Re: Simple Questions and Short Answers
Posted: Fri Apr 28, 2017 4:23 pm
Why does the small pump require electricity now that, as of 0.15, it only requires an engine and not an electric engine?
Thank you for this idea! Such classification really make sense.AndrewIRL wrote:Real world power generation can be broken into base, load-following and renewable. With this nuclear behavior the devs have now given us all three types - nuclear = base, Coal/Steam = load following and solar = renewable. To me this is ideal, the nuclear isn't a drop-in replacement for an existing power generator - it complements them thus expanding the game rather than just superseding.
Just try to drag your blueprint/blueprint book to the right part of blueprints window.Linosaurus wrote:15.0 patch notes said "Blueprint library: Allows for keeping players blueprints between individual game saves (..)".
Does this mean that anything I put into the blueprint library is supposed to show up in other save games automatically? Because I'm not sure how to get it to work.
That's the only way I know it can be done.nevniv wrote:Can someone explain where to find or read all of the rates at which things are consumed/produced?
For example, someone was trying to calculate how many steam engines and boilers needed to power 50 assembly machines, someone typically chimes in with "that's easy... a steam engine generates X and an assembly machine uses Y, and boilers use Z liters of water per second.."
Where do you find X Y and Z from? Is it just people reading the production/consumption screens in-game?
thanks
I haven't been playing as long as you have, but I have never used any pumps in my pipes. But all my pipes have been short. I used barrels for long distances.Zonk wrote:Do we in 15 still need many pumps per pipe? I saw it pumps more but the fluid values are all off so i wonder if we still need up to 5 Pumps for a single pipe?
Oh thanks a lot, I shall try this.Wakaba-chan wrote: Just try to drag your blueprint/blueprint book to the right part of blueprints window.
I guess the devs put gameplay over realism. A real nuclear plant does not consume fuel when it is off. I think they made it like this to make you think about your electricity system a bit more. You have to try keep your nuclear power output constantly high to get the maximum efficiency. This means you should build your plant not too big. It should only cover the base load and/or use storage for the steam. Of course you can also try to balance out the demand and make it following the available power.Wakaba-chan wrote:Thank you for this idea! Such classification really make sense.AndrewIRL wrote:Real world power generation can be broken into base, load-following and renewable. With this nuclear behavior the devs have now given us all three types - nuclear = base, Coal/Steam = load following and solar = renewable. To me this is ideal, the nuclear isn't a drop-in replacement for an existing power generator - it complements them thus expanding the game rather than just superseding.
But does it really going work like real world reactors? Doesn't control rods make fuel to decay slowly? I mean, control rods are the things that controlling heating process of fuel rods -> making reaction slower -> making fuel to decay slower. Am I wrong somewhere? (I really don't know much about it, sorry. And absence of any explanation from devs make me confused all about this nuclear power problem)
I wanted load-following and spent an afternoon digging in to how it really works. Turns out real load-following plants are 20+ times bigger than the Factorio ones, and they stagger fuel loading, and if you build equivalent capacity with Factorio nucs staggered loading can get you load-following _vastly_ better than real nucs can achieve. Plus, real nucs can't buffer to steam storage tanks. Real load-following can only be done twice a day, only on a schedule planned in advance, because the fuel needs to be prepared for it, only down to 25%ish output, only with extreme babysitting, it has to be done Very Slowly lest the mindwrenching temperature gradients crack your fuel cores and eventually even the plant itself.Moo Rhy wrote:I guess the devs put gameplay over realism. A real nuclear plant does not consume fuel when it is off. I think they made it like this to make you think about your electricity system a bit more. You have to try keep your nuclear power output constantly high to get the maximum efficiency. This means you should build your plant not too big. It should only cover the base load and/or use storage for the steam. Of course you can also try to balance out the demand and make it following the available power.Wakaba-chan wrote:Thank you for this idea! Such classification really make sense.AndrewIRL wrote:Real world power generation can be broken into base, load-following and renewable. With this nuclear behavior the devs have now given us all three types - nuclear = base, Coal/Steam = load following and solar = renewable. To me this is ideal, the nuclear isn't a drop-in replacement for an existing power generator - it complements them thus expanding the game rather than just superseding.
But does it really going work like real world reactors? Doesn't control rods make fuel to decay slowly? I mean, control rods are the things that controlling heating process of fuel rods -> making reaction slower -> making fuel to decay slower. Am I wrong somewhere? (I really don't know much about it, sorry. And absence of any explanation from devs make me confused all about this nuclear power problem)
No need to add the save, this is intended behavior and not a bug. The boiler now passes water through without heating it, steam will only come out to one side.TimothySDev wrote:Not sure if this is a bug or a change in the way the boiler's work, but I'm having some difficulty with the boilers. I can't seem to get power if the boiler is oriented like this:
I'll edit this post with the save shortly.
This is how they work:TimothySDev wrote:Not sure if this is a bug or a change in the way the boiler's work, but I'm having some difficulty with the boilers. I can't seem to get power if the boiler is oriented like this:
If I rotate it 90 degrees, pump the water into one of the sides, it works, but only for one of the steam engines.
I'll edit this post with the save shortly.
The devs achieved both gameplay and realism both. First generation power plants don't load follow and they run for years without being turned off. They are started up and controlled so that the heat is as steady as possible - the control systems do not take load into consideration at all, they only work to ensure maximum safety of the plant. Heating/cooling causes expansion/contraction slowly damaging the plant - so older nuclear plants don't do it.Moo Rhy wrote:I guess the devs put gameplay over realism. A real nuclear plant does not consume fuel when it is off. I think they made it like this to make you think about your electricity system a bit more. You have to try keep your nuclear power output constantly high to get the maximum efficiency. This means you should build your plant not too big. It should only cover the base load and/or use storage for the steam. Of course you can also try to balance out the demand and make it following the available power.Wakaba-chan wrote:Thank you for this idea! Such classification really make sense.AndrewIRL wrote:Real world power generation can be broken into base, load-following and renewable. With this nuclear behavior the devs have now given us all three types - nuclear = base, Coal/Steam = load following and solar = renewable. To me this is ideal, the nuclear isn't a drop-in replacement for an existing power generator - it complements them thus expanding the game rather than just superseding.
But does it really going work like real world reactors? Doesn't control rods make fuel to decay slowly? I mean, control rods are the things that controlling heating process of fuel rods -> making reaction slower -> making fuel to decay slower. Am I wrong somewhere? (I really don't know much about it, sorry. And absence of any explanation from devs make me confused all about this nuclear power problem)
https://www.oecd-nea.org/nea-news/2011/ ... wing-e.pdfNPP must be capable of a minimum daily load cycling operation between 50% and 100% Pr, with a rate of change of electric output of 3-5% Pr/minute.
As far as I know every plant is shut down once a year for a month to exchange some of the fuel rods and do maintance. But, yes, the other time of the year the should run constantly. "Modern" (the plants from the 70s and 80s) are able to reduce the power so far that they can be decoupled from the grid and only produce so much power that they supply themselves. This is done because nuclear plants need a long time to shut down and start again. In case of a blackout they can run through and help to reset the grid to normal state.AndrewIRL wrote:The devs achieved both gameplay and realism both. First generation power plants don't load follow and they run for years without being turned off. They are started up and controlled so that the heat is as steady as possible - the control systems do not take load into consideration at all, they only work to ensure maximum safety of the plant. Heating/cooling causes expansion/contraction slowly damaging the plant - so older nuclear plants don't do it.
Modern German and French powerplants absolutely do load follow but they don't get turned off completely in normal operation, AFAIK they only load follow to 50-100% power output (regulatory requirement, technically they may be able to exceed this).