[0.11.x] Uranium Power
Moderator: Fatmice
Re: [0.11.x] Uranium Power
I guess its beyond being saved. I can open it in the editor no problem, but as soon as I try to delete anything with the old hexafluoride, a mouse-over causes the crash.
- MasterBuilder
- Filter Inserter
- Posts: 353
- Joined: Sun Nov 23, 2014 1:22 am
- Contact:
Re: [0.11.x] Uranium Power
Couldn't you start the game on 0.3.0 and remove the objects in-game? Then upgrade to 0.4.0?leeknivek wrote:I guess its beyond being saved. I can open it in the editor no problem, but as soon as I try to delete anything with the old hexafluoride, a mouse-over causes the crash.
Give a man fire and he'll be warm for a day. Set a man on fire and he'll be warm for the rest of his life.
-
- Long Handed Inserter
- Posts: 66
- Joined: Tue Jan 21, 2014 10:05 pm
- Contact:
Re: [0.11.x] Uranium Power
As a content suggestion, if you want to go with super-critical fluids, you could use CO2 in a supercritical state and run it through Brayton-cycle gas turbines in a closed loop system. Which means you'd need to add an air compressor to get that CO2. Here's a relevant link from "The Energy From Thorium Foundation": The Closed Loop Brayton Cycle at Sandia National Laboratory
Planned projects: Energy Crystals Plus, Minor Fluid Handling, Small electric furnaces
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)
(high-energy materials and assembler, fluid void burner and small tank, tiny and slow furnaces with charcoal)
Re: [0.11.x] Uranium Power
I tried that, when the game loads it says "expected UraniumPower_0.4.3, received UraniumPower_0.3.0" and then closes. It won't let me load the game without it now.MasterBuilder wrote:Couldn't you start the game on 0.3.0 and remove the objects in-game? Then upgrade to 0.4.0?
EDIT: I deleted 0.4.3, opened the game, closed the game, added 0.3.0, opened the game, removed the items, closed the game, deleted 0.3.0, added 0.4.3, and now it works.
Re: [0.11.x] Uranium Power
Does this mod work for multiplayer yet?
Re: [0.11.x] Uranium Power
Have you learned to read at least the last two pages before commenting, yet?
Re: [0.11.x] Uranium Power
Not yet, but it's on my list for the next update.cpy wrote:Does this mod work for multiplayer yet?
-
- Burner Inserter
- Posts: 10
- Joined: Wed Jun 25, 2014 9:38 pm
- Contact:
Re: [0.11.x] Uranium Power
I am so happy to see this mod. Regular Factorio has bothered me a long time because it does not have nuclear power.
On a side note, is there a "getting started" guide for this mod anywhere to help new users? Thanks!
On a side note, is there a "getting started" guide for this mod anywhere to help new users? Thanks!
Re: [0.11.x] Uranium Power
Hi,
The mod author hasn't gotten to that yet. In the mean time, I've made a world that has all the basis of this mod covered. You can explore the build and understand how it works.
-World covers enrichment chain, material acquisition, weapon production, and a 50 MW capable power house build (you can see stress-test with beacons banks).
-Need Uranium Mod 0.4.3
-Need Factorio 0.11.10
Savegame
http://www.mediafire.com/download/e8h5c ... xample.zip
The mod author hasn't gotten to that yet. In the mean time, I've made a world that has all the basis of this mod covered. You can explore the build and understand how it works.
-World covers enrichment chain, material acquisition, weapon production, and a 50 MW capable power house build (you can see stress-test with beacons banks).
-Need Uranium Mod 0.4.3
-Need Factorio 0.11.10
Savegame
http://www.mediafire.com/download/e8h5c ... xample.zip
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Re: [0.11.x] Uranium Power
Nice refining chain. Way neater than mine ever ends up
I'm curious though, why did you use beacons instead of radars for the power load?
I'm curious though, why did you use beacons instead of radars for the power load?
Re: [0.11.x] Uranium Power
Its unfortunate the way steam engines are that you need 93!! to keep up with the 50MW plant.
Re: [0.11.x] Uranium Power
Well, there are non-stock steam engines that are more energy dense. Pretty sure both DyTech and Bob's Power both have improved steam engines.
That aside, at least this is almost a magnitude more dense than the equivalent in solar panels
That aside, at least this is almost a magnitude more dense than the equivalent in solar panels
Re: [0.11.x] Uranium Power
I used beacon because it doesn't reveal more of the map and they use more power than radars. =)n9103 wrote:Nice refining chain. Way neater than mine ever ends up
I'm curious though, why did you use beacons instead of radars for the power load?
Yuoki mod, one of my favorite, has many varieties of generators that are very powerful. I didn't use them because I wanted example build to leverage only vanilla items as well as not requiring people to download another mod just to play with the savegame.leeknivek wrote:Its unfortunate the way steam engines are that you need 93!! to keep up with the 50MW plant.
Last edited by Fatmice on Wed Jan 07, 2015 5:32 pm, edited 1 time in total.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
-
- Burner Inserter
- Posts: 10
- Joined: Wed Jun 25, 2014 9:38 pm
- Contact:
Re: [0.11.x] Uranium Power
Thank you very much.
Re: [0.11.x] Uranium Power
oh, right, I forgot that the radars I used for a load last time weren't stock.
Re: [0.11.x] Uranium Power
I have had this lying around for a few days. It should hopefully work for multiplayer. However I haven't been able to test it. It would be nice to know if it still doesn't work. It also changes the method for adding fuel so that it's more accurate and a bit smoother.
It won't be compatible with 0.4.3 if you have started building reactors.
0.4.4
It won't be compatible with 0.4.3 if you have started building reactors.
0.4.4
Re: [0.11.x] Uranium Power
Hi, I just tested the new release in multiplayer mode. It still complains about 1 player not existing right after placing the reactor structure and reactor chest. Esc the notice and the game continues otherwise crash.
The more serious bug has to do with rolling desync that will ensue when you fill the reactor chest with even one fuel assembly. I do not know why the desync occur... The only way to stop the rolling desync is to mine either the reactor structure or chest.
The more serious bug has to do with rolling desync that will ensue when you fill the reactor chest with even one fuel assembly. I do not know why the desync occur... The only way to stop the rolling desync is to mine either the reactor structure or chest.
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Re: [0.11.x] Uranium Power
Updated example build to 0.4.4.
See here for details.
-Save game is in sandbox mode, single player only!
Savegame
http://www.mediafire.com/download/c6c13 ... mple-2.zip
See here for details.
-Save game is in sandbox mode, single player only!
Savegame
http://www.mediafire.com/download/c6c13 ... mple-2.zip
Maintainer and developer of Atomic Power. See here for more information.
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Current release: 0.6.6 - Requires 0.14.x
Example build - Requires 0.14.x
Re: [0.11.x] Uranium Power
A new update is out. The main focus of this one is to allow closed loop reactors. That means two new buildings. A heat exchanger and a fast pump.
To get heat exchangers to work, you will need to place them in between two pipes. If at any point one of the pipes is removed, you will replace the heat exchanger. If you use these with fluids from other mods, you may get some strange results. If the fluid isn't water or pressurised water, it assumes the liquids default temperature, max temperature and heat capacity are the same as standard fluids. Lastly, if you have more than one heat exchanger using the same square of pipe, results can be strange.
0.5.0
People can update from 0.4.0+ if you haven't started on reactors, however you will need to type /c game.player.force.resettechnologies() when continueing with an old save.
This update should be mostly multiplayer compatible, however if your reactor is under too much stress (ie the fuel is dipping to 0) then you get rolling desyncs. Its simple to fix, either mine the reactor or the pipe next to it. You will then need more fuel assemblies or less steam engines.
Setup for an 18MW reactor
Setup for a 50MW reactor
I am currently using the wall as a placeholder image for the heat exchanger.To get heat exchangers to work, you will need to place them in between two pipes. If at any point one of the pipes is removed, you will replace the heat exchanger. If you use these with fluids from other mods, you may get some strange results. If the fluid isn't water or pressurised water, it assumes the liquids default temperature, max temperature and heat capacity are the same as standard fluids. Lastly, if you have more than one heat exchanger using the same square of pipe, results can be strange.
0.5.0
People can update from 0.4.0+ if you haven't started on reactors, however you will need to type /c game.player.force.resettechnologies() when continueing with an old save.
This update should be mostly multiplayer compatible, however if your reactor is under too much stress (ie the fuel is dipping to 0) then you get rolling desyncs. Its simple to fix, either mine the reactor or the pipe next to it. You will then need more fuel assemblies or less steam engines.
Re: [0.11.x] Uranium Power
Had me wondering wtf was the point of your setups, until I read the part about the walls being stand-ins
I'm still wondering though, are you using longer steam engines on the outer middle rows for the 50MW setup?
I ask because you have four pipes on those rows getting heat exchanged, but only 2 pipes on the other rows.
I'm still wondering though, are you using longer steam engines on the outer middle rows for the 50MW setup?
I ask because you have four pipes on those rows getting heat exchanged, but only 2 pipes on the other rows.