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[MOD] [1.1] SigmaOne's Nuclear

Posted: Sun Jul 09, 2017 3:21 pm
by Sigma1
SigmaOne's Nuclear
Details
Longer Description
Planned Features
  • New uses for plutonium
  • Plutonium fuel
  • More complex waste management

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sun Jul 09, 2017 4:55 pm
by Keplergamer
Wow, looking forward to try this. I'm yet to make a nuclear power plant on this game, but now I'm more motivated. If possible, try to make it in a way that when all the chain is done, it looks amazing and realistic.

I mean, things going from one machine to the other and all. I wanna use this on my crazy map "Going Nutz". :)

As I'm yet to really do a proper nuclear plant and also use this mod and see the changes, I might be asking what it already does. I'll give more input once I've tested both vanilla and the mod.....

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sun Jul 09, 2017 6:11 pm
by Sigma1
There will probably be some pretty long production chains when I get around to making a bit more Plutonium related things

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Tue Jul 11, 2017 12:19 am
by ZombieMooose
Hello, I have a few questions.

What's the intention of this mod in comparison to something like uranium power? More or less complex?

Will there be custom entities besides cooling towers? Will there be meltdowns without them?

What do you mean by closed cycle power plants?

Cheers.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Tue Jul 11, 2017 7:36 am
by Sigma1
Hi!
The mod is a bit less complex, and more vanilla-like than Uranium Power. As for custom entities, I'm not planning on adding anything other than cooling towers yet. The cooling towers will be used for converting steam back to water so you can build power plants without an external water supply (closed cycle plants), and if the Meltdown mod is installed, for cooling reactors to prevent meltdowns.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Wed Jul 12, 2017 3:22 pm
by FuryoftheStars
Compatibility report: I use the mod Resource Spawner Overhaul and get a console log output from it with your mod enabled: "The resource fluorine-ore is not configured in RSO. It won't be spawned!" Not sure what's needed so your new resource gets spawned by RSO.

EDIT: Ah, nevermind... just read through description of RSO mod and the author of that mod will need to add support in RSO itself. Going to post over there.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Wed Jul 12, 2017 4:29 pm
by orzelek
I've added config for the ore.
Please take a look and tell me if ore amount in starting area and further on looks sensible and let me know. You can also take a look at config file and tweak it and I'll update it in RSO. (File is in resourceconfigs folder named sigmaonenuclear.lua)

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Wed Jul 12, 2017 7:42 pm
by Sigma1
Thanks, I'll take a look tomorrow.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Thu Jul 13, 2017 10:10 am
by Sigma1
The amounts seem reasonable to me.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sat Jul 15, 2017 11:54 am
by Amyclas
a Hexafluoride phase Just one? Why not go full fatmice and spin the thing 8 times or more through a centrifuge with products looping back and forth...

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sat Jul 15, 2017 7:30 pm
by Sigma1
I wanted to still keep the mod kind of vanilla-like, and not quite as complicated as Uranium Power, while still complicating it a bit from vanilla. I might consider making some more phases to the production still.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sat Jul 15, 2017 11:39 pm
by Vadise
Greetings. I wanted to ask if this mod would be compatible with pclance_reactors (https://mods.factorio.com/mods/pclance/Pclance_Reactors) or have it's own logic network interface. After playing around with it for a few weeks, I find it very convenient to keep your temperature stable by controlling the reactor's performance and cooling tower pumps via logical circuits.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sun Jul 16, 2017 7:56 am
by Sigma1
Right now my mod should be compatible if Pclance_Reactors doesn't modify the fuel cells or their production.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sun Jul 16, 2017 4:39 pm
by Vadise
As far as I was able to experience I believe it only adds a circuit interface to the reactor itself and you can control the fuel consumption rate to balance the temperature out. I'll give it a go with the two together!

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sat Jan 20, 2018 12:25 am
by ZombieMooose
I was wondering if you could post the production chain? Either as text or picture form, please.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sun Jan 21, 2018 4:44 pm
by Sigma1
ZombieMooose wrote:I was wondering if you could post the production chain? Either as text or picture form, please.
Sure! I'll add it to the first post.

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Tue Mar 06, 2018 5:08 pm
by Kamsta99
Bug: 1.2.6 version using wrong folder name

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Tue Mar 06, 2018 8:38 pm
by Sigma1
Kamsta99 wrote:Bug: 1.2.6 version using wrong folder name
Fixed

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sun Mar 11, 2018 9:52 am
by Northgate
Does it work with the fluorite from Angel's Refining mod?

Re: [MOD] [0.15.X] SigmaOne's Nuclear

Posted: Sun Mar 11, 2018 4:00 pm
by Sigma1
if it has the same item name. I am not sure what it is called in Angel's.