[MOD 0.16] Realistic Reactors

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roze
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Re: [MOD 0.16] Realistic Reactors

Post by roze »

Hm... Is there any way to read energy usage? Like in actually produced energy?

Lets say I make a multi stage reactor.


"Section x[ Activation when energy usage > 80%, deactivation power usage < 100%/active section ]"
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ownlyme
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Re: [MOD 0.16] Realistic Reactors

Post by ownlyme »

currently there is only a signal for the megawatts of heat that are being produced
the power loss by cooling is not being output in the signals, you need to check the graph in the gui for that (click the combinator and open the graphs tab at the top)

you can read the amount of coolant though, and when it's too high you could turn off some reactors.
there used to be a power combinator but that hasn't been updated for 0.17 yet.

if everyone here wants the average cooling in the last (3-5?) seconds (it gets smoothened by a weird formula) to be output in the signals, let me know
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My requests: uiAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
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ownlyme
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Re: [MOD 0.16] Realistic Reactors

Post by ownlyme »

new version is out
mods.factorio.com/user/ownlyme
My requests: uiAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
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Light
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Re: [MOD 0.16] Realistic Reactors

Post by Light »

A minor fix.

Image

Also, it's nice to see MadClown had support added in the update.
ZombieZilla
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Re: [MOD 0.16] Realistic Reactors

Post by ZombieZilla »

Hey, does anyone have a blueprint for a 4 or more reactor blueprint, I can't seem to make a good one yet.
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Re: [MOD 0.16] Realistic Reactors

Post by Alexology »

Hi there,

A buddy introduced me to the mod and it's something I really want to enjoy but I cannot get it to work since the update (I had it working on a previous stage) I have been through many, many different designs and am right on the cusp of having a workable system but I cannot seem to control the temperature. I don't have any screenshots I'm afraid so I was frustrated after 3 days and removed it so I could continue my game. If you will indulge me I can describe the basic setup, or if someone has a basic 1 or up to 4 reactor setup and can share the blueprint so I can discover where I am going wrong I would be very grateful.


1)So, I built 4 reactors and had them arranged in a straight line (I have since learned that the neighbor bonus is based on connections rather than proximity. Initially I tried to pump water in through the left of the line of reacoters and out the right of the line of reactors but could not get enough water in the system. So on-wards to design Mark 2:

2)Next I tried to pump into 4 reactors with 4 cold water connections sourced from a single pump and 4 hot water connections leading to a single group of cooling towers. That didn't work as there was not enough water getting in or out. So on-wards to design Mark 3:

3)Next I tried 4 separate pumps leading to 4 separate pipes of cold in and 4 separate hot pipes out leading to 4 separate sets of 2 cooling towers and looping back to 4 cold water tanks to complete the system. All connections were using pumps at the point of contact in and out of the reactors and set to activate once the system reached a temperature of 600 Degrees. There was also a pump set to add more water to the tanks if they feel below say 15k liters. It seemed that I had finally cracked it, Huzzah! :D :D :D :D


But over time the temperature continued to climb slowly and inexorably. I checked that each pipe was full at all points on their travel and could not find a blockage but the pipes only ever seemed to reach about 75% full. The pumps in and out seemed to only be pumping half of what they should have been pumping.


I know it is hard to visualize without screenshots but is anything jumping out as an issue here? Or is there a guide that I could work with. Vanilla nuclear is too much of a fire and forget system and I am yearning for something with more complexity.


Thank you for your time and I greatly appreciate any and all help on this.
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Re: [MOD 0.16] Realistic Reactors

Post by ownlyme »

Code: Select all

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I have seperated the main network from the network that powers the reactors, cooling towers and pumps.
You can achieve that by setting up an extra energy production or with my mods.factorio.com/mod/Transformers mod
.
Note that if you have Solarthermal Energy ("adv_heat") installed, your heatpipes have been made useless by that mod.
That will be fixed in the next update.
mods.factorio.com/user/ownlyme
My requests: uiAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
McDuff
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Re: [MOD 0.16] Realistic Reactors

Post by McDuff »

I've got a question about heat behaviour and saving fuel cells.

I'm just running some test designs on a Creative Mode map at the moment before I try to roll this out to my current real game (the meltdown situation is a little wild sometimes).

If I let a reactor run out of fuel it keeps it's temperature, just like in vanilla. However, when it goes back to "starting," the temperature jumps right back down to 15 degrees, wasting all that heat. Is that intended behaviour, and if so how should I design around it?

Another thing I've noticed, I've been trying out various different expanded nuclear cycle mods, and it seems to me that the breeder reactor works with Muink's "nuclear fuel cycle" but not GotLag's "nuclear fuel" - with the latter mod, using breeder cells in the breeder reactor gives back ordinary uranium used cells rather than used breeder cells.
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Re: [MOD 0.16] Realistic Reactors

Post by ownlyme »

Hi McDuff,
Unfortunately I wasn't able to reproduce any of these behaviors, neither in 0.16 nor in 0.17.
Can you please specify what versions of the mods you are using?
I tried realistic reactors 2.xx.3 and nuclear fuel 0.1.3 (0.16) and 1.0.0 (0.17)
Also try entering this command:
/c game.player.print(game.item_prototypes["breeder-fuel-cell"].burnt_result.name)
It should say used-up-breeder-fuel-cell
If you have the same versions like me and the command outputs the same result, i probably need your savegame to investigate.
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Re: [MOD 0.16] Realistic Reactors

Post by tiptoetimmi »

I'm building a fuel-cycle mod and really like your reactors.

I'm wondering if it's possible to make the just the Breeder Reactor burn an additional "breeder" fuel catagory ?
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Re: [MOD 0.16] Realistic Reactors

Post by ownlyme »

which mod is adding those breeder category fuel cells?
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Re: [MOD 0.16] Realistic Reactors

Post by tiptoetimmi »

Just for a mod I'm working on, I don't like any nuclear-fuel-cycle mods out there, so I'm trying to make my own. I really like the Realistic Reactors and want it to work with it.

Basically want to use your breeder reactor for weapons grade plutonium manufacture. Either adding a "breeder" fuel category to just the breeder reactor or possibly changing the burn result for normal uranium fuel cell when it is burnt in the breeder reactor (not sure if even possible).

I wanted to get a little closer to reality with the plutonium stuff, but not too complicated either.
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Re: [MOD 0.16] Realistic Reactors

Post by ownlyme »

dynamic burnt results would require a rewrite of most of the code.
i don't know if we will do that, and it would only work in 0.17 because that version has a new heat interface entity.
a "breeder" fuel category should work by setting energy_source.fuel_categories={"nuclear","breeder"}, but i didn't really test that yet.. but you can change it in prototypes\entities.lua line 88 to check
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Re: [MOD 0.16] Realistic Reactors

Post by Davv »

In case you're not checking your Github page, here's link for issue I found when using factorio.zone: https://github.com/IngoKnieto/factorio- ... s/issues/5
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Re: [MOD 0.16] Realistic Reactors

Post by alercah »

Is this compatible with pymods?
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Re: [MOD 0.16] Realistic Reactors

Post by Blokus »

alercah wrote: Tue May 07, 2019 2:10 am Is this compatible with pymods?
It'll work, but the reactors don't cost py materials (like titanium) to build, which is arguably overpowered (since py does change the materials needed to build the vanilla reactor).
Last edited by Blokus on Tue May 07, 2019 4:55 pm, edited 1 time in total.
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Re: [MOD 0.16] Realistic Reactors

Post by alercah »

Ah, yeah, sounds like it. I'll ask kingarthur if they might be interested in trying to balance this one.
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Re: [MOD 0.16] Realistic Reactors

Post by IngoKnieto »

Davv wrote: Mon May 06, 2019 3:17 pm In case you're not checking your Github page, here's link for issue I found when using factorio.zone: https://github.com/IngoKnieto/factorio- ... s/issues/5
I actually don't check the Github page anymore ;)

The cause of the error seems to be the function that "listens" for the connect reactor command you can enter in the console.
Atm I don't know what the problem is, but you can delete or comment the whole function.

It's in the control.lua line 2648-2665:

Code: Select all

-- manual call
script.on_event( defines.events.on_console_chat, function(event)
	if game.players[event.player_index].admin and event.message == "connect reactors" then
		--logging("---------------------------------------------------------------")
		--logging("Updating connected reactors list (called via console)")
		--logging("Tick: " .. event.tick)
		--logging("---------------------------------------------------------------")
			for _, surface in pairs(game.surfaces) do
				checked_reactors = {}
				for i,reactor in pairs(global.reactors) do
					if reactor.core.surface == surface and not checked_reactors[reactor.id] then
						build_connected_reactors_list(reactor)
					end
				end
			end
		--logging("")
	end
end)
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Re: [MOD 0.16] Realistic Reactors

Post by Davv »

Could you please prepare temporary .zip with mod and this modified lua file, please? I don't want to break anything more. :c
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Re: [MOD 0.16] Realistic Reactors

Post by ownlyme »

now it should work
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