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True Nukes

Factorio-True-Nukes

A Factorio mod adding realistic nuclear blasts, and more nuclear options, as well as Thermobaric weapons.

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.

The parts of MushroomCloud come from:

  • Made for the Uranium Power mod by Fatmice (MIT-License)
  • "nuclear-detonation-close-proximity.ogg": Atomic Explosion and Sub Rumble, orginal by GowlerMusic (CC-BY 3.0), slightly modified by Arcitos
  • "nuclear-detonation-in-vincinity-1.ogg": Long tail explosion, original by Robinhood76 (CC-BY-NC 3.0), mixed together with another explosion sound by Arcitos (who recognizes the other sound?)
  • "nuclear-explosion-distant-boom-1.ogg"; "nuclear-explosion-distant-boom-2.ogg"; "nuclear-explosion-distant-boom-3.ogg"; "nuclear-explosion-far-away.ogg": Booms of Innominatus, original by Innominatus (CC-BY-NC 3.0), split into different explosion sounds by Arcitos
  • "nuclear-detonation-in-vincinity-2.ogg": Distant nuke explosion, source: Audioblocks, modified by OwnlyMe

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, 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 many new kinds of nuclear warhead, with yields of 0.1t, 0.5t, 2t, 4t, 8t, 20t, 500t, 1kt, 15kt and 100kt.
The weapons generated include:

Shotgun (single slug) in yields of 0.1t - 4t

Shotgun shell (6 shot) in yields of 0.1t and 0.5t

Machine gun ammo in yields of 0.1t - 2t

Cannon Shells in yields of 0.1t - 10t

Grenades in yields of 0.1t - 1kt

Small (fast firing) rockets in yields of 0.1t - 20t

Big (long range) rockets in yields of 0.5t - 1kt

Artillery shells in yields of 4t - 100kt

A special fixed emplacement for super huge weapons:

  • 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 larger 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.
The weapons with yields >100kt are ludicrously large - they tend to do something close to ending the world. for the larger ones it takes some time to escape the crater, and many miles to find the nearest tree.

Nuclear tests

The mod also adds nuclear tests, so to unlock certain technologies there are no research requirements, instead you have to place a nuclear core into a special building and run away, letting it detonate.
This will then automatically unlock the technology (when the technology is selected for research that is - it doesn't have to be selected while the weapon detonates).
Please save before doing this as A) it's a very new feature, and B) its very easy to detonate a nuke way to close by, and end up destroying your whole factory.

Videos, etc.

A list of videos on the mod - most of these are at least a little outdated (i.e. before the big 0.3 update):

Includes the mod at the end:

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.

Mod support

Schall tank platoon:

  • The Sniper rifle rounds have yields of 0.1t-4t
  • The Auto-cannon shells have yields of 0.1t-8t
  • The 88mm cannon shells have yields of 0.1t-20t
  • The 128mm cannon shells have yields of 0.1t-500t

K2:

  • Railgun: 0.1t - 20t
  • Heavy rocket replaces the base big rockets.
  • Turret rocket: 0.1t - 20t
  • Pistol: 0.1t - 0.5t
  • Rifle: 0.1t - 2t
  • Anti-material: 0.1t - 4t

Space Exploration:

  • Orbital weapon cannon: 0.5t - 5Mt

Rampant arsenal:

  • Mortar: 0.5t - 1kt

AAI Ironclad:

  • Mortar: 0.5t - 1kt

This mod works with MushroomCloud, however the graphics from Mushroom Cloud are now included in this mod.

Mods which change the nuclear cycle (e.g. Nuclear fuel, Plutonium energy, Amator Phasma's Nuclear MadClown01's Nuclear Extension) are supported in the most part, although feel free to request additional support if a mod you want to use is not supported, and is hard to use with True-Nukes.

If Bob's mods are installed, then the costs of the weapons are changed somewhat, to make them more affordable and reasonable. I do not have much experience with Bob's, so these might not be very balanced, but they should be a bit more affordable than they might otherwise be. The mod will also remove the atomic artillery shell from Bob's weapons, as it is replaced by the atomic artillery shells in this mod.

This mod will not play nicely with any other mods which change nuclear weapons. It will either overwrite them, or be over-written, and it will not attempt to change any other nuclear weapons to fit in. However, it should not break mods which do not change atomic bombs. If you have an incompatibility, please report it using the discussion tab, so that I can try to fix any issues.

The chunk loaded detonations don't play nice with mods which change things using scripts as they are loaded. This includes the Ruins mod. This is why the option to disable chunk based nukes is available for the 100kt.

The 100kt and above

These larger bombs are run using a chunk-based system to avoid loading e

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Mushroom Cloud

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