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Rapporter et oversættelsesproblem
Recycling that pesky Depleted Uranium and Nuclear Waste should be a very nice thing to have - apart from Radium, which is a subject on its own, I think that the nuclear fuel reprocessing could give a pretty straightforward crafting chain.
Like X depleted uranium + Y nuclear waste (let's imagine it as Plutonium) + Z refined carbon (graphite pellets would be prettier, Ronivan's Chemical Processing mod has Graphite in it IIRC) + W clay/ceramic for roleplaying the outer fuel vessel + Q oxygen/oxilite/fertilizer for voloxidation = K enriched uranium (let's imagine it as some MOX rods) + some kind of waste byproduct(s).
But ... I'm not very good at brainstorming recipes & co., after all - sorry!
Seems to work fine, at least for what I've seen by now!
i think that mod had some buildings that produced radium, but it was sadly removed some months ago...
i will look into your challenge collection mod, thanks for the hint :)
mod works (better steam turbine and nuclear fuel rod) and does not crash the game.
the only remaining problem: there is currently no way to use the radium fuel rod, because radium does not spawn in my worlds or is obtainable by other mods.
https://pastebin.com/mNEEkjmA
I am not sure how the game works there and i only make small fixes now so it unlikely to be added.
The radium fuel rod should work now too generating 40 times more radiation but only a tenth of heat.
Also the values of the mods have changed.
This setup ought to drop waste.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2871385594
However, when the signal is green, all it does is delete the waste.
I'll have to look at the code to see what's going on. Also, new update broke everything including this mod.
Perhaps it can even be done without changing the gameplay:
You add a gas out logic with a pipe out and when a gaspipe is attached the logic converts the nuclear waste to nuclear fallout, the hot gas you get when you heat up nuclear waste and disables the dropping of the waste.
That way it can be used with and without a pipe. However i am not sure if you get the same amounts that way.
-T'is a shame really. The temperature that the reactor gets run at would instantly boil the waste into fallout that doesn't get collected easily...In my case, it would just get deleted.
Perhaps, I shall look at your code and see what I can improve upon.
I am not really sure how much energy is wasted by the turbine, i think it produces 40% less energy compared to if you dilute the hot steam and use a normal turbine.
The cycle report is generated automatically, i never really researched how it works and i dont think i will fix that any time soon.
Case in point, in that same cycle power added by steam turbine is 4353.9 kJ and wasted is -4353.9 kJ. Similarly, power added by stirling engine is 983.1 kJ and wasted is -947.4 kJ.
-I see...Then it's simply being deleted due to such high pressure steam and only 1 tile exposed above the rod...It's pretty restricted in shape due to the area that sweeper can see past checker-board tiles; but it also looks nice and like an actual rod assembly in a real reactor.
Perhaps if you could allowed piped waste output in the form of a liquid? That way the waste can be recovered. The liquid should be hot and close to it's boiling point - perhaps just 5 degs below transition temperature.
Right now the fuel rods have only one logic input since they are only one tile so that input is for supply fuel and for dump fuel.
If you have 20kg waste it should be dropped into the reactor as soon you enable that input so normally you would have somewhere a single tile with 20kg gaseous fallout...
If it deletes the mass i think that setup cannot recover the waste.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2868654094
As to why I set it up this way, my first try with buckshot loading of 1000kg into each core didn't go well. It heated up too fast and melted. I did not like it.
Regarding waste, I'm not sure what's going on, but 20kg of waste disappeared in one of the rod...It must be deleted by Klei's logic or maybe it's a genuine bug with mod logic.
I will think about the storage stuff but its not so likely to change the idea for the reactor is not to feed it with small amounts, and i dont really understand why you would do that what is the idea?
I am not sure if there is some bug with the wastegeneration and dropping.
10KW is the reference for the power bar and kleis ui does use maximum caps for producers, but the 10KW is only for the ui the code itsself does not have a cap so it can generate more. However i find it hard to really produce enough heat to constantly generate more power than the 10KW.
Yes you can increase the pressure.
The output temperature is roughly one third of the input temperature. 550C should get you something just below 200C out.
-What I've noticed is the waste just disappears when the rod is refueled. They are bottles/barrels and can be removed by the sweeper right into a bottle emptier right?
"High pressure tubine takes 2% of the available steam on every tick and transforms the heat depending on how much heat it takes in, higher pressure / temperature in the reactor = more power, its not capped."
-How come the high pressure turbine Energy UI said it's at most 10KW if it's not capped?
-So if I want the high pressure turbine to perform better at a set temperature, increase the steam pressure on the reactor side?
-Say ingested steam from core side is at 550C at 200kg pressure, 2% expelled is 4kg but at what temperature?
This is my current setup with temperature/radiation controlled (at least I hope) with core at 520C.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2868615628
Also i dont think it makes really sense to make a reactor with less than two filled rods (2000kg uranium) it would heat really slowly. If you have so little uranium you should really find a way to irradiate the rod.
High pressure tubine takes 2% of the available steam on every tick and transforms the heat depending on how much heat it takes in, higher pressure / temperature in the reactor = more power, its not capped.
Waste generation depends on temperature too. waste is only dropped when the building input is green you can make a maintenance cycle when you want to get the waste.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2868406809
Also, what's the relationship between radiation density and temperature? The reactor I'm building is very very slow increasing in temperature...The rate is very small, like 1-2 degrees per cycle on average...But this will eventually cause meltdown of the rod itself...
The Building is full with 1000kg Uranium the second 1000kg is reserve.
Thanks anyway, as always
Bye!
Next time i give more attention to modding i will take a deeper look.
Unfortunately, the power rod tile, with Radium as input element, seems not to heat up, whereas the Enriched Uranium one works perfectly.
I see that you aren't actively modding anymore, but I'm reporting this just in case you decide to work on this little jewel in the future.
Cheers and thanks very much for the mod!
there will be no control rods since i am not actively developing mods right now and if at all maintaining things.
However i might add a door that can be build from raw and refined ores and somehow does not melt when build from lead that way you could build it from lead and have a high radiation screening.
On the other hand it would make designing and handling a reactor so much easier and so much safer if your design is flawed which in the end is much less fun :D
Suggestion : In my opinion (sorry its probably a bad one), it would be fun to have control rod to block more radiation more reliably than door, though its a lot to ask. The way I see how it could work is that it could essentially be a door that block more or less radiation and could be controlled by an automation ribbon.
Once again, thank you for having created this amazing mod.