Oppenheimer Energy Lance

by Snerpes

"Now I am become Death, the destroyer of worlds." Charge a nuclear-scale beam, fire it 10,000 tiles across the map, and watch a plasma sphere collapse into a 48,000 K fireball and unleash a shockwave that annihilates any and everything in existence, up to 2,000 tiles.

Content
a month ago
2.0 - 2.1
216
Combat

Changelog

Version: 0.52.1
Date: 2026-10-03
  Changes:
    - Updated 2.1 Branch with 0.52 Release
Version: 0.52.0
Date: 2026-10-03
  Changes:
    - Installation capacity is now per surface. A full battery on one planet
      no longer stops you building on another.
    - Installations can no longer be built on space platforms.
    - Crater flames follow the ground's heat: they thin out as the crater
      cools and go out once the rock has set, instead of burning on a cold
      crater.
    - The detonation's boom arrives later with distance, up to 4 seconds after
      the flash.
    - Laser sweep removes trees and rocks cleanly instead of shredding them
      into debris.
  Gui:
    - The panel now drives the whole battery: FIRE, ABORT, the status line and
      the charge readout work whichever installation leads.
    - The capacity note counts the installations on the surface you are
      viewing.
    - Refusal messages say why in plain words.
  Bugfixes:
    - Fixed the detonation going off early when an installation joined a
      strike late or was mined during the wind-down.
    - Fixed a zone preparation being lost partway through a volley.
    - Fixed ground revealed during a shot keeping squares of forest or taking
      the blast twice.
    - Fixed designator rings left behind by a mined installation.
    - Fixed a lance that failed to fire leaving its gun locked.
    - Fixed refused installations coming back at normal quality.
    - Fixed errors and leftovers after a surface is deleted, forces merge or a
      player is removed.
    - Fixed installations copied by the map editor not working.
    - Removed the Resonance Cell item. It was a leftover that could turn up in
      item lists and inventories; any copies in a save are deleted on load.
    - Many smaller fixes to status reporting, messages and blueprint warnings.
Version: 0.51.2
Date: 2026-10-02
  Bugfixes:
    - Fixed part-built installations going dark mid-charge on a healthy grid
      when the dial was set above what their banks can take in. They fire a
      weaker shot instead; a real grid outage still aborts the charge.
    - Fixed PREPARE ZONE in TEST mode firing a battery member that was still
      set to LIVE, such as a newly built installation. A battery with any
      installation in TEST now never fires.
    - The TEST/LIVE switch now also reaches installations that are venting.
  Gui:
    - The status panel lists only the installations on the surface you are
      viewing.
Version: 0.51.1
Date: 2026-09-23
  Info:
    - Factorio 2.1 Release Supported
  Bugfixes:
    - Fixed Space Age throwing an error on 2.1 launch.
Version: 0.51.0
Date: 2026-09-23
  Info:
    - Factorio 2.1 support. Factorio 2.1 needs its own release of this mod,
      published alongside the 2.0 one. Both are built from the same code.
  Gui:
    - The dial's tooltip now follows your battery: it lists the top of the
      dial for the installations standing, for what Capacity research allows
      now, and for the full battery, and updates as you build and research.
    - Every rung on the dial now carries a real-world comparison: the device
      it matches (MOAB, Little Boy, Fat Man, B83, B53, Castle Bravo, Tsar
      Bomba), or a multiple of the biggest device it exceeds.
    - The battery tag on each rung now reads xN YIELD.
  Balancing:
    - Oppenheimer Lance research now requires Artillery and Atomic bomb and
      costs 6000 units of six science packs.
    - With Space Age it instead requires Artillery and Electromagnetic science
      and costs 4000 units of eight science packs, including space,
      metallurgic and electromagnetic.
    - With Space Age the gun is built from tungsten plate and refined
      concrete, and each capacitor bank takes 5 supercapacitors.
    - Installation Capacity research grows by 2000 units per level instead of
      doubling each level.
  Bugfixes:
    - Fixed Space Age lightning failing to load on Factorio 2.1.
Version: 0.50.1
Date: 2026-09-23
  Bugfixes:
    - A grid that lost power mid-charge no longer finished the spin-up
      anyway. A real outage now aborts the charge.
    - ZONE NOT PREPARED no longer shows unless needed.
    - Corpses don't re-paint when zooming in anymore.
Version: 0.50.0
Date: 2026-09-20
  Info:
    - BIGGEST UPDATE SINCE LAUNCH. Everything since 0.44.0 in one release:
      rebuilt HUD, real blast physics, six times the dial range, a crater
      that caps while extra power feeds the beam, installations that
      strike together, permanent craters, a new shock wave. PERFORMANCE
      at least 100x better.
  Major Features:
    - NEW HUD. Rebuilt fire-control panel: three lines per installation,
      red/green toggles for LIVE, LASER SWEEP and LOCK. Charge readout
      shows percent and megawatts, plus a live 15 second grid-draw graph
      -- a sagging line means the grid can't hold the rate.
    - DIAL LABELLED BY POWER: 360 MW to 36 GW, a standard shot to a 2000
      tile crater. Each rung shows power, crater radius, yield, OP factor
      past FULL.
    - BATTERY IS THE BIG GUN. Every installation you own fires into the
      same crater up to 10 guns.
    - REAL DAMAGE PHYSICS. Now depends on blast overpressure and
      thermal radiation against published lethality thresholds -- no more
      hand-picked damage number. The whole crater is lethal at every
      yield; hardened nests used to survive a third of the way out. Dial
      low for pure concussion, dial full to burn the whole disc.
    - NEW SHOCK WAVE: a real wall of glowing gas, not sprite rings.
      Blue-white at the fireball, cooling to ember red, breaking into a
      lumpy front, dragging a dust wave and lighting what it crosses. The
      detonation gets its own fireball art, sized and coloured to its
      temperature.
    - TEST/LIVE split. TEST surveys the blast zone and never fires. LIVE
      fires on one CONFIRM and warns if the zone was never surveyed.
    - CHARGE WINDOW COMPRESSES. A grid that fills banks faster cuts the
      16 second spin-up to 12, 8, or 4 seconds, vent included. Stalled
      orders still pay the full vent.
    - LIGHTNING. Real strikes off the sphere's rim, not a constant fizz:
      fewer, random, all lethal. Size 2-10 -- bigger strikes reach
      further, branch more, chain more, hit harder, and come more often
      late in the burn and on overpowered shots. Space Age draws it with
      tesla-turret arcs and Fulgora storm art, sky bolts on the biggest
      strikes; without SA the mod draws its own.
  Features:
    - Lance thickens past FULL to 2.6x standard width, vaporize lane with
      it. Laser sweep span grows to 2.2x the drawn line, denser fire wall.
    - Channel heats past FULL's colour cap, then blooms white and
      additive -- a hole in the scene, not a beam.
    - Panel tracks the grid survey live, then the window it earned and
      the draw it'll cost.
  Graphics:
    - Lance colour tracks temperature: red to white to blue-white at full
      power. Capacitor arcs match; banks glow with waste heat as charge
      climbs.
    - CRATER COOLS LIKE ROCK. Molten glaze crusts in ~20 seconds, stays
      molten for minutes, glows up to half an hour on the biggest shots,
      dark from the edge in. Ground outside the fireball is cold in
      seconds. Fire burns where rock's still hot; crater lights the night.
    - Permanent scars: crater, rim, fused rock, scorched ground to the
      edge. Lakes survive -- only shallow water under the fireball boils
      off, nothing turns to lava on water.
    - Trees and rocks under the charging sphere vaporize outright; so
      does anything under the molten glaze -- no floating corpses or loot.
    - Fire ring matches the wave's colours and grows with shot size.
    - Removed the infall streaks around the sphere and its collapse.
  Sounds:
    - NEW FIRING SOUND, one continuous mix: spin-up, burn, detonation.
      Beam now 11.1 seconds instead of 5.7; whole event ~26 seconds. Burn
      no longer skips -- one unbroken recording, not three stitched
      pieces. New detonation sound, 15.5 seconds, timed to hit with the
      blast.
    - Lightning gets real thunder: nine recordings by strike size, crack
      to 25 second roll, timed to the flash, sitting under the beam not
      over it.
    - Firing sequence now audible along the whole line of fire, not just
      at the gun -- watching your target land no longer goes silent for
      the charge and burn.
    - Standby hum no longer skips at its fade points. Spin-up's twelve
      pieces no longer dip at their joins. No gap between charge end and
      strike. Wind-down runs half a second shorter, no stray low hit at
      cutoff.
    - Sphere condense time nearly doubled. Charge is a fifth of a second
      shorter, energy and crater down about one percent to match.
    - Installation has its own UI sounds: soft click for panel buttons,
      heavier tone for fire, one quiet voice for messages instead of chat
      pings -- no more spam from a run of presses or a profile report.
  Changes:
    - Messages, tooltips and item descriptions rewritten shorter; colour
      marks severity instead of decorating every line. Charge panel and
      turret description explain the four stages: charge, beam, collapse,
      detonation.
  Balancing:
    - VENTING IS THE WIND-DOWN. Recovery was a flat 60 seconds; now it's
      exactly the 15 second wind-down sound.
    - RESEARCH IS NOW CAPACITY. Targeting Range and Payload are gone --
      every installation reaches 10,000 tiles and full 36 GW on unlock.
      Oppenheimer Installation Capacity adds one installation slot per
      level, nine levels, up to ten; one is free before research. Damage
      no longer scales with research at all.
  Optimizations:
    - NO STUTTERS. Each lance used to re-search its
      whole beam ten times a second for eleven seconds, all guns at once.
      The lane can't change once swept, so it's swept once, then just
      watched. Search boxes now match beam width instead of a fixed size
      that scanned wide shots six times over.
    - Lance built from short beam spans, only the ones on screen exist. A
      full-length beam used to stall the game up to a fifth of a second
      on light/colour/cut updates; now it's a small shared per-tick
      budget. Charging channel and installation effects are also
      screen-gated.
    - Trees and rocks in the lance's path vaporize outright -- no stumps,
      no debris storm. Bodies outside the crater are remembered, not kept
      ticking, and built only when you walk out to them.
    - A wide shot only builds the inner 2000 tiles up front, not the
      whole blast zone -- keeps a full-dial shot affordable.
  Bugfixes:
    - Arc sweep drawn right to left now sweeps right to left.
    - Charge rate help, fire button help, and item description printed
      __1__ and __2__ instead of numbers.
    - Venting smoke now matches vent duration exactly.
    - Shock front no longer thins to a dotted line at top speed, or
      spends most of its life invisible. Wall no longer double-paints its
      texture; dust ahead fades out instead of cutting hard.
    - Mining an installation mid-shot now kills its lance instead of
      letting the beam expire on its own.
Version: 0.44.0
Date: 2026-09-16
  Major Features:
    - Arc sweep: an on/off toggle in the fire-control panel. With it on, drag the lance designator across the installation to mark a span, then confirm from the panel to fire -- the barrel hyper-rotates across that span in one motion, vaporizing everything it crosses and laying a wall of fire along the drawn line until it burns out. A separate capability from the firing sequence, sharing its lance and reach but no energy sphere or detonation, limited by a cooldown instead of energy cost.
    - Two-stage confirm on the firing sequence: the first CONFIRM prepares and surveys the blast zone (nests, worms, enemies, and your own entities inside it); the next CONFIRM fires. A TEST/LIVE toggle lets you prepare and survey without ever firing. This should cut down on the generation lag considerably.
  Graphics:
    - The lance and energy sphere now glow at their real temperature as they charge, from red-orange through white to blue-white on the largest shots.
    - Rebuilt the charge-up ionization effect into a shimmering, beam-shaped channel that pinches down to the strike, igniting the lance out of a bright flash instead of cutting abruptly.
    - The blast wave now trails a fast sheet of fire along its leading edge, and the scorched ground leads the fire ring instead of trailing it.
    - The charging sphere burns the forest beneath it: trees in the fireball are vaporized, the rest are left as bare charred trunks, and the shock wave knocks trunks down with flying debris as it passes.
    - Water inside the blast's scorched core now turns to lava (requires Space Age).
  Optimizations:
    - Large forest blasts no longer tank the framerate: trees and rocks no longer burst into thousands of particles, and the shock wave's search skips things it can never damage.
    - Scorched ground now covers only the blast's heavy-damage core, roughly a tenth of the tiles on large shots, with faster per-row water checks.
    - Biters and creatures killed out of every player's view are removed quietly, without gore or a death explosion; anything dying in view still gets its full animation, and enemy gore in general is now capped to within 200 tiles of a player.
    - The charging sphere no longer forces unexplored ground to generate while it grows.
  Bugfixes:
    - The scorch no longer paves over lakes and oceans, and the charging sphere's electric arcs now reliably strike biters at every yield.
    - Fixed a crash that could hit the fire-control HUD a few seconds after loading a save with an arc sweep toggle off, and fixed the ionization haze rendering as a solid white panel.
    - Arc sweep no longer leaves enemies alive between beam updates, its barrel now visibly turns with the beam, its reach matches your researched range, and its sound now starts a moment later so it doesn't include the charge-up.
    - Capacitor banks facing the target no longer ran empty early while the ones behind stayed charged; all banks now empty together, target-facing ones still draining first.
Version: 0.43.0
Date: 2026-09-15
  Features:
    - Holding the Oppenheimer Lance now previews the whole 55x55 installation around the cursor: the pad, all 32 capacitor bank slots, the substations, lamps and the gun, so you can see where it fits before placing it.
  Bugfixes:
    - During a shot, the banks facing the target ran empty early while the banks behind finished still charged. All banks now empty by the time the beam cuts; the ones facing the target still drain first.
Version: 0.42.0
Date: 2026-09-15
  Info:
    - Collects every change since 0.31.0 into one release.
    - Now licensed under the MIT License.
  Major Features:
    - Oppenheimer Lance Targeting Range unlocks bigger shots: 25% unresearched, up to 100% at level 5. Designation reach grows with it, from 962 to 3300 tiles, so every shot on the dial has ground far enough out to land on.
    - Oppenheimer Lance Cycling shortens the vent after a shot by 25% per level, instant at level 4.
  Balancing:
    - Capacitor banks: 36 -> 32, eight per cluster; each cluster's Lance Substation now stands in its centre cell.
    - The lance is 50% wider, and its width and cutting path follow the charge actually delivered.
    - Anyone standing in the beam is vaporized, whatever their force.
    - The sphere's electric arcs strike only biters, spitters, vehicles and characters; nests and worms are left to the blast.
    - Maximum charge is 100%.
  Graphics:
    - The lance is red.
    - New hand-designed 55x55 foundation pad: walkways, hazard-concrete bank pads and a refined-concrete field.
    - Technology, turret and cell icons use the laser-turret art the turret is built on.
  Sounds:
    - Aborting mid-charge cuts the charge sound off within a few seconds.
    - The strike sound is as loud as where you are standing when it fires, not where you were when you confirmed.
    - The lance stops burning as the strike sound goes quiet.
    - Charge sound is louder.
  Bugfixes:
    - A full-charge shot could never be fired, even fully researched.
    - Cycling and Targeting Range counted one more level than had been researched.
    - Biters could survive a detonation by walking, or being spawned, into ground the blast had already passed.
    - Substation and lamp tooltips had the status lights backwards.
    - The Cycling tooltip showed an internal note.
  Changes:
    - Yield-selector rows above your research show as locked, naming the level that opens them. Each row reads power, trigger energy, yield, crater and percent.
    - Charge rates are shown in GW and MW.
    - /oppenheimer-status reports the research cap and reach.
    - Removed the detonation damage multiplier startup setting.
    - Removed developer notes and unused sound files from the mod package.
  Locale:
    - "Oppenheimer Artillery" is now "Oppenheimer Lance" everywhere; leftover artillery and shell wording removed.
    - Corrected tooltips that described the old short-falling shot and the old substation positions.
Version: 0.31.0
Date: 2026-09-14
  Balancing:
    - Capacitor banks: 16 -> 36, in 3x3 corner clusters. Installations must now stand 56 tiles apart.
  Graphics:
    - The firing ring is hazard concrete again.
Version: 0.30.0
Date: 2026-09-14
  Graphics:
    - The charging and collapsing sphere is smoother and casts real light.
Version: 0.29.0
Date: 2026-09-14
  Graphics:
    - The pad is a squared-off hardstand instead of a tiled circle, with runway-style lamps.
  Balancing:
    - Removed the Buffered Capacitor and Fuel Cell bank tiers -- only the standard bank remains.
Version: 0.28.2
Date: 2026-09-14
  Bugfixes:
    - A total power cut mid-charge still fired the gun at zero charge; it now reports a misfire instead.
Version: 0.28.0
Date: 2026-09-14
  Features:
    - Capacitor arcs while charging, a brownout flash on the strike, an ignition dust ring, and barrel venting after a shot.
    - The charging and collapsing sphere is now shaded like a real sphere.
  Bugfixes:
    - Ground lamps clipped the capacitor banks; contact explosions were playing hidden under the sphere.
Version: 0.27.0
Date: 2026-09-14
  Features:
    - The pad now builds itself in a visible sequence, with a commissioning light-up and a full firing lighting show -- aim line, chase bulbs, strike flash, scorch marks.
Version: 0.26.4
Date: 2026-09-14
  Bugfixes:
    - The standby hum had an audible gap every loop; it now loops natively.
Version: 0.26.3
Date: 2026-09-14
  Bugfixes:
    - Fixed a duplicated, misaligned turret head sprite.
Version: 0.26.2
Date: 2026-09-14
  Balancing:
    - The beam now leaves from the barrel's tip.
Version: 0.26.1
Date: 2026-09-14
  Bugfixes:
    - The barrel did not turn.
Version: 0.26.0
Date: 2026-09-14
  Changes:
    - The rotating barrel is now drawn by script instead of relying on the entity's own animation.
Version: 0.25.0
Date: 2026-09-13
  Changes:
    - Status lights moved onto the real ground lamps. "Ready to fire" is now its own solid amber, and the lit beam holds steady instead of flashing.
  Bugfixes:
    - Ground lamps stayed dark in daylight; per-bank lamps clipped their own capacitor banks.
Version: 0.24.0
Date: 2026-09-13
  Features:
    - A real lamp at every capacitor bank.
  Bugfixes:
    - Finished the chassis swap to laser-turret art (base sprite, death effects); re-anchored barrel glow and arc effects.
Version: 0.23.1
Date: 2026-09-13
  Bugfixes:
    - Fixed a massive UPS stall when firing a 100% charge shot.
Version: 0.23.0
Date: 2026-09-13
  Major Features:
    - The turret is now built on the laser turret instead of the artillery turret.
Version: 0.22.0
Date: 2026-09-13
  Features:
    - Status lights gained an aligning/ready sub-state; capacitor charge glow flickers; new barrel glow and arc effects; ground lamps added.
  Bugfixes:
    - The detonation's boom landed about a second late.
Version: 0.21.1
Date: 2026-09-13
  Bugfixes:
    - A second, stale copy of the old boom sound was still playing near the blast.
Version: 0.21.0
Date: 2026-09-13
  Features:
    - The blast-radius preview now warns when nearby terrain isn't generated yet.
  Bugfixes:
    - The detonation's boom was too short for a large blast; the blast-radius preview never appeared on the map; terrain now generates starting at designation instead of only at confirm.
Version: 0.20.2
Date: 2026-09-10
  Bugfixes:
    - Confirming a shot could drop the game to 5 FPS for the whole sequence; generation requests are now capped.
Version: 0.20.1
Date: 2026-09-10
  Bugfixes:
    - The blast could leave whole enemy nests undamaged inside the crater on ungenerated ground.
Version: 0.20.0
Date: 2026-09-10
  Major Features:
    - Rebalanced the yield dial to 1%-100% = up to 2000 tiles. The shock wave now travels slowly and realistically, and damage follows real overpressure falloff, absolute rather than a percentage of health.
  Optimizations:
    - Major performance fixes to the blast's growth and sweep phases.