Uranium Artillery Shell

by Maxilo

Adds a uranium artillery shell with a larger explosion and lingering radiation.

Content
6 hours ago
2.0
837
Combat Enemies

Changelog

Version: 0.2.0
Date: 2026-07-24
  Bugfixes:
    - Fixed the mod losing all of its state on save/load and desyncing in multiplayer: the runtime
      still used the pre-2.0 "global" table, which Factorio 2.0 replaced with "storage".
    - Fixed a hard crash whenever a player was irradiated. The player glow used rendering.free,
      rendering.is_valid and rendering.set_target, all of which were removed in Factorio 2.0.
    - Fixed players never catching radiation sickness at all. The sticker declared a
      spread_fire_entity, which makes the engine treat it as a fire sticker and refuse to attach it
      to characters - so player radiation, the player glow and RadAway had nothing to act on. The
      entity it spread has been fully invisible and damage-free since 0.1.8, so nothing is lost.
    - Fixed the radiation sticker being invisible: its visual was put in a "stickers" property,
      which StickerPrototype does not have. It is now a proper animation, so irradiated units and
      players are marked green again.
    - Fixed the fallout pulsing twice per second instead of once, which doubled its damage: the
      cloud set action_frequency, which smoke-with-trigger does not have, leaving the inherited
      poison-cloud cooldown of 30 ticks in place.
    - Fixed mutated enemies being resistant to the wrong damage type. They were given 90% poison
      resistance "so they don't die instantly to the cloud", but 0.1.9 switched the fallout to acid
      damage and the resistance was never updated, so it did nothing at all. It is now acid.
    - Fixed the uranium shells sorting ahead of the vanilla artillery shell instead of after it.
    - Fixed mutated worms being unreachable. Worms are turrets and nests are unit-spawners, and the
      engine attaches stickers to neither, so the sticker-driven mutation could never fire for them.
      Both now mutate on contact with the fallout ("Enable Alien Mutation" still turns this off).
    - Fixed players taking radiation damage twice per second, and taking it even with
      "Enable Player Radiation Damage" turned off.
    - Fixed the custom shell graphics never being used - the artillery projectile prototype has a
      "picture", not an "animation", so every sprite override silently did nothing.
    - Fixed the green map trace: map_color belongs on the projectile, not on the trigger delivery.
    - Fixed the MK2 shockwave never spawning; it looked for a prototype name that does not exist in
      Factorio 2.0 (now "atomic-nuke-shockwave").
    - Fixed the debug overlay drawing a circle that did not match the area the fallout actually
      covers; blast and fallout radius are now derived from one shared definition.
    - Fixed mutated worms having no name in any language ("Unknown key").
    - Restored the contagion mechanic announced in 0.1.5: mutated enemies infect what they hit again.
    - Fixed radiation clouds, mutation timestamps and player glows never being cleaned up, so the
      save grew for as long as the game ran.
  Balancing:
    - Rebalanced every cost against the vanilla atomic bomb (30 uranium-235). The shells used to be
      built almost entirely from nuclear waste: one artillery shell, one depleted fuel cell and
      5 uranium-238 bought roughly nuke-tier damage for free.
      * Uranium Artillery Shell now also needs 2 uranium-235, 10 uranium-238 and 5 explosives.
      * Stabilized Radiation Core: 1 -> 10 uranium-235. Dense Uranium Casing: doubled.
      * MK2 shell now needs 10 uranium-235 directly, so a finished MK2 works out to 32 uranium-235
        in total - about one atomic bomb for a shell with three times its blast.
    - RadAway cost 1 coal and 1 water barrel, which made the radiation mechanic free to ignore. It
      is now 2 steel plate, 5 sulfur and 5 coal, roughly a poison capsule.
    - Research cost: the MK1 technology was 25 units, less than a starter technology, for a nuclear
      weapon. It is now 2500, between vanilla Artillery (2000) and the Atomic Bomb (5000). MK2 went
      from 200 to 3000.
    - The MK2 technology needed space science while nothing in its own prerequisite chain unlocked
      it. It now lists space-science-pack as a prerequisite.
    - Mutant decay is derived from max health instead of being a flat 0.005 per tick. That flat rate
      killed a mutated small biter in 50 seconds and a behemoth in roughly 13 hours; measured in
      game, mutants now die after 10-20 minutes regardless of size.

  Changes:
    - The fallout now only affects things that breathe. It used to run its area trigger over every
      entity in range - in a measured test with 12594 entities an MK2 field cost 0.71 ms per tick,
      now it costs 0.24 ms. Nests do not carry that flag and are handled separately, taking the same
      damage and mutating exactly as before.
    - As a result the lingering fallout no longer eats your own walls, chests and the trees around
      the crater, and vehicles now shield their driver from it. The blast itself still damages
      everything in its radius, unchanged.
    - Radiation is now processed in a single once-per-second pass instead of in on_entity_damaged,
      which fired for every point of damage dealt anywhere on the map.
    - The debug overlay keeps one render object per cloud and updates its text, instead of creating
      a fresh text object every second.
    - /uranium-debug is now admin-only in multiplayer and has a localized help text.
    - RadAway moved to the capsule subgroup so it sits next to the other capsules.
    - Removed dead prototype code (unused explosion smoke, unreachable cloud animation blocks).
Version: 0.2.1
Date: 2026-07-24
  Changes:
    - Reworked the explosion so MK1 actually reads as an atomic bomb instead of a faint smear: the
      mushroom cloud is no longer downscaled to 70%, both MK1 and MK2 now get the nuclear shockwave
      ring (previously MK2-only), green-tinted smoke puffs replace the vanilla smoke that used to be
      stripped out entirely, and the impact now shakes the screen. Also fixed MK2 stacking a small
      MK1-scale cloud underneath its own explosion.
Version: 0.1.10
Date: 2025-12-20
  Major Features:
    - Added MK2 Uranium Artillery Shell - extreme-yield endgame weapon equivalent to 3 atomic bombs.
    - Added crafting components: Stabilized Radiation Core and Dense Uranium Casing.
    - Added separate research tree for MK2 shell requiring space science packs.
    - Added radiation decay system - fallout damage decreases from 100% to 20% over 30 seconds.
  Features:
    - Added French and Spanish localizations.
    - Custom graphics for all new items (MK1/MK2 shells, projectiles, components).
    - Green muzzle flash and map visualization for uranium artillery.
    - MK2 explosion uses scaled atomic bomb animation with shockwave effect.
    - Player radiation glow effect when standing in fallout.
    - Enhanced sound effects for MK2 explosion (3x louder, wider audible range).
    - Added debug overlay system: /uranium-debug command shows active radiation cloud zones with countdown timers.
  Changes:
    - MK2 shell creates 60-second fallout duration (vs 30s for MK1).
    - MK2 explosion has 3x damage, 3x radius, and massive visual effects.
    - Improved item descriptions for all uranium shells and components.
    - Added German translations for all MK2 items and descriptions.
    - MK2 artillery shells now properly mutate spawners when radiation cloud reaches them.
    - Removed all blue explosion smoke - only green crater glow and radiation effects remain.
    - Enhanced spawner mutation logic to handle both MK1 and MK2 radiation contact effects.
  Bugfixes:
    - Fixed dual mutation race condition causing infinite alien duplication.
    - Fixed player damage not respecting mod settings.
    - Fixed spawner sticker duplication after mutations.
    - Fixed cloud action frequency optimization (30→60 ticks = 50% fewer entity creations).
    - Fixed entity validity checks after mutations.
    - Fixed atomic-explosion prototype fallback for compatibility.
    - Fixed MK2 spawner mutation not triggering from uranium-radiation-contact-mk2 effect.
    - Fixed blue vanilla explosion smoke lingering after atomic-bomb-based explosion.
    - Fixed critical crash when on_entity_damaged event fires before global initialization.
Version: 0.1.9
Date: 2025-12-19
  Changes:
    - Increased radiation cloud radius.
    - Increased radiation cloud damage.
    - Changed radiation damage type to 'acid' to ensure it affects structures (nests).
    - Added debug overlays controlled via /uranium-debug command (circle + timer, no settings toggle).
  Bugfixes:
    - Fixed nests not mutating and ensured spawner mutation works even when resistant to damage.
    - Prevented mutated spawners from world generation (autoplace removed).
    - Fixed crashes from applying stickers to entities that cannot accept them.
    - Fixed nil global accesses in debug command and handlers.
    - Fixed LuaRendering API errors by avoiding set_text/destroy and using TTL-based overlays.
Version: 0.1.8
Date: 2025-12-18
  Changes:
    - Made radiation trail clouds invisible.
  Bugfixes:
    - Fixed crash caused by deprecated 'game.entity_prototypes' in Factorio 2.0.
    - Fixed issue where mutating aliens would duplicate infinitely.
Version: 0.1.7
Date: 2025-12-18
  Bugfixes:
    - Fixed crash due to missing startup settings.
Version: 0.1.6
Date: 2025-12-18
  Features:
    - Added mod thumbnail.
Version: 0.1.5
Date: 2025-12-18
  Features:
    - Added contagion mechanic: Mutated units now infect other units (and players) with radiation on hit.
Version: 0.1.4
Date: 2025-12-18
  Features:
    - Mutated spawners now exclusively spawn mutated units.
Version: 0.1.3
Date: 2025-12-18
  Features:
    - Mutated units (Biters, Spitters, Worms) are now "unstable":
    - They suffer constant decay damage (negative healing).
    - They are significantly more aggressive (faster movement, attack speed, and vision).
    - They deal 50% more damage.
    - They have normal health (glass cannons).
Version: 0.1.2
Date: 2025-12-18
  Features:
    - Added mutated worms (Small, Medium, Big, Behemoth).
Version: 0.1.1
Date: 2025-12-18
  Features:
    - Added "RadAway" (Uranium Antidote) to cure radiation sickness.
    - Added permanent radiation effect (sticker) that lasts until cured or death.
    - Added glowing crater effect at impact site.
    - Added green radioactive trails to infected units.
    - Added mutation mechanic: Irradiated nests now mutate into green versions that spawn stronger units earlier.
    - Added percentage-based damage to irradiated units (5% max HP/sec) to counter high-HP enemies.
    - Changed explosion visual to a scaled-down atomic bomb explosion (un-tinted).
    - Changed radiation cloud to be invisible but marked by a glowing crater.
    - Added nuclear ground tile generation on impact.
  Balancing:
    - Increased radiation damage to be deadly even for players in power armor (35 damage/sec).
    - Reduced explosion radius from 8.0 to 6.0.
    - Reduced total explosion damage from 2000 to 1200.
  Bugfixes:
    - Fixed crash when atomic-bomb-explosion is not found.
    - Fixed tile_collision_mask and flags format for Factorio 2.0.
    - Fixed various loading errors (missing sounds, property tree formats).
    - Fixed crash in control.lua when handling entity death.
Version: 0.1.0
Date: 2025-12-18
  Features:
    - Added Uranium Artillery Shell item.
    - Added Uranium Artillery Shell recipe using spent fuel rods and U-238.
    - Added Uranium Artillery Projectile with increased damage and explosion radius.
    - Added radioactive fallout cloud effect on impact.
    - Added green light tracer to projectile.
    - Added nuclear explosion sound and green flash to explosion.
    - Added research technology to unlock the shell.