FortressCraft Evolved

FortressCraft Evolved

Nuclear Reactor
86 Comments
|§| <subTxT> 22 Nov, 2022 @ 9:50am 
You need to go below magma caves to find uranium. It look like the stone with small green patches you can't break in magma layer.
I'd say you should be able to find it at like 11-1200 deep. If you scan unknown, it should pop up
missingname 22 Nov, 2022 @ 2:49am 
tnx, how deep do i dig? actually i'm in magma sphere by -1024 or so...
Flexible Games  [author] 21 Nov, 2022 @ 10:43am 
The main trigger is digging deep enough and scanning Uranium Deposits, that should unlock the tech research in the lab.
missingname 21 Nov, 2022 @ 1:12am 
can't see all those components. the mod is activated... do i need some requirements. the lab tells me, that there is nothing else to explore. i'm sad about this, what have i to do, so the mod can be used?
Reika 1 Mar, 2022 @ 4:07pm 
I struggle to see how nuclear with upkeep logistics, finite fuel, and risk of explosion if anything goes seriously wrong is preferable to a free power box (and getting the pipe down to lava is trivial).

However, I just now noticed the mod is configurable, so I can use that to rebalance it to make it more competitive than the geothermals are.
Flexible Games  [author] 1 Mar, 2022 @ 9:29am 
I don't believe the power scales. Geothermal only work when you have them drill long pipe lines down to the magma layer. It's not just the cost of the building itself. I've found no situation where my reactors are not a better solution to evolving power needs.
Reika 27 Feb, 2022 @ 4:44pm 
Does the power output scale with the difficulty settings? 50k is only three geothermals' worth (non-rush Rapid) and I cannot say that that is worth the logistics over the free-except-for-a-little-freezon geothermals.
martinvchess 21 Aug, 2021 @ 2:58pm 
This mod is excellent, your modding skills are amazing. I was thinking about a mod for a new kind of "Cutter Heads" where you have to mine "Hard Rock" with a special miner. Cutter heads made from hard rock (and maybe with diamonds) for a nearly infinite durability.
Flexible Games  [author] 11 Feb, 2021 @ 6:42pm 
Make sure hoppers are in output mode.
Technos24 11 Feb, 2021 @ 4:56pm 
Ok what is going on it is not recognizing that hoppers are connected are there special hoppers needed????
999999999BlackHole 16 Oct, 2020 @ 7:54am 
The yellow cake maker turned into mk1 powercore charger when I place it so welp
Flexible Games  [author] 23 May, 2019 @ 6:44pm 
It's very deep. Under the Magma Cave layer.
Hotshot 23 May, 2019 @ 2:46pm 
i cant find the uranium ore
Flexible Games  [author] 16 Oct, 2018 @ 10:30pm 
Yep
Teellox 16 Oct, 2018 @ 3:06pm 
Just wanted to check if this is safe to add to existing saves?
SandMan 18 Sep, 2018 @ 6:08pm 
It was my derp. Relized whast I did and it works GREAT! LOADS of POWER!!!
Great Mod! LOVE IT!!! Thanks...:steamhappy:
Flexible Games  [author] 17 Sep, 2018 @ 12:23pm 
P22 shouldn't (tm) break it, unless DJ did something horrible. What OS are you running? What other mods are you using, and what type/size hoppers did you try?

Fact is, the mod just uses the built in interface to grab stuff out of hoppers.
SandMan 17 Sep, 2018 @ 11:33am 
I am playing FCE on survival mode. I have made it to FF. Now I wanted to use your Nuke Reactor mod for the power on the fight of cryo and to power the MB. But...Huston we had a problem. I built the Reactor and put hoppers next to it. One for the Frezon and the other with my newly crafted primed reactor rods. And the reactor sits there. It sees the power consumers, the hoppers, but will not pick up any colant or the rods. Oh, by the way I am playing bleading edge on Patch 22.
What in the world would make all the work I went through to get those things stop the reactor from picking up the stuff in the hoppers??? :steamsad::steamfacepalm:
Flexible Games  [author] 31 May, 2018 @ 12:21pm 
DJ, once again, breaking things.
Comrade Jury McRiggins 30 May, 2018 @ 11:55pm 
Didn't seem to do anything. FWIW: The filename letter casing all matters on Linux, not just the extension, so I did try playing around with the rest of the casing, and that also didn't seem to do anything. However, I _did_ notice that several items from the Nuclear Reactor mod are listed as "Crafting Ingredients" in the Handbook, where vanilla crafting ingredients would be normally found in the "Materials" section - related?

I should note that a couple other mods have also run into a similar problem, the common thread being that they were written for (usually significantly) older versions of FCE.
Flexible Games  [author] 29 May, 2018 @ 2:56pm 
oh, on linux installs I've learned that the letter case of the file extension matters, check where the mod is installed, and look at the .XML or .xml case, switch it from what it is to the other and try again.
Comrade Jury McRiggins 28 May, 2018 @ 8:01pm 
Hm, tested on a creative world with _only_ Nuclear Reactor enabled, and the same problem occurs.

FYI I'm running Linux, which may play a part. I didn't see anything funny in the log file, either, but it's entirely possible that I've missed something.
Comrade Jury McRiggins 28 May, 2018 @ 7:44pm 
OH! Thanks for the tip, I'll see if I can figure out which mod's fault it was... I have a few enabled. After I figure it out, I'll post my findings here.
Flexible Games  [author] 28 May, 2018 @ 1:49pm 
It's actually a different mod that causes this. What other mods do you have enabled?
Comrade Jury McRiggins 28 May, 2018 @ 1:02am 
My apologies, but I'm having an odd issue: the Generic Auto Crafters added by this mod, when placed, look and act just like MK1 Powercore Chargers. As a result, your mod isn't usable at the moment, though admittedly that is probably because I'm using the recently-released Patch #20. I've tried monkeying around with the XML a little already, but I haven't had any luck so far.

Provided it's not too difficult, I'd hugely appreciate a little help resolving the issue, or possibly pointing me in the right direction so I can try to patch it.
Atlan[ICRAFT] 20 Mar, 2018 @ 11:36am 
Works! Thanks!
Flexible Games  [author] 15 Mar, 2018 @ 12:50pm 
Mod has been updated.
Atlan[ICRAFT] 15 Mar, 2018 @ 11:53am 
Any chance to update this? Would be wonderful if the really nice mod is usable again.
=HT=Tank 3 Mar, 2018 @ 8:19am 
Sorta

BLUF:
In UraniumTrencherMotor remove line 690, GameManager.AddOre(orecount)
(Optional) add in its place:
GameManager.mnTotalOre += oreCount;
GameManager.mnOresThisMin += oreCount;

Basically, he changed the GameManager.AddOre method with all the new ore tracking features. In UraniumTrencherMotor, line 690, the GameManager.AddOre(arg1) is depreciated; new AddOre requires two arguments (located in Assembly-CSharp.dll).

Unfortunately he hardcoded all the ore types and you can't pass in uranium as an argument. To get the stat tracking working, you will have to see if you can build that all yourself. (Not that it really matters)

Adding the two new lines should cause it to track Uranium in the total ores, but not individually using the base scanners. However, I have not verified that works.
Flexible Games  [author] 2 Mar, 2018 @ 8:59pm 
You could have put it in here. Was it just a simple re-name of something I used, like freezon?
=HT=Tank 1 Mar, 2018 @ 5:03pm 
@simtropbuggi I was able to get it working on my install, was actually a rather easy fix. Will contact you.
Reaperrazor 1 Mar, 2018 @ 11:47am 
I know alot of things related to crafting were changed, perhaps some definitions as well.
Flexible Games  [author] 28 Feb, 2018 @ 6:37pm 
Thanks @reaperrazor, but apparently the dev doesn't appreciate it. Has never once mentioned it. And even broke it with the latest update. I have no idea what is wrong. Did he rename some things?
YourConscience 28 Feb, 2018 @ 10:20am 
I wholeheartedly agree here! In fact, I'd go beyond and have pre-built ancient nuclear reactors as a rare find underground.
Reaperrazor 27 Feb, 2018 @ 2:04pm 
This is a mod even the devs could appreciate. Its big, its complicated, and its hella awesome. Plus, like a handful of other things that are stressed in FF very dangerous.
Atlan[ICRAFT] 26 Feb, 2018 @ 11:59am 
Just logged in after a day in the office just to see the patch was applied by steam. Started the game and two reactors blew up that were feeding the magma bore. Definetly coolant in a hopper. Now I have a quite expensive hole in the cold caverns. Just as a headsup to everybody else..
=HT=Tank 23 Feb, 2018 @ 8:20pm 
Looks like it does. My uranium trenchers are bugged. Time till next ore keeps counting down to 0 then goes negative without producing any ore. All other machines seem to work as intended. Could just be my world though. (Pre-P16 and has a few other bugs after P18.)
YourConscience 23 Feb, 2018 @ 2:03am 
does this need an update to P18?
Flexible Games  [author] 17 Oct, 2017 @ 8:57pm 
It should, I do make a small change to the spawning of Uranium ore, so make sure you haven't visited that deep or the ores won't spawn with the updated stats.
Animo 16 Oct, 2017 @ 4:15am 
Does this mod also work, if you activate it AFTER initial world creation?
[CoFR]Kendrick 3 May, 2017 @ 9:57am 
tobad we couldent use a bunch of geothermal generators to "cool the reactor" and gain more power off that as well.
Flexible Games  [author] 3 May, 2017 @ 5:34am 
Very strange, the mod shouldn't conflict if he made it right.
|§| <subTxT> 30 Apr, 2017 @ 11:22am 
I restarted world, without reinforced window mod, and am now making those sweet rods :D
|§| <subTxT> 30 Apr, 2017 @ 10:21am 
I may have found a bug. I've put a ss on my profile. When I filter with "ROD" I get Primed Fuel Rod Crafter AND Plastic panel crafter. Material cost for Last is 50 High Strenght Composite Alloys. The model with input/output = plastic panel crafter.
I use the (dont remember name; Reinforced Plastic Window mod )
Flexible Games  [author] 29 Apr, 2017 @ 2:06pm 
All machines unlock with the one research, so if you can build anything from this mod you can build everything. To unlock the research, scan Uranium.
|§| <subTxT> 29 Apr, 2017 @ 10:56am 
I love this mod mate. Tho I wonder, I cant seem to find empty fuel rod crafter. The one thing not yet researched is mine carts, else all is done.
WoA Draco Mayhem 14 Mar, 2017 @ 11:13am 
sweet
Storm0267 12 Feb, 2017 @ 5:40pm 
oh well
Flexible Games  [author] 12 Feb, 2017 @ 4:16pm 
I considered it, but wanted to leave some challenge even in the cold caves :)
Storm0267 12 Feb, 2017 @ 3:40pm 
I have a suggestion, why not be able to build in the cold caves and use the ambient freezon to keep them cool? no need to inject freezon since they can absorbe it from the cold caves directly