Meltdowns, control rods, emergency cooling, breeder reactors, modules, custom guis, etc...
Mods introducing new content into the game.
Version: 2.0.26 Date: 2025-03-23 Bugfixes: - Prevent unexpected behaviour in case some mod messed the the vanilla heat interface
Version: 2.0.25 Date: 2025-02-08 Changes: - Rewrite of the neighbour check
Version: 2.0.24 Date: 2025-01-28 Bugfixes: - Compatible with 2.0.33 experimental
Version: 2.0.23 Date: 2025-01-27 Bugfixes: - Fixed a rare error caused by an unknown mod
Version: 2.0.22 Date: 2025-01-04 Bugfixes: - Fixed quality sarcophagi being unminable and they heal much faster (you still won't get anything back when you mine them..) - Added some checks to make sure you'll be able to place the sarcophagus
Version: 2.0.21 Date: 2025-01-02 Optimizations: - polishing
Version: 2.0.20 Date: 2025-01-02 Bugfixes: - Fixed cooling towers not updating Changes: - Control rods are now much easier to understand and basically risk-free: - They don't affect the internal Temperature anymore at all and you can even throttle the reactor. - Added a setting to enable temperature effects again. - Values go from -100 to +100 - Control rods need to be researched, since they are an advanced feature - Updated ingo's formulas ("temperature sweetspot") - My formulas are now called "hotter = better" (they are the default) - Added several "tips-and-tricks" topics
Version: 2.0.19 Date: 2025-01-01 Bugfixes: - Fixed some NaN/Inf bugs and added a more helpful error message in case it's not fixed
Version: 2.0.18 Date: 2024-12-30 Bugfixes: - Fixed an error upon starting a new game - Fixed reactor not unlocking with "transplutonic"
Version: 2.0.17 Date: 2024-12-30 Optimizations: - Performance overhaul: up to 40% lower ups cost, more linear scaling with reactor count and much better load balancing Bugfixes: - The temperature offset from control rods resets to 0 after the reactor has been shut down - Reactors don't loose their modules on shutdown anymore - Reactors don't loose their module requests on shutdown anymore
Version: 2.0.15 Date: 2024-12-27 Bugfixes: - More accurate cooling readouts - Fixed reactor glow pulsing - Fixed a bug with layered fuel cell icons Changes: - The items can be transported into orbit now - Radioactivity glows at night
Version: 2.0.14 Date: 2024-12-27 Changes: - The overlay shows the temperature and control rod state now (has various settings) - Reduced environmental cooling to -2MW (from 5) - Added a cooling signal
Version: 2.0.13 Date: 2024-12-26 Bugfixes: - Fixed graphs not processing - Fixed a migration error of a previous version
Version: 2.0.11 Date: 2024-12-26 Changes: - Reactors will show a selection box and the gui element's index when that is open
Version: 2.0.10 Date: 2024-12-26 Bugfixes: - Fixed a gui error when output item is not valid for read
Version: 2.0.9 Date: 2024-12-26 Bugfixes: - Verified that your bonus cells table does not contain infinite numbers - Made a few divisors safe so you're less likely to get infinite numbers
Version: 2.0.8 Date: 2024-12-26 Changes: - Low temperatures affect the characteristics of the reactors too - Instead of temperature-500, the formula is temperature/2 now - Adjusted custom fuel properties for the mod "Bluetonium" - Nerfed Thorium output and efficiency by 10% and reduced temperature penalty by 10% - Fuel type now affects effectivity of productivity modules a bit (half impact) - Added item tooltips to the guis - More gui polishing - Control rods can be controlled much faster at lower temperatures - The core temperature from control rods doesn't drop immediately when you change them, but they move twice as fast now - This speed is affected by the control rod speed setting - Control rods give a flat bonus on power output now Bugfixes: - Fixed an error indexing result_quality (a nil value)
Version: 2.0.7 Date: 2024-12-26 Changes: - Improved gui styles
Version: 2.0.6 Date: 2024-12-25 Changes: - Reactors can be started and scrammed by rotating the reactor interface Bugfixes: - Reactors work on the space platform now - Added compatibility for "Quantum Fabricator"
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