Provides a hazmat suit modular armor that keeps you from dying due to radiation damage added by Krastorio2.
Also adds some compatibilty and balance fixes for some mods that I use in my mod pack.
Adds the following power armor:
- Hazmat Suit (8x8 grid)
Tweaks/balancing (if mod installed):
- Increased the capacity of SMR's from the "SMRs" mod to account for Krastorio2's x6.25 increase in nuclear fuel values. Overwrote localized descriptions to match new values as well.
- Made "space-exploration" mod's adaptive armour work in vehicles as well.
- "Krastorio2" increased nuclear fuel recipe results to x10 to compensate for the increased fuel cell fuel value and decrease in fuel cell yield per uranium-235.
- Downgraded "kr-fusion-energy" technology to 'space science 1' from 'space science 3' that "space-exploration" mod jumps it to.
- "space-exploration": added delivery cannon recipe for "plutonium" & "uranium-low-enriched" if the item exists.
- Adds back "plutonium" from "Nuclear Fuel" mod to reprocessing recipe when it doesn't already produce any. In case other mods (i.e: "SchallUraniumProcessing") replace the recipe. Removed other mod's dependencies when checking for this.
- Added "universal-equipment" to categories of the "space-exploration" rtg generators so they can be used in vehicles.
- Dynamically increased all battery equipment output by a factor of 5 so they can sustain high tier equipment, but still charge slowly
- increased kr-atmospheric-condenser max power by 5 & decreased consumption for its recipes by the same to balanced overall power usage with faster craft time. No more needing 20 condensers to barely supply 6 fuel refineries; 4:6 ratio with new power levels.
- Added "mil-grade-fuel-cell". It's twice as powerful as the normal stuff. The opposite of breeder fuel.