Nuclear Rebalance

by Kingdud

Improves UPS with nuclear power by completely overhauling how nuclear energy is produced. Material costs are in-line with vanilla, build complexity is meant to help foster interest in how nuclear actually works.

Content
3 years ago
0.17 - 1.1
2.12K
Power

g Uranium Ore required per Tier

4 years ago

First of all I enjoying checking out this mod. Very ambitious and detailed production chain to produce powerful Reactors.

There are 3 tiers of building.
The first takes about 420k uranium ore, which you state in the FAQ. You state it takes less in subsequent tiers.
I have it taking around 850k uranium ore for the 2nd tier, due to the 154 LMR Fuel Rods. Is this intentional?
The 3rd tier only takes about 50k per building.

Although presumably part of the realism, the 2nd tier is an absolute slog to attempt to build. Is there any way of adjusting so that there is at least a desire to build the 2nd tier?

4 years ago
(updated 4 years ago)

Unfortunately, yes, this is intentional. I actually wrote a program (see the source code folder titled 'recipe_calc') to compute the recipe costs for me since they were so complex. The reason LMRs take so much uranium to build is because LMRs in real life take so much fissile material to online. Once they are online they are far more efficient and this is modeled in game both in the refueling costs and the overall efficiency of building the things.

https://www.osti.gov/biblio/6198515 is where I got the core load numbers for a LMR. It was a research reactor, but still. Go to page 24 in the PDF and look at table 5. Add up all the numbers (~764Kg) {Take care to realize they are in scientific notation, so you need to factor in all of the exponents!}, then multiply by 6 (~4.68 metric tons). Math below:

Factor  Exponent        Mass Per 1/6th core
9.37    -4      0.000937
1.34    0       1.34
3.78    -3      0.00378
6.87    2       687
2.96    -1      0.296
3.65    -1      0.365
2.29    -6      2.29E-06
5.47    1       54.7
1.74    1       17.4
2   0       2
9.14    -1      0.914
3.81    -2      0.0381
0           0
0           0
1.07    -3      0.00107
4.78    -4      0.000478
2.08    -2      0.0208
4.49    -3      0.00449
1.64    -3      0.00164
2.49    -5      2.49E-05
4.51    -3      0.00451
4.22    -1      0.422
2.3 -7      2.3E-07

        Sum 764.51283242

Total Core load 4587.07699452

That means a 900Mw Thermal (IE: heat output, not power output) needs a little over 4.5 metric tons of fissile material to turn on.

Ok, so how much does a LWR need? https://www.nuclear-power.net/nuclear-power-plant/nuclear-fuel/fuel-consumption-of-conventional-reactor/ shows that a 1000 MwE (electircal output!) LWR has around 100 tons of fissile material in the core. It takes 3000 Mw Thermal to get that 1000 MwE. So we divide 100 by 3 and get ~33.33 tons (not metric) of fissile material per core. Converting that to metric tons gives us 33.8 metric tons of fissile material per 1000 Mw Thermal. Around...hm. 10x the fuel? Why? Ohhh. I know why. I think...I think I made a compromise:

Making the player mine a full fuel load for a LWR was just too brutal. You normally need nuclear power by the time you unlock it, so I compromised and only made you mine a single fuel bundle, instead of the whole core. When it came to a LMR, I made you mine the whole core, since it was 1/10th as much as a real LWR would take, and because by that point, you'd have the infrastructure to do so.

All this said, note the MASSIVE energy in a single LMR fuel rod. It's 5.85 PJ. PetaJoules. As in 5000 Terrajoules, or 5 million gigajoules! Insanity!

And yea, in my own games, I just rush tier 3. MSRs are so far ahead of LMRs that I personally don't see the point in building LMRs. If you really need a 1 GWe reactor for some reason, or you have a use for a reactor with a fuel rod that will last around 1 year IRL, then it's great. Otherwise, just rush MSRs (tier 3).

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