![Wink ;)](./images/smilies/icon_e_wink.gif)
Indeed, a stopped reactor cools down 0.5° per second, but it's usually still connected to the heat pipes so the heat gets constantly lost.
So it's a good practice to not place much more reactors than you'd need in the worst case.
This is all good only on paper. According to all that you wrote, it turns out that you need to play a skipping rope with a reactor, where it will give out power for some time, and for some time not to give it out at all in order to warm up again.We could wait even more though, to get even more power and efficiency!
At 945 to 950C the reactor outputs exactly 80MW at 149% efficiency. Try calculating the fuel cell value and how long it will last yourself, to see if you have grasped how it works by now. Running precisely 8 heat exchangers would allow us to consume all the heat generated and keep the reactor stable.
Sounds pretty good, right? Start the reactor, disable heat exchangers, let it heat to 945, enable heat exchangers, boom, you got yourself a stable 80MW single reactor.
Boy are you toxic. It's not on paper, it's based on a setup I am running. Try rereading what I wrote and all your questions are gonna answer themselves.Sorda wrote: Wed Aug 07, 2019 5:29 pmThis is all good only on paper. According to all that you wrote, it turns out that you need to play a skipping rope with a reactor, where it will give out power for some time, and for some time not to give it out at all in order to warm up again.We could wait even more though, to get even more power and efficiency!
At 945 to 950C the reactor outputs exactly 80MW at 149% efficiency. Try calculating the fuel cell value and how long it will last yourself, to see if you have grasped how it works by now. Running precisely 8 heat exchangers would allow us to consume all the heat generated and keep the reactor stable.
Sounds pretty good, right? Start the reactor, disable heat exchangers, let it heat to 945, enable heat exchangers, boom, you got yourself a stable 80MW single reactor.
Since the energy stored in the tubes, especially with regard to heat exchangers that are further from the reactor, is not consumed more slowly than the reactor heats up, there will be power drawdowns in the network anyway, isn’t that so?
I am sorry if you perceive this as an eskalation. Was not meant to be one. I am actually very satisfied with the mechanics as they are right now. On top of my head there is no real improvement I would suggest. I always thought int would be fun to see mechanics akin to ic2 with the reactor inventory minigame, but your vision went well beyond that.ownlyme wrote: Fri Aug 09, 2019 3:25 pm Is there anything i could do to deescalate this thread?
Maybe reduce environmental cooling when a reactor is turned off? (its currently a fixed amount (0.5°/s), which is not optimal anyway...)
There's a small issue with the mod; if you use it together with mods that add items that use the basemod nuclear reactor as ingredient, and have the vanilla reactor disabled so it's easy power generation won't tempt you, the recipes don't work.
Code: Select all
function searchAndFixRecipe(attribute, toReplace, replaceWith,recipeType)
local recipe = attribute
recipeType = recipeType or " "
local recipe_name = recipe.name or recipeType
for _, root in pairs{recipe, recipe.normal, recipe.expensive} do
if type(root) == "table" and root.ingredients then
local ingredients = root.ingredients
for _, ingredient in pairs(ingredients) do
if ingredient.name == toReplace then
ingredient.name = replaceWith
log(serpent.block("Fixed ingredient " .. toReplace .. " in " .. recipe_name .. " recipe type " .. recipeType))
end
end
end
end
end
if mods["RealisticReactors"] then
log(serpent.block("Starting to check for default reactor item in ingredients to replace it with realistic-reactor for compatibility with RealisticReactors"))
for index, recipe in pairs(data.raw.recipe) do
--log(serpent.block("ingredient " .. index))
searchAndFixRecipe(recipe, "nuclear-reactor", "realistic-reactor")
end
end
Just turn the mod off in-game. It'll automatically remove all the mod buildings/techs/items from your save when you load.Jakstar wrote: Sun Apr 25, 2021 4:10 pm How can i deinstall this mod and get the old rector in my save world?? pls help ;_;
this mod is too much for me ._.
but then the vanilla reactor isnt able to craft ;_;kirazy wrote: Sun Apr 25, 2021 5:52 pmJust turn the mod off in-game. It'll automatically remove all the mod buildings/techs/items from your save when you load.Jakstar wrote: Sun Apr 25, 2021 4:10 pm How can i deinstall this mod and get the old rector in my save world?? pls help ;_;
this mod is too much for me ._.
Probably need to use a command to re-research the related technology so that the recipe is unlocked. https://wiki.factorio.com/Console#Resea ... chnologiesJakstar wrote: Sun Apr 25, 2021 7:04 pmbut then the vanilla reactor isnt able to craft ;_;kirazy wrote: Sun Apr 25, 2021 5:52 pmJust turn the mod off in-game. It'll automatically remove all the mod buildings/techs/items from your save when you load.Jakstar wrote: Sun Apr 25, 2021 4:10 pm How can i deinstall this mod and get the old rector in my save world?? pls help ;_;
this mod is too much for me ._.
its not in the crafting menu
Code: Select all
/c game.player.force.technologies["nuclear-power"].researched = false
Code: Select all
/c game.player.force.technologies["nuclear-power"].researched = true