True Nukes


Adds realistic nuclear blasts, and more nuclear options, including various scales of atomic artillery shell, as well as atomic cannon shells. Also adds thermobaric weapons (these are like fuel air bombs), which act as early game nukes. Simulates the blast wave, thermal impact, crater and fireball of nuclear weapons.

Content
3 months ago
1.0 - 1.1
37.8K
Combat

b [Fixed] Incompatibility with Mushroom Cloud

3 years ago

When starting the game with both this mod and mushroom cloud enabled I get this error: https://i.imgur.com/fuSEorb.png
It works fine with either of them disabled

3 years ago

Hi,
Thanks for the report.
What version of Factorio are you using, and do you have any other mods active?
These bugs can happen in mysterious ways, and adding Mushroom Cloud can change the load order of the mods in weird ways, I am going to do a major update in the next few days anyway, so I will try and fix whatever is happening here as part of that.
Thanks again.

3 years ago

Nvm, I made some more tests and looks like it was an incompatibility with schall artillery
.....But without schall artillery your atomic artillery shells disappeared... Probably because of bob's warfare that also adds a nuclear shell, and it has the same description as your small nuke.

3 years ago

Ah, that might be a thing... I had use stupid names for my nukes to make them be accepted by MushroomCloud... I might not need that anymore though, so I will see if I can re-name the small nuke to something reasonable.

3 years ago

Would it be alright if you gave me the full list of mods, so that I can do a test myself, and see if I can fix it?
Thanks

3 years ago
(updated 3 years ago)

After some more testing, I've reached some conclusions: Yes, it was an incompatibility with schall artillery. Here are the results:
Schall artillery + True nukes: ok
Schall Artillery + Mushroom Cloud: ok
Schall Artillery + Mushroom Cloud + True nukes: Error on startup
With Bob's warfare your atomic artillery shell (the one with 1 kiloton) gets overridden. The description stays the same, but everything else is changed.
Turns out your shells disappearing was because of a broken save, after testing in a brand new save it worked.
Not much of a problem, schall artillery becomes redundant with bob's warfare anyways, I just forgot to turn it off when starting my current bobs playthrough.
And one more thing, your atomic cannon shell (2 tons) aren't affected by mushroom cloud (meaning there are no graphical changes), is this intended?
My full modlist is: Total Automization - RTS rebalance, Aircraft (including aircraft realism and improved cargo planes), Cargo ships, FIll4Me, change map settings, dragon industries, geothermal, gun equipment, Logistic train network, mushroom cloud, schall ammo turrets, schall circuits group, schall tank platoon, schall gunpod, squeak through, unit control, warehousing, alien biomes, full Bob's suite (excluding enemies), microcontroler, spidertron extended, unlasting oil

3 years ago

For the small nukes, yes the lack of a change is intentional, I think it shows the difference in yield, the super huge graphics don't really suit the super small explosion. For the new even smaller nukes, I am using the artillery explosion, which also seems to suit the yield.
I believe I know why the start-up issue is a thing:
The presence of Mushroom Cloud causes the load order to change to:
Schall Artillery (as Mushroom Cloud has it as an optional dependancy)
Mushroom Cloud (as True-Nukes has it as an optional dependancy)
True-Nukes

This means that True-Nukes loads after Schall Artillery if Mushroom Cloud is present, but before it if Mushroom Cloud isn't there. I hate this kind of issue.
Anyway, I believe I have fixed it now.

For Bob's mod overwriting the 1kt artillery shell is a namespacing issue. We both used "atomic artillery shell" for the name of the weapon, I might be able to fix this, but maybe not... really depends how their artillery nuke works.

Just out of interest, how well does this mod mesh with others (particularly Bob's), and what could it do better? I would love to make it reasonably compatible with Bob's, but I don't really know much about Bob's, so struggle to know how to change recipes, etc.

3 years ago

OK, I think I have solved any namespacing issues like this, by simply adding "TN-" on the begining of all the internal names. So now it should co-operate with Bob's artillery nuke.

3 years ago

Nice, thank you for your work

Bob's atomic shells are basically the vanilla nuke, but fired from an artillery (it triples the artillery's range and reduce the shooting speed tho). Yours is much better, I wouldn't complain if you simply overrided bob's nuke completely.

As for recipe, with all of bob's suite, your nukes become very expensive - just your small shell (500t) needs more than twice the uranium comparing to bob's atomic shell. Also circuit boards are waaaaaaaay harder to get with bob's, so much that his nukes don't even use them (seriously, you need almost half a mid-game factory just to completely automate the production of basic circuit boards). However that's not really a bad thing - with the artillery shells at least - as you would need to automate these in the late game anyways. This provides a nice effort-reward relation for late-game, as your nukes are way better and more satisfying to use. If I could suggest any changes, is to remove the circuit board requirement for the atomic tank shell and missile (only when using bob's, of course) as a nuclear option is much more useful in the late mid - early late game, and the blue circuit boards are only late-game in bob's

3 years ago

So if I add a condition to change the circuit board requirement in the tank shells and bombs to using e.g. red circuits instead of blue would that work, or would it be better to remove it entirely? And would removing the Rocket control unit requirement help (and what should it be replaced with, if anything)?
I'm guessing Bob's electronics is the mod to look for when in the script.

3 years ago

On another note, do the Thermobarics balance in Bob's as well?

3 years ago

Yes remove the rocket control unit please, as with bob's electronics it needs purple circuits, that are even harder to get than blue circuits. You can replace it for plastic as it is a common material to explosives in bob's, one or two thorium 232, plutoniun, or one of the various gases and substances bob's chemicals and intermediates have.

Bob's electronics split the circuit boards in two for each tier (and adds a new tier): circuit boards and electronic boards, being that the electronic needs circuit boards to make, thus the later is easier to produce. You can change it so that both the missile and tank shells use (bob's) blue CIRCUIT boards. This should make for a neater progression, without being available too soon.

As for the Thermobarics it's.... a bit more complicated, as it uses fuel and fuel is changed by bob's chemicals and revamp mod.... But one suggestion is replacing the rocket fuel by enriched fuel block (from bob's chemicals) or simply liquid fuel (fluid) as it is way easier to produce. There is also nitroglycerin there.

3 years ago

I am releasing the 0.1.0 version of the mod now. It doesn't have all the features I'd like, and the Bob's support will be coming with the upgrade to Factorio 1.1, as that's what I'm working on at the minute. I'll use the blue circuit boards to replace processing units, and the plastic for the rocket control units, the only reason they are there at all is that the base game had them.
I'll do the change for the Thermobarics as well, as that sounds reasonable.
The 1.1 update will also bring the 100kt (if it stops crashing the game) and probably some more performance options, to make the 100kt possible.

3 years ago

Ok. Keep in mind that this is my first Bob's playthrough and such a big balancing question needs way more testing, but I'm glad to help.
Keep up the good work :D

3 years ago

I'm marking this as fixed, as I believe that the bug is fixed, due to the re-naming.

3 years ago

The Bob's mod compatibility has been added in the 0.1.1 version, as we discussed. If you could try it out, and give any feedback you have, that would be great (although it would probably be best to do so in a new thread).

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