The video was made before Factorio 2.0 Space Age. Most of the information is still up to date though but one thing is not: fluid mechanics. You can ignore all the parts where I talk about water and steam bottlenecks and the ratio of 10 heat exchangers to 18 turbines, while still relevant for the energy consumption, doesn't apply to the limitations of 1 pipe system anymore. It's now easily possible to supply an entire nuclear power plant with 1 single water pump with all water going through a single pipe!
Nuclear powerplants are very fun to make, a 2 core reactor spitting out 160MW while only needing 4 U-235 per hour is awesome it only takes 16 heatexchangers and it's good enough until it's time to use beacons in my play style at least.
Exactly. I always build at least 1 nuclear powerplant to make sure there is always power for laser defense available. This way i don't have to worry about expanding solar energy.
with 4 U234 per hour I think you can make do with just a large centrifuge setup so you can get into nuclear well before kovarex. I wish that ratio was a bit more clear because most people always get into nuclear only after finishing kovarex.
As far as i'm aware there are now no problems with throughput, so you can just throw it all into one system, as long as it's not bigger than 250x250. I may be wrong tho, needs further testing.
@@orix3434fluids no longer have the "flow" mechanic, all connected pipes now act like a single entity. If you have a 100 tile long pipe, the moment you hook one end up to fluid source, that fluid will be also instantly available at the end of the pipe.
the point of doing circuits and tanks to skim uranium as much as possible is for setting up nuclear pre-kovarex, uranium isnt that expensive but you can get it up really early if you mitigate costs as much as possible
4:26 with new circuit output on nuclear reactor and new interface on decider combinator, you can simple disable inserter by directly connecting to nuclear reactor to your combinator, temperature < 800~900 (based on how hungry your base is) and fuel == 0, this may help on early stage where you don't have many light green rock
I'm close to using nuclear reactors. When I started on Vulcanus, I learned there is _no limit_ on the amount of sulfuric acid a pipe can deliver from my pumpjacks, _but,_ that is _not_ the case for water through pipes? If so, thank you for that distinction and clarification. I looked for the alluded to video about uranium fuel cell production, and I haven't found it. Did you make one yet?
No I didn't. Spent too much time with the Desert Deathworld Megabase series and then Space Age came along. But I'm sure at some point I will go into energy production and nuclear once more.
This is very useful. I can't wait for the Enrichment Process video. Q: Any plans to make a lossless design tutorial? This is my biggest concern with Nuclear power, as I hate wasting the fuel. I've seen Michael Hendricks make one that had perfect timing for inserting fuel when needed without losing any heat, while making sure no fuel was used when it wasn't necessary. I find this to be a bit over my head but you've explained this part of the process so well I can imagine if you made a tutorial on it I would finally get it lol.
Since i don't recommend doing that i won't make a tutorial for lossless. Nevertheless you can kinda see one of my lossless reactors at 4:38. Every block of turbines has one storage tank. If the combined amount of steam stored is below 120k a signal will cause inserters to remove the last burned up fuel cells. One of these inserters will pulse a signal that will cause inserters to refuel 1 fuel cell.
@@Sphendrana I explain why in the video. Uranium is abundant in Factorio so no need to save resources. I see it this way: when expanding my base i want to get rid of ore patches that are close to spawn. Even without saving any fuel cells it's hard to get rid of uranium patches.
@@AVADIIStrategy I understand now. I'm a very resource conservative player lol I guess I could stand to play a different way for once :P thanks for educating me!
@@Sphendrana Going cheap on your resources like that is usually something the comes into play for a modded run more than anything. For example in my Space Exploration run there is barely any uranium on the starter planet and I don't want to set up a mining chain on another one to supply uranium so I'm being extremely conservative with it there (circuited central processing etc). With other resources there isn't any point though, as the amount of work put into efficiency gains in one place is trumped by finding another patch somewhere else and slapping down a station. Of course if UPS is something worth considering then obviously going smaller is going to be more important.
hey... i struggeld also with water but i saw now there are new ratios in my actual game...10,3 water usage per exchanger not 103 like before... that changes the whole spagetthi mess in the early and midgame... hope thats not a bug
It not a bug anymore (i think) a single offshore pump 1200/s can run an entire small base of mine including any water usage recipe, any oils refinery and yes even a small nuclear power plant
might be crazy but i have a 16 reactor setup with 2 of them being for aesthetic purposes only, might be a waste of resources but i always have an abundance (i like working with the funny glowy green rocks as early as possible) (edit: by no means did i make it but i don't know where it came from so i just have it.)
You found a blueprint with 2 unused reactors? That's actually cool! In a real-life multi core nuclear power plant it's common for some reactors to be in maintenance for long periods of time.
@@AVADIIStrategy i don't even know how i got the blueprint but i can't say no to 2 GW. also that is fascinating! sounds about right but interesting nonetheless.
The video was made before Factorio 2.0 Space Age.
Most of the information is still up to date though but one thing is not: fluid mechanics.
You can ignore all the parts where I talk about water and steam bottlenecks and the ratio of 10 heat exchangers to 18 turbines, while still relevant for the energy consumption, doesn't apply to the limitations of 1 pipe system anymore.
It's now easily possible to supply an entire nuclear power plant with 1 single water pump with all water going through a single pipe!
Nuclear powerplants are very fun to make, a 2 core reactor spitting out 160MW while only needing 4 U-235 per hour is awesome it only takes 16 heatexchangers and it's good enough until it's time to use beacons in my play style at least.
Exactly. I always build at least 1 nuclear powerplant to make sure there is always power for laser defense available.
This way i don't have to worry about expanding solar energy.
with 4 U234 per hour I think you can make do with just a large centrifuge setup so you can get into nuclear well before kovarex. I wish that ratio was a bit more clear because most people always get into nuclear only after finishing kovarex.
Wondering how the pipe system changes in 2.0 affect those ratios now.... can't wait for a nother verison of this video
also quality. I bet that nuclear power got a massive buff.
As far as i'm aware there are now no problems with throughput, so you can just throw it all into one system, as long as it's not bigger than 250x250. I may be wrong tho, needs further testing.
@@noelka8134 what do you mean? no problem with throughput ?
@@orix3434fluids no longer have the "flow" mechanic, all connected pipes now act like a single entity. If you have a 100 tile long pipe, the moment you hook one end up to fluid source, that fluid will be also instantly available at the end of the pipe.
@@orix3434 Pipes now have unlimited throughput. The only limitation is the length of the pipe to force use a pump
The guy with 10 hours in Factorio: "Woah!"
Me with 2000 hours under my belt: "Interesting. I did not know some of this stuff."
the point of doing circuits and tanks to skim uranium as much as possible is for setting up nuclear pre-kovarex, uranium isnt that expensive but you can get it up really early if you mitigate costs as much as possible
it can also be helpful in high scarcity situations but that might be too obvious to mention
To make it viable in vanilla changing the ore richness, size and frequency might be a good idea.
4:26 with new circuit output on nuclear reactor and new interface on decider combinator, you can simple disable inserter by directly connecting to nuclear reactor to your combinator, temperature < 800~900 (based on how hungry your base is) and fuel == 0, this may help on early stage where you don't have many light green rock
I would love to see longer explainer videos that just combine a bunch of smaller ones
with the new change in water-to-steam ratio is it viable to feed a nuclear plant by train now?
Yes!
"if you watch this in the future it may allready be available"
*gets excited*
*looks at uploade date*
*1 day ago*
*sad*
😆 Sorry. And i'm afraid to tell you the next video will probably not be about uranium.
Perfect tutorial, thank you.
I'm close to using nuclear reactors. When I started on Vulcanus, I learned there is _no limit_ on the amount of sulfuric acid a pipe can deliver from my pumpjacks, _but,_ that is _not_ the case for water through pipes? If so, thank you for that distinction and clarification.
I looked for the alluded to video about uranium fuel cell production, and I haven't found it. Did you make one yet?
No I didn't. Spent too much time with the Desert Deathworld Megabase series and then Space Age came along.
But I'm sure at some point I will go into energy production and nuclear once more.
This is very useful. I can't wait for the Enrichment Process video.
Q: Any plans to make a lossless design tutorial? This is my biggest concern with Nuclear power, as I hate wasting the fuel.
I've seen Michael Hendricks make one that had perfect timing for inserting fuel when needed without losing any heat, while making sure no fuel was used when it wasn't necessary. I find this to be a bit over my head but you've explained this part of the process so well I can imagine if you made a tutorial on it I would finally get it lol.
Since i don't recommend doing that i won't make a tutorial for lossless.
Nevertheless you can kinda see one of my lossless reactors at 4:38.
Every block of turbines has one storage tank. If the combined amount of steam stored is below 120k a signal will cause inserters to remove the last burned up fuel cells.
One of these inserters will pulse a signal that will cause inserters to refuel 1 fuel cell.
@@AVADIIStrategy Really? I'm curious why you don't recommend, what's the reason? Genuine curiosity has stricken me :D
@@Sphendrana I explain why in the video. Uranium is abundant in Factorio so no need to save resources.
I see it this way: when expanding my base i want to get rid of ore patches that are close to spawn.
Even without saving any fuel cells it's hard to get rid of uranium patches.
@@AVADIIStrategy I understand now. I'm a very resource conservative player lol I guess I could stand to play a different way for once :P
thanks for educating me!
@@Sphendrana Going cheap on your resources like that is usually something the comes into play for a modded run more than anything. For example in my Space Exploration run there is barely any uranium on the starter planet and I don't want to set up a mining chain on another one to supply uranium so I'm being extremely conservative with it there (circuited central processing etc). With other resources there isn't any point though, as the amount of work put into efficiency gains in one place is trumped by finding another patch somewhere else and slapping down a station.
Of course if UPS is something worth considering then obviously going smaller is going to be more important.
hey... i struggeld also with water but i saw now there are new ratios in my actual game...10,3 water usage per exchanger not 103 like before... that changes the whole spagetthi mess in the early and midgame... hope thats not a bug
It not a bug anymore (i think) a single offshore pump 1200/s can run an entire small base of mine including any water usage recipe, any oils refinery and yes even a small nuclear power plant
might be crazy but i have a 16 reactor setup with 2 of them being for aesthetic purposes only, might be a waste of resources but i always have an abundance (i like working with the funny glowy green rocks as early as possible) (edit: by no means did i make it but i don't know where it came from so i just have it.)
You found a blueprint with 2 unused reactors? That's actually cool! In a real-life multi core nuclear power plant it's common for some reactors to be in maintenance for long periods of time.
@@AVADIIStrategy i don't even know how i got the blueprint but i can't say no to 2 GW. also that is fascinating! sounds about right but interesting nonetheless.
welp, seems like you need to redo this vid once 2.0 releases :D
Probably. I don't have the early access other content creators have. So all i can do is wait for the 21st, play and then make new content from there.
Would love a blueprint for these.
sublime
Stellst du den Blueprint zur verfügung :)
Keep up
nice
you ready for all this to be stupid with the fusion reactor
hi
Inaccurate after 2.0 or Space Age
2.0 Fluids solved all the problem with water transportation and this will become obsolete in end game anyway. (Fusion)