[MOD 0.15/0.16] Fission and Fusion

Topics and discussion about specific mods
armedwithpuns
Burner Inserter
Burner Inserter
Posts: 13
Joined: Sun Jul 03, 2016 4:13 pm
Contact:

Re: [MOD 0.15/0.16] Fission and Fusion

Post by armedwithpuns »

Tomik wrote:The Portable Fission Reactor (PFissR) is more powerful than the vanilla Portable Fusion Reactor (PFussR):

The PFissR has 3×3 (9) slots and 500 kW: 500 ÷ 9 = 55.55555 kW per slot.
The PFussR has 4×4 (16) slots and 750 kW: 750 ÷ 16 = 46.875 Kw per slot.

PFissR is so space and power efficient as to completely forgo using PFussR's in any game with this mod on.

Either modify and boost vanilla PFussRs, or make a second tier of PFussR's with better energy values or nerf PFissRs.
If you're unhappy with a single number like that, couldn't you just go into the code of the mod and change it?

User avatar
Durabys
Fast Inserter
Fast Inserter
Posts: 233
Joined: Mon Apr 18, 2016 3:30 pm
Contact:

Re: [MOD 0.15/0.16] Fission and Fusion

Post by Durabys »

armedwithpuns wrote:
Tomik wrote:The Portable Fission Reactor (PFissR) is more powerful than the vanilla Portable Fusion Reactor (PFussR):

The PFissR has 3×3 (9) slots and 500 kW: 500 ÷ 9 = 55.55555 kW per slot.
The PFussR has 4×4 (16) slots and 750 kW: 750 ÷ 16 = 46.875 Kw per slot.

PFissR is so space and power efficient as to completely forgo using PFussR's in any game with this mod on.

Either modify and boost vanilla PFussRs, or make a second tier of PFussR's with better energy values or nerf PFissRs.
If you're unhappy with a single number like that, couldn't you just go into the code of the mod and change it?
Wouldn't it be better to make an options menu for the mod to change those variables then?

User avatar
mrudat
Fast Inserter
Fast Inserter
Posts: 229
Joined: Fri Feb 16, 2018 5:21 am
Contact:

Re: [MOD 0.15/0.16] Fission and Fusion

Post by mrudat »

Would it be feasible to make the fission reactor the same size (4x4) as the fusion reactor? it would make the fusion reactor clearly more powerful, and a drop-in replacement for the fission reactor without needing to re-arrange your equipment grid.

Another question is if it would be feasible to make the reactors pull fuel from the player's inventory; with the aid of logistics bots moving fresh fuel in and taking spent fuel away, it would cost one logistics-request slot to make both reactors effectively maintenance-free.

User avatar
Durabys
Fast Inserter
Fast Inserter
Posts: 233
Joined: Mon Apr 18, 2016 3:30 pm
Contact:

Re: [MOD 0.15/0.16] Fission and Fusion

Post by Durabys »

mrudat wrote:Would it be feasible to make the fission reactor the same size (4x4) as the fusion reactor? it would make the fusion reactor clearly more powerful, and a drop-in replacement for the fission reactor without needing to re-arrange your equipment grid.

Another question is if it would be feasible to make the reactors pull fuel from the player's inventory; with the aid of logistics bots moving fresh fuel in and taking spent fuel away, it would cost one logistics-request slot to make both reactors effectively maintenance-free.
The problem is that the Portable Fission reactor is meant as a low-tech version of the Portable Fusion reactor for Modular Armor. Modular armor doesn't have space for a 4×4 reactor. That is the issue here. The Portable Fission reactor's output has to be modded.

User avatar
mrudat
Fast Inserter
Fast Inserter
Posts: 229
Joined: Fri Feb 16, 2018 5:21 am
Contact:

Re: [MOD 0.15/0.16] Fission and Fusion

Post by mrudat »

I've submitted a pull request to Update to 0.17.

I've also uploaded a mod Grid Fuel Manager, that does the other part of my above suggestion; automatically feed your equipment grid with fuel.

frostedclaws
Burner Inserter
Burner Inserter
Posts: 5
Joined: Wed Jun 29, 2016 2:54 am
Contact:

Re: [MOD 0.15/0.16] Fission and Fusion

Post by frostedclaws »

bobs power mod minor spelling error on factorio mods forum page
bobbing about.png
bobbing about.png (126.7 KiB) Viewed 1974 times

Post Reply

Return to “Mods”