[0.14] Reactors & Atomic Locomotives

Topics and discussion about specific mods
Post Reply
GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Mon Oct 17, 2016 7:21 am

Supercheese has added Reactors compatibility to it, so you can just update to the latest version (1.1.5) instead.

AlphaLima
Manual Inserter
Manual Inserter
Posts: 4
Joined: Tue Aug 23, 2016 5:59 am
Contact:

Re: [0.14] Reactors

Post by AlphaLima » Tue Oct 18, 2016 2:39 am

OdinYggd wrote:
No-Waste Nuclear
Loving those screen, what mod is that?

User avatar
Mattyrogue
Inserter
Inserter
Posts: 34
Joined: Wed Feb 11, 2015 2:18 pm
Contact:

Re: [0.14] Reactors

Post by Mattyrogue » Thu Oct 20, 2016 8:03 am

AlphaLima wrote:
OdinYggd wrote:
No-Waste Nuclear
Loving those screen, what mod is that?
Looks like Nixie Tubes by Justarandomgeek.

fps_holland
Manual Inserter
Manual Inserter
Posts: 3
Joined: Thu Apr 28, 2016 5:44 pm
Contact:

Re: [0.14] Reactors

Post by fps_holland » Tue Oct 25, 2016 3:35 pm

Power Plant C

Image

User avatar
Optera
Smart Inserter
Smart Inserter
Posts: 2074
Joined: Sat Jun 11, 2016 6:41 am
Contact:

Re: [0.14] Reactors

Post by Optera » Wed Oct 26, 2016 6:12 am

fps_holland wrote:Power Plant C
Nice setup. 8.4GW if I didn't miscount. Does it work completely without cooling towers?

@GotLag
Using your unmodified 1.4.3 build, I noticed a ~1°C difference between coolant temp signal and actual fluid temp on nearly all reactors.
Coolant Temp.png
expected coolant Temp signal 99
Coolant Temp.png (1.54 MiB) Viewed 3538 times
I'd also like to have a little more precision on temperature signals. I know it's not pretty multiplying temp by 100 before rounding it to int.

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Sat Oct 29, 2016 12:51 pm

Updated to 1.4.5, with rewrite of heat tracking for improved performance and stability - instead of multiplying the momentary energy change by the time until the next full update, it tracks the actual change since the last. Also added a custom sound - now active reactors produce a Geiger counter sound instead of generic machine hum. Idle reactors still just hum.
Optera wrote:I'd also like to have a little more precision on temperature signals. I know it's not pretty multiplying temp by 100 before rounding it to int.
The fluid temperature signal doesn't get multiplied, only rounded.
What advantage or utility would "a little more precision" provide?

Speadge
Fast Inserter
Fast Inserter
Posts: 121
Joined: Tue Mar 29, 2016 10:01 am
Contact:

Re: [0.14] Reactors

Post by Speadge » Sat Oct 29, 2016 1:01 pm

just installed on a bobmod-install (with UraniumPower):

Code: Select all

  17.855 Error Util.cpp:57: Path __Nucular__/graphics/icons/uranium-ore-icon.png does not match any mod.

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Sat Oct 29, 2016 1:06 pm

What other mods do you have installed? That error is from another mod being stupid and using a hard-coded path when it detects uranium-ore.

Edit: the full list of mods please

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2180
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [0.14] Reactors

Post by steinio » Sat Oct 29, 2016 2:38 pm

Hello,

i installed you mod to try it out and researched some fancy stuff.

What i spotted is that all your items are scattered around in different item groups and not in your Reactor group.
I suggest to put all your stuff in that group for easier handling.

Greetings steinio
Image
Transport Belt Repair Man
My little mods: Link | My favourite mods: Bob's Mods | Angel's Mods | Yuoki Railway Core | EvoGUI | Logistic Train Network
Factorio Cheat Sheet by Denis Zholob

View unread Posts

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Sat Oct 29, 2016 3:18 pm

I think the current locations are sensible:
Reactors, cooling towers and turbines are in the energy subgroup alongside vanilla boilers and steam engines
Uranium ore is in the same subgroup as iron ore and copper ore
Uranium products (fuel, spent fuel, plutonium, depleted uranium) are in their own subgroup in the intermediate products tab (where you'll find steel, plastic, batteries and science packs, for example)

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2180
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: [0.14] Reactors

Post by steinio » Sat Oct 29, 2016 6:11 pm

w/o text
Last edited by steinio on Sun Oct 30, 2016 10:09 pm, edited 2 times in total.

slothman320
Burner Inserter
Burner Inserter
Posts: 8
Joined: Mon Mar 21, 2016 5:59 pm
Contact:

Re: [0.14] Reactors

Post by slothman320 » Sun Oct 30, 2016 1:49 am

Ok how do I seperate the uranium slurry? I'm not seeing the option to do that anywhere. The tips for the refinement process really needs what buildings are associated with it.

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Sun Oct 30, 2016 1:55 am

In an assembler.

Edited into guide.

Speadge
Fast Inserter
Fast Inserter
Posts: 121
Joined: Tue Mar 29, 2016 10:01 am
Contact:

Re: [0.14] Reactors

Post by Speadge » Sun Oct 30, 2016 11:00 am

GotLag wrote:What other mods do you have installed? That error is from another mod being stupid and using a hard-coded path when it detects uranium-ore.

Edit: the full list of mods please

Code: Select all

{
    "mods": [
        {
  "name": "base",


        {
  "name": "blueprint-string",


        {
  "name": "fluid-temperature-combinator",


        {
  "name": "TheFatController",


        {
  "name": "ambientjamsmod-tangerinemusiclabs",


        {
  "name": "AutoDeconstruct",


        {
  "name": "auto deconstruct loot",


        {
  "name": "autofill",


        {
  "name": "Bergius_Process",


        {
  "name": "BetterFluidColors",


        {
  "name": "BetterIcons",


        {
  "name": "Bio_Industries",


        {
  "name": "Blueprint_Flipper",


        {
  "name": "bobconfig",


        {
  "name": "bobinserters",


        {
  "name": "boblibrary",


        {
  "name": "Bottleneck",


        {
  "name": "BridgeRailway",


        {
  "name": "circuit-network-switch",


        {
  "name": "Crafting_Speed_Research",


        {
  "name": "EmdotHUDCombinator",


        {
  "name": "Equalizer_Chests",


        {
  "name": "EvoGUI",


        {
  "name": "Expanded_Robot_Tech",


        {
  "name": "filtered-deconstruction-planner",


        {
  "name": "Flare Stack",


        {
  "name": "Foreman",


        {
  "name": "Generic_Logistic_Chest",


        {
  "name": "Inventory Sensor",


        {
  "name": "ItemCount",


        {
  "name": "K&L-Inserters",


        {
  "name": "landfill-blueprints",


        {
  "name": "Larger Inventory",


        {
  "name": "Menu++",


        {
  "name": "ModuleInserter",


        {
  "name": "MoreLogisticsSlots",


        {
  "name": "nixie-tubes",


        {
  "name": "original-music-hd",


        {
  "name": "PipeMeter",


        {
  "name": "Plasma Shotgun Shells",


        {
  "name": "ProgressiveRunning",


        {
  "name": "RailLogicSystem",


        {
  "name": "RailTanker",


        {
  "name": "Red Alerts",


        {
  "name": "reverse-factory",


        {
  "name": "RoboCharge",


        {
  "name": "robotic-combinators",
  "enabled": "false"

        {
  "name": "tree_collision",


        {
  "name": "upgrade-planner",


        {
  "name": "UraniumPower",


        {
  "name": "VehicleSnap",


        {
  "name": "VoidChestInstant",


        {
  "name": "Warehousing",


        {
  "name": "Waterfill",


        {
  "name": "WaterWell",


        {
  "name": "Wind_Turbine",


        {
  "name": "bobenemies",


        {
  "name": "bobores",


        {
  "name": "SmartTrains",


        {
  "name": "steinios_logistic_sensor",


        {
  "name": "bobtech",


        {
  "name": "Signals",


        {
  "name": "bobplates",


        {
  "name": "angelsinfiniteores",


        {
  "name": "bobassembly",


        {
  "name": "bobelectronics",


        {
  "name": "boblogistics",


        {
  "name": "bobmining",


        {
  "name": "bobpower",


        {
  "name": "GDIW",


        {
  "name": "Aircraft",


        {
  "name": "angelsprocessing",


        {
  "name": "bobelectronics_gfxtweak",


        {
  "name": "bobwarfare",


        {
  "name": "GDIW_Bergius",


        {
  "name": "longer-belts-redux",

        }
    ]
}
does that help?
the error doesnt occur with UraniumPower only

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Sun Oct 30, 2016 12:09 pm

Thanks, it's Angel's Infinite Ores. Bug report submitted.

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Tue Nov 01, 2016 12:49 pm

Updated to 1.5.0, with hopefully final structural change to fuel processing. All processing steps except MOX creation now take place in a chemical plant, reprocessing requires acid and produces uranium slurry instead of DU. Breeder cycle now produces plutonium directly, in addition to that extracted in waste reprocessing. The result of this change is to make breeders produce more plutonium.

As a result, (including reprocessing and using MOX):
  • fission-only will produce limited power and lots of depleted uranium
  • breeder-only will produce limited power and lots of plutonium
  • a balanced/circuit-controlled mix of the two will produce large amounts of power (almost two reactor cycles per unit of uranium slurry) and no residue
A sample setup using generating power entirely from fission, with a breeder reactor switched on only as needed to balance plutonium/depleted uranium, and forced to full throttle via override signal:
Image
Image

slothman320
Burner Inserter
Burner Inserter
Posts: 8
Joined: Mon Mar 21, 2016 5:59 pm
Contact:

Re: [0.14] Reactors

Post by slothman320 » Tue Nov 01, 2016 1:58 pm

So if depleted uranium is gone how do we make depleted uranium ammo?

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Tue Nov 01, 2016 2:15 pm

DU is not removed.

Separating uranium slurry produces DU.

Thellra
Manual Inserter
Manual Inserter
Posts: 1
Joined: Wed Nov 02, 2016 6:23 am
Contact:

Re: [0.14] Reactors

Post by Thellra » Wed Nov 02, 2016 6:34 am

I love this mod, I just registered to let you know how much I appreciate it.

Just updated to have the shutdown signal and I really appreciate all of your hard work on this.

GotLag
Filter Inserter
Filter Inserter
Posts: 510
Joined: Sat May 03, 2014 3:32 pm
Contact:

Re: [0.14] Reactors

Post by GotLag » Wed Nov 02, 2016 6:44 am

Thanks!

Post Reply

Return to “Mods”

Who is online

Users browsing this forum: No registered users