Weird nuclear reactor behaviour

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schuffi
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Weird nuclear reactor behaviour

Post by schuffi »

Hey guys,

I am only around 100 hours into the game and started a new one with a friend around 50 hours ago. Neither of us really knows anything about combinators and the circuit network and also I don't really want to invest super much time into this. I know this is probably not ideal, but I am just hoping for some help from the great community :)

So I built this nuclear reactor:
https://factorioprints.com/view/-Kn2afLokZdBO-uHcIAF
(the one that is called "Dome")

It was working for a while and then an alarm started and the electricity goes out if I don't put in the fuel cells manually.
I have no idea, what all the symbols mean and don't know how to proceed.

I tried to screenshot everything of relevance. If I missed something, please let me know.

Thank you for your help in advance!
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schuffi
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Re: Weird nuclear reactor behaviour

Post by schuffi »

Two missing images here
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Factorio Screenshot 2019.05.30 - 20.24.55.55.png
Factorio Screenshot 2019.05.30 - 20.24.55.55.png (8.07 MiB) Viewed 2923 times
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Factorio Screenshot 2019.05.30 - 20.24.38.54.png (4.76 MiB) Viewed 2923 times
schuffi
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Re: Weird nuclear reactor behaviour

Post by schuffi »

Hey guys, any chance of helping me with this one?
Thank you!
SkiCarver
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Re: Weird nuclear reactor behaviour

Post by SkiCarver »

on the link you provided, there were comments about a 'fix', have you looked at that?
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disentius
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Re: Weird nuclear reactor behaviour

Post by disentius »

In the comments on the factorioprint page the bug and the solution is given.
https://factorioprints.com/view/-Kn2afLokZdBO-uHcIAF
Seems there is a red wire missing. Also, this reactor is not updated for 0.17.

Alternatively: build one without combinators, you dont need them. Uses more fuel, but if you are in this stage, nuclear fuel production should not pose a problem

Also: take a bluprint from teh actual build you plonked down and include that in your post. Makes bughunting a lot easier :mrgreen:
schuffi
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Re: Weird nuclear reactor behaviour

Post by schuffi »

Thank you for your help!
I did connect that red wire from the suggestion in the forum and it didn’t do anything.
I kind of narrowed down the problem by finding out, that the inserters are connected to something and they have a red light on. So even when the reactor is empty, it will not insert new fuel cells (the requester box has plenty inside though).

Sorry, I didn’t know, I could just give you the blueprint.

Well, I will try your suggestion without the combinators, I have plenty of fuel cells as you suggested. This should probably work, if not, I'll let you know.

Once again, thank you for your help!
Zavian
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Re: Weird nuclear reactor behaviour

Post by Zavian »

schuffi wrote: Sat Jun 01, 2019 3:04 pm I did connect that red wire from the suggestion in the forum and it didn’t do anything.
I kind of narrowed down the problem by finding out, that the inserters are connected to something and they have a red light on. So even when the reactor is empty, it will not insert new fuel cells (the requester box has plenty inside though).
I haven't looked at that particular blueprint, but with most combinator controlled reactors, the input inserters are wired to the inserters that remove used fuel cells so that they only insert fuel when the inserters removing used fuel cells have a used fuel cell. That is the easiest way to detect when a fuel cell has been used up, and to restrict the reactors to only one fuel cell. (Typically the inserters removing used fuel cells are also only enabled when steam is low).

If the blueprint is sophisticated enough, then there will also be combinators to override the normal logic and feed the reactors their initial fuel cell. You could try adding one fuel cell manually to each reactor, and see whether that is enough to get things working again.

In general I prefer not using blueprints that I don't understand, because when something breaks or otherwise needs tweaking, I don't know how to change the design.
zOldBulldog
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Re: Weird nuclear reactor behaviour

Post by zOldBulldog »

I find that BlakeMW's 480MW reactor is the easiest place and forget setup. If you need more power simply plop another one. The simplicity of duplicating more than makes up for the small percentage of neighbor bonus that you lose from going with 4 instead of more reactors.

The blueprint is a few posts down in this thread: [url]viewtopic.php?f=208&t=48532[url]
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