Search found 808 matches
- Tue May 02, 2017 11:59 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
Fatmice, is there any chance in the future of different reactor types? i think a progression of heavy/light water reactors, breeder reactors, and molten salt reactors might be a great addition if its in line with your interests. only 2 new ores would need to be generated (plutonium and thorium) and...
- Sat Apr 29, 2017 11:09 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
Likely not. 0.15 Broke everything.Marc90 wrote:So that means the reactor setup in my .14 save will not work in .15 without any changes?
- Sat Apr 29, 2017 6:48 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
Indeed it did. The vanilla reactor system is quite interesting to say the least. After a lot of testing, the vanilla method can produce a lot of power with minimal upkeep. The only downside was that fuel creation is entirely based on randomness, so it typically takes many hours to get the enrichmen...
- Sat Apr 29, 2017 4:00 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
I just got back home. It goes without saying that 0.15 broke everything?
- Sun Apr 23, 2017 7:33 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
Update per Second. Your game is at 17 UPS. Normally it is 60 or try to maintain 60 UPS.alexgor wrote:what is UPS?
- Sat Apr 22, 2017 9:09 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
I do not think you understand that your post demonstrates exactly what is meant by "excessive." ;) You replicated the reactor 46x to get the power that you want in exchange for much UPS. The same power output could be satisfied by higher capacity turbines and MSFRs, which I intend to make,...
- Sat Apr 22, 2017 1:43 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
I'd imagine these stronger reactors hold up better overall with rod decay being slightly less of an issue, with the eventual ICF using the least amount. But this is all speculation of course, which is why I'm wondering how fuel rod recycling and decay will be handled in the future for each new proc...
- Sat Apr 22, 2017 12:57 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
I suppose I wasn't clear enough either. What I meant to ask was that since these much higher capacity turbines will exist, the burning up of rods should be slower given the higher turbines will not be maxed out as heavily and efficiency should be far superior, right? Not necessarily. The higher cap...
- Fri Apr 21, 2017 9:23 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
Though...going beyond 1-2 GW of power is a tad excessive. Isn't that what the MSFR and larger turbines are meant to remedy? The main issue just seems to be that hundreds of rods are needed due to the many 250MW reactors being used. With the larger turbines planned to generate 1575MW of electricity,...
- Thu Apr 20, 2017 8:30 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
I might not expressed properly what I wanted to say, the thing is: I want to be able to process 1 wasted MOX per minute as this will be the production that my factory will be making with all the mods I'm using I'll try to reach enough power consumption to ding that value with all the reactors setup...
- Mon Apr 17, 2017 1:49 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 198522
Re: Support - Uranium Power
With the size of our evil modpack (Angel + Bob + Marathon), we're unlikely to take the save into 0.15. I understand there are valid reasons they can't be blueprinted, but manually filling is a hassle I decided against. Deploying ten of these I'd rather let them fill themselves. Liquids are always a...
- Sun Apr 16, 2017 1:21 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
due to piping limitations. I tried Ceramic pipes since their size is 20 but the flow rate is the same and the pumps can only work with a size of 10 so the flow rate is still capped at 150u/s, meaning they won't solve it, so I'm using tungsten pipes since they reach 30ud.. What mod provides these pi...
- Sun Apr 16, 2017 1:18 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 198522
Re: Support - Uranium Power
The reason is to condense the low pressure steam back to water. If not you will run out of water in the secondary loop. I already made the turbine stop working if your low pressure steam backed-up to full in the unreleased version. Ok, so like I thought disabling a turbine due to LP steam backup wa...
- Sat Apr 15, 2017 10:40 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 198522
Re: Support - Uranium Power
I'm testing the 40 MW reactor turbines now that I have green circuits, and I'm confused. There appears to be no reason to give water to the condensation loop. I had them running for a half hour without supplying cold water or venting low pressure steam before my teammate pointed it out. Is there a ...
- Thu Apr 06, 2017 5:05 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 198522
Re: Uranium Power
Yes, I know about it. It's already fixed in the unreleased 0.6.7dog_365 wrote:bug: if you remove the reactor while fuel is in de reactor port it tersets the fuel
- Tue Apr 04, 2017 6:52 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
The wait for 0.15 is only more painful since I know the improved turbines and reactor control are put on hold until it arrives, but I do hope when 0.15 comes out you'll have most of the code and graphics prepped so the wait won't be too much longer. Is there any chance we can get some of the conten...
- Fri Mar 17, 2017 7:54 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 202290
Re: Fluid mechanics
It has been a while since I read this topic. I'm as much interested in pipe mechanic as any of you. My mod basically depends on pipe mechanics. I ran the simulation on 147 pipes for 20 game seconds, with an offshore pump on one end and no engines on the other end, both placed in order from pump to e...
- Fri Mar 17, 2017 7:25 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 223831
Re: Uranium Power
Sorry, I have been too busy to check the forum this week. You say you have 20x250 MW reactor? You run those reactors at their max output? I find it hard to see how you end up needing that much liquid throughput. Am I missing something? 1/ A single 250 MW reactor with 15 fuel assemblies will last abo...
- Sun Feb 26, 2017 4:41 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 198522
Re: Support - Uranium Power
When you play marathon mod you need big production lines to progress and solve high flow logistics and uranium power is 10% of whole update time. If game update was threaded and maybe one day it will, it won't be problem at all since multiple cores are way more powerful than just one core. MInecraf...
- Mon Feb 20, 2017 9:15 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 198522
Re: Support - Uranium Power
Anyone knows best lag free setup of reactors? Because 16 250MW reactors start to show quite a lot on script time. We need lot of power and thought this mod would solve it, but it made stuff worse :( Hm, you needed 2 GW of power? At that point, you need to optimize more than just power. Many things ...