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.

10 days ago
0.18 - 1.1


Why can't I go though the crater left behind by a nuke?

The craters created by this mod now have 3 sections (when fired on land):
- The crater rim, which is higher than the surrounding ground, it can be deconstructed by drones, or by hand, like concrete or any other remove-able tile.
It should be noted that the rim should be easily vissable above the terrain, but this is relatively fragile, as tile transitions are hard...
- The crater pit, which is lower than the surrounding ground, and will fill with water slowly, the shallower parts of this are traversable, but the deeper parts are not. This can be filled in with landfill (before or after it fills with water).
- The fireball (not really part of the crater, but still) in this area, all water is vaporised by the detonation, but the area left behind can be landfilled, as if it were still water.

Why does the game crash when I have the Alien Biomes and the Asphalt Roads mods installed?

Factorio has a hard-coded limit on the number of types of tile in the game. This mod adds about 6 new tiles, which is normally no problem, but the mods mentioned above (and I'm sure several others which add many new tiles) make the game very short on tiles.
To fix this, both of the above mods have options to disable some of their tiles, and this mod has "Use new crater tiles", which can be disabled to stop the mod from adding any tiles.
Some combination of these settings can almost always resolve the issue.
These problems are well explained on the mods respective pages (Alien Biomes, Asphalt Roads).