Meltdowns, control rods, emergency cooling, breeder reactors, modules, custom guis, etc...
Mods introducing new content into the game.
Version: 2.0.27
Date: 2025-08-01
Bugfixes:
- Fixed wrong icon size for control rods tech
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