Type: Mod
Name: Meltdown
Description: The mod lets nuclear reactors meltdown when they get too hot, causing a nuclear explosion
License: MIT
Version: 0.0.3
Release: 2017-14-06
Tested-With-Factorio-Version: 0.15.20
Category: Helper
Tags: User-Interface, Info
Download-Url: https://mods.factorio.com/api/downloads ... _0.0.3.zip
Website: https://github.com/troelsbjerre/Meltdown
License
License
The MIT License (MIT)
Copyright (c) 2016 troelsbjerre
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
Long description
Long description
Ever felt like Nuclear energy was too easy? Now you can have your power production disappear in a mushroom cloud!
This mod is currently meant to explore the possible game mechanics surrounding nuclear power. For that reason, it is currently highly configurable in-game for settings that would normally be fixed at the start of the game. All features can be disabled, or turned down to have no effect on the game. With all bells and whistles, the following scenario could play out:
A reactor reaches 1000 degrees, because its heat isn't being used. It starts taking damage, and starts small random fires around it. Repair bots fly in and prolong the destruction of the reactor, but they succumb to the flames one by one. The player arrives, but didn't bring any heat pipes to draw some heat away from the reactor. He is prevented from picking up the active reactor, and must flee as the reactor explodes in a huge mushroom cloud, triggering a neighboring reactor to blow up as well. The massive pollution damages the player over time, so cleanup must happen in short shifts, and mostly by robots. The pollution also attracts the local wildlife, making the cleanup much harder.
Damage over time and explosion is disabled by default, but can be reenabled through the options menu.
v0.0.2 2017.06.14: Fixed function built being used before it was defined.
v0.0.1 2017.06.14: Proof of concept.
Re: [MOD 0.15.x] Meltdown
Posted: Wed Jun 21, 2017 5:46 am
by featherwinglove
Sounds like fun. Pollution Damage might be fun for people who like this mod as well.
Re: [MOD 0.15.x] Meltdown
Posted: Fri Jun 23, 2017 10:24 am
by CrabDeSass
Nice idea for those like me who enjoy more in-depth management of facilities. But on the contrary, nuclear reactors in fact don't "go nuclear" when they enter a criticality excursion or even full blown meltdown. They just melt, and release a ton of radiation into the surroundings/fallout particles into the air depending on rising hot air and any other kinds of explosions like expanding steam. Though, I've heard that if you tried pouring water on a reactor undergoing meltdown, then you would get a nuclear detonation, but I think that's a myth since some of the first nuclear reactors for power were in fact boiling water reactors (BWR) where the water was in direct contact with the fuel as a neutron moderator as well as flowing off into pipes for heat exchange/electricity. See SL-1 for a good example of both an early-ish BWR and what happens when one is allowed to heat up too much and go into a criticality excursion.
Re: [MOD 0.15.x] Meltdown
Posted: Fri Jun 23, 2017 10:07 pm
by featherwinglove
You can get a criticality excursion from pouring a bunch of water into a dry reactor, resulting in a cold water accident. You'd get a runaway and a nuclear-powered explosion, but it would still not resemble the detonation of a nuclear explosive. An excellent illustration is Chernobyl-4 on 1986 April 23, an RBMK-1500 which had a runaway accident resulting from flawed operational test procedures, vs. Plumbbob Pascal-B on 1957 August 27, an explosive test which may have launched a 900kg steel cap out of the inner solar system over a month before Sputnik 1. The Chernobyl accident launched the reactor cover plate into the air, where it shredded the loading hall as it turned sideways, coming back down onto the reactor and, in my most understated way of putting it, changed the fuel configuration to one the operators and designers were not familiar with. This plate topped out at Evel Knievel speeds, really quite tame compared to the cover plate of Pascal-B, which at 66km/s, was going much faster than New Horizons, that Pluto probe. That's comparing the worst ever power reactor meltdown in history, unlikely ever to be topped, to a tiny nuclear explosive (0.3kt yield).
Re: [MOD 0.15.x] Meltdown
Posted: Fri Jul 07, 2017 8:52 pm
by trold
featherwinglove wrote:Sounds like fun. Pollution Damage might be fun for people who like this mod as well.
No need. The features of that mod has been in Meltdown from 0.0.3, a week before your post
Re: [MOD 0.15.x] Meltdown
Posted: Mon Jul 17, 2017 7:28 am
by cpy
featherwinglove wrote:You can get a criticality excursion from pouring a bunch of water into a dry reactor, resulting in a cold water accident. You'd get a runaway and a nuclear-powered explosion, but it would still not resemble the detonation of a nuclear explosive. An excellent illustration is Chernobyl-4 on 1986 April 23, an RBMK-1500 which had a runaway accident resulting from flawed operational test procedures, vs. Plumbbob Pascal-B on 1957 August 27, an explosive test which may have launched a 900kg steel cap out of the inner solar system over a month before Sputnik 1. The Chernobyl accident launched the reactor cover plate into the air, where it shredded the loading hall as it turned sideways, coming back down onto the reactor and, in my most understated way of putting it, changed the fuel configuration to one the operators and designers were not familiar with. This plate topped out at Evel Knievel speeds, really quite tame compared to the cover plate of Pascal-B, which at 66km/s, was going much faster than New Horizons, that Pluto probe. That's comparing the worst ever power reactor meltdown in history, unlikely ever to be topped, to a tiny nuclear explosive (0.3kt yield).
66km/s manhole cover would have 60% more kinetic energy than the explosion itself. So i call BS.
Re: [MOD 0.15.x] Meltdown
Posted: Mon Jul 17, 2017 9:20 am
by featherwinglove
cpy wrote:66km/s manhole cover would have 60% more kinetic energy than the explosion itself. So i call BS.
Um...
http://nuclearweaponarchive.org/Usa/Tests/Plumbob.html wrote:The steel plate at the top of the shaft was over 150 m from the nuclear device, much too far for it to be propelled to extreme velocity directly by the explosion. The feature of Pascal-B that made this possible was the placement of the collimator close to the device. The mass of the collimator cylinder was at least 2 tonnes (if solid) and would have been vaporized by the explosion, turning it into a mass of superheated gas that expanded and accelerated up the shaft, turning it into a giant gun. It was the hypersonic expanding column of vaporized concrete striking the cover plate that propelled it off the shaft at high velocity.
Math follows a couple of paragraphs later.
Re: [MOD 0.15.x] Meltdown
Posted: Fri Dec 29, 2017 10:09 am
by ZombieMooose
Any chance for an update to 0.16?
Re: [MOD 0.15.x] Meltdown
Posted: Fri Jan 12, 2018 9:30 pm
by Strategic Sage
Seconded. I'd like to add this to a long game I'm planning for when 0.16 becomes stable. Would be a great, appreciated addition.
Re: [MOD 0.15.x] Meltdown
Posted: Thu Feb 28, 2019 11:04 pm
by MisterFister
Somehow, this mod was updated for v0.16 without this thread being replied to.
Irony is, v0.17 just dropped earlier this week and I came here looking to sniff this exact question.