[MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
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Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
Thanks for the answers!
I actually like it that ore only appears in unexplored areas, it gives a kind of "role play" explanation that I found uranium somewhere far away and that triggered me to start researching nuclear tech.
I actually like it that ore only appears in unexplored areas, it gives a kind of "role play" explanation that I found uranium somewhere far away and that triggered me to start researching nuclear tech.
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
mod update in 13.0?
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
Unofficial .13 version attached.
Surprisingly simple conversion -- expected a bunch of circuit prototype issues.
I don't have a good test base to test with yet, so let me know if any issues in actual use.
Surprisingly simple conversion -- expected a bunch of circuit prototype issues.
I don't have a good test base to test with yet, so let me know if any issues in actual use.
- Attachments
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- Nucular_0.2.0.zip
- .13 Unofficial
- (1.78 MiB) Downloaded 200 times
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
A note for 0.13: all the temperature-manipulating fluidBox crap should be ripped out of the scripts and the steam temperature set in the reactor recipe, as per the changes in KSPower. As well as improving performance, this will fix the problem where the water isn't always 100 degrees (depending on reactor orientation and placement order).
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
I absolutely love this mod and look forward to using it in 0.13 (I'll try Peppe's version for now).
Thanks a lot for making it; the only thing that could be improved is the graphics of the reactor.
The balance is great, it's difficult to get a setup, but then you're rewarded with a lot of energy for not much resource cost.
It's so much better than boring Solar or Steam Power which just doesn't scale into the GW territory.
Thanks a lot for making it; the only thing that could be improved is the graphics of the reactor.
The balance is great, it's difficult to get a setup, but then you're rewarded with a lot of energy for not much resource cost.
It's so much better than boring Solar or Steam Power which just doesn't scale into the GW territory.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
Here's another unofficial update, this is based on Peppe's update
- Fixes steam temperature to use new 0.13 modding features, should now be completely reliable.
- Fixes uranium ore spawning frequency (vanilla game).
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
LOL, Blake. I'm just inside the editor, making those changes you've suggested (removing fluid box code and using temperature property). Now you've beaten me to it .
Thanks a lot, I'll try your version right away.
Those water/steam rescaled (you had mentioned that much earlier already) are probably a good idea. I don't think getting water to the power plant is a huge challenge in any case, but I think storing energy in tanks is a little too easy with the default values, so I'll probably try your values (250 celsius).
Edit: Works like a charm, thanks a lot for sharing.
Thanks a lot, I'll try your version right away.
Those water/steam rescaled (you had mentioned that much earlier already) are probably a good idea. I don't think getting water to the power plant is a huge challenge in any case, but I think storing energy in tanks is a little too easy with the default values, so I'll probably try your values (250 celsius).
Edit: Works like a charm, thanks a lot for sharing.
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Re: [MOD 0.13] Nucular 1.0.0 - Nuclear Reactors and Weapons
Finally made an official 0.13 release.
There are some bigger changes, you have to relocate some inserters because the reactor input and output is gone. The fuel recipes are now less complicated. They still do the same things, use the same resources, but are more intuitive. Or so I hope.
If you don't want these changes, use one of the unofficial updates.
Also changed the steam temperature to 250°C.
Added a steam boiler, so that you can use your steam engines with nuclear and organic fuel at once.
In the config.lua you can set the value nucular.advanced_steam to true, with this advanced oil recipes require steam instead of water.
There are some bigger changes, you have to relocate some inserters because the reactor input and output is gone. The fuel recipes are now less complicated. They still do the same things, use the same resources, but are more intuitive. Or so I hope.
If you don't want these changes, use one of the unofficial updates.
Also changed the steam temperature to 250°C.
Added a steam boiler, so that you can use your steam engines with nuclear and organic fuel at once.
In the config.lua you can set the value nucular.advanced_steam to true, with this advanced oil recipes require steam instead of water.
Re: [MOD 0.13] Nucular 1.0.0 - Nuclear Reactors and Weapons
What I like about the new release:
Will you put the latest versions on GitHub?
- Reactor input/output has been removed (those made it too difficult to build a power plant without robots)
- Steam boiler (good for backup)
- Changed steam temperature (more balanced)
- Simplified recipes; I've liked the complex recipes, because nuclear power is very complex technology, and the recipes reflected that. It was a good challenge to figure out the chain, it has now been made a bit easier. Requiring steel was not a problem after it got rebalanced.
- Faster turn-around for nuclear fuel (change in fission recipe); I'd prefer the old way of slow burning fuel rods that only got replaced occasionally. That's very much how nuclear works in reality (rods only get replaced every few years, and it's a major operation).
- New graphics for fuel rods; the old ones were better, you could see the individual fuel rods, it looked very organic and integrated well with the rest of the game. The new ones aren't bad, but a bit boring.
Will you put the latest versions on GitHub?
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Re: [MOD 0.13] Nucular 1.0.0 - Nuclear Reactors and Weapons
How well does this work with multiplayer? Anyone tested it?
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
hello! In questions! who is code in gegenerate in resource old game?Simdezimon wrote:Nucular
Description: Adds nuclear reactors, breeder reactors, nukes and uranium ammunition.
Latest Release: v1.0.0, Juli 15, 2016
Factorio Version: 0.13
License: MIT License
Download: https://mods.factorio.com/mods/Simdezimon/Nucular
This mod adds nuclear reactors to generate power in mid- and late-game. Uranium processiong can be researched after sulfur processing, so it is possible to build a nuclear reactor before solar panels. Later technologies like breeder reactors allow you to extend your uranium supply.
On the military side the mod adds uranium ammunition and nuclear weapons to deal with biters.
If you want to play peaceful, you can use plutonium to create alien science packs.
Tech Tree OutdatedPicturesVersion Historyhttps://mods.factorio.com/mods/Simdezimon/Nucular
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
I think you can't because resources are only generated when you explore new areas of the map. But there are ways to spawn a patch of ore in any location. You should search for that (console command to spawn ore patch).Airat9000 wrote:hello! In questions! who is code in gegenerate in resource old game?
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Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
Whenever I generate a new world, it responds with the following:
__Nucular__/control.lua:14: attempt to index global 'defines' (a nil value)
So, what am I or you doing wrong here?
__Nucular__/control.lua:14: attempt to index global 'defines' (a nil value)
So, what am I or you doing wrong here?
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
@simdezimon:
Can you bring the old reactor recipe back, that required nuclear fuel to craft a reactor?
I absolutely loved that aspect, because it really made you feel like to have to work towards expanding your power generation. Not simply craft 100x reactor and go to town, like with steam power.
It also required some planning, because you had to make sure you'd craft some excess fuel, even with perfect ratios and breeders, so you'd have some spares to make more reactors.
As I've noticed you've removed that part of the recipe. I petition to bring it back (maybe make a config option for those who want easier access).
Can you bring the old reactor recipe back, that required nuclear fuel to craft a reactor?
I absolutely loved that aspect, because it really made you feel like to have to work towards expanding your power generation. Not simply craft 100x reactor and go to town, like with steam power.
It also required some planning, because you had to make sure you'd craft some excess fuel, even with perfect ratios and breeders, so you'd have some spares to make more reactors.
As I've noticed you've removed that part of the recipe. I petition to bring it back (maybe make a config option for those who want easier access).
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
Seconded. The aspect whereby nuclear setups can breed their own fuel is a very good way to distinguish them from coal power, and the fact that you needed reactors to make new reactors intensified this "feedback" dynamic whereby the ability to mass produce new reactors is highly dependent on having built up a stock of (breeder) reactors to produce enough fuel to build the next generation of reactors. It's like siggboy said, it increased the need to plan ahead, you couldn't build reactors "reactively", if you needed fast power you had to fall back on coal power.
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Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
@siggboy @BlakeMW I will bring it back.
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Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
Thank you so much for the mod! I was hesitant to update to the new recipes but now that you will return to the old ones means I can update without worries.
Design for 250 MW with correct ratios and breeders
Here's a design for an end-game factory that will produce 250 MW and require 1 raw resource per MW-minute (plus some trace amounts of sulfur). Uses no robots!
Water comes from the top, each pipe requires 2 offshore pumps. The leftmost pipe requires 3 offshore pumps (it feeds 4 reactors instead of 3). The pipe lengths are limited, especially for the leftmost one, since we're already close to the liquid throughput limit.
The raw resource cost of the setup can be reduced by using no modules, but then the design becomes a little more clumsy. So I opted with putting a few modules in to make it a little more compact. Be aware that if you put SM3 into the machines you'll pay a huge upfront cost that will not do much for you other than making the row of assemblers a little shorter.
The net energy production is around 240 MW. Resource intake (per 10 MW produced) is ~2 uranium per minute, ~8 iron plates per minute and some sulfur (the actual numbers are slightly higher than this). The entire module draws around 55 uranium/minute and 200 plates/minute at maximum capacity; that's a little under 60 MJ per raw resource -- almost free energy :).
The inner belt will slowly fill with Nuclear Fuel rods, even at maximum load, because the chemical plant produces slightly more Uranium than needed, and there's an excess of 1 Plutonium every 6 minute for every Breeder reactor (25 Pu per 6 minutes for the entire setup). This is good because you can skim off the extras to make more reactors (the excess Plutonium is converted into fuel, since there's one extra MOX assembler).
The exact ratios for 25 pairs of fission/breeder reactors are (machines are Assembler 3, and a Chemical Plant for Uranium extraction):
1 machine for Nuclear Fuel
~5.33 machines for Reprocessing
4 machines for Uranium Enrichment
15 machines for MOX Fuel
~1.67 machines for Uranium
That will then yield 25 extra Plutonium every 6 minutes. I've put in one extra assembler for MOX fuel to convert that into Nuclear Fuel. The other option would be to let it accumulate and turn it into nuclear warheads, but you might get into trouble with the authorities for that.
Bootstrapping the setup takes a few minutes, if you need full output immediately you should prime the inner belt with about 150 Nuclear Fuel elements to kickstart production.
I've put in no death spiral protection, I consider that overengineering since the resource intake is low enough that it should be easy enough to control. Of course, nuclear plants cannot be taken out of a blackout without external energy, so at least be aware of that.
Water comes from the top, each pipe requires 2 offshore pumps. The leftmost pipe requires 3 offshore pumps (it feeds 4 reactors instead of 3). The pipe lengths are limited, especially for the leftmost one, since we're already close to the liquid throughput limit.
The raw resource cost of the setup can be reduced by using no modules, but then the design becomes a little more clumsy. So I opted with putting a few modules in to make it a little more compact. Be aware that if you put SM3 into the machines you'll pay a huge upfront cost that will not do much for you other than making the row of assemblers a little shorter.
The net energy production is around 240 MW. Resource intake (per 10 MW produced) is ~2 uranium per minute, ~8 iron plates per minute and some sulfur (the actual numbers are slightly higher than this). The entire module draws around 55 uranium/minute and 200 plates/minute at maximum capacity; that's a little under 60 MJ per raw resource -- almost free energy :).
The inner belt will slowly fill with Nuclear Fuel rods, even at maximum load, because the chemical plant produces slightly more Uranium than needed, and there's an excess of 1 Plutonium every 6 minute for every Breeder reactor (25 Pu per 6 minutes for the entire setup). This is good because you can skim off the extras to make more reactors (the excess Plutonium is converted into fuel, since there's one extra MOX assembler).
The exact ratios for 25 pairs of fission/breeder reactors are (machines are Assembler 3, and a Chemical Plant for Uranium extraction):
1 machine for Nuclear Fuel
~5.33 machines for Reprocessing
4 machines for Uranium Enrichment
15 machines for MOX Fuel
~1.67 machines for Uranium
That will then yield 25 extra Plutonium every 6 minutes. I've put in one extra assembler for MOX fuel to convert that into Nuclear Fuel. The other option would be to let it accumulate and turn it into nuclear warheads, but you might get into trouble with the authorities for that.
Bootstrapping the setup takes a few minutes, if you need full output immediately you should prime the inner belt with about 150 Nuclear Fuel elements to kickstart production.
I've put in no death spiral protection, I consider that overengineering since the resource intake is low enough that it should be easy enough to control. Of course, nuclear plants cannot be taken out of a blackout without external energy, so at least be aware of that.
Blueprint
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Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
This mod looks interesting but I wonder about a few things:
1. The energy density of a kg of refined uranium/plutonium is some 100 000 times higher than a kg of coal. Thus you would only need very very small amounts of Uranium to satisfy a reactor of 200 MW. It seems the mod places the power density quite low? Not even one order of magnitude? I would say that the energy of one piece or refined Uranium should at least be put at 1 GW.
2. A breeder reactor should not output plutonium since it is what it fissions as fuel (transmutation of U238 into Pu239 which is fissioned). You normally produce weapons plutonium from special reactors and not from the ones that generate electric power.
3. For the breeder reactor it would be interesting with a liquid core reactor using uranium and an acid to produce power (or a chemical plant making liquid fuel from uranium and sulfuric acid (so we do not need more acids)) and then have the liquid by-product put through a reprocessing plant that return some 95 % of the by product volume as new liquid core fuel. The fuel efficiency of a breeder is some 20-25 times higher than a closed cycle reactor.
4. Uranium ore is normally quite diluted, so as a balancing act one could use perhaps a 20:1 (or even higher) ratio between ore and metal/oxide? Perhaps even have it as a by-product in small amounts from metal ore refining as in real life?
1. The energy density of a kg of refined uranium/plutonium is some 100 000 times higher than a kg of coal. Thus you would only need very very small amounts of Uranium to satisfy a reactor of 200 MW. It seems the mod places the power density quite low? Not even one order of magnitude? I would say that the energy of one piece or refined Uranium should at least be put at 1 GW.
2. A breeder reactor should not output plutonium since it is what it fissions as fuel (transmutation of U238 into Pu239 which is fissioned). You normally produce weapons plutonium from special reactors and not from the ones that generate electric power.
3. For the breeder reactor it would be interesting with a liquid core reactor using uranium and an acid to produce power (or a chemical plant making liquid fuel from uranium and sulfuric acid (so we do not need more acids)) and then have the liquid by-product put through a reprocessing plant that return some 95 % of the by product volume as new liquid core fuel. The fuel efficiency of a breeder is some 20-25 times higher than a closed cycle reactor.
4. Uranium ore is normally quite diluted, so as a balancing act one could use perhaps a 20:1 (or even higher) ratio between ore and metal/oxide? Perhaps even have it as a by-product in small amounts from metal ore refining as in real life?
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
A quick comment: This is a general problem in Factorio. IRL copper is *much* rarer than Iron, Iron Ore are often 60-70% iron by weight, while copper ores are usually under 0.6% copper, literally 1/100th as much. It can thus be said to be absurd that 1 iron ore gives 1 iron plate, and 1 copper ore gives 1 copper plate. If 1 iron ore gives 1 iron plate, then it should take 100 copper ore to get 1 copper plate. If you like you can rationalize it that a copper plate is much smaller than an iron plate.Enkal wrote:This mod looks interesting but I wonder about a few things:
1. The energy density of a kg of refined uranium/plutonium is some 100 000 times higher than a kg of coal. Thus you would only need very very small amounts of Uranium to satisfy a reactor of 200 MW. It seems the mod places the power density quite low? Not even one order of magnitude? I would say that the energy of one piece or refined Uranium should at least be put at 1 GW.
Liberties will be taken for the sake of gameplay. Personally I think the general realism/accuracy of Nucular is no worse than the base game and it does reasonably well considering the limitations of the modding system (i.e. a recipe can't incrementally consume an item unless specifically programmed to, such as labs consuming beakers).