearance after scram anymore and glows in the correct color
    - Fixed an error when scramming with the "decay heat" setting
Version: 2.0.2
Date: 2024-12-24
  Bugfixes:
    - All reactors built in 2.0.1 needed to get recreated. Ideally you won't even notice this
    - Inserters should work better now
    - The reactor can keep operating for 3 seconds without any fuel
    - The gui shows the correct quality's bonus progress now
Version: 2.0.1
Date: 2024-12-16
  Info:
    - Re-release for factorio 2.0
    - Based on RealisticReactors_2.18.14 (the last version i contributed to and am familiar with, since it got completely refactored and had several features removed afterwards)

  Changes:
    - Splitted the ECCS into 2 entities (because of new fluid system). The water flows from the fuller tank to the emptier one.
    - Added a setting to cap out the eccs strength
    - Removed fluid readouts. Just attach the wires to the tanks
    - Reactor quality increases efficiency and power by 10% per level. Fuel quality increases efficiency by 10% per level (all multiplicative)
    - Reactor quality increases max temperature by 10° per level. temperatures over 1000 will show as negative on the gui so the number doesn't get shortened
    - The reactor won't immediately explode when it reaches max temperature, but disintegrate very quickly
    - Halfed meltdown pollution
    - Changed the frontend to a furnace to support modules. Modules have no negative effects and their strength can be adjusted in the settings (quality effectivity can not be changed due to how it's implemented)

  Optimizations:
    - Added sprites for every fuel cell and used fuel cell in every quality so they get displayed correctly in the gui
    - It uses a single heat interface for heat generation now which doesn't need to be replaced every time the power output changes
    - Both reactors have 2 output slots now (in case you manually fill them with different fuel cells)
    - Everything has the prefix "RRR-" now, except signals (for *some* blueprint compatibility), gui elements and forces (radioactivity + radioactivity-strong)
    - The cooling graph is smoother now

  Bugfixes:
    - The gui won't show parameters either when the electricity is low