[MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons

Topics and discussion about specific mods
vanatteveldt
Filter Inserter
Filter Inserter
Posts: 947
Joined: Wed Nov 25, 2015 11:44 am
Contact:

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Post by vanatteveldt »

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.
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Post by Airat9000 »

;) mod update in 13.0?
Peppe
Fast Inserter
Fast Inserter
Posts: 223
Joined: Fri Nov 28, 2014 6:48 pm
Contact:

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Post by Peppe »

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.
Attachments
Nucular_0.2.0.zip
.13 Unofficial
(1.78 MiB) Downloaded 200 times
BlakeMW
Filter Inserter
Filter Inserter
Posts: 954
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Post by BlakeMW »

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).
User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Post by siggboy »

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.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
BlakeMW
Filter Inserter
Filter Inserter
Posts: 954
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Post by BlakeMW »

Here's another unofficial update, this is based on Peppe's update
Nucular_0.2.1.zip
(1.78 MiB) Downloaded 206 times
  • Fixes steam temperature to use new 0.13 modding features, should now be completely reliable.
  • Fixes uranium ore spawning frequency (vanilla game).
I've also added a new feature: There is now config.lua and inside it you can set steam_temperature, it defaults to 1000 as per the base mod, but you can set it to anything you like and the script will automatically adjust the recipe water quantities so the reactor still generates ~10MW of output. I personally like to have steam_temperature at 250 which is a close to real life value, the water logistic (pipes, offshore pumps and storage tanks) is still 2.5x easier than with boilers, but not 10x easier, which I feel is a better balance in terms of improving scalability without trivializing water logistics.
User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Post by siggboy »

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.
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
Simdezimon
Burner Inserter
Burner Inserter
Posts: 13
Joined: Wed Mar 16, 2016 5:32 pm
Contact:

Re: [MOD 0.13] Nucular 1.0.0 - Nuclear Reactors and Weapons

Post by Simdezimon »

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.
User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: [MOD 0.13] Nucular 1.0.0 - Nuclear Reactors and Weapons

Post by siggboy »

What I like about the new release:
  • 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)
What I don't like so much:
  • 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.
Maybe I'll make a mash-up of the old and new versions for myself.

Will you put the latest versions on GitHub?
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
Solomon_97
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Jul 15, 2016 11:56 pm
Contact:

Re: [MOD 0.13] Nucular 1.0.0 - Nuclear Reactors and Weapons

Post by Solomon_97 »

How well does this work with multiplayer? Anyone tested it?
Airat9000
Smart Inserter
Smart Inserter
Posts: 1418
Joined: Fri Mar 28, 2014 12:32 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by Airat9000 »

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 Outdated
Pictures
Version History
https://mods.factorio.com/mods/Simdezimon/Nucular
hello! In questions! who is code in gegenerate in resource old game?
User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by siggboy »

Airat9000 wrote:hello! In questions! who is code in gegenerate in resource old game?
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).
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
DrFission
Manual Inserter
Manual Inserter
Posts: 1
Joined: Fri Jul 29, 2016 6:37 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by DrFission »

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?
User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by siggboy »

@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).
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
BlakeMW
Filter Inserter
Filter Inserter
Posts: 954
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by BlakeMW »

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.
Simdezimon
Burner Inserter
Burner Inserter
Posts: 13
Joined: Wed Mar 16, 2016 5:32 pm
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by Simdezimon »

@siggboy @BlakeMW I will bring it back.
Wildejackson
Long Handed Inserter
Long Handed Inserter
Posts: 54
Joined: Sun Jul 31, 2016 2:40 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by Wildejackson »

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.
User avatar
siggboy
Filter Inserter
Filter Inserter
Posts: 988
Joined: Tue Mar 29, 2016 11:47 am
Contact:

Design for 250 MW with correct ratios and breeders

Post by siggboy »

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.
nucular-250mw.png
nucular-250mw.png (2.73 MiB) Viewed 9378 times
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
Is your railroad worrying you? Doctor T-Junction recommends: Smart, dynamic train deliveries with combinator Magick
Enkal
Burner Inserter
Burner Inserter
Posts: 17
Joined: Thu Aug 04, 2016 11:36 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by Enkal »

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?
BlakeMW
Filter Inserter
Filter Inserter
Posts: 954
Joined: Thu Jan 21, 2016 9:29 am
Contact:

Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons

Post by BlakeMW »

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.
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.

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).
Post Reply

Return to “Mods”