Pyrolysis & Cracking Reactors
v1.12.0Two new reactors for generating high-pressure steam from fuels the vanilla nuclear line doesn't use
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WHAT THIS IS
Two new reactors for generating high-pressure steam from fuels the
vanilla nuclear line doesn't use (formerly "Wood Nuclear Boiler" - both
buildings and the mod itself were renamed to fit what they actually do;
mod id and every internal machine/recipe id are unchanged, so existing
saves and blueprints aren't affected):
Pyrolysis Reactor (T1) - burns Woodchips and Water into SteamHi and
Ash - its own loose product, not vanilla Slag, so it doesn't pile into
the same stockpile as every furnace/smelter's own Slag output. Ash
reuses Slag's own look for now (no custom art yet); it's storable and
transportable like any loose product, but can't be dumped on the
ground the way Slag can. Needs a Shredder to turn Wood into Woodchips
first (1:1, same as vanilla's own ShreddingWood recipe) - matches how
vanilla's own wood-burning Boiler is fed too. Woodchips is genuinely
the only fuel it processes - the reactor's real power draw is its own
200kW electricity consumption, same as any other machine. Also
outputs real Exhaust (a physical
product, same as any vanilla boiler/furnace) - pipe it to a vanilla
Smoke Stack, Exhaust Scrubber, or Flare, the same way you'd handle
exhaust from any other vanilla combustion building. Unlocked by its
own Pyrolysis Reactor Technology research node, which also unlocks two
more recipes: Ash -> Potash on the vanilla Crusher (both tiers, same
shape as vanilla's own Slag -> SlagCrushed recipe), then Potash +
Water -> Fertilizer (organic) on the vanilla Industrial Mixer (same
shape as vanilla's own Compost + Water recipe). Ash isn't fed straight
into the Mixer - it gets crushed into Potash first, since real wood
ash has to be processed into potash before it's a usable fertilizer
ingredient ("potash" literally means ashes refined in a pot).
Cracking Reactor (T2) - a bigger reactor with seven selectable
recipes, one per fuel: Light Oil, Medium Oil, Heavy Oil, Naphtha, Fuel
Gas, Hydrogen, or Diesel, each paired with Seawater. It only needs
whichever ONE of those seven is actually backing up in your factory to
run - not all seven flowing in at once. Produces SteamHi plus Brine
(Brine is what boiling seawater for steam actually leaves behind -
more accurate than the old Salt + Chlorine output, since producing
Chlorine gas from seawater is really electrolysis, not a byproduct of
just burning fuel next to it), plus either Exhaust or CarbonDioxide
depending on the fuel: Light/Medium/Heavy Oil, Naphtha and Diesel
output real Exhaust (pipe to a Smoke Stack/Scrubber/Flare, same as
T1); Fuel Gas outputs CarbonDioxide instead since it burns cleaner;
Hydrogen burns clean enough to need neither. This matches vanilla's
own fuel-cleanliness split on its Boiler line exactly. Unlocked by the
Cracking Reactor Technology node, gated behind the T1 node.
STEAM OUTPUT
Both reactors' SteamHi output is deliberately kept below the real
vanilla Nuclear Reactors: Pyrolysis Reactor produces 130 SteamHi/30s
(4.33/s), Cracking Reactor 150 SteamHi/30s (5/s) - both just under the
real Nuclear Reactor's 4.8/s and Nuclear Reactor II's 6.4/s
respectively. These numbers use the same 1:1 Water-to-SteamHi ratio
every vanilla Boiler recipe already uses, applied to each reactor's own
water/seawater input, rather than an arbitrary figure - these are
fuel-burning boilers reusing the nuclear reactor's shell for scale, not
actual fission, so they shouldn't out-produce real nuclear power.
Both research nodes have their own explicit spot in the tech tree (near
the vanilla nuclear reactor line) rather than defaulting to the same
fallback position every un-positioned mod node piles up in.
No announcements yet.
# Pyrolysis & Cracking Reactors — Changelog
All notable changes to this mod. Newest first. The mod `id` is
`WoodNuclearMod` and does not change between releases; only the version
or display name does.
## 1.12.0
- Better descriptions, per direct request ("we need better descriptions
for the mod lol they suck atm"). Both machines were missing an
in-game Description() entirely - blank in the build menu tooltip -
now have a real one-sentence description matching vanilla's own tone
(Boiler, Crusher, etc): what each machine actually does, in plain
in-world language, no stat dump.
- Rewrote manifest.json's description_short from a dense list of raw
product/quantity names into an actual pitch, and added a proper
description_long (this mod never had one) with real sections -
PYROLYSIS REACTOR, CRACKING REACTOR, BALANCE - matching the style
already used for this project's other mods (BoreMod, WarpTruckMod).
## 1.11.0
- Major steam output rebalance, per direct request after checking real
vanilla numbers: both reactors were massively overpowered compared to
actual nuclear power. The real Nuclear Reactor tops out at 16 SteamHi
x power level 3 / 10s = 4.8/s; Nuclear Reactor II at 16 x power level
4 / 10s = 6.4/s (NuclearReactorsData.cs). The Pyrolysis Reactor was
putting out 600/30s (20/s) - about 4x more than a real nuclear
reactor - and the Cracking Reactor up to 720/30s (24/s) - up to 5x
more than Nuclear Reactor II. That's backwards for buildings that are
really just fuel-burning boilers reusing the reactor's shell for
scale.
- Fixed by applying the exact ratio every vanilla Boiler recipe already
uses (coal, gas, wood, electric - all of them): a flat 1:1 Water-in :
SteamHi-out, regardless of fuel (BoilersData.cs). Not an arbitrary new
number - it's vanilla's own conversion, applied to the water/seawater
inputs these recipes already had:
- Pyrolysis Reactor: SteamHi output changed from 600 to 130, matching
its existing 130 Water input. New rate: 130/30s = 4.33/s - just
under the real Nuclear Reactor's 4.8/s.
- Cracking Reactor: SteamHi output flattened from per-fuel values
(500-720) to a uniform 150 across all seven recipes, matching the
150 Seawater input every recipe already shares. New rate: 150/30s
= 5/s - just under Nuclear Reactor II's 6.4/s. Every recipe now
outputs the same steam regardless of which fuel is burning, which
actually matches vanilla's own convention too - the water being
boiled sets the steam ceiling, not which fuel keeps the fire lit.
Ash, Exhaust, CarbonDioxide and Brine outputs are all unchanged - they
scale with the fuel/seawater actually consumed, not with this fix.
## 1.10.0
- Pyrolysis Reactor (T1) now takes Woodchips instead of raw Wood - per
direct request, using "however many the Shredder produces from one
piece of wood" as the conversion. Vanilla's own ShreddingWood recipe
is a straight 1:1 (4 Wood -> 4 Woodchips), so the input quantity is
unchanged at 150, only the product changed. This also matches vanilla's
own wood-burning Boiler, which takes Woodchips too, not raw Wood - so a
Shredder now needs to sit upstream of the reactor, the same way one
would for vanilla's own wood boiler.
- Ports A/B changed transport type from "#" (FlatConveyor, for the
countable-unit Wood) to "~" (LooseMaterialConveyor, for the loose bulk
Woodchips) to match. This is a real change to how those two ports
connect, not just a product swap - anyone with an existing Pyrolysis
Reactor fed by belts will need to switch that input to a loose
material conveyor.
## 1.9.0
- Both reactors now output real, physical Exhaust instead of an invisible
pollution number - per direct request ("if we need exhaust we need it
right, do a real exhaust port"). Exhaust (Ids.Products.Exhaust) can't be
stored, so it has to be piped to a vanilla Smoke Stack, Exhaust Scrubber,
or Flare, the same as any vanilla boiler or furnace - no new building
needed on this mod's side, those already exist and already accept it.
- Pyrolysis Reactor (T1): added a new Exhaust output on a new port ("T"),
matching vanilla's own wood-burning Boiler (Water + Woodchips -> SteamHi
+ Exhaust). The new port fills what was blank space on an already-idle
row (F's row, unused since Diesel moved out in 1.6.0) rather than
resizing the machine - same tile footprint as every version before this,
just one more arrow on an edge that was previously bare.
- Cracking Reactor (T2): Light Oil, Medium Oil, Heavy Oil, Naphtha and
Diesel now output Exhaust instead of CarbonDioxide (same port, same
quantities as before - a straight swap). Fuel Gas keeps CarbonDioxide,
Hydrogen still has neither. This exactly matches vanilla's own
fuel-cleanliness split (BoilersData.cs): heavier fuels get real Exhaust,
Fuel Gas gets clean-burning CO2, Hydrogen burns clean enough to need
neither. No layout change needed here at all - Exhaust and CarbonDioxide
are both fluids, so this reuses the same port, same trick already used
for Seawater/Diesel/Brine on this machine.
## 1.8.0
- Added Potash, a new loose product processed from Ash: a new recipe on
the vanilla Crusher (both tiers) turns Ash into Potash, 8:8, the same
shape as vanilla's own Slag -> SlagCrushed recipe. "Potash" literally
means ashes that have been leached/refined in a pot - raw wood ash
isn't itself the usable fertilizer ingredient, potash is what you
actually get out of it.
- The Ash + Water -> Fertilizer (organic) recipe (added in 1.7.0) now
takes Potash instead of raw Ash - completing the realistic chain:
Pyrolysis Reactor makes Ash, Crusher turns it into Potash, Industrial
Mixer turns Potash + Water into Fertilizer. Ratio and both bind
durations are unchanged from 1.7.0, only the input product changed;
the recipe's own id is unchanged too (ids are never renamed once
shipped - see the Cracking Reactor's earlier Brine swap for the same
approach). Both the new crushing recipe and this one are unlocked by
the same Pyrolysis Reactor Technology node.
- Potash reuses Limestone's own visual assets (pale grey-white), not
Ash's dark-grey Slag look, so the two are easy to tell apart in
stockpiles and inventory lists.
## 1.7.0
- Cracking Reactor now outputs Brine instead of Salt + Chlorine, on all
seven recipes. Every recipe previously produced exactly 40 Salt + 20
Chlorine, so this is a straight swap to 60 Brine, not a rebalance. It's
also a more accurate process: producing Chlorine gas from seawater is
really electrolysis (the chlor-alkali process), not something that
happens just from burning fuel next to it - evaporating seawater with
heat genuinely does produce steam plus a concentrated leftover brine,
which is what boiling seawater for steam actually does in real
desalination. Reuses the same port Chlorine used (both fluids, no
layout change); the old Salt port is simply unused now.
- Added a new recipe on the vanilla Industrial Mixer (both tiers): Ash +
Water -> Fertilizer (organic), the same shape as vanilla's own Compost
+ Water recipe. Wood ash is a real, traditional fertilizer (potash) -
now the Pyrolysis Reactor's own byproduct has a genuine use instead of
just being a thing to store or discard. Unlocked by the same Pyrolysis
Reactor Technology research node that unlocks the reactor itself.
## 1.6.0
- Renamed both buildings and the mod itself. "Wood Nuclear Boiler" (T1)
is now the "Pyrolysis Reactor," and "Oil Byproduct Nuclear Boiler" (T2)
is now the "Cracking Reactor" - names that fit what these machines
actually do (neither is really nuclear; they're both high-intensity
thermal decomposition, just reusing the reactor's imposing look). Only
the in-game display names and mod display name changed - the mod id
and both machines' own internal ids are untouched, so existing saves
and blueprints are unaffected.
- The Pyrolysis Reactor's recipe no longer uses Diesel - it now runs on
Wood and Water alone. Diesel was never the reactor's real power source
(that's the machine's own 200kW electricity draw, same as every other
machine) - it was just an extra input alongside the wood, and pulling
it out makes the process match its new name: wood is now genuinely the
only fuel being processed.
- Diesel moved to the Cracking Reactor instead, as a 7th selectable
recipe (Diesel + Seawater -> SteamHi, CO2, Salt, Chlorine) - it's an
oil-refinery product itself, so it fits this machine's own theme
better anyway. It reuses an existing port (the same one Light Oil
uses) rather than needing a new one, so the machine's physical
footprint is unchanged - nothing to rebuild if you already have one
placed.
## 1.5.0
- The T1 Wood Nuclear Boiler now outputs Ash instead of vanilla Slag - a
brand-new loose product of its own, not a reskin. Byproduct from this
boiler no longer piles into the same stockpile as every furnace and
smelter's own Slag.
- Ash reuses Slag's own look (mesh + icon) for now, since there's no
custom art yet. It's storable and transportable like any loose
product, but - unlike Slag - can't be dumped on the ground; that would
need its own terrain material registered too, which wasn't part of
this change.
## 1.4.0
- Fixed both research nodes (Wood Nuclear Technology and Oil Byproduct
Nuclear Technology) defaulting to the same fallback grid position in
the tech tree. Neither had ever been given an explicit spot, so they -
like every other mod's un-positioned nodes - piled up on top of each
other in the same place. Both now sit in their own spot near the
vanilla nuclear reactor line, side by side.
## 1.3.0
- Added the Oil Byproduct Nuclear Boiler (T2): a second, bigger boiler
with six selectable recipes, one per oil byproduct - Light Oil, Medium
Oil, Heavy Oil, Naphtha, Fuel Gas, or Hydrogen, each paired with
Seawater. Only needs whichever ONE of those six is actually backing up
to run - not all six flowing in at once. Produces SteamHi plus CO2,
Salt, and Chlorine (Hydrogen burns clean, so that recipe skips the CO2
output).
- Added a Chlorine option to the vanilla Liquid Dump, the same way
vanilla already lets you dump Seawater/Brine there - since the T2
boiler produces Chlorine as an unavoidable byproduct with nowhere else
to send it, this gives it somewhere to go.
- Added the Oil Byproduct Nuclear Technology research node, gated behind
the T1 node, unlocking the T2 boiler, all six of its recipes, and the
new Chlorine dump option together.
## 1.0.0
- First release: the Wood Nuclear Boiler (T1) - burns Wood, Water and
Diesel into SteamHi and Slag. Unlocked by the Wood Nuclear Technology
research node.
This mod has no dependencies.
No other mods depend on this mod yet.