When will the mod be complete (Version 1.0)?
I'm planning to have it completed by the end of September this year (2025 hopefully). The last three updates (0.11, 0.12 and 1.0) I'm expecting to take the longest as I will need to experiment with sprites covering the screen in a non invasive way and creating simulations is time consuming (for what I have planned). 0.12 will need quite a bit of code infrastructure to be developed before it will be release which will make it the update that takes the longest
Whats after 1.0?
Currently nothing in terms of new features. I will still update the mod afterwards but less regularly. These may include new/updated simulations, more mod compatibility and behind the scenes code refactoring to make the radiation damaging function more efficient
Whats the expected performance/UPS impact?
Using default settings, you should expect this mod to use between 0.150 - 0.050 UPS on average while wondering around a megabase (10k spm).
UPS values are dependant on the device you use to play Factorio so may not fully reflect what is said here.
The UPS impact this mod has is directly proportional to the number of entities near the player. If you are exploring (conquering) the world outside your base, you will see minimal impact on UPS usage (0. 005 - 0.020 UPS when exploring) and when you are in a entity crammed space (inserters, belts, chests, assembly machines, robots, etc...) there will be an increase in UPS usage.
If you are concerned that this mod uses too much UPS when in your base, decreasing the Radiation Distance setting will reduce UPS impact.
Are the icons/artwork final?
No. I created them to differentiate between all the items/entities currently implemented but dont have the artistic skills to make them look decent.
If you have the artistic skills and want to create better icons, feel free to give me a shout on Discord!
Will you add an endgame item/equipment that fully prevents radiation from damaging you?
No I don't plan on adding something that fully negates radiation damage. The simple reason being that if you had an item that protected you from all radiation then that would be the same as not having this mod enabled. The main purpose of this mod is to provide an additional environmental hazard in the form of radiation.
You will have to make the decision on whether you will trade exoskeleton's/batteries for more radiation protection within your equipment grid. If there was an item that fully negates radiation then you will most definitely forget the mod is downloaded and it will use up unnecessary UPS. This can be avoided if I make it check whether the character has this item in the first place but it then comes back to the reason on enabling the mod? Why have a radiation mechanic when you can just craft an item to fully negate it? It be better to not play with the mod enabled.
I'm a mod dev and want to apply radiation to my items
Thats great. Using this mod there two ways to treat your modded items as radioactive. You can first make a request at either the Discussion Thread or you can use my mods remote API to configure your items however. Benefits of a request is you can simplify the logic and have this mod automatically handle it all for you however is not reliable if you are changing/modifying your items frequently (e.g. changing the name or want more items to be added) and also might not be added (depending on my availability/mod state).
The alternative available is to use my mods remote API to automatically handle the adding or removing of radiative items. Benefits when using this method is you have direct access to the mods functionality and can freely edit and modify any items you chose to add/remove. However you will need to create a function to add these items every time a new mod is added/updated/removed from a save file. That's because I refresh the radiation lists every time as to avoid checking items that do not exist thus avoiding potential crashes.