Search found 126 matches: nuclear

Searched query: nuclear

by warmadmax
Tue Feb 03, 2015 6:03 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... reactor = v high temp boiler. Steam Turbine = high speed steam engine A possible risk could be that you can't starve the reactor of water, it'd suffer temperature damage until you fixed it, losing health until it hits 0 then "boom" :D It may be better for the reactor to behave like a modified assembler or chem plant, generating a "superheated steam" liquid output from input water, 2 steam from 1 water ? you run this through the steam turbine, that could either reduce the temp of the steam OR generate a low energy steam as an output, You could add evaporative cooling towers to change the low energy steam back to water to feed back into the reactor, generating pollution clouds, those could need cold water to wornuclear ...
by cpy
Mon Aug 18, 2014 9:14 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... power is always destructive fun, well you can never have enough of tech. Nuclear ...
by roothorick
Tue Aug 12, 2014 2:29 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... power reactor melting down does not involve explosions large enough to be noticeable, leave alone physically damage anything, outside the plant grounds. The absolute worst case scenario for a nuclear reactor is a thermal runaway creating a containment breach in the reactor itself, and the supercritical uranium burning a hole in the earth, irradiating the everloving shit out of the water table and turning that water rapidly into steam, which then floods the surrounding atmosphere with lethal radiation. I don't think I need to point out that Factorio's existing pollution system could be used to model this in a reasonably realistic way that affects gameplay. Think about it: You screwed up your reactor design, there's about six tons of supercritical uranium making a steam geyser in the middle of your base rapidly making you ill. But that's not the worst part. The worst part is that the man-made steam geyser isn't the only thing making the ground shake. The natives are coming. And they're way beyond restlesnuclear ...
by The Colonist
Mon Aug 11, 2014 9:01 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... Power, it would be a nice thing to add more depth into the game. (I put all my yes into the Nuclear weapons just please make that happen pleasNuclear ...
by -root
Fri Aug 01, 2014 6:24 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... energy would be really cool in the game. And I like this kind of idea. I think for the game, you'd want to simplify it a little and do something like: raw uranium, enriched uranium and depleted uranium. Firstly, the idea of creating nuclear or depleted uranium weapons/ammunition/rockets is a great idea. Another "level" of rounds (normal ammo, piercing ammo, depleted ammo) would be cool. Especially considering how hard big biters are kill. Furthermore, instead of requiring however many it is explosive rockets, require "nuclear warheads" that are more resource intensive (explosive rockets + more stuff = nukes). The thing I instantly thought about was having completely modular power plants (just like we do with steam/boilers) where instead of a boiler, you would have a reactor that you throw the refined uranium into and it gives you more power. The depleted uranium comes out the other side (that you then have to store or do something with). For example, a full blown steam/boiler setup is good for what, 5MW? If a nuclear power plant threw out say 25MW or something, it would allow for much bigger layouts and much more power intensive factories. Currently, there isn't much need to use the 3rd assembler. But if power generation was higher, it would something i'd definitely do. Depleted uranium that is stored in boxes or not used could also throw out a huge pollution cloud to simulate the radioactivity, further annoying the biters. Something i'd like to see in all power plants in some sort of cooling tower or outflow for the water. Currently, it goes into a steam engine and then disappears. /my nuclear ...
by belleveinvis
Wed Jul 16, 2014 9:10 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... energy in the scientific way will be great: There are isotopes, centrifugers, waste fuels, RTGs, and, well, weapon-grade nuclear fuel. Nuclear fuel processing workflow might look like this http://ww1.sinaimg.cn/large/798f7769gw1eifbwni4cvj20k606l0t3.jpnuclear ...
by aRatNamedSammy
Tue Jul 08, 2014 5:46 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... power plant a good idea ( but what about meltdown :?: ).. a bitter attack the nuclear power plant, then after too much damage , there is a big BOOOM if a bitter cut the water pipe of the nuclear power plant, you have x seconds to put back water before it explode first step as nuclear reactor, then later in technology, a fusion reactor, way less/no risk of explosion we already have a fusion reactor for the armor, why not a real big fusion reactor with very high power output talking of nuke, why not a mini-nuke for the rocket launcher very high need of resources to build 1, but using it will push that "nest" (if he survive) to attack non-stop until you kill alll spawners extra damage to small and medium bitters, big damage to big bitters, high damage to spawners, and radiations as well (poison/pollutionuclear ...
by hoho
Sat Jun 14, 2014 7:39 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: New energy sources

... plants could also e.g speed up the evolution rate of locals instead of just producing pollution. Fusion could simply cost MASSIVE amount of (rare) resources and need really high-level research to be used. Coming up with possible pros and cons isn't too hard for them and I'd rather leave it to devs to decide what exactly to do as they could use their knowledge of aim of the future of this game to decide what exactly to use. Of course, I could try producing such ideas but I wouldn't want to indicate something like "this is what I want, don't do anything else". Note that I don't like solar panel too much, due to playstyle. I refuse to use any sort of greengens both in Factorio and also in MC mods for as much as possible. To me it feels like cheating if I put down a magic item and have it produce stuff endlessly out of thin air. The fact that factorio pump doesn't use any energy and that water is infinite bothers me greatly but there isn't much that I can do (I think). I don't think they are all that superior to good old coal with generators, since solar panel are so big (and especially troublesome if you have a forest in the way), require a lot of material, and have that annoying tendancy to shut off half a day. I know. Problem is currently there are literally just two possible choices for energy generation: 1) burn stuff and generate energy in relatively small land area producing lots of pollution 2) "invest" materials and land area to receive infinite free energy I want more optionNuclear ...
by hoho
Sat Jun 14, 2014 3:56 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: New energy sources

... - don't make it "fire&forget" but have some sort of "configuration" options via having to balance fuel/coolant/neutron absorbers allowing different efficiency/output and perhaps even meltdown. Develop, because not only did the OP say nothing about that, but that mean just about nothing to me. @see fusion a few lines down :) tidal - at last there would be a use for all the water in game I don't understand what that mean, since water is used, and I don't exactly see how it would work I was assuming those plants are similar to solar panels in way that you just set them down in water and they'd generate energy by just existing. "use for the water" was meant as use for the lakes as construction area that can't be used for anything else. Pumps don't take that much space, after all. And, yes, I do realize tidal energy makes no sense in a tiny lake :) Fusion - an end-game goal. Massively expensive and complex production chain for "fuel" but would deliver massive energy. That's a sale pitch, but who mean nothing to me without actual explanation. What is a massively expensive production operation ? How do it work ? How it is different from a massive solar array factory It's like nuclear but even better! /salespitch Again the main reason one might want it is to have high energy production without using too much land area. As a bonus it would extend the game by offering new research and factory expansion options. The resources for it (He3?) would be rare to find and complex to process (many steps needed, various machines, various consumables and side-products in the process, ...). Basically it would be an excuse to make a different automated production line out of high-end machinery instead of just doubling up the solar production line. It would also add new stuff to research to the game and be a general extension for the game. Nuclear would be a mid-game option with respectively cheaper machinery, less complex production chain and possibly more abundant fuel. If anything it's the wind power that for all intents and purposes is nothing more than a reskinned solar that can also work during night :) You can refer to my thread, where I explained *why* it's not a reskinned solar at all for me. You mean this thread here: https://forums.factorio.com/forum/viewtopic.php?f=6&t=4310&p=32267#p32267 ? I still don't see it as any way different from solars besides that the output is not predictable. My main problem with Factorio electric system is that there are basically just two "tiers" of it and even those are extremely close in terms of when a player can start using them: 1) solid fuel boilers running hot water to steam engines 2) solar/accumulator combos for infinite pollution-free energy with only cost in initial production and in land area What I'd like to see is more alternatives to those like after oil-processing is researched one could start burning that instead of solid fuel for higher efficiency and higher energy density per land-area used for the generators. Alternatively coal could be better used in producing other things instead of just shoving it into oven. New options should be introduced as game progresses. To me it makes no sense that I'd be using the very same energy production facilities in a massive plant using hundreds of GW's as I did when I plotted down my first turbine. [Offtopic] I've been poking around in some mod code for a couple of days now and I'm tempted to try to make something that would implement some new energy production stuff somewhat similar as in the posts I've discussed here. No guarantees though as my history of promising to make things isn't exactly good Nuclear ...
by Ohlmann
Sat Jun 14, 2014 9:34 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: New energy sources

... - don't make it "fire&forget" but have some sort of "configuration" options via having to balance fuel/coolant/neutron absorbers allowing different efficiency/output and perhaps even meltdown. Develop, because not only did the OP say nothing about that, but that mean just about nothing to me. tidal - at last there would be a use for all the water in game I don't understand what that mean, since water is used, and I don't exactly see how it would work Fusion - an end-game goal. Massively expensive and complex production chain for "fuel" but would deliver massive energy. That's a sale pitch, but who mean nothing to me without actual explanation. What is a massively expensive production operation ? How do it work ? How it is different from a massive solar array factory If anything it's the wind power that for all intents and purposes is nothing more than a reskinned solar that can also work during night :) You can refer to my thread, where I explained *why* it's not a reskinned solar at all for mNuclear ...
by hoho
Sat Jun 14, 2014 9:25 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: New energy sources

... - don't make it "fire&forget" but have some sort of "configuration" options via having to balance fuel/coolant/neutron absorbers allowing different efficiency/output and perhaps even meltdown. tidal - at last there would be a use for all the water in game Fusion - an end-game goal. Massively expensive and complex production chain for "fuel" but would deliver massive energy. If anything it's the wind power that for all intents and purposes is nothing more than a reskinned solar that can also work during night Nuclear ...
by haunted_1
Sat Jun 14, 2014 12:06 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

New energy sources

... Already mentioned alot. Uranium ,a new ressource which should be really rare, to power it up. (It should be a mod tho because it doesnt really fit to the game yet) Tidel: A tidal power plant to use the massive amount of water which cant be used yet. Fusion: I know that a Fusion power plant would be overpowered but since there is something like that in armour stuff, it could be also possible to build it in a big versioNuclear: ...
by Colombo
Wed Jun 11, 2014 7:15 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... waste material? But reactors don't do such things. Reactors of lower generation produce highly-dangerous mildly-toxic less efective nuclear fuel. Ergo: Research 1: Nuclear energy -- reactor of first generation, produce "nuclear waste" research 2: Next generation nuclear reactors -- able to burn "nuclear waste", ability to build thorium reactors (safe, ability to get thorium from nearly every material, won't produce nuclear wastnuclear ...
by hoho
Wed Jun 11, 2014 6:57 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... waste material? Put the barrels in a wooden container and empty your magazine with it? That should result the container to spill all the bad stuff all over the place making things even worse :) Though I believe currently game doesn't support dropping stuff from containers when they are destroynuclear ...
by Loscil
Wed Jun 11, 2014 12:13 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... waste material? Put the barrels in a wooden container and empty your magazine with inuclear ...
by therapist
Mon Jun 09, 2014 9:03 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... energy while solar panels and accumulators work as they do. Agreed, Solar is just TOO GOOD of a solution right now, there is no risk of danger to a solar plant for any reason, the only drawback is using massive tracts of land needed for panels and accumulators. Solar panels in real life get dirty, and you have to wash them off or lose efficiency, I don't think that this is a good idea for factorio, but some kind of drawback needs to be added to nerf this "perfect" power solution. When nuclear reactors and such get implemented I hope the actual building itself is HUGE. I really liked how large the oil refinery building is in-game, shows that its a powerful/important building, if that makes any sense. Nuclear power doesn't produce any pollution at all in the classic sense, all it does produce is highly radioactive, highly toxic, hard to handle and hard to transport NUCLEAR WASTE. Perhaps the waste could cause constant pollution even from inside a container, which would cause the player to have the same problem that we humans in real life do. What in the heck do I do with all this highly dangerous, super toxic, ultra hazardous, nuclear waste materianuclear ...
by Sander Buruma
Mon Jun 09, 2014 11:59 am
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... energy is slightly less polluting than coal / oil fired plants. I hope the nuclear plant will be a big building if it makes it inuclear ...
by Khyron
Thu Jun 05, 2014 10:03 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... energy while solar panels and accumulators work as they dnuclear ...
by JohnTS
Thu Jun 05, 2014 3:54 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... reactors and such get implemented I hope the actual building itself is HUGE. I really liked how large the oil refinery building is in-game, shows that its a powerful/important building, if that makes any sensnuclear ...
by Coolthulhu
Fri May 16, 2014 9:29 pm
Forum: Development Proposals
Topic: Electric energy
Replies: 285
Views: 211283

Re: Electric energy

... reactor well. It always ranges from annoying to frustrating. Radiation leak and meltdown as a result of damage could be fun, as long as it either doesn't occur randomly at all or occurs randomly only on low hp (not 90%+). While uncommon (less than ~5 in a long game) random faults are bad game design, Factorio could have hard to predict deterministic one: cooling failure as a result of biter attack on pipes (or even pumps) or factory draining water too quickly. Like boilers, reactor could slow down when not used and thus use less water to cool. Unlike steam engines, it could get damaged by lack of water instead of slowing down. This would make badly designed nuclear plants dangerous without randomly annoying players with RNG. Factorio so far managed to stay unpolluted by random cataclysms. While they may seem like an easy way to make the game more "fun", they usually result in much more annoyance than anything else, especially for long gamenuclear ...

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