Inventory Repair:: It heals up the SMRs in my inventory, making the nice indicator of fullness disappear. Doesn't change the actually energy still in the SMR since that data is stored separately, thankfully. Is there a way to maybe make the item not repairable while in your inventory? Maybe some lua code like repairable=false exists?
Krastorio 2:: It changes the fuel values for fuel cells with a multiplier of 6.25 (from 8GJ to 50GJ). Could you either add some post processing that will accurately calculate how much energy the mk1 SMR should have or maybe just add some settings so we can change it? Personally, I favor adding the settings. Then the others, mk2 & mk3, can just calculate their own energy based on the mk1.
Nuclear Fuel:: Adds breeder fuel cells. Can we get it so that if( breeder-fuel-cell ) exists, then add appropriate recipes to support making SMRs with them. Needs two times the normal fuel cells with breeder cells of course since they have half the fuel value.