Vortex Studios takes 2 seconds to see some of the most downloaded mods are immersivecraft a mod focused on building complex factories or computercraft actually uses coding. nice bait
It is still baffling to consider that even our most advanced nuclear power plants, or even our future fusion plants, are really only glorified 1800's steam generators.. No matter if you use refined uranium or fusing atoms with the power of incredibly hot plasma contained by well tuned magnetic fields, the ONLY thing you're doing at the end, is to boil water to run a steam turbine. Utterly insane, when you think about it. We're still in the 1800's steam power age, when it all boils down to it.
What's more impressive is the fact that we've taken the same concept that started only producing a few kw, to stations that have over 3000 MW of power essentially using the exact same principle, and even the most efficient nuclear plants in the world are only about 30-33% thermally efficient.
There's going to be some creative nuclear builds out there soon. Unlike coal powered boilers which shut down if the steam engines aren't running at full capacity, the reactors run at 100%, burning fuel cells continuously whether or not the turbines are running at 100%. Additionally, they heat up to 1000 degrees, but the heat exchangers work at 500 degrees. So you can delay putting fuel cells in the reactor until the heat exchangers cool down and stop producing steam. The trick is working out how to measure the temperature drop so that steam is no longer produced. One way would seem to be storing the steam in a tank before it goes into the turbines. If the level starts dropping, it's time to let the reactor have more fuel.
@@marlbxrx2020 It's from Stanley Kubrik's movie "Doctor Strangelove", which you should totally watch. It spawned a lot of memes you may using without even knowing.
But then you still would be able to mine uranium? (od does it works faster with that Sulphuric Acid version? I'm quite new and actually didn't yet got to the Nuclear power
Turns out if you scale this up enough, its the dark green uranium that becomes the problem. =) Make sure you dont make too many centrifuges refine to the +1 recipe, without continued mining...
If I'm understanding this correctly, The implications of the neighbour bonus are that you should build square blocks of reactors, rather than any other shape. take 4 reactors. Loose, that's 4 reactors. In a straight line, thet's 4, with the two middle reactors getting a 2 bonus, and the outer ones getting 1. so it's 4 + 6 = 10. Arranged in an L shape, nothing changes. In a T shape, the middle reactor gets 3 bonus, the other three, 1 each. (6 bonus = 10 total) Yet, put into a square block, all 4 reactors are adjacent to two others. Thus the bonus is 8, for 12 total. 9 reactors in a square would be 9+4x2+4x3+1x4 = 33 Hmm. Seems like you want to maximize the internal reactors, and keep edges, but especially corners to a minimum. 5 reactors in a T shape is 5+3x1+2x1+1x3= 13 5 in a square plus 1, 5+3x1+3x2+1x1=15 5 in a 'plus' shape is 5+4x1+4x1=13. OK, so it would seem the optimum is very much about having as many adjacencies as physically possible. Not always as straightforward to work out as it seems for a given number of reactors, but it still seems as though the closest approximation to a square that's possible is best in most cases. hmm. for 8 reactors, 2x4 rectangle. 8+2x4+3x4=28, 3x3 square with missing corner 8+4×1+3×2+2×5= 28, while 3x3 with missing edge is 8+3×4+2×2+1×2=26 -which illustrates that you should avoid unneeded corners I guess.
before building perfect squares and doing lots of maths, remember that unmodded inserters have only a reach of 1 or 2 tiles, and also can't reach diagonally. thus even on a small 3x3 square, no inserter will be able to insert fuel cells into the center reactor and you'll miss on all those nice neighbor bonuses as if that center reactor wouldn't exist. similar also applies to all other square or rectangle layouts which are wider than 2 reactors. even in the case of a small cross of 5 reactors, how would you feed the center one (that theoretically could get a bonus of +400%)? thus the practical limit is to have only 3 neighbours for any reactor, and as few corners as possible. there are mods for inserters with extra long reach of 4,7,11,..., especially created to fuel up reactors in such huge rectangle layouts, and several other mods for operating them diagonally, but no such luck in vanilla and you are limited by accessability of the reactors, resulting in the most simple version, having stripes of 2xN reactors, already giving all of the reactors (except for the four corners) the practical maximum bonus of +300%, and still the next best +200% bonus for those four corners. and even then it also already will be a challenge to make it tileable for larger values of N, and to feed it enough water while pipe throughput is limited to less than 1200 for longer pipes ...
@@amatiasq some kind of an easter egg is already in the personal reactor. have a close look what it looks like: maybe it could power a car from the future ?
With a probability of 0.007 of getting the Uranium 235 you need to make reactor fuel cells, you should expect to have the U235 you need after 143 processing cycles. 143 cycles will take 143*10/0.75 seconds = 1907 seconds Put the U235 in an assembler and make 10 reactor fuel cells in 10 seconds => you have 10 reactor fuel cells in 1917 seconds Those fuel cells last 200 seconds each, 2000 seconds total. So a single centrifuge should be expected to produce fuel needed by a single nuclear reactor by the time it runs out of fuel. There's no need to panic and process huge amounts of ore. If you only burn the U235 into fuel cells when absolutely necessary, eventually you should expect to build up the surplus U235 that you need o start the Kovarex recycling process.
I like the math! That's a really good point for sure. Although it's still cutting it pretty close, so personally I would still prefer to start mining as early as possible and save up the 40 to start the Kovarex Enrichment Process because then that can just snowball on itself.
Toasterbot959 143*0.7/100 = 1.001. The percentage is reported to be 0.7% which is 0.7/100. Multiply that by 143 and you get 1.001. If it's the number of cycles you suggest you're going to need 100 centrifuges per reactor.
Another great guide. I'm still on my first playthrough and the Uranium has confused the hell out of me. I got a few light green Uranium now and might just make a bunch of Atom Bombs with it and skip trying to use it as power. I'm a really slow player so the pace of these videos is perfect.
Being patient to get 40 Uranium 235 for the koverex process in order to massively increase Uranium 235 production: small brain Straight up start nuclear power without the koverex process: medium brain Wasting 20 extremely expensive blue chips, setting back your koverex process by 1.5 hours, and accidentally exploding half of your base: big brain
Safrus Salmus I'm not forgetting that. You can count the 4x2 grid as 28 reactors (as mentioned in the video) and then add one standalone reactor to make 29.
Those aren't exactly "perfect" ratios. Putting one reactor as standalone would be wasting, so of course we put it next to the others. But then it'll obviously count as 2, so the ratios change as well.
Yeah, the thing is, you really want your arrangements of reactors to be in a square shape to make the maximum utilisation. Which means you lose the ability to insert fuel into them and remove spend rods when you get a 3x3 setup or above. A 4x4 would be awesome. We really need the bots to be able to directly insert and remove from the reactors. Yes you could use a 2x(whatever) setup, but that gives you a maximum of 300%. A 4x4 setup would have the 4 reactors in the middle at 400%. Alternatively, we could use a 5x5 setup, leave the reactor in the middle empty, and use the adjustable inserters mod and logistics chests in that centre area, this would give you 24 reactors, 4 would be at 200%, 4 would be at 400% and the rest would be at 300%. That's (4x3)+(4x5)+(16x4)=12+20+64=96. 96 * 4 * 1.72 * 5800000 = 3,830,784,000 from a small 5x5-1 field. I've got some further questions. If a reactor has no fuel, will the neighbouring reactors get any bonus? Next, rather then toggling the fuel from the reactors, can we store the steam? Or use accumulators? I would imagine that the reactors would work better if the fuel were constantly in them rather then removal. I think a mod which allows neighbouring reactors to share fuel would work awesome.
I agree, being able to make a square with them would be ideal. Without using mods, the best we can do now for that is manually insert the fuel every once in a while for the ones in the middle. For your questions: Nope, it won't get the neighbor bonus if it has no fuel unfortunately. Yes, you could store the steam and probably use accumulators. I suspect there might be some downsides to storing steam though. Would require more testing and time to actually figure it all out though. That would be a pretty cool mod too!
I could probably imagine people avoiding nuclear just because by the time they've unlocked it, they've already stamped down enough coal and solar. The sheer scale of the processing required to get it off the ground is large enough that you've already built a tonne of solar to support it. With coal being a better option then it was, do we really even need it? I can imagine that players may use it, but next to a giant accumulator field just to maximise the yield, and they may not plug it in until they had an absolute tonne of fuel for it and a huge reactor setup. Honestly, it may prove too expensive in the players time to bother with.
I remember being shocked to learn humans use the incredible power of nuclear fission to do something as mundane as boil water. When I was a kid, I thought the process would be more sci-fi.
Very nicely explained. While I haven't got nuclear power yet in my 0.15 world I have done a bit of research (not the in-game kind) into how it works and you covered it pretty thoroughly. One thing I think is worth mentioning is that the Heat Exchanger to Turbine ratio is very close to 4:7 (to compare the actual ratio is 60:103 whereas 4:7 is equivalent to 60:105). Not only is this essy to remember but since Exchangers will come in groups of 4 it's pretty convenient. Obviously in larger builds the discrepancy will mean having turbines that get no steam at all (about every 7 reactors' worth) but still useful for rough planning. I do have one question though. You mentioned the fluid rate from offshore pumps, but what about unbarrelling water or pumping from a train? As somebody whose most anticipated feature of 0.15 was the improved fluid handling (I can finally have the modular factory I've always wanted) I'm rather curious as to what it can achieve.
Thank you! :) That is a good point about the 4:7 ratio. It's certainly easier to remember. Personally, I prefer to just use the 1:1.72 ratio because it allows me to calculate it out regardless of the size or layout. For your question I'm not sure I can really answer that fully unfortunately. I believe the pumps that you use to pump from a train have the same flow rate as an offshore pump. In regards to barreling and unbarring water, I suspect you would need an insane amount of machines doing it sense the exchangers use water so quick.
just checked with the wiki: since version 0.16.8, barrels only hold 50 instead of 250 fluid, with a stacksize of 10 (time for barreling also was lowered from 1.0 to 0.2 to compensate). thus in the old version you would have been able to unbarrel a stack with 2500 fluid in 10 seconds, and now can unbarrel a stack with 250 fluid in one second, both values are much lower than the 1200 per second of pumps. loading and unloading with a pump directly between wagons and tanks is extremely fast (maybe 2 or 3 seconds only; similar like using inserters with stack bonus and transferring from chest to chest), but from that tank onwards, it would be the same as if you have an offshore pump, with all the limits of (long) pipes etc. maybe trains are useful to cut down on length of pipes when the next water is far away, but it probably will be no huge advantage. in the same version 0.16.8, also wagons were nerfed to have a single tank worth of fluids only, thus either 25k fluids in a fluid wagon or 20k fluids in barrels in a cargo wagon. to achieve the througput of pumps you need to handle one wagon per pipe in 20 seconds. for a small reactor setup which needs 4 pipes of water, you would need a 1-4 train every 20 seconds, or a 1-1 train every 5 seconds :-) ps: i have seen some similar setups in some video clips, transporting water from far away with 3-12 (or longer) trains and thus having more compact setups than using 12 parallel pipes, but it will be a challenge, especially when you would need to cross heatpipes and train tracks which isn't possible ...
Thanks-- this improves my original ratio planning because of the wrinkle caused by the 'neighbor bonus'-- this also has me thinking about optimal layouts-- 1, 2, 4, 8, 28.
steamcommunity.com/sharedfiles/filedetails/?id=917637096, steamcommunity.com/sharedfiles/filedetails/?id=917637154, steamcommunity.com/sharedfiles/filedetails/?id=917637212 -- been playing around with some designs based on your video. It appears that the ratio is 1:4 Reactors to Heat Exchangers-- but the ratio between Reactors and Steam Turbines varies based on actual layout. Science/tests suggest that your 1:6.88 ratio for Reactors to Steam Turbines only applies under certain layouts. So it seems it would be more accurate to say it's 1:4 (Reactors to Heat Exchangers) and 1:1.72 (Heat Exchangers to Steam Turbines)-- so if you connect Turbines in a 1:2 ratio your layout will always lose some efficiency and require a lot more Steam Turbines. If you connect them in sequence, then you may be able to maximize power output. But because of the oddities of heat loss through pipes (this can be seen, originally, with the original pre-0.15 boilers and steam engines) layouts involving pipes likely result in loss of stored energy during pipe-based transmission. So layouts involving pipe (to achieve any kind of OCD based design) are less efficient than just stringing them sequentially. Since heat conduits from Reactors seems to not suffer heat loss, I'm imagining some potential layouts that would minimize pipe usage and extend heat conduit very large distances to maximize efficiency and minimize construction costs for your reactor designs. More science is required.
Experienced the bug you were talking about where heat does not transmit correctly through heat pipe by re-wiring a section of the heat pipe and then destroying the 'old path'-- some heat exchangers were not able to get > 500 C as a result of re-wriring, causing a loss in MW produced because the heat exchangers simply would not convert water to steam. This resulted in an output of 800 C (after a new warm-up cycle that lasted > 800 seconds.) Lesson learned: pre-plan everything, lay everything by hand. Like you said, hopefully the devs will improve the heat transmission algorithm so that layouts can be put down by bots without loss of effectiveness.
Very useful for designing your own reactor setup. One question though - if you have multiple reactors adjacent to each other to get the neighbour bonus do all reactors still need to be fueled or does only one need it? EDIT: Tested it myself already.The only thing that unfueled reactors do is convey heat (very expensive heat pipe)
I've used nuclear power previously but I didn't know that reactors could pass the heat through themselves. I've run reactors two wide (or high) and run a heatpipe off each of the long sides through to my power station.
I just realized that the recycled fuel cells actually give the actual cost to make twice as much 235 than went in, meaning that you actually only need to input the iron and 19 238 for fuel and still be outputting 235 at the end of it
Hello X, recently I checked the forums and you can feed the heat exchangers from boilers powered by coal and the capacity of the water/steam stacks. So the 5.8MW per turbine gives some interesting/easy ratios. 1 water pump: realistically this is 1/2 a water pump 10 boilers (18 MW): output feed into the heat exchangers 4 heat exchangers (40 MW) : 1 effective reactor : multiple setups could be powered by reactors with a neighbor bonus. 10 turbines (58MW): 1:10:4:1:10 seems easier than the numbers given by Mad Zuri and it is 100% effective all the time. To me this seems to be much easier to remember and I can convert my old power setup to nuclear and only have to discard the steam engines. If you would like I could submit a blueprint string.
Interesting. I didn't really consider the idea of mixing normal boilers into the setup. Based on your numbers it seems like it could work quite well! Personally, I would prefer to just keep my Nuclear setup with Nuclear parts and not mix stuff, but that is just me.
Just ONE thing you missed, you didnt calculate at the end, how much raw uranium ore would be required to run that 28-equivalent power stack. For people crying "oh no this is easymode", how on EARTH are you gonna supply enough uranium for these things? :D
can you show a setup for the kovarex processing? right now I have two centrifuges feeding into eachother, but I don't have 40 yet so I don't know how it will play out
Build them in rows and you won't have much problem with spacing them. 10 times what you have there? Well, build 10 rows of the same setup, and it'll mesh nicely. Yes, it takes up space, but it's not that bad when you look at the finished product. Build it out of the way and you won't even notice it's there, in the grand scheme of things. To put in perspective, the 1990 minumum tiles that setup would take is dwarfed by for example solar. To get the same power output from solar panels (only counting the daytime, would be more for 24-hour operation) would be 18 560 solar panels. That's 167 040 tiles, more than 83 times the space the 6 core nuclear reactor setup would take.
There needs to be an update that lets cars be made with the electric engines and have a charging port of some kind that you drive into and it charges the car battery. Not only does this set up produce almost 1.21 gigawatts, but the portable fusion reactor is the 'Mr. Fusion' on the DeLorean. Time travel is meant to be in Factorio.
I have tested, you can actually do 3x3 reactors. And the middle one will get 400% bonus. But without mods you will have to operate the middle one manually, inserting fule cells and removing old once.
Nice video, did you know there's an R in "Heat Exchanger"? You kept saying "heat exchanges". Does the direction you lay the heat pipes still seem buggy in 15.4?
okay so i noticed that the game has this backwards, as in 238 is the more common isotope, and 235 is the one we have to enrich for to make bombs and stuff. can anyone confirm if they fixe dthis or not?
This video is a month old, but I did some math and found a ratio heat exchangers to turbines that comes out to all whole numbers 25 Exchangers : 43 Turbines = 0.58 1 : 1.72 = 0.58 If this is common knowledge by now.. it's whatever. Figured I'd put it out into the universe since with some algebra you could figure out reactors needed and pumps needed, and how much power it outputs.
For late game, high power usage yes. You can make Nuclear Power setups that can do like 5 or 10 times the amount of power in the same space as a decent sized steam power setup.
You don't need anything complicated to save the fuel cells. You can just hook up one of your capacitors, via circuit connection, to the arms that put in the fuel cells to your reactors. Set any letter or color as output on the capacitor, it will output this symbal corresponding to the % charge it has, so 100x when full, 0x when empty. Now set your arms to only work on the condition the output from the capacitor is equal or lower than X, 10 - 20% (still need to figure out how much margin is needed myself) :).
I tested a bit more, make sure not to request too much energy cells in your chest, your arm can input 3 at a time, which can be wasteful. Thinking more about it, as an extra backup, i believe you can store steam in storage tanks, with the turbines using 60/s and the tank holding 25000 you should be able to store about 7 minutes of steam per tank, per turbine. Man, this new nuclear implementation has my head spinning with ideas, loving it :D.
Well put together xterminator. I almost skipped past this because there are so many overly lengthy Factorio video's out there that take a long time to get to the point. I am glad i watched this, everything you went over in this video was worth covering and demonstrated clearly! Have you any submissions/video's of a solid way to control fuel intake for these reactors without brownouts yet?
@@persona_link3554 Using your definition of 'Green', the only green things Factorio has to offer, are wooden planks, wooden box and stone furnaces; as everything else uses either, a combination or subproduct of iron and/or copper (which have to be smelted) to be made.
Latecomer here, but is there anything that absolutely requires nuclear power? I'm not really seeing any advantages over boilers, other than the possibility of replacing a long coal belt with significantly shorter fuel belt. But even that seems to be outweighed by all of the steps required to get nuclear fuel vs. mining out a coal field or bringing coal in by train or even upgrading to solid fuel.
Possum Ridge Entertainment Basically it is far more space efficient and game performance efficient. because you can get way more power from it compared to steam. It also wouldn't need constant coal fed to it.
Yes, the effort is front loaded, but once you have it set up, it will produce all the power you will ever need, plus U-238 for upgraded ammo, plus excess U-235 for nukes, with very little pollution, and free your coal for industrial and transport use
@@talltroll7092 there is also nuclear fuel for trains :-) but what about solar? isn't that OP too, when you only plop down a blueprint once ("front loading" it), let bots build it, and then never care again ?
This was very helpful. Have people figured out how power prioritizes itself? I mean, solar beats coal, so coal only kicks in when the solar can't produce enough. Where does nuclear sit in that line? Solar > nuclear > coal?
Based on my limited experience with it it seems to = coal. my solar network capped out and then both coal and nuclear were pulling about 4MW each (yeah, it wasn't by much but it was an interesting catch)
Hmm, that's a shame/missed opportunity. Ideally you'd want the nuclear to work first and that the extra demand that's left after that be provided by coal. Maybe you can do something clever like hooking up an accumulator to a power switch and switch the coal power on/off when the solar + nuclear doesn't cut it.
@@TheNefastor And plus, solar needs a metric shit ton of capacitors or a backup steam system early, and nuclear is better than solar in almost every way, including not producing any pollution
current state of affairs many versions later : because of the problems (possible exploits) with productivity being applied to all 41 uranium, those modules were first disabled completely, and then reenabled with the new "catalyst" mechanics where only the difference would get the bonus, thus when inserting 40 and 5, and getting 41 and 2, 40 and 2 would be considered to be only catalyst, and only the one new surplus uranium would get the bonus, which is a really small amount while also slowing down the process. using speed modules will get you many more cycles and thus much more of the valuable uranium in the same time.
I have a question. I wanted to do some laid back playthrough. Is there an easy way to create new ore patches in game? I couldn't find any 0.15 mods for that. Best approximation would be 0.14 quarries, but they are not updating for now
A nice way no, there is a set of lua procedures you can do, but those are difficult to type. Something can be modded in, I haven't looked yet but you might find something in the Factorio forums.
Im trying to figure this nuke stuff out... I guess I'm going to have to watch a different vid. I need help specifically with refinement. why is there no setup to show the best way to do this?
Good Tutorial, but perhaps something for the future tutorials: If you start number crunching with us....add those numbers in the video, so we can keep track of your math (power of video editing). A visual thing helps us the viewer....especially for those who don't natively speak English (like me, I'm actually Dutch). It is that you used the calculator...but I lost you a few times. And what is the name of that mod your using? Wana use that too in my experimentations :D
Thanks. Good point about the numbers. I did put them in the description so people could copy those down and follow along that way. The name of the mod is Creative Mode. Very useful for testing. :D
0.7% is not 57k, it's 40/0.007=5714. Which is 5714\0.26=21976 seconds from single unmodded drill, divide it by number of drills, speed (or preferrably productivity modules) and mining productivity upgrade, you'll get 40 in like 10-20 minutes tops.
What mod are you using for this sandbox? The features are amazing, especially the unlimited power drain and power source. Would be very useful for my own designing processes :)
Edward Dizon It has has been fixed. :) However, heat pipes now lose heat over distance, so there is a max distance you can run them before they lose the heat required to heat the exchangers. A quick Google Search for something like "factorio max heat pipe length" should bring up some posts that give you the distance and such. :)
saad times, I had my setup all tricked out with one reactor in the middle with heat pipes braanching off in all directions to heat exchangers aand a huge field of turbines and it was gonna be so sick until you saaid one reactor only supports 4 ;-; not changing it though cus the design still looks good.
16:20 i know this is an old vídeo... but why would you waste só much potential energy just because a pump cant provide for the 16 heat Exchangers that you need to build???? Pumps are basically free... You could put 16 pumps for the 16 Exchangers and it would not make a difference.... wasting almost 25% of the energy production just because you didn't use 2 pumps is absolutely crazy... whyyy???? Whyyyyyyy?
you know a game is good when u have to pop up the calculator to play it
I use a calculator to play many games such as Stardew Valley, Minecraft, Factorio, Terratech, and many other item collection crafting games.
Juan Rocha and remember want to
calculator for minecraft? smh
modded minecraft can get as complex as games like factorio making computers in game and coding.
Vortex Studios takes 2 seconds to see some of the most downloaded mods are immersivecraft a mod focused on building complex factories or computercraft actually uses coding. nice bait
It is still baffling to consider that even our most advanced nuclear power plants, or even our future fusion plants, are really only glorified 1800's steam generators.. No matter if you use refined uranium or fusing atoms with the power of incredibly hot plasma contained by well tuned magnetic fields, the ONLY thing you're doing at the end, is to boil water to run a steam turbine. Utterly insane, when you think about it. We're still in the 1800's steam power age, when it all boils down to it.
Boils down? Is that a pun?
What's more impressive is the fact that we've taken the same concept that started only producing a few kw, to stations that have over 3000 MW of power essentially using the exact same principle, and even the most efficient nuclear plants in the world are only about 30-33% thermally efficient.
Some research is going toward supercritical CO2 that might be the only thing able to replace good old 1800 steam:)
The history of the human civilization was, essentially, a process where men continuously developed different methods to boil water.
Steampunk is real BABY!
Still feel like a absolute filthy casual after 200 hours...
Sitting on exactly 420 hours right now, and no.. I'm not joking about the number being 420 XD Still feeling noob af.
There's going to be some creative nuclear builds out there soon. Unlike coal powered boilers which shut down if the steam engines aren't running at full capacity, the reactors run at 100%, burning fuel cells continuously whether or not the turbines are running at 100%. Additionally, they heat up to 1000 degrees, but the heat exchangers work at 500 degrees. So you can delay putting fuel cells in the reactor until the heat exchangers cool down and stop producing steam. The trick is working out how to measure the temperature drop so that steam is no longer produced. One way would seem to be storing the steam in a tank before it goes into the turbines. If the level starts dropping, it's time to let the reactor have more fuel.
How I learned to stop worrying and love the nuclear reactor.
I wonder how many Factorio players are old enough to get that joke. Judging from the likes you got, we ain't nearly enough 😉
@@TheNefastor can you explain to us younglings?
@@marlbxrx2020 It's from Stanley Kubrik's movie "Doctor Strangelove", which you should totally watch. It spawned a lot of memes you may using without even knowing.
Take note that a single heat pipe has a maximum energy transfer of 1 GW.
Very good point!
So that's 6 or 7 reactors if I were to take this spreadsheet, right?
forums.factorio.com/viewtopic.php?f=5&t=44778&start=80
With the changes in v0.15.11, you'll never be able to hook enough heat exchangers to a single heat pipe to need to worry about it anymore.
If you haven't reasearched nuclear before putting down a drill it will not change; it will change after researching nuclear power.
That's really interesting! I didn't know that and never really thought of it actually. Thanks for pointing it out.
But then you still would be able to mine uranium? (od does it works faster with that Sulphuric Acid version? I'm quite new and actually didn't yet got to the Nuclear power
@@Daralyndk you wont be able to
I said it already ... once again you ROCK. Makes everything clear, understandable and repeatable in my base. Thanks,a lot Xterm' !
Turns out if you scale this up enough, its the dark green uranium that becomes the problem. =) Make sure you dont make too many centrifuges refine to the +1 recipe, without continued mining...
do tell how you figured that one out :)
@@Jamesaepp Efficiency modules.
Looks like you forgot the number one rule of factorio, the factory must grow. You didn't scale up too much, you mined to little
If I'm understanding this correctly, The implications of the neighbour bonus are that you should build square blocks of reactors, rather than any other shape.
take 4 reactors. Loose, that's 4 reactors.
In a straight line, thet's 4, with the two middle reactors getting a 2 bonus, and the outer ones getting 1. so it's 4 + 6 = 10.
Arranged in an L shape, nothing changes. In a T shape, the middle reactor gets 3 bonus, the other three, 1 each. (6 bonus = 10 total)
Yet, put into a square block, all 4 reactors are adjacent to two others.
Thus the bonus is 8, for 12 total.
9 reactors in a square would be 9+4x2+4x3+1x4 = 33
Hmm. Seems like you want to maximize the internal reactors, and keep edges, but especially corners to a minimum.
5 reactors in a T shape is 5+3x1+2x1+1x3= 13
5 in a square plus 1, 5+3x1+3x2+1x1=15
5 in a 'plus' shape is 5+4x1+4x1=13.
OK, so it would seem the optimum is very much about having as many adjacencies as physically possible.
Not always as straightforward to work out as it seems for a given number of reactors, but it still seems as though the closest approximation to a square that's possible is best in most cases.
hmm. for 8 reactors, 2x4 rectangle. 8+2x4+3x4=28, 3x3 square with missing corner 8+4×1+3×2+2×5= 28, while 3x3 with missing edge is 8+3×4+2×2+1×2=26 -which illustrates that you should avoid unneeded corners I guess.
Wow that’s a lot of math :0
before building perfect squares and doing lots of maths, remember that unmodded inserters have only a reach of 1 or 2 tiles, and also can't reach diagonally. thus even on a small 3x3 square, no inserter will be able to insert fuel cells into the center reactor and you'll miss on all those nice neighbor bonuses as if that center reactor wouldn't exist. similar also applies to all other square or rectangle layouts which are wider than 2 reactors. even in the case of a small cross of 5 reactors, how would you feed the center one (that theoretically could get a bonus of +400%)? thus the practical limit is to have only 3 neighbours for any reactor, and as few corners as possible.
there are mods for inserters with extra long reach of 4,7,11,..., especially created to fuel up reactors in such huge rectangle layouts, and several other mods for operating them diagonally, but no such luck in vanilla and you are limited by accessability of the reactors, resulting in the most simple version, having stripes of 2xN reactors, already giving all of the reactors (except for the four corners) the practical maximum bonus of +300%, and still the next best +200% bonus for those four corners.
and even then it also already will be a challenge to make it tileable for larger values of N, and to feed it enough water while pipe throughput is limited to less than 1200 for longer pipes ...
Thanks you cleared up a few points for me - particularly the transfer of heat between reactors - that will make big designs easier to create.
Sure thing!
a simple nuclear power tutorial, eexcelente!
--Mr. Burns
HEY look!
Tiberium! ;D
Oh yeah from that one mobile game by EA right hahaha
RIP
@@TheSkypetube oooh snap ! 🤣👍
@@TheSkypetube we don't do that here
Looks like someone plays/played C&C.
Did anyone else get a mental image of Doc Brown shouting in disbelief when he said "1.1 Gigawatts"? No, just me?
I did while I was saying it. :D
that one will never get old, love that scene :D
I lost count of how many times you said "essentially" lol
@@FirmB1ade If that discovers a easter egg I'll die of a heart attack
@@amatiasq some kind of an easter egg is already in the personal reactor.
have a close look what it looks like: maybe it could power a car from the future ?
With a probability of 0.007 of getting the Uranium 235 you need to make reactor fuel cells, you should expect to have the U235 you need after 143 processing cycles.
143 cycles will take 143*10/0.75 seconds = 1907 seconds
Put the U235 in an assembler and make 10 reactor fuel cells in 10 seconds
=> you have 10 reactor fuel cells in 1917 seconds
Those fuel cells last 200 seconds each, 2000 seconds total.
So a single centrifuge should be expected to produce fuel needed by a single nuclear reactor by the time it runs out of fuel.
There's no need to panic and process huge amounts of ore. If you only burn the U235 into fuel cells when absolutely necessary, eventually you should expect to build up the surplus U235 that you need o start the Kovarex recycling process.
I like the math! That's a really good point for sure. Although it's still cutting it pretty close, so personally I would still prefer to start mining as early as possible and save up the 40 to start the Kovarex Enrichment Process because then that can just snowball on itself.
if you used 1 centrifuge to generate the 40 U235, it would take 76267 seconds or just over 21 hours. :)
100 / 0.7 = 143 processing cycles.
100 / 0.007 ( the correct percentage ) = 14286 processing cycles
Toasterbot959 143*0.7/100 = 1.001.
The percentage is reported to be 0.7% which is 0.7/100. Multiply that by 143 and you get 1.001.
If it's the number of cycles you suggest you're going to need 100 centrifuges per reactor.
You are correct, my apologies. I saw the 0.007 on the wiki and confused it for the percentage.
Turbine produces up to 5.82MW:
steam at 500C, it's 485C above "normal" 15C; 485C*200W/C = 97kW per unit of steam, or 5.82MW per 60 units of steam
This was a very helpful and easy to listen to tutorial. Great job.
Hedgehog Madness Thank you! so glad it helped. :)
Another great guide. I'm still on my first playthrough and the Uranium has confused the hell out of me. I got a few light green Uranium now and might just make a bunch of Atom Bombs with it and skip trying to use it as power. I'm a really slow player so the pace of these videos is perfect.
Helpful nuclear power tutorial!
Thanks, glad it helped!
Being patient to get 40 Uranium 235 for the koverex process in order to massively increase Uranium 235 production: small brain
Straight up start nuclear power without the koverex process: medium brain
Wasting 20 extremely expensive blue chips, setting back your koverex process by 1.5 hours, and accidentally exploding half of your base: big brain
How did you explode your base? Did the reactor explode?
Another useful ratio which I calculated is 29:116:200. That's the perfect ratio of active reactors to heat exchangers to steam turbines.
Daniel Senti You are forgetting neighbor bonuses on the reacters. an 4x2 reactor can support 112 heat exchangers, for example.
Safrus Salmus I'm not forgetting that. You can count the 4x2 grid as 28 reactors (as mentioned in the video) and then add one standalone reactor to make 29.
Those aren't exactly "perfect" ratios. Putting one reactor as standalone would be wasting, so of course we put it next to the others. But then it'll obviously count as 2, so the ratios change as well.
Yeah, the thing is, you really want your arrangements of reactors to be in a square shape to make the maximum utilisation. Which means you lose the ability to insert fuel into them and remove spend rods when you get a 3x3 setup or above. A 4x4 would be awesome. We really need the bots to be able to directly insert and remove from the reactors. Yes you could use a 2x(whatever) setup, but that gives you a maximum of 300%. A 4x4 setup would have the 4 reactors in the middle at 400%.
Alternatively, we could use a 5x5 setup, leave the reactor in the middle empty, and use the adjustable inserters mod and logistics chests in that centre area, this would give you 24 reactors, 4 would be at 200%, 4 would be at 400% and the rest would be at 300%. That's (4x3)+(4x5)+(16x4)=12+20+64=96.
96 * 4 * 1.72 * 5800000 = 3,830,784,000 from a small 5x5-1 field.
I've got some further questions. If a reactor has no fuel, will the neighbouring reactors get any bonus? Next, rather then toggling the fuel from the reactors, can we store the steam? Or use accumulators? I would imagine that the reactors would work better if the fuel were constantly in them rather then removal.
I think a mod which allows neighbouring reactors to share fuel would work awesome.
I agree, being able to make a square with them would be ideal. Without using mods, the best we can do now for that is manually insert the fuel every once in a while for the ones in the middle.
For your questions:
Nope, it won't get the neighbor bonus if it has no fuel unfortunately. Yes, you could store the steam and probably use accumulators. I suspect there might be some downsides to storing steam though. Would require more testing and time to actually figure it all out though.
That would be a pretty cool mod too!
I could probably imagine people avoiding nuclear just because by the time they've unlocked it, they've already stamped down enough coal and solar. The sheer scale of the processing required to get it off the ground is large enough that you've already built a tonne of solar to support it. With coal being a better option then it was, do we really even need it? I can imagine that players may use it, but next to a giant accumulator field just to maximise the yield, and they may not plug it in until they had an absolute tonne of fuel for it and a huge reactor setup. Honestly, it may prove too expensive in the players time to bother with.
I remember being shocked to learn humans use the incredible power of nuclear fission to do something as mundane as boil water. When I was a kid, I thought the process would be more sci-fi.
Very nicely explained. While I haven't got nuclear power yet in my 0.15 world I have done a bit of research (not the in-game kind) into how it works and you covered it pretty thoroughly.
One thing I think is worth mentioning is that the Heat Exchanger to Turbine ratio is very close to 4:7 (to compare the actual ratio is 60:103 whereas 4:7 is equivalent to 60:105). Not only is this essy to remember but since Exchangers will come in groups of 4 it's pretty convenient. Obviously in larger builds the discrepancy will mean having turbines that get no steam at all (about every 7 reactors' worth) but still useful for rough planning.
I do have one question though. You mentioned the fluid rate from offshore pumps, but what about unbarrelling water or pumping from a train? As somebody whose most anticipated feature of 0.15 was the improved fluid handling (I can finally have the modular factory I've always wanted) I'm rather curious as to what it can achieve.
Thank you! :) That is a good point about the 4:7 ratio. It's certainly easier to remember. Personally, I prefer to just use the 1:1.72 ratio because it allows me to calculate it out regardless of the size or layout.
For your question I'm not sure I can really answer that fully unfortunately. I believe the pumps that you use to pump from a train have the same flow rate as an offshore pump. In regards to barreling and unbarring water, I suspect you would need an insane amount of machines doing it sense the exchangers use water so quick.
just checked with the wiki: since version 0.16.8, barrels only hold 50 instead of 250 fluid, with a stacksize of 10 (time for barreling also was lowered from 1.0 to 0.2 to compensate). thus in the old version you would have been able to unbarrel a stack with 2500 fluid in 10 seconds, and now can unbarrel a stack with 250 fluid in one second, both values are much lower than the 1200 per second of pumps.
loading and unloading with a pump directly between wagons and tanks is extremely fast (maybe 2 or 3 seconds only; similar like using inserters with stack bonus and transferring from chest to chest), but from that tank onwards, it would be the same as if you have an offshore pump, with all the limits of (long) pipes etc. maybe trains are useful to cut down on length of pipes when the next water is far away, but it probably will be no huge advantage. in the same version 0.16.8, also wagons were nerfed to have a single tank worth of fluids only, thus either 25k fluids in a fluid wagon or 20k fluids in barrels in a cargo wagon. to achieve the througput of pumps you need to handle one wagon per pipe in 20 seconds. for a small reactor setup which needs 4 pipes of water, you would need a 1-4 train every 20 seconds, or a 1-1 train every 5 seconds :-)
ps: i have seen some similar setups in some video clips, transporting water from far away with 3-12 (or longer) trains and thus having more compact setups than using 12 parallel pipes, but it will be a challenge, especially when you would need to cross heatpipes and train tracks which isn't possible ...
Thanks-- this improves my original ratio planning because of the wrinkle caused by the 'neighbor bonus'-- this also has me thinking about optimal layouts-- 1, 2, 4, 8, 28.
steamcommunity.com/sharedfiles/filedetails/?id=917637096, steamcommunity.com/sharedfiles/filedetails/?id=917637154, steamcommunity.com/sharedfiles/filedetails/?id=917637212 -- been playing around with some designs based on your video. It appears that the ratio is 1:4 Reactors to Heat Exchangers-- but the ratio between Reactors and Steam Turbines varies based on actual layout. Science/tests suggest that your 1:6.88 ratio for Reactors to Steam Turbines only applies under certain layouts. So it seems it would be more accurate to say it's 1:4 (Reactors to Heat Exchangers) and 1:1.72 (Heat Exchangers to Steam Turbines)-- so if you connect Turbines in a 1:2 ratio your layout will always lose some efficiency and require a lot more Steam Turbines. If you connect them in sequence, then you may be able to maximize power output. But because of the oddities of heat loss through pipes (this can be seen, originally, with the original pre-0.15 boilers and steam engines) layouts involving pipes likely result in loss of stored energy during pipe-based transmission. So layouts involving pipe (to achieve any kind of OCD based design) are less efficient than just stringing them sequentially. Since heat conduits from Reactors seems to not suffer heat loss, I'm imagining some potential layouts that would minimize pipe usage and extend heat conduit very large distances to maximize efficiency and minimize construction costs for your reactor designs. More science is required.
Experienced the bug you were talking about where heat does not transmit correctly through heat pipe by re-wiring a section of the heat pipe and then destroying the 'old path'-- some heat exchangers were not able to get > 500 C as a result of re-wriring, causing a loss in MW produced because the heat exchangers simply would not convert water to steam. This resulted in an output of 800 C (after a new warm-up cycle that lasted > 800 seconds.)
Lesson learned: pre-plan everything, lay everything by hand.
Like you said, hopefully the devs will improve the heat transmission algorithm so that layouts can be put down by bots without loss of effectiveness.
Very useful for designing your own reactor setup. One question though - if you have multiple reactors adjacent to each other to get the neighbour bonus do all reactors still need to be fueled or does only one need it?
EDIT: Tested it myself already.The only thing that unfueled reactors do is convey heat (very expensive heat pipe)
Thanks! I was wondering about that too.
"things get crazy" Pretty much why I love craktorio.
I've used nuclear power previously but I didn't know that reactors could pass the heat through themselves. I've run reactors two wide (or high) and run a heatpipe off each of the long sides through to my power station.
I just realized that the recycled fuel cells actually give the actual cost to make twice as much 235 than went in, meaning that you actually only need to input the iron and 19 238 for fuel and still be outputting 235 at the end of it
Hello X, recently I checked the forums and you can feed the heat exchangers from boilers powered by coal and the capacity of the water/steam stacks. So the 5.8MW per turbine gives some interesting/easy ratios.
1 water pump: realistically this is 1/2 a water pump
10 boilers (18 MW): output feed into the heat exchangers
4 heat exchangers (40 MW) :
1 effective reactor : multiple setups could be powered by reactors with a neighbor bonus.
10 turbines (58MW):
1:10:4:1:10 seems easier than the numbers given by Mad Zuri and it is 100% effective all the time.
To me this seems to be much easier to remember and I can convert my old power setup to nuclear and only have to discard the steam engines.
If you would like I could submit a blueprint string.
Interesting. I didn't really consider the idea of mixing normal boilers into the setup. Based on your numbers it seems like it could work quite well!
Personally, I would prefer to just keep my Nuclear setup with Nuclear parts and not mix stuff, but that is just me.
It also takes a while for the reactors to warm up and is dependent on external power for the roboport and inserters for the reactors.
Here is a 4 reactor setup. Could you feature this on the workshop?
pastebin.com/cY3aV8AH
can you run extra water pumps into the same line? or do you need a separate line of pipes running to the boilers
That setup is not quite enough to travel through time.
Perhaps if we attach it to a train and get to 88MPH it could be possible? :P
Just plug it up to a microwave spinning in reverse
1.21 giggawatts!
lol when he said how much power was in the last setup, i actually thought the same thing....aww just shy of the flux capacitor...
One more rector would do it I think, then drive a car with the massive setup in its trunk 88 mph at a wall. What could go wrong?
Just ONE thing you missed, you didnt calculate at the end, how much raw uranium ore would be required to run that 28-equivalent power stack. For people crying "oh no this is easymode", how on EARTH are you gonna supply enough uranium for these things? :D
I dont think it's that hard... i mean... the thing makes 10 fuel cells per cycle... not really that hard to mine it also...
reminds me of the old command and conquer games
can you show a setup for the kovarex processing? right now I have two centrifuges feeding into eachother, but I don't have 40 yet so I don't know how it will play out
That was actually really helpful and informative...thank you!
My pleasure, glad it helped!
Build them in rows and you won't have much problem with spacing them. 10 times what you have there? Well, build 10 rows of the same setup, and it'll mesh nicely.
Yes, it takes up space, but it's not that bad when you look at the finished product. Build it out of the way and you won't even notice it's there, in the grand scheme of things.
To put in perspective, the 1990 minumum tiles that setup would take is dwarfed by for example solar.
To get the same power output from solar panels (only counting the daytime, would be more for 24-hour operation) would be 18 560 solar panels. That's 167 040 tiles, more than 83 times the space the 6 core nuclear reactor setup would take.
Could you surround a power reactor with 4 others then only feed the center reactor to get 400% bonus while having others not working?
I'm not even english speaker, but your videos are so nice
Thank you! Glad you enjoy them
You demonstrated this well. Great job xterm!
Well thank you! :D
2 minutes running and 2 rare uranium xD Lucky as fuk
Best tutorial I’ve found :)
and now i have to redraw my power plants to get more power of than and less space, thank you.
Well with water demands, you are just going to need to grid fill a lake such that as many water source blocks are being pumped as possible.
On larger setups, pretty much yeah.
Xterminator well the larger it is, the more efficient it gets
I got a 4x2 reactor setup going and it powers EVERYTHING. 1.1GW of power.
I wonder if this string works for everyone.
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
Very nice! :D The string should work for everyone yea.
There needs to be an update that lets cars be made with the electric engines and have a charging port of some kind that you drive into and it charges the car battery.
Not only does this set up produce almost 1.21 gigawatts, but the portable fusion reactor is the 'Mr. Fusion' on the DeLorean.
Time travel is meant to be in Factorio.
Just realised that I have too many heat exchangers
Oh that explains alot
I have tested, you can actually do 3x3 reactors. And the middle one will get 400% bonus. But without mods you will have to operate the middle one manually, inserting fule cells and removing old once.
Yeah. In terms of neighbor bonus, doing a square is best, but you will have to insert manually like you said without a somewhat cheaty mod.
Solid video, well done mate :)
It can get crazy if you loop the output of the Kovarex process right back in
Yeah definitely! Which I like.
Nice video, did you know there's an R in "Heat Exchanger"? You kept saying "heat exchanges".
Does the direction you lay the heat pipes still seem buggy in 15.4?
Thanks! And my bad, sometimes I just pronounce or read words wrong.
I believe so, but not 100%.
okay so i noticed that the game has this backwards, as in 238 is the more common isotope, and 235 is the one we have to enrich for to make bombs and stuff. can anyone confirm if they fixe dthis or not?
This video is a month old, but I did some math and found a ratio heat exchangers to turbines that comes out to all whole numbers
25 Exchangers : 43 Turbines = 0.58
1 : 1.72 = 0.58
If this is common knowledge by now.. it's whatever. Figured I'd put it out into the universe since with some algebra you could figure out reactors needed and pumps needed, and how much power it outputs.
Nice that sounds about right! I don't think it's really common knowledge, so thanks for sharing. :)
So is this worth it in terms of space, work and time required to setup as compared to going the traditional boiler-steam engine setup?
For late game, high power usage yes. You can make Nuclear Power setups that can do like 5 or 10 times the amount of power in the same space as a decent sized steam power setup.
You don't need anything complicated to save the fuel cells. You can just hook up one of your capacitors, via circuit connection, to the arms that put in the fuel cells to your reactors. Set any letter or color as output on the capacitor, it will output this symbal corresponding to the % charge it has, so 100x when full, 0x when empty. Now set your arms to only work on the condition the output from the capacitor is equal or lower than X, 10 - 20% (still need to figure out how much margin is needed myself) :).
Interesting, sounds pretty easy actually. I'll have to try it out myself sometime and see if I can get working without blowing up my factory. :P
I tested a bit more, make sure not to request too much energy cells in your chest, your arm can input 3 at a time, which can be wasteful. Thinking more about it, as an extra backup, i believe you can store steam in storage tanks, with the turbines using 60/s and the tank holding 25000 you should be able to store about 7 minutes of steam per tank, per turbine. Man, this new nuclear implementation has my head spinning with ideas, loving it :D.
yeah it's super cool and so many possibilities with it. :D Good point about the inserters inputting multiple at a time too, that is pretty wasteful.
Well put together xterminator.
I almost skipped past this because there are so many overly lengthy Factorio video's out there that take a long time to get to the point.
I am glad i watched this, everything you went over in this video was worth covering and demonstrated clearly!
Have you any submissions/video's of a solid way to control fuel intake for these reactors without brownouts yet?
Is nuclear 'green' ? as in clean
it doesn't create pollution, so yeah.
Yes.
No, one of the steps makes it (oil refining)
@@persona_link3554
Using your definition of 'Green', the only green things Factorio has to offer, are wooden planks, wooden box and stone furnaces; as everything else uses either, a combination or subproduct of iron and/or copper (which have to be smelted) to be made.
@@holomatic1549 Can't you smelt them in electric furnaces?
How can you see how much water it takes in and how much steam it outputs
Great video, thanks. This helped a lot. You got my sub!
Thank you, and welcome to the channel! :) Glad it helped!
nice nuclear intro, I just wonder how much it's changed in 5 years.
WHY DO NOT YOU MAKE A VIDEO OF HOW TO USE THE NEW CISTERN WAGON?
Per favore se puoi fare una lezione su funzionamento dei treni con i semafori e segnali a catena
My works too. Used Avasva handbooks and build it with no problems.
Thanks a ton big huge gigantic help with my planning thanks thanks
Jared Pitchford No problem. :)
I got 18 nuclear reactors and i only have the tech for nukelear power you can run it you juat need a good uranium source
Latecomer here, but is there anything that absolutely requires nuclear power? I'm not really seeing any advantages over boilers, other than the possibility of replacing a long coal belt with significantly shorter fuel belt. But even that seems to be outweighed by all of the steps required to get nuclear fuel vs. mining out a coal field or bringing coal in by train or even upgrading to solid fuel.
Possum Ridge Entertainment Basically it is far more space efficient and game performance efficient. because you can get way more power from it compared to steam.
It also wouldn't need constant coal fed to it.
Yes, the effort is front loaded, but once you have it set up, it will produce all the power you will ever need, plus U-238 for upgraded ammo, plus excess U-235 for nukes, with very little pollution, and free your coal for industrial and transport use
@@talltroll7092 there is also nuclear fuel for trains :-)
but what about solar? isn't that OP too, when you only plop down a blueprint once ("front loading" it), let bots build it, and then never care again ?
I used the exact setup but the performance is at 1. Everything looks to be right, except it says fluid consumption is low, even though steam is at max
Kind of sounds like you aren't using much power so it isn't working very much at the moment.
Xterminator Ok Ill try to increase consumption
This was very helpful. Have people figured out how power prioritizes itself? I mean, solar beats coal, so coal only kicks in when the solar can't produce enough. Where does nuclear sit in that line? Solar > nuclear > coal?
Based on my limited experience with it it seems to = coal. my solar network capped out and then both coal and nuclear were pulling about 4MW each (yeah, it wasn't by much but it was an interesting catch)
Hmm, that's a shame/missed opportunity. Ideally you'd want the nuclear to work first and that the extra demand that's left after that be provided by coal. Maybe you can do something clever like hooking up an accumulator to a power switch and switch the coal power on/off when the solar + nuclear doesn't cut it.
Eh, by the time you set this up, you'll have gigawatts of solar power.
Yeah but I don't like solar, it takes too much space and it's boring AF. It's great for my home and my office, but not so much for my video games 😅
@@TheNefastor And plus, solar needs a metric shit ton of capacitors or a backup steam system early, and nuclear is better than solar in almost every way, including not producing any pollution
But uranium ammo as a byproduct
\o/
xterminator, good stuff.
Hey! Thanks dude. :D Enjoying your new playthrough too by the way.
s
HIS NAME SAYS NEGATIVE ROOT I REMEMBER IT AS NEGATIVE ROBOT!!!
what about speed modules on the centrifuge? Do productivity modules works?
Productivity modules work with some of the processes, but not the Kovarex Enrichment one. Speed modules do work on all of it though.
current state of affairs many versions later : because of the problems (possible exploits) with productivity being applied to all 41 uranium, those modules were first disabled completely, and then reenabled with the new "catalyst" mechanics where only the difference would get the bonus, thus when inserting 40 and 5, and getting 41 and 2, 40 and 2 would be considered to be only catalyst, and only the one new surplus uranium would get the bonus, which is a really small amount while also slowing down the process.
using speed modules will get you many more cycles and thus much more of the valuable uranium in the same time.
I have a question. I wanted to do some laid back playthrough. Is there an easy way to create new ore patches in game? I couldn't find any 0.15 mods for that.
Best approximation would be 0.14 quarries, but they are not updating for now
0.15 automatically generates uranium in older worlds when you load them after updating. FYI.
Alright, but now I'm just curious. Is there a nice way to generate new ore patches in-game? I was thinking about water-only map.
A nice way no, there is a set of lua procedures you can do, but those are difficult to type. Something can be modded in, I haven't looked yet but you might find something in the Factorio forums.
I did everything but may steam turbines don't work. I have 4 heat exchanges at full capacity and 4 steam turbine
Im trying to figure this nuke stuff out... I guess I'm going to have to watch a different vid. I need help specifically with refinement. why is there no setup to show the best way to do this?
Why not a 3X3 (I would assume, given the bonus, t hat 9 would produce the same as 33)
If you do 3x3 there will be some reactors where you can't insert/export fuel.
Nice! I'm about 1/2 way to nuclear on my first 0.15 ;D
Awesome! Hope your already processing that Uranium to get the fancy stuff. :P
Seems I'm only getting pumps to support about 8 or 9 heat exchangers instead of 11
Do you have long pipe lengths between your pumps and heat exchangers?
For the Water Pumps, if you have two or more Water Pumps, can you connect their pipes or do the pipes have to remain separate? Thanks
I just read on the forum that heat exchangers benefit from boiler-preheated water.... God Lord, what a setup this is becoming.
I'm just finding this out now too. That certainly changes things up a bit. Will have to look into it more!
Good Tutorial, but perhaps something for the future tutorials:
If you start number crunching with us....add those numbers in the video, so we can keep track of your math (power of video editing).
A visual thing helps us the viewer....especially for those who don't natively speak English (like me, I'm actually Dutch).
It is that you used the calculator...but I lost you a few times.
And what is the name of that mod your using?
Wana use that too in my experimentations :D
Thanks. Good point about the numbers. I did put them in the description so people could copy those down and follow along that way.
The name of the mod is Creative Mode. Very useful for testing. :D
In the thumbnail you could of branched it off to atomic bomb or nuclear reactor I don’t know just a thought
Is it still possible to massively cheat with Productivity Modules, when refining Uranium, or has it been fixed?
It has been fixed :)
Goodforthewin Nice!
TL:DW does nuclear reactor generates the same pollution as boilers?
None to little as far as i can see
nuklear power. with mining productive seems extremely good
Yeah, the mining productivity probably helps a lot with the Uranium mining.
Xterminator it seems that it was disgened to go that way because of the rarity in uranium pieces
19:09 Has this bug ever been fixed where you have to lay down your heat pipes in a certain order?
0.7% is not 57k, it's 40/0.007=5714. Which is 5714\0.26=21976 seconds from single unmodded drill, divide it by number of drills, speed (or preferrably productivity modules) and mining productivity upgrade, you'll get 40 in like 10-20 minutes tops.
you forgot that the recipe uses 10 ore per cycle
What was the purple C creative mod? (Too lazy to check the mod portal)
mods.factorio.com/mods/Mooncat/creative-mode
What mod are you using for this sandbox? The features are amazing, especially the unlimited power drain and power source. Would be very useful for my own designing processes :)
Using the Creative Mode mod. It is an amazing mod for testing stuff. :)
19:35 do we still need to do this walk around for heat pipes or is it fixed already?
Edward Dizon It has has been fixed. :) However, heat pipes now lose heat over distance, so there is a max distance you can run them before they lose the heat required to heat the exchangers.
A quick Google Search for something like "factorio max heat pipe length" should bring up some posts that give you the distance and such. :)
Thanks for the reply :)
Thank you this is very helpful 👍🏻😀
Good tutorial! Thank you.
My pleasure, and thank you!
What is the name of the mod used to generate the fluid here? Looking for that for quite some time now but couln't find it.
What mod you using for the always day in night deal?
Thanks I found :)
saad times, I had my setup all tricked out with one reactor in the middle with heat pipes braanching off in all directions to heat exchangers aand a huge field of turbines and it was gonna be so sick until you saaid one reactor only supports 4 ;-; not changing it though cus the design still looks good.
16:20 i know this is an old vídeo... but why would you waste só much potential energy just because a pump cant provide for the 16 heat Exchangers that you need to build????
Pumps are basically free...
You could put 16 pumps for the 16 Exchangers and it would not make a difference.... wasting almost 25% of the energy production just because you didn't use 2 pumps is absolutely crazy... whyyy???? Whyyyyyyy?
Thanks! Helped a lot.
Awesome, glad to hear it! :)
Newbe comment here but how do you get those red chests (that allow you to spawn Acid etc) and red accumulators?
downloaded mod from the deep web
It's the Creative Mode mod. :)
Cheers both of you. Seems a good way to "test" and learn new factorio systems.
i started this game at 0.13 have 2000 hours+ love nuclear
plz make video Factorio 0.17 and 0 18 Nuclear Power Tutorial
Pretty sure it works the same way and has the same ratios
@@Xterminator Thanks, I was looking in the comments wondering if it was still the same. Maybe add a pinned comment or something
A BOLT OF LIGHTNING!
If i hava a older Save file, from older version, and uppgrade the game, can i faind Uranium then?
Daniel Johansson yes
Yes, uranium can spawn in any newly generated chunks, so you´ll have to explore new areas.
Patches will spawn in explored areas near the spawn as well, doesn't have to be new chunks
Daniel Johansson They used retrogen so uranium isn't exclusive to new chunks
what's retrogen?