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AtlantumReactor Updated
Adds the Atlantum Reactor - a 20MW endgame power generator that consumes Atlantum Mixture Bricks and Shiverthorn Coolant. Features a distinctive green radioactive tint.
| Date uploaded | 5 months ago |
| Version | 4.0.7 |
| Download link | CertiFried-AtlantumReactor_Updated-4.0.7.zip |
| Downloads | 31 |
| Dependency string | CertiFried-AtlantumReactor_Updated-4.0.7 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2100CertiFried-TechtonicaFramework
Core framework mod providing shared systems for health, damage, narrative, equipment, and environment mechanics for other CertiFried mods.
Preferred version: 1.2.0README
Atlantum Reactor
A powerful endgame nuclear reactor for Techtonica that generates 20MW of power.
Features
- High Power Output: Generates 20,000 kW (20MW) of power
- Fuel-Based: Consumes Atlantum Mixture Bricks and Shiverthorn Coolant
- Distinctive Visual: Green radioactive tint for easy identification
- Endgame Content: Positioned in tech tree after HVC Reach IV
Recipe
Crafted in Assembler:
- 5x Crank Generator MKII
- 20x Steel Frame
- 10x Processor
- 10x Cooling System
- 5x Atlantum Mixture Brick
Research Requirements
- Tech Category: Energy
- Core Type: Blue
- Core Count: 1000
Installation
- Install BepInEx for Techtonica
- Install EquinoxsModUtils (EMU) 6.1.3+
- Install EMUAdditions 2.0.0+
- Place the
AtlantumReactor.dllin yourBepInEx/pluginsfolder
Configuration
Power output can be configured in the BepInEx configuration file:
- Power Output (kW): Default 20000 (20MW), range 1000-100000
Changelog
See CHANGELOG.md for version history.
CHANGELOG
Changelog
All notable changes to AtlantumReactor will be documented in this file.
[4.0.11] - 2026-01-07
Changed
- All items now appear in unified "Modded" build menu tab
- Updated dependency on TechtonicaFramework 1.2.0
Fixed
- Build menu organization for cleaner UI
[4.0.10] - 2025-01-06
Fixed
- Moved to Modded category - Reactor unlock now appears in the Modded tech tree tab instead of vanilla Energy category
- Fixed vanilla tech tree conflicts - No longer overlaps with HVC Reach IV and other vanilla items
- Added TechtonicaFramework dependency - Uses ModdedTabModule for proper tech tree placement
Changed
- Research tier set to Tier7 (endgame)
- Tree position set to 100 for clear visibility in Modded tab
[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)