Control your rods


Reactor overhaul. Adds fuel and control rods, allowing you to build highly energy dense reactors.

Content
2 months ago
1.1 - 2.0
960
Circuit network Power

i General Ideas Thread

2 years ago

Post any ideas here, I'll try to respond to them all

7 months ago

When i trying to make melting array, manipulators insert only coal into furnaces instead of taking both of coal and iron ore. Maybe you could make it possible to choose a recipe in the furnace, like in Krastorio 2? Or something. This behavior makes it very difficult to build automated melting in a game about automation...

7 months ago

or make a separate recipe in the centrifuge ? because selecting recipe in furnace would be tiresome ^^

7 months ago

Can fuel rods and control rods have copy paste settings

3 months ago
(updated 3 months ago)

Krastorio2 SO adds radiation effects - you can't go near nuclear ore patch without taking damage, can't carry ore or refined uranium, etc.

It would be nice to have radiation effect enabled for the elements that have uranium in the recipe (reflector rod, fuel cells, etc)

3 months ago
(updated 3 months ago)

The description of the mod says that the reactors are now huge and complicated. Well, I might see where the "complicated" is coming from and I love it, but what do you mean by "huge"? For me these are pretty tiny - you can produce more power off the same area in comparison to the stock nuclear plant.

But I would definitely like them to be bigger and more complicated. I think this could be controlled if cells will take radiation damage with too strong radiation levels. This will force the user to grow them in size.

3 months ago

Also: the cells are looking as if they are suitable for being walked on. They are not, at least not in Krastorio2 SO. Also, I think, in K2SO the user should get radiation damage if he enters the area of neutron flux.

2 months ago
(updated 2 months ago)

Yet another idea, this one I actually tried out: make neutron flux spread pollution-like, not cardinal directions only. I find it really counter-intuitive when I have 5 fuel rods in playing dice pattern (in "legendary quality pattern") yet each rod interacts with at most 2 others and one of them - only with itself.

I have tried prototyping it (not in lua yet) and it seems to work just fine. Each cell emits "flux" in 4 cardinal directions to its direct neighbors (and also itself). The neighbors then reemit the flux on the next tick (also back to the original cell) and so on. The system reaches equilibrium in less than 10 ticks (assuming no runaway reaction). The control rod is then just converting the flux into heat.

I think this could even be implemented using Factorio's native pollution mechanics - one would only need to create a dedicated surface and populate it with special machines that emit and consume pollution.

2 months ago

Hello my loyal mod users. I shall return and address your issues very soon and I will say
1. Yes, reactors are not physically very large. I have yet to come up with an idea on how to make them huge
2. I will make them walkable as they obviously look like they should be
3. I am considering adding more mechanics to the rods such as neutron positions that burn up
4. I do want to add radiation (like from krastorio)
5. Before I made this mod I did prototype a version where neutrons are emitted on all directions but I felt it somewhat diminished the puzzle aspect and generally was less fun than the cardinal directions version

2 months ago

I've just re-read what you've suggested and realized that your suggestion is much better for simulation quality than what is currently in the mod and is better than what I thought you had said. I would say if you want code that mod yourself, you should because it would overhaul 90% of the code currently in CYR

2 months ago

Thank you, @unfunnyjoke27. I might give it a try some day, but can't promise that this will happen in near or even medium future. But if I do - I will quite likely base it off your mod, hope you don't mind.

2 months ago

Sure, I don’t mind

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