True Nukes Continued
Adds realistic nuclear blasts, and more nuclear options.
Description
BACK FROM VACATION AND RESUMING DEVELOPMENT :D
Factorio-True-Nukes... CONTINUED!
A Factorio mod adding realistic nuclear blasts, and more nuclear options, as well as Thermobaric weapons.
Ported to 2.0 by Daimonfire Thanks go to azrogers for providing some of the fixes of this mod
All credit goes to the original creator of this mod, BicycleEater
Original Description
The Factorio in-built atomic weapons are tiny, and don't really model the destructive side-effects of the blast. Sure, the explosions blast out in a ring, but then they just stop. What about the fire, the blast wave crashing across the world. It just won't do!
And thus I present to you, True-Nukes!!!
Effects
This mod aims to simulate most of the real effects of a nuclear weapon, in a Factorio world. It models the blast wave and the thermal radiation release, as well as the fireball and crater, and does this at realistic scales for the yields of the nuclear weapons. This both makes nuclear weapons more useful, and demonstrates quite how destructive even small nuclear weapons can be.
The effects modelled are:
- The thermal radiation: instantaneous energy release, which burns anything its path, causing instant damage in a wide area.
- The blast wave: a pressure wave, blowing over structures and trees, which ripples out causing damage as it goes.
- The fireball: vaporizes everything within a certain radius.
- The crater: formed of an inner and outer section. The inner section is a depression, which will slowly fill with water (this behaviour can be toggled in the settings), and the outer section is composed of turned-over land (modelled by replacing the tiles with landfill).
- The radiation: modelled as something like the poison effects, but longer lasting, and black.
Also note that the mod adds pollution output for the nukes, calculated roughly by:
pollution = tonnage + 1000*uranium + 100*californium + 10000*tritium
Honestly this doesn't make that much difference, as any really effective use of the nukes kills so many bases that the evolution goes straight to 1, but its still a nice to have.
Graphics
The graphics and sounds used by this mod are all sourced from MushroomCloud, which is a wonderful mod, which I cannot love enough, however, since Mushroom Cloud does not cope with different sized explosions, all the effects of it are overridden, as such installing will make little to no difference. Using it with this mod may overwrite some changes made internally as well.
- MushroomCloud by Arcitos
If it bothers you that the larger nuclear detonations are really pixelated, and don't mind the extra VRAM usage, then try True-Nukes-Graphics_Continued, which adds a really large version of the explosion, and nothing else. It is only there to make that section of the mod optional.
The crater graphics are just different versions of the Nuclear Ground tile, with some tile-transition magic used to hold it all together. If the crater rim does not rise above the terrain for any reason, please leave it as a bug report, it should look like it is higher than its surroundings.
If the game crashes when running with mods which add lots of new tiles, the game might be running out of tiles - refer to the FAQ for more details.
New weapons
The mod adds 11 new kinds of nuclear weapon, and changes the existing one. These are:
- Atomic ammunition magazine, for the machine-gun. This has a yield of maybe 0.1 tons
- High Yield atomic ammunition magazine, for the machine-gun. This has a yield of maybe 0.5 tons
- An atomic cannon shell, for the tank. This has a yield of ~2 tons
- High Yield atomic cannon shell, for the tank. This has a yield of ~4 tons
- 3 low yield atomic rockets with yields of 2, 4 and 8 tons.
- A Low yield atomic artillery shell. This has a yield of ~20 tons
- The base atomic bomb. This has a yield of ~20 tons, equivalent to the 'Davy Crockett'
- A small atomic artillery shell. This has a yield of ~500 tons
- A rocket launched version of the 500 ton yield artillery shell
- An atomic artillery shell. This has a yield of ~1 kiloton
- A rocket launched version of the 1 kiloton yield artillery shell
- A Hiroshima grade artillery shell. This has a yield of ~15 kilotons, equivalent to the Hiroshima 'Little Boy' explosion
- A 100kt artillery shell. This is equivalent to many real nuclear weapons, and is ridiculously large.
- The nuclear weapon building. This can detonate at 15kt, 100kt, 1Mt, 5Mt, 10Mt, 50Mt, 100Mt and 1Gt.
The cannon shell has the effect of making the tank a viable late-game option, as it can realistically defeat behemoth enemies, although the tank will almost always take some damage from the blast.
The other weapons are all wide-area, and can do massive damage to one or several bases, but draw in enemies from a huge area and start forest fires.
Mod Spotlight
Xterminator did a mod spotlight of True-Nukes here enjoy!
Californium
To try and justify the ridiculously low yields of the smaller weapons, a new material has been introduced: Californium.
It is very simply refined from U-235, and doesn't change that much, other than making the weapons at least seem realistic, as such, there is an option to cut it out of the production chain (so the weapons just use U-235).
Tritium
To allow the larger nukes (100kt and above), tritium has been added, made by refining the output of special nuclear fuel cells after they have been in a reactor.
The mod also adds Fogbank, a strange material, entirely classified, but used at some point in the US fusion bomb program, to reduce the required size of bomb. It is only needed to make the 100kt artillery shell.
#### Schall's Tank Platoon
For the sake of add
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