Realistic Reactors Reborn

by OwnlyMe

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

Content
8 days ago
2.0
1.28K
Power

Changelog

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