Realistic Reactors


Add realistic nuclear reactors including a breeder reactor type and cooling tower. The reactors must be controlled through integrated circuit interface signals. The thermal energy output is dynamic and depends on reactor core temperature. The reactors require sophisticated designs of their cooling system and heat-pipe network. If the operational conditions aren't met then a reactor core meltdown with dangerous consequences occurs

Content
8 months ago
0.16 - 1.1
23.5K
Power

g Version 2.0.0 ought to have been a separate mod (no?)

6 years ago

Hi, I love the idea behind this mod!
I have had much fun building a nice setup with logic circuits that sample the steam and power uptake to regulate the heatproduction.

I sincerely regretted upgrading the mod to 2.0.0 though.. This really should have been RealisticReactors2 mod. Upgrading the mod basically made my entire previous setup useless. Now I have spent the last few hours setting everything back up again and I'm not really fond of the new setup so far. Rolling back is no option since at the point I was working through the cryptic info on the various heat curves all my old saves had already been overwritten :(

And other things:
- a bug: the amount of inserted fuelcells displayed is incorrect when the reactor gets stopped in the startup phase (presumably also in case of scramed state)
- it is quite unclear what the updated ratio's are for the reactor/heat exchange/turbines.
- what does a 'breeder' reactor do? Why would I want to increase my emptyfuel cell production? That is not stated anywhere.

Minor issues given the overall awesomeness of this mod but still.

Gr

6 years ago

Yeah, maybe we could have published version 2 as a new mod. The old version had several issues though, including copyright issues...

Here are some answers regarding your three points:
- hard to say whats wrong without more information, but I didn't experience this. The fuel cells are not affected in the start or scram phase, only the currently burning fuel is affected.
- same as for the vanilla reactor: 10 MW reactor output = 1 heat exchanger = 1.78 turbines
- the breeder reactor probably mostly makes sense, when you use modded nuclear fuel cells. Usually you get certain materials, when you reprocess empty fuel cells. So more empty fuel cells = more reprocessed materials (for example plutonium)

6 years ago
(updated 6 years ago)

When you recycle your fuel cells when using a breeder reactor, you will have a slightly smaller demand for uranium ore.
(At least that was the intention)
It's mostly targetting mods that require empty fuel cells for plutonium which is the only source for weapons in those mods.

6 years ago

Aii thanks for the response! I've been up and running again with V2 since a proper rework based on your design in the main forum post; ignore my previous ramblings, it's a solid improvement worth the effort migrating from v1. https://imgur.com/a/584MAmB

I'm right now implementing circuitry to automatically scale up/down the supply based on the demand, I'll get back on that 'fuel cell' count problem i ran across.

6 years ago
(updated 6 years ago)

Alright so I have gotten the same error with the fuelcell count after 'the starting phase of a nuclear reactor was aborted, because the core didnt get enough electricity from the grid' warning.

As can be seen in the following screenshots: https://imgur.com/a/jc7l5Zf

I use an inserter with stacksize one to insert one fuelcell at a time, so when the powerdraw is low, circuitry simply stops inserting new fuelcells. Problem is, after a powerproblem, no new fuelcells are inserted :(

I might be able to look into the lua this evening if my factory doesnt demand all my time :)

6 years ago

go into prototypes / entities.lua and set debug_core to true.
this allows you to see the actual reactor, and check what exactly happens with the fuel cell syncing

New response