Nuclear Rebalance Patch

Nuclear Rebalance Patch

A nuanced effort to buff Nuclear (to be paired with "Rocket Fuel Rebalance Patch")

by Raikoh067v1.0.4vanilla-friendlyrebalancepower
3.9K
Downloads
80.3K
Views
October 28, 2024
Created
July 8, 2026
Updated

Description

<p style="text-align:center;">[![Part1](https://raw.githubusercontent.com/DellAquila/Layout/main/NOG_001.png)](https://ficsit.app/mod/5T4Z1exTKPDbWF)[![Part2](https://raw.githubusercontent.com/DellAquila/Layout/main/NOG_002.png)](https://discord.gg/azC9UtsJ2K)</p>

<p style="text-align:center;">![](https://raw.githubusercontent.com/DellAquila/Layout/main/AllImages/com_mp_yes.png)</p>

This mod is intended to be paired with [Rocket Fuel Rebalance Patch](https://ficsit.app/mod/RocketFuelRebalancePatch)

They are separated just in case you would rather have one and not the other.

[![Part1](https://imgur.com/467oILH.png)](https://ficsit.app/mod/RocketFuelRebalancePatch)

<br><br><br>

What are the point of these mods?

The goal is to make the jump from Fuel to Nuclear be as important, impactful, and needed as the jump from Coal to Fuel. Currently, Rocket Fuel steps on the toes of Nuclear so much, that the only reason you really have to make Nuclear power is simply for the fact of doing it, not for efficiency.
- The production line of Rocket Fuel, especially with Nitro Rocket Fuel, is so simple and so efficient, that you can easily set up a factory that generates 57.6 Nuclear Power Plants worth of power with only 3 steps (see below). And Blueprints make placing down hundreds of Generators a breeze, especially considering Rocket Fuel is a gas and you don't have to worry about head lift. The only limiting factor is Sulfur, which becomes much less of a problem once you get Mk6 Belts (and Converters). In short, its too easy to make as much as it makes.
- Uranium is much more scarce compared to Oil, harder to reach, radioactive, has waste, uses far more parts requiring far more logistics, and with the inclusion of the Rocket/Ionized Fuel, yields a lower net MW potential (adding up all available nodes). This is not the way it should be.
- Ficsonium is bad. With the exception of wanting to make it just because you can, it is always more worth your time to just sink the Plutonium instead. There are numerous in-depth reasons for this I wont go into it now, but you can read about them further down, in the details.
---

Balance Changes


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Nuclear Power Plant: Increase power production by 40%, from 2500MW to 3500MW.
Increase each fuel's energy value equally (so it doesn't burn through rods 40% faster.)

- Thoughts: The jump from Fuel to Nuclear should feel as significant as Coal to Fuel. With how much work it takes to make fuel rods compared to rocket fuel, it needs to be extremely rewarding to finally get that running.

In addition to that, the total power consumption to produce the rods greatly reduces the net gain, vs fuel.

Lastly, Fuel Generators can be mass produced with blueprints very easily (especially considering Rocket Fuel is a gas, so no pumps), whereas you can't fit 2 Nuclear Power Plants in any Blueprint at all. 3500MW is a conservative number, and I want to increase it even more, but for now, combined with all the other changes I'm making (including nerfing Rocket Fuel), it's safer to go with a lower value and see if it feels good.

---

Uranium:

Uranium Fuel Rod/Uranium Fuel Unit: Reduce Encased Uranium Cells cost required by 20%, from 20/min to 16min. (For both recipes).

<details closed>
<summary>Uranium Fuel Rod Recipe Screenshots</summary>

![](https://imgur.com/Gr67iBa.jpg)

</details>

<details closed>
<summary>Uranium Fuel Unit Recipe Screenshots</summary>

![](https://imgur.com/SWbRUB5.jpg)

</details>

- Thoughts: This is to make raw Uranium go a little further. Currently, there is more potential net power from all Oil nodes vs all Uranium nodes, in addition to the fact it's easier to produce (albeit more repetitive), and that should not be the case. This tweak is not game changing, but it's a nudge in the right direction.

---

Plutonium:

Plutonium Fuel Rod: Reduce Heat Sink cost by 40% from 2.5/min to 1.5/min.

<details closed>
<summary>Plutonium Fuel Rod Recipe Screenshots</summary>

![](https://imgur.com/Vxn4JZy.jpg)

</details>

- Thoughts: The amount of Heat Sinks consumed ends up requiring a disproportionately large aluminum factory just to support this one part requirement. This is a large part of the “feels bad” element of getting Plutonium up and running versus just sinking it, or versus just making more Rocket Fuel instead (which is a similar amount of work to making just these Heat Sinks…)

Alternate: Plutonium Fuel Unit Increase encased cell consumption by 50% from 10/min to 15/min, but Increase fuel Rod production by 100% from 0.5/min to 1/min.

<details closed>
<summary>Plutonium Fuel Unit Recipe Screenshots</summary>

![](https://imgur.com/gGN8Y3D.jpg)

</details>

- Thoughts: The original version of this recipe is a bad deal. Pressure conversion cubes are one of the most complex/valuable parts in the game, especially with the inclusion of Singularity Cells also requiring them. You'll rarely want to use them on this, so we need to sweeten the deal. (15/min Cells used to make .75/min Rods, now it makes 1/min Rods). This makes the alt recipe make slightly more Rods per Cells than the non-alternate recipe, instead of nearly the same.

---

Ficsonium:

- Thoughts: Overall it's actually very tough to balance Ficsonium because there's an inherent value in the fact that it's removing all waste. There's a built-in cost to that, so to speak. That being said, there should still be some incentive to doing it versus just sinking the Plutonium Rods. The following changes are trying to tackle this in a couple different ways.

Ficsonium: Increased Cycle time from 6 seconds to 12 seconds, as well as the following changes:

- Plutonium Waste: Increase cost from 10/min to 20/min

- Thoughts: The increased consumption is explained by the increased fuel efficiency you'll see in the Ficsonium Fuel Rod, but it also serves as a more effective plutonium waste disposal, which to an extent, is what it is intended to be. This would half the number of Ficsonium Power Plants needed, but that will be doubled again below.

- Singularity Cell: Reduce cost from 10/min to 5/min.

- Thoughts: Singularity cells are insanely expensive, debatably one of the most complex parts in the game. The inclusion of this part single-handedly makes Ficsonium a pain in the ass. Reducing the number from 10 to 5 not only eases this a little bit, but also reduces the power overhead from eating into net generation as much.

<details closed>
<summary>Ficsonium Recipe Screenshots</summary>

![](https://imgur.com/cCXgU9b.jpg)

</details>

Ficsonium Fuel Rod: Reduce Trigon requirement by 40% from 100/min to 60/min.

- Thoughts: The Trigon requirement it had was pretty over the top, to say the least. There's been a lot of discussion about this, so I think this is probably the least controversial change I'm making. 60 is still a lot, so it still gets the vanilla point across, I hope. If I should go lower, let me know.

Increase energy value by 200% (in addition to the 40% from global Nuclear change). Now 420000MJ

- Thoughts: Doubling the energy value of Ficsonium should help with the fact that it's pretty much not worth making in the first place. This would mean you'd need to build twice the number of Power Plants, but you weren't making many to begin with especially with the change to its Plutonium Waste consumption.

<details closed>
<summary>Ficsonium Fuel Rod Recipe Screenshots</summary>

![](https://imgur.com/PTQwtrM.jpg)

</details>

---

Closing thoughts:

Remember, these changes to Nuclear are just one-half of a larger picture. Rocket Fuel also needs a nerf if Nuclear wants to be the leap forward in power that its effort/downsides to set up demand.

There are a lot of changes here. There's a good number of dials to turn to get the balance right, and I tried to utilize a few to make this update more nuanced than just doubling one number and calling it a day. But I am looking forward to in depth discussions on the Discord server and constructive criticism for this mod. Don't be afraid to @ me if you have some well thought-out numbers to present!

Versions

v1.0.4release
2.0K downloadsMay 19, 2025
v1.0.3release
86 downloadsMay 18, 2025
v1.0.2release
1.4K downloadsOctober 31, 2024
v1.0.1release
181 downloadsOctober 29, 2024
v1.0.0release
191 downloadsOctober 28, 2024

How to Install Nuclear Rebalance Patch on Your Server

1

Order Satisfactory Server

Order a Satisfactory server with at least 4 GB RAM (6 GB recommended). For multiplayer: per 4 players.

2

Install Mod

Open the mod manager in the dashboard and search for "Nuclear Rebalance Patch". Installation dependencies are installed automatically.

3

Restart Server

Restart the server so the mod is loaded. Players need to have the mod installed locally as well.

Frequently Asked Questions

Nuclear Rebalance Patch not working after update – what to do?

After a Satisfactory update, mods need to be updated. Check ficsit.app whether Nuclear Rebalance Patch has been updated for the new game version. With Mado Hosting: open the mod manager and click "Update All". If the mod hasn't been updated yet, temporarily remove it so the server starts.

Nuclear Rebalance Patch causing crashes in multiplayer – solution

Most common cause: all players must have exactly the same mod version installed. Check server logs for "ModMismatch" or "Version Conflict". Ensure all players use Nuclear Rebalance Patch v1.0.4 and the same SML. With Mado Hosting, Satisfactory servers run with 6 GB RAM for stable multiplayer performance.

Is Nuclear Rebalance Patch compatible with other Satisfactory mods?

Nuclear Rebalance Patch uses the Satisfactory Mod Loader (SML). Generally, SML-based mods are cross-compatible, but mods modifying the same game systems can cause conflicts. Test new mod combinations on a backup save. The Mado dashboard automatically detects known conflicts and warns you.

Rent Nuclear Rebalance Patch Server

Play Nuclear Rebalance Patch on your own Satisfactory server with mod support.

Recommended RAM
6 GBfrom €12/mo
Minimum 4 GB | €2/GB
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Mod Information

Author
Raikoh067
Latest Version
v1.0.4
Created
October 28, 2024
Last Updated
July 8, 2026
Nuclear Rebalance Patch Mod — Satisfactory Server Hosting | Mado Hosting | Mado Hosting