KS2(SO) + Schall Uranium "Fix"

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ExileFox
Manual Inserter
Manual Inserter
Posts: 1
Joined: Mon Nov 10, 2025 3:14 pm
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KS2(SO) + Schall Uranium "Fix"

Post by ExileFox »

So, I was never a fan of the vanilla uranium recipes, it's way too simple, instead relying on only wasting time to boot up.

Schall Uranium Processing looks nice but the author doesn't care for overhaul mods and I couldn't find a different mod to make uranium more interesting.

Here's my idea:

Code: Select all

"dependencies": ["base >= 2.0", "SchallUraniumProcessing > 2.0.0", "?Krastorio2-spaced-out > 1.4", "?Krastorio2 > 2.0.10"]
Made in: kr-crusher

Code: Select all

local crushing_lib = require("prototypes.libraries.crushing")

data:extend({
	{
		type = "recipe",
		name = "kr-yellowcake",
		enabled = false,
		category = "kr-crushing",
		energy_required = 1,
		ingredients = {
			{ type = "item", name = "uranium-ore", amount = 3 },
		},
		results = {
			{ type = "item", name = "uranium-concentrate", amount_min = 2, amount_max = 5 },
		},
		allow_productivity = true,
	},
})
(example ratios, i don't know what would be "balanced")

I'd implement a mod myself, but even after checking the wiki and a handful of threads, I'm stuck trying to set this up.

Why?: With KS2(SO) and Schall Uranium Processing active, there is no way to obtain "yellowcake" to start processing uranium into fuel and etc
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