AtlantumReactor
Adds the Atlantum Reactor - a 20MW endgame power generator that consumes Atlantum Mixture Bricks and Shiverthorn Coolant. Features a distinctive green radioactive tint.
CHANGELOG
Changelog
All notable changes to AtlantumReactor will be documented in this file.
[4.0.0] - 2025-01-04
Changed - COMPLETE REWRITE
- Fixed fundamental architecture - Now properly extends PowerGeneratorDefinition instead of MemoryTreeDefinition
- Proper power generation - Uses RuntimePowerSettings with negative kWPowerConsumption for generation
- Working fuel system - Accepts Atlantum Mixture Brick and Shiverthorn Coolant as fuel
- Fuel consumption - Proper fuel burn rate tied to power generation
Added
- Green visual tint - Bright radioactive green material on reactor model
- Emission glow - Green emissive shader effect for visibility
- OmniseekerPlus integration - AtlantumOreVein scanning support
- Configurable power output - 1000kW default, adjustable via config
- Fuel burn rate config - Adjustable fuel consumption speed
Technical Details
- Uses
isGenerator = trueflag for proper power network integration - MaterialPropertyBlock for shader modifications (performance-friendly)
- Harmony patches for:
- Power generation (ReactorPowerPatches)
- Fuel acceptance (AcceptCustomFuels)
- Visual effects (ReactorVisualPatches)
- Omniseeker support (OmniseekerPatches)
Fixed
- Reactor now actually generates power (was completely non-functional before)
- Fuel items can now be inserted via inserters
- Power shows correctly in power network UI
- Works with existing power infrastructure
[3.0.0] - Previous
Known Issues (Now Fixed)
- Extended MemoryTreeInstance instead of PowerGeneratorInstance
- Had no fuel inventory system
- Had no actual power generation capability
- Items couldn't be inserted into reactor
[1.0.0] - Initial Release
- First attempt at Atlantum Reactor
- Based on Memory Tree model (incorrect approach)