Improves UPS with nuclear power by completely overhauling how nuclear energy is produced. Material costs are in-line with vanilla, build complexity is meant to help foster interest in how nuclear actually works.
Adds higher teir energy storage and satelites which use that storage. Allows Nuclear Energy to be a viable sole-source production method for energy.
This mod makes heat exchangers produce steam at 959 F (515 C) to make nuclear ratios nicer.
Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with Clockwork for longer (4h - 24h) day / night cycles.
Adds processing of plutonium, excess product from nuclear reaction. Plutonium can be used to make ammo (even plutonium atomic bomb) and to generate energy as MOX fuel.
Generate 1TW (1000GW) of energy by creating a megastructure-the Dyson sphere. (Attention, creating a Dyson sphere leads to the disappearance of light in the entire star system!). This mod required for many of my mods (or you can try generate such energy by yourself, good luck)
Adds a new way to produce energy through nuclear fusion. Integration with K2, Angel's and Bob's.
Adds two advanced substations to the game. - Longer hook up rage - Bigger coverage - More expensive - Adds 'Electric Energy Distribution 3' research * Advanced Substation * Experimental Nucleonic Substation (Volatile) The Experimental Nucleonic Substation can be used with Roboports Uses Quantum, temporal and rubber band science to allow the electricity to flow to such a large area. The rubber bands are to keep the wire tight. USE AT YOUR OWN RISK!
ZombiesExtended Power adds a number of power generation methods and machines.
This mod adds a more realistic nuclear reactor, a breeder reactor and a cooling tower. The reactors are controllable via an integrated circuit interface, and have a dynamic output depending on their temperature. They need proper cooling, otherwise a nuclear meltdown will occur.
Adds Solarpannels and Accumulators MK 1-8, Mk1 = 8 Normal pannels/accumulators Each Mark, means times 8 in power (additional cost on higher tears, to make a balance for the space)
Use the Exploration Mode map generator preset to create a harsh map. This mod adds new challenges and solutions to power generation.
Upgrade your electrical network by hiding all the wires underground! The new type of poles can be placed even under factory objects, which will save a lot of space and time. Underground poles completely repeat the middle and large poles, as well as the substation.
Nuclear for 5dim's mod If you are a mad of nuclear power with this mod you can upgrade all your blueprints to a new level. This mod include: - 10 tiers of all nuclear stuff
“Perpetual machines” are hypothetical machines that can operate without external energy sources (e.g., fuel and power). This mod allows you to create equivalent perpetual machines at a cost, by installing an expensive but infinite energy source on burner machines. (Locale: English, Deutsch, 正體中文, Português Brasileiro)
Energy for 5dim's mod Add more divertidity for electric stuffs This mod include: - Tiered steam engines - Tiered boilers - Tiered electric poles - Solar panels and accumulators
This mod add 3 tiers of infinite fuel, every tier can be disabled and more is coming... compatible with krastorio 2 vehicle
Small modular nuclear reactors designed to be deployed off-grid at remote sites. SMRs are manufactured as sealed units with a fixed energy capacity, including both fuel and generator components. This means they can be quickly setup anywhere but once depleted must be returned to base for refurbishment.