Space Engineers

Space Engineers

Deuterium Fusion Reactors
946 kommentarer
nukeguard  [ophavsmand] 1. okt. kl. 17:51 
not planned
me777 1. okt. kl. 9:28 
can we have a small (1 block) reactor for LG? I often don't have the space for the LG ones in small builds and end up adding a SG reactor to a LG...



and fusion actually would produce a lot of radiation, mostly x-rays (and other em radiation) from the curved charged beams (in a tokamak/stellerator design) and neutron radiation from the fusion itself. this would require (heavy) shielding and the shield ittself would turn radioactive too (but only for 100 Yeras or so). also the neutrons carry most of the energy, so you want to capture them and get the energy turned into heat.

but unlike a fission reactor most radiation stopps when it is shut down, so a broken fusion reactor would be less radioactive than a running one ;)
tomatoCat 14. sep. kl. 17:41 
Please update, version 1.207 will leave the intermediate halo effect after deletion.
nukeguard  [ophavsmand] 13. sep. kl. 9:02 
not intended, I may have been on larger inventory size
Static 13. sep. kl. 7:56 
Is it intended, that the queue-able Deuterium Processor cant have 15000kg Stone in its inventory, therefore not actually produce anything? its can only have about 10800kg in the inventory...
nukeguard  [ophavsmand] 8. sep. kl. 16:21 
I have not looked into how radiation works yet, but was thinking that these should be clean
.din.grogu. 8. sep. kl. 16:04 
Would the Radiation added in the Apex Survival major update effect these deuterium reactors, or would the deuterium be a 'clean burn' similar to the Proto-Tech reactors?
nukeguard  [ophavsmand] 5. sep. kl. 19:29 
you have a mod conflict going on then, this is a reactor base, it works for me in my worlds
neock 5. sep. kl. 18:50 
im not even seeing the inventory for it. i have the 1gw one built in my base. even if i access the inventory from the reactor itself, theres no inventory. its acting like a generic convayer access point. its also not pulling fuel at all.
nukeguard  [ophavsmand] 28. aug. kl. 17:33 
https://imgur.com/a/kyQpKDy maybe you have a mod conflict
Mendeko 28. aug. kl. 16:58 
I will say, this is my fave mod to have ingame ^_^ been a fan since its release ^_^
Mendeko 28. aug. kl. 16:56 
I am running into this error myself. I ran it thru chatgpt to locate any errors that crashes my game it found a critical error for the fusion reactor. I figured it was this before i ran it cause once i placed it, the game would freeze mins later and then poof, crash. anyways, the error im getting is: System.NullReferenceException: Object reference not set to an instance of an object
at DeuteriumFusion.ReactorLogic.UpdateAfterSimulation()

from what i read from Chatgpt, its stating that the mod is trying to pull something it cant find. and after reading comments, it seems i have the same issue as Monster.
monsterblaze279 2. aug. kl. 14:52 
mod may have broken, can now fly thru the center of all the reactors types and doesnt fill from cargo containers, cant pull items either thru them, but you can still manually fill the reactors
YamiKevin 27. juli kl. 8:49 
hi is there a way to get a version without the Deuterium Processor make Ice and Stone into Deuterium Container?
nukeguard  [ophavsmand] 10. juni kl. 17:17 
Here it is in my world https://imgur.com/a/RTyzKKk

These two are connected to the processor(refinery) type and they transfer
| C H I N O J | 9. juni kl. 22:13 
Hi Nukeguard, and thank you for responding, i really do appreciate it. I am not using an inventory script. The Deuterium Processor is creating the 'deuterium containers' automatically from mined deuterium that i found. So that works, and the fuel source is being created. Im not sure how to use the Queueable Processor, however despite the Deuterium Processor being connected on top of the 1GW reactor via a junction, it wont pull any of the fuel into itself to generate power. Also when i manually try to drag and drop the fuel into the reactor inventory itself i will not work. Would a screen shot or two help you understand my issue?
nukeguard  [ophavsmand] 9. juni kl. 16:25 
no they should be pulling and using the fuel, are you using an inventory script? Also, I will remove the _old container on next update, it should be phased out of saves by now.
nukeguard  [ophavsmand] 9. juni kl. 15:34 
let me check that, they should be pulling the containers
| C H I N O J | 9. juni kl. 9:03 
I added the 1GW reactor to my grid, added the Processor and the Queueable one as well, all connected via conveyors. The processor is creating these 'deuterium containers' but m reactor is not accepting them, nor is anything being pulled into the reactor automatically to fuel it. This is my first time trying this mod. How can i get this to work?
Lonnieb123 15. maj kl. 12:12 
One small issue, automatic push and pull seems to deactivate. I am currently using the 1GW reactor.
nukeguard  [ophavsmand] 14. maj kl. 16:14 
Those still need to be removed, I'll put out an update to completely remove the old. I only had those there to keep other old saves from losing fuel.
Lonnieb123 14. maj kl. 10:34 
I am getting a lot of DeuteriumContainer_old
it makes the regular ones but it makes much more of the _old ones.
nukeguard  [ophavsmand] 13. apr. kl. 4:51 
actually it was made that way so you could queue up deuterium production and not eat up all of your uranium, when I had a recipe that used uranium and ice.
ilsa 11. apr. kl. 9:41 
One thing I noticed, is that the reactors all have the same mass despite the additional resource requirements. For the sake of balance, I think the different capacities should be reflected in their mass. Ideally, they should be sized differently too, but that would obviously take more work.

Also I really don't understand what the Queueable Deuterium Processor does, apart from not automatically pulling in resources.
whattodo795 28. mar. kl. 15:57 
tokamok?
nukeguard  [ophavsmand] 19. mar. kl. 17:52 
They do pull automatically, I do think I need to adjust amount pulled, but they do pull if you have it converted to deuterium containers
划船不用桨 19. mar. kl. 17:35 
Why, I produced deuterium raw materials, and after connecting the logistics, they couldn't put it in the reactor for a reaction
Admiral 12. mar. kl. 19:56 
It's the tag you add to the name of a assembler then create mod components inside and it teaches isy the BP for that item.
Not sure what about the assembler is different than the processor but it doesn't have the same effect
nukeguard  [ophavsmand] 12. mar. kl. 16:52 
what is the !learn tag?
Admiral 11. mar. kl. 20:46 
does the !learn tag not work for the deuterium processor? just wondering if im doing it wrong or if this is just a no go
ATF_Coldblooded Carebear || 9. mar. kl. 19:14 
@Dracolich yup it’s sucks but got lucky I had a 800k ish total of deuterium that past due (old deuterium) in cargo of my main starbase and planetary/moon base and ship (1 base per planet/moon ) in that play throug. So I had to go through each base and swap out the expired one for new and bring in new liquid deuterium to reprocess and restock them all and the old one had to be incinerated with my tear of all the hours of gathering went in smoke.
Attackad 9. mar. kl. 8:54 
it is using to less deuterium containers for powering the reactor. no need for uranium anymore. that is shit. so how to drastically increase the used containers. other way people mine 5 minutes ice and stay alive for 1 week
Dracolich 7. mar. kl. 18:53 
@ATF_Coldblooded Carebear ||

Final bit of experimentation. After re-reading your post, I removed all the old deuterium (which was, coincidentally marked as "_old"...

The new deuterium went into the reactor just fine... Which kinda sucks. I had 88K of the old stuff stockpiled...
Dracolich 7. mar. kl. 18:34 
@ATF_Coldblooded Carebear ||

It's not that old... The world is the "RealStars" map system. Since my initial post I've done more experimentation. I removed all mods except the Deuterium reactor mod and the "Real Stars" mod (because the map will fail to load without it). I've tried creative, survival, removing the reactor, placing a new reactor, disabling "progress tree" mode, etc.
None of it has helped. I can still pull deuterium out of a reactor, but I cannot put any more into the reactor. And removing and replacing the reactor has not helped. it's a 30GW reactor I've been using. I am stumped...
ATF_Coldblooded Carebear || 7. mar. kl. 18:20 
@Dracolich are you playing on a older saved or recent have you tryed to to remove all the current deuterium container and place them in a independent cargo container then create a new one from processors and see if these work?
Dracolich 7. mar. kl. 17:45 
I'm having an odd issue, and I admit I'm pretty heavily modded. The Deuterium reactor is not working. It's like the reactor itself cannot process the deuterium for some reason to create power. It had deuterium in it, but was not burning it. I could remove the deuterium through conveyors to the storage crate I have for it, but not back to the reactor. The most recent mods I have added to the world are Toolcore and the OmniArc Welding arrays. Do they have a known conflict?
nukeguard  [ophavsmand] 1. mar. kl. 5:47 
This works fine, what does log say?
jamstraz 1. mar. kl. 5:46 
I don't understand but with this mod active, I can't get a new game to start. Could be a conflict but I would have to see where. Right now it's anything before D and including WeaponCore and MES(doubting it's those)
nukeguard  [ophavsmand] 19. feb. kl. 18:05 
Thank you for letting me know!
DirtyPixel 19. feb. kl. 8:56 
@nukeguard I'm not sure if you're aware, but there's a re-upload of your mod here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2974517701
miku567 1. feb. kl. 7:13 
The central piece of the reactor (the round one that spins) has no collision but the corners do.
ATF_Coldblooded Carebear || 5. jan. kl. 3:45 
As far as I know yes it work with aolsd and new save
Motly 5. jan. kl. 1:49 
does this work with existing saves?
nukeguard  [ophavsmand] 27. dec. 2024 kl. 17:16 
That is very strange, conveyor connections? Shields?
michel_valtier 27. dec. 2024 kl. 9:08 
Thanks for your answer. I realized that the mod works perfectly, except when I place the fusion reactor in a specific part of my base. In that case, the game crashes completely. If I move the reactor a few blocks away, everything works fine. I tried changing the textures and the surrounding blocks, but nothing helps. Really strange behavior...
nukeguard  [ophavsmand] 24. dec. 2024 kl. 6:03 
That might be another mod causing the problem as there has not been any changes to this mod since then. Delete cache and try and delete this mod file and redownload. Still might be another mod causing that, or SE had an update that broke world.
michel_valtier 24. dec. 2024 kl. 4:24 
The mod was working fine yesterday, but my game won't load now unless I remove it, too bad ...
Wrath The AWD 5. dec. 2024 kl. 21:16 
ah so it didn't expire okay thanks I thought I missed a new function
nukeguard  [ophavsmand] 5. dec. 2024 kl. 14:57 
dual fuel wasn't working for me, even though I had two specified
nukeguard  [ophavsmand] 5. dec. 2024 kl. 14:57 
please change to the other, I wanted to change subtype to be able to use another mod with this that adds more fuel functions for processing