A few notes on the CLRR, having built many in survival colonies: I think it's a mistake to put the aquatuners so far to the extant edges of the steam chamber. Nedigo *had to do it that way* because they were using Waste as the coolant and had to isolate the aquatuners in submerged pools of waste to prevent it from leaking out, but even if I were using Waste as the coolant then I'd probably still prefer to put the aquatuners in the central channel instead, just surrounding them with airflow tiles so Steam can pass by. The reason the aquatuners are prone to overheating is because at the extant edges (especially higher up, where the steam pressure is lower) they heat up steam that's essentially standing still, and a single steam turbine can't soak the heat up fast enough. BUT, if you instead put the aquatuners in or near the center of the steam chamber, heat will get picked up by the steam flowing past, and it better equalizes the temperatures in the chamber without having to use any tricks to redirect water flow. The pump at the bottom should, ideally, be controlled by two conditions, AND'd together: a Hydro Sensor measuring at least 800kg or higher (I think 500kg is too low), and a temperature sensor measuring 200C or lower. The second part is critical because otherwise, you risk extracting nuclear waste from the steam chamber before it has bled off enough of its heat. I also think that Nedigo way overengineered the mechanism to pull heat from the waste: Aluminum tempshift plates work fine. The design ensures that there will never be an individual tile at or above 400C, so the aluminum is safe from melting. If you're really worried about the possibility of some of the waste flashing into nuclear fallout, you can make the pool two tiles deep for safety, but I've never found it necessary. I would also err on the side of potentially overpressurizing the steam chamber, rather than underpressurizing. I've had many issues where towards the upper-corners of the steam chamber the steam pressure just peters out. It's actually pretty safe to let the steam pressure towards the bottom of the build be as high as 200-250kg/tile, since that pressure will rapidly drop as you ascend the steam chamber, since all that steam is getting pulled into the turbines. That amount of pressure will usually result in the reactor itself having a steam pressure around 100kg/tile, which is perfectly safe. You definitely don't want the pressure to get too low, or else you'll get problems properly consuming the heat. If you really want to be careful, then aim for pressure where, when idle (i.e. the temperature is too low for the turbines to consume steam) the room equalizes to about 140kg-ish per tile. That might seem dangerously close to the reactor's overpressure limit, but that steam pressure will drop fast once the turbines actually turn on. Be careful how you route the plumbing for the water that's being sent back to the reactor. Since it only flows at 1kg/second, there's a serious risk that the water will overheat if the insulated pipes are routed through the steam chamber itself. I even had this problem when making the pipes from Ceramic! So make sure as much of the piping as possible is embedded in the insulated tiles so that there's no risk of the water picking up undesirable levels of heat.
I really wish I had seen this comment a couple of months ago. I definitely had issues with the heat not moving around. As for the temperature of the waste. I did the same as you in that I added a thermo sensor to make sure it bled all it's heat. However I did find that sometimes the waste mass would grow too large and start overspilling into the steam chamber. So I left the original hydro at 500kg AND'd together with the thermo sensor then added another hydro sensor at 900 so when the waste started getting close to over spilling it would pump it out regardless. I think on my next build I'm going to go with 3 high chambers and add some granite tempshift plates. It's more space needed but I'm the type to completely clear out an asteroid so I've got the room and resources.
I did indeed have aqua tuner issues being so far out on the wing. The both quickly reached above 700c 3 ended up turning into molten sadness and the other burning out (survival mode). So there is definitely more challenges to overcome with this design than just setting automation, bridging and materials correctly.
FINALLY! The first CLRR on RUclips! Thank you so much I have found it nearly impossible to find info on this other than the forum post. I'm trying to design one that will keep the peak heat in a core for petroleum boiler without letting any of the waste flash to fallout. It's a tough design but I think I have a concept that should work.
Some additional info about the CLRR waste flashing mechanics not mentioned in the video. When the 100kg of hot (>500C) nuclear waste drops out of the reactor it will flash to fallout in the first frame of contact with a tile or liquid and will immediately flash unless falling into a pool of cool nuclear waste. What's happens is in the first frame of contact the 100kg hot waste will merge with the pool of cool waste, summing their masses and instantly averaging their temperatures. This temperature average must be lower than the waste's flash point (530 I believe). The way to accomplish this involves having a full tile of cool waste (1000kg) and having it at sufficiently low temperature (somewhere around 450). If these conditions aren't met you get 1100kg of nuclear fallout gumming up your turbines, lowering your power and cooling output, and eventually causing a meltdown. Obviously in this process your basin needs to be cooled in some capacity before the heat raises enough that that happens. So my solution was to use a secondary basin of cool waste held behind an airlock that gets filled while the primary basin heats up. When the primary basin gets too hot the airlock door opens and floods the hot primary basin with the cool waste from the secondary basin. The overflow spills out into a long heat exchanger that powers the turbines, refills the secondary basin, and disposes of the excess.
Just built this in my base, and after about 100ish cycles the whole system over-pressurized with steam and melted down. As far as I can see the liquid pipes are set up the same. Going to go back in and add a pressure sensor to pull water out to prevent this from happening in the future.
It looks like the bridge priority is still allowing outside water into the system even with water coming in steady from the turbines eventually leading to a catastrophic pressure build-up.
That is odd as I've run these for a long time with no issue. The reactor doesn't consume of produce water so it should stabilize. You could take out the excess water supply to remove the over-pressurizing risk, but then you do introduce the other risk of the reactor not getting enough water somehow.
For some reason RUclips unsubscribed me?? I could have sworn I was subbed to your channel before. Thank you for your helpful tutorial bites, they are so great at breaking down the mechanics I haven't been able to wrangle yet. :D
Man just got this game started near a pocket of uranium and I'm starting to think that this game requires more brainpower than I can produce when I get home after work because theres so much that can go wrong
You can play at your own speed, but for sure the later game builds can get quite complicated. That said you don't have to build them so the game is as difficult as you make it beyond getting a surviving base. Plus I hope the Tutorial Bites help out!
This is really cool, lol I had something similar to your first design on a radioactive planet once, you did it interesting though, corrected a couple of my mistakes
First one is the simple light water reactor with safer negative void coefficient, and second, RBMK reactor with a higher energy output and positive void coefficient. I am sure nothing will go wrong :)
Im the king of the limited coolant design and i have have automated my processes to a on off switch. I run limited coolant on the start up too all on automation.
Gives me interesting feeling idea for a water boiler that uses some radiators to spread heat from a steam room back into a somewhat large hot water tank. Might be useful for modulating the temperature to just under 200 or whatever your target happens to be.
It would be possible to do something like this with a core heated section and then use heat injectors to control more steam rooms. Or you can loop a coolant (assuming the temperature range is suitable) and use heat injectors from that.
Two aquatuners with poluted water wasn't enough long term - though I also had a bit of pipe over the nuclear waste pool. Though by then there is enough nuclear waste. It is a lot of fiddling to change out the coolant.
Thanks for the tutorial, I built the standard design and I have more power than I know what to do with. EDIT: Don't build the conductive wires out of lead... It worked fine for 130 cycles but at some point my cable melted (I have no idea why, the steam is not going over 210 degrees) and I have to load from 10 cycles back to avoid the meltdown. Small note, the external line bridged as a backup malfunctioned for me. That's probably because I added 95 degrees water as a coolant and it stayed in the pipe (insulated igenous) and heated to steam. I'll gamble on the closed system for now.
Yes, always be careful when using lead as it can cause some fun failures. If the backup line was stopped for so long that it broke then that's probably a good sign that it is working properly as a closed loop.
Is it really worth it to keep up a nuclear reactor if the only way to get uranium ore renewably is to manually mine it from space? I feel like so many other methods -- geothermal, petroleum boilers, natural gas geysers -- are easier and safer to work, and don't require nearly as much treadmill work once they're configured and secured.
It depends, but although the uranium ore is somewhat tricky to get the reactors use quite small amounts. Such that the natural reserves will probably last 1000 cycles, and each trip to a POI will bring back enough for probably hundreds of cycles. Plus the fuel is very dense and easy to ship between planetoids. But yes it isn't completely set and forget like petroleum, so it depends what you're after.
finally some build that can be done even for not very smart oni player :) Works perfectly fine exept Only one question -what temperature should be normal for nuclear reactor? in my case it is 140 degrees c and slowly raising up. Is it time to worry?)
Well the reactor will be the same temperature as the steam and that needs to be at least 125 degrees for the steam turbine. A normal operating temperature should probably be between 150 and 250 degrees.
Enough to set the steam levels inside the steam room. That's minimum 10kg per tile, so you'll need to keep feeding in enough to the reactor to get the density up.
I wish you had also referenced the limited fue RR or whatever it's called. I want to control how much uranium is introduced into the system. I guess I can just use a timer sensor on a conveyor shut off?
I didn't include this as I don't think it's a common use case. But if you do want to do this, then yes you'd need to limit the incoming uranium ore through either the conveyor meter or shutoff as you suggested. Unfortunately there's no solid valve!
Mad ethis today and worked great for a few cycles, but the auqatuners in the top keep overheating and breaking due to steam pressure dropping. I have 100kg+in the lower area but drops to 1-2gs in the top area. Any idea how to fix this?
The smaller build or the CLRR? You can try either to move the water vent outlets closer to those steam turbines, or just increase the overall steam in the system to help buffer the heat.
@@GCFungus Thank you so much for replying! My comment was regarding the CLRR. I moved the aquatuners centrally and the overheating issues are now sorted but the far steam turbines still have minimal pressures. I'll try moving the vents closer the tithe turbines like you suggested.
I have another problem with this reactor. I've put everything in a vacuum chamber so there's no heat leak and I have added one aquatuner more, but for some reason the cooling loop simply can't manage the heat and starts to slowly heat up. I'm thinking about adding 4th aquatuner, but the addition of the 3rd did not seem to fix the problem. Also, I had to add some automation to the reactor to prevent the whole system to overheat and radiant pipeing to draw heat from the nuclear waste (which anyways goes into other machine I have to further cool it down). I'm talking about the small nuclear plant. It's not a bad design but needs more work to make it function properly, I've been stuck with that for the fast few days, once you start the reactor, it's very difficult to work with the system and I have had to go back to the save from before starting it a few times.
I'm fighting similar issue with the CLRR which I do not understand - I have 1 aquatuner per 3 steam turbines but I cannot get the cooling loop temperature down. Temperature increases ~0.1° per second and at some point the loop fails to cool the turbines so they keep running. Not a single pipe element is inside the steam chamber...
Can you make tutorial bites about critters and ranching (most efficient stable systems for each critter type) and most efficient room designs ( i know there is a tutorial bite about rooms but it would be great to lesrn most efficient designs)🙏🙏
No cycle sensor to limit the Enriched Uranium input to 10 KG per cycle?So both those designs just burn away at Enriched Uranium for nothing?I dont get it.
Haha well on my Most Dupes run I've managed to get an average power consumption of over 60kW so far! But I agree on most bases it is so much power you'll never need this much power. Much like sour gas boilers that also produce crazy amounts of power, but we do it because we can, not because we should!
cool but this has two problems: 1. uranium is not renewable so building this huge machine is simply not worth it in the long term. 2. you're using an exploit with the infinite liquid storage. Ofc this could be droped to space so that would fix this. Anyway - great video as always
Uranium ore is renewable through space mining, and I don't think it's too much of a stretch for players building nuclear reactors to be able to do that too. And it's true that nuclear waste compression is simply the most effective way of generating radbolts, but you don't have to do this part. In fact if you choose not to, then the nuclear reactor becomes even more useful as putting radbolt generators near the reactor itself is then the next best way of generating radbolts, with the possible exception of overcrowding shinebugs.
My dude, as someone who routinely loses colonies while trying for all sorts of achievements, your videos are inspirational :)
I love it how it's just a glorified water boiler.
Like real life Nuclear reactors xD
We are just trying to boil water since the invention of engines
True lmao, at the end of the day we're just artificially boiling water
@@Youmu_Konpaku_ What exactly is natural boiling water?
@@BOBBOBBOBBOBBOBBOB69 hot springs I guess
@@Youmu_Konpaku_ well, overheated steam is quite efficient energy mediator even today.
A few notes on the CLRR, having built many in survival colonies:
I think it's a mistake to put the aquatuners so far to the extant edges of the steam chamber. Nedigo *had to do it that way* because they were using Waste as the coolant and had to isolate the aquatuners in submerged pools of waste to prevent it from leaking out, but even if I were using Waste as the coolant then I'd probably still prefer to put the aquatuners in the central channel instead, just surrounding them with airflow tiles so Steam can pass by. The reason the aquatuners are prone to overheating is because at the extant edges (especially higher up, where the steam pressure is lower) they heat up steam that's essentially standing still, and a single steam turbine can't soak the heat up fast enough. BUT, if you instead put the aquatuners in or near the center of the steam chamber, heat will get picked up by the steam flowing past, and it better equalizes the temperatures in the chamber without having to use any tricks to redirect water flow.
The pump at the bottom should, ideally, be controlled by two conditions, AND'd together: a Hydro Sensor measuring at least 800kg or higher (I think 500kg is too low), and a temperature sensor measuring 200C or lower. The second part is critical because otherwise, you risk extracting nuclear waste from the steam chamber before it has bled off enough of its heat. I also think that Nedigo way overengineered the mechanism to pull heat from the waste: Aluminum tempshift plates work fine. The design ensures that there will never be an individual tile at or above 400C, so the aluminum is safe from melting. If you're really worried about the possibility of some of the waste flashing into nuclear fallout, you can make the pool two tiles deep for safety, but I've never found it necessary.
I would also err on the side of potentially overpressurizing the steam chamber, rather than underpressurizing. I've had many issues where towards the upper-corners of the steam chamber the steam pressure just peters out. It's actually pretty safe to let the steam pressure towards the bottom of the build be as high as 200-250kg/tile, since that pressure will rapidly drop as you ascend the steam chamber, since all that steam is getting pulled into the turbines. That amount of pressure will usually result in the reactor itself having a steam pressure around 100kg/tile, which is perfectly safe. You definitely don't want the pressure to get too low, or else you'll get problems properly consuming the heat. If you really want to be careful, then aim for pressure where, when idle (i.e. the temperature is too low for the turbines to consume steam) the room equalizes to about 140kg-ish per tile. That might seem dangerously close to the reactor's overpressure limit, but that steam pressure will drop fast once the turbines actually turn on.
Be careful how you route the plumbing for the water that's being sent back to the reactor. Since it only flows at 1kg/second, there's a serious risk that the water will overheat if the insulated pipes are routed through the steam chamber itself. I even had this problem when making the pipes from Ceramic! So make sure as much of the piping as possible is embedded in the insulated tiles so that there's no risk of the water picking up undesirable levels of heat.
I really wish I had seen this comment a couple of months ago. I definitely had issues with the heat not moving around. As for the temperature of the waste. I did the same as you in that I added a thermo sensor to make sure it bled all it's heat. However I did find that sometimes the waste mass would grow too large and start overspilling into the steam chamber. So I left the original hydro at 500kg AND'd together with the thermo sensor then added another hydro sensor at 900 so when the waste started getting close to over spilling it would pump it out regardless. I think on my next build I'm going to go with 3 high chambers and add some granite tempshift plates. It's more space needed but I'm the type to completely clear out an asteroid so I've got the room and resources.
This is the sort of careful, thoughtful, experience-informed comment that is so rare, but so *valuable* on RUclips.
I did indeed have aqua tuner issues being so far out on the wing. The both quickly reached above 700c 3 ended up turning into molten sadness and the other burning out (survival mode). So there is definitely more challenges to overcome with this design than just setting automation, bridging and materials correctly.
Great tips! I just finished with my build and those help a lot!
I would just add that
Thank you so much man. Moving the aquatuners to themiddle column fixed the overheating issue!
I would be actually unable to play this game without these videos.
FINALLY! The first CLRR on RUclips! Thank you so much I have found it nearly impossible to find info on this other than the forum post. I'm trying to design one that will keep the peak heat in a core for petroleum boiler without letting any of the waste flash to fallout.
It's a tough design but I think I have a concept that should work.
the one in the video? lol
Some additional info about the CLRR waste flashing mechanics not mentioned in the video.
When the 100kg of hot (>500C) nuclear waste drops out of the reactor it will flash to fallout in the first frame of contact with a tile or liquid and will immediately flash unless falling into a pool of cool nuclear waste.
What's happens is in the first frame of contact the 100kg hot waste will merge with the pool of cool waste, summing their masses and instantly averaging their temperatures.
This temperature average must be lower than the waste's flash point (530 I believe). The way to accomplish this involves having a full tile of cool waste (1000kg) and having it at sufficiently low temperature (somewhere around 450). If these conditions aren't met you get 1100kg of nuclear fallout gumming up your turbines, lowering your power and cooling output, and eventually causing a meltdown.
Obviously in this process your basin needs to be cooled in some capacity before the heat raises enough that that happens.
So my solution was to use a secondary basin of cool waste held behind an airlock that gets filled while the primary basin heats up. When the primary basin gets too hot the airlock door opens and floods the hot primary basin with the cool waste from the secondary basin.
The overflow spills out into a long heat exchanger that powers the turbines, refills the secondary basin, and disposes of the excess.
Just built this in my base, and after about 100ish cycles the whole system over-pressurized with steam and melted down. As far as I can see the liquid pipes are set up the same. Going to go back in and add a pressure sensor to pull water out to prevent this from happening in the future.
It looks like the bridge priority is still allowing outside water into the system even with water coming in steady from the turbines eventually leading to a catastrophic pressure build-up.
That is odd as I've run these for a long time with no issue. The reactor doesn't consume of produce water so it should stabilize. You could take out the excess water supply to remove the over-pressurizing risk, but then you do introduce the other risk of the reactor not getting enough water somehow.
Maybe adding liquid shut-off on external water supply connected to internal pressure sensor and just disable it when pressure is too high?
Good quality video, the subtitles are nice and the explanations are clear
Best tutorials on ONI on youtube.
For some reason RUclips unsubscribed me?? I could have sworn I was subbed to your channel before. Thank you for your helpful tutorial bites, they are so great at breaking down the mechanics I haven't been able to wrangle yet. :D
I had heard about that happening with other channels, but thanks for coming back!
RUclips does do that. Especially if political
Thank you! I'm nowhere near this stage in the game yet but I'm sure I can come back for this video.
I very much hope you do get there and that the videos help - let me know how it goes!
@@GCFungus your tutorial bites videos have already helped a ton. thank you for those.
You could also have mentioned Francis John's double-reactor design, but this is still great.
Man just got this game started near a pocket of uranium and I'm starting to think that this game requires more brainpower than I can produce when I get home after work because theres so much that can go wrong
You can play at your own speed, but for sure the later game builds can get quite complicated. That said you don't have to build them so the game is as difficult as you make it beyond getting a surviving base. Plus I hope the Tutorial Bites help out!
Still helpful till this day mate thanks!
This is really cool, lol I had something similar to your first design on a radioactive planet once, you did it interesting though, corrected a couple of my mistakes
Thanks again for some very high quality content, as usual!
perfect tutorial as allways
First one is the simple light water reactor with safer negative void coefficient, and second, RBMK reactor with a higher energy output and positive void coefficient. I am sure nothing will go wrong :)
Im the king of the limited coolant design and i have have automated my processes to a on off switch. I run limited coolant on the start up too all on automation.
Lovely. Thanks!
Gives me interesting feeling idea for a water boiler that uses some radiators to spread heat from a steam room back into a somewhat large hot water tank. Might be useful for modulating the temperature to just under 200 or whatever your target happens to be.
It would be possible to do something like this with a core heated section and then use heat injectors to control more steam rooms. Or you can loop a coolant (assuming the temperature range is suitable) and use heat injectors from that.
Controlling several steam rooms from a central core of heat... wonderful idea!
Two aquatuners with poluted water wasn't enough long term - though I also had a bit of pipe over the nuclear waste pool. Though by then there is enough nuclear waste. It is a lot of fiddling to change out the coolant.
Thanks for the tutorial, I built the standard design and I have more power than I know what to do with.
EDIT: Don't build the conductive wires out of lead...
It worked fine for 130 cycles but at some point my cable melted (I have no idea why, the steam is not going over 210 degrees) and I have to load from 10 cycles back to avoid the meltdown.
Small note, the external line bridged as a backup malfunctioned for me. That's probably because I added 95 degrees water as a coolant and it stayed in the pipe (insulated igenous) and heated to steam. I'll gamble on the closed system for now.
Yes, always be careful when using lead as it can cause some fun failures. If the backup line was stopped for so long that it broke then that's probably a good sign that it is working properly as a closed loop.
That geyser or whatever at 0:30 is killing me
Is it really worth it to keep up a nuclear reactor if the only way to get uranium ore renewably is to manually mine it from space? I feel like so many other methods -- geothermal, petroleum boilers, natural gas geysers -- are easier and safer to work, and don't require nearly as much treadmill work once they're configured and secured.
It depends, but although the uranium ore is somewhat tricky to get the reactors use quite small amounts. Such that the natural reserves will probably last 1000 cycles, and each trip to a POI will bring back enough for probably hundreds of cycles. Plus the fuel is very dense and easy to ship between planetoids. But yes it isn't completely set and forget like petroleum, so it depends what you're after.
@@GCFungus Thanks for the info / clarification!
I love your channel
finally some build that can be done even for not very smart oni player :) Works perfectly fine exept Only one question -what temperature should be normal for nuclear reactor? in my case it is 140 degrees c and slowly raising up. Is it time to worry?)
Well the reactor will be the same temperature as the steam and that needs to be at least 125 degrees for the steam turbine. A normal operating temperature should probably be between 150 and 250 degrees.
How much water should i pump in on startup? You said around 10KG of steam does that directly equate to 10KG of water?
Enough to set the steam levels inside the steam room. That's minimum 10kg per tile, so you'll need to keep feeding in enough to the reactor to get the density up.
I wish you had also referenced the limited fue RR or whatever it's called. I want to control how much uranium is introduced into the system. I guess I can just use a timer sensor on a conveyor shut off?
I didn't include this as I don't think it's a common use case. But if you do want to do this, then yes you'd need to limit the incoming uranium ore through either the conveyor meter or shutoff as you suggested. Unfortunately there's no solid valve!
Had a meltdown last night due to not enough coolant. Tonight I keep water line running. Does it have to be clean water? Does the temperature matter?
It has to be normal water, not another type. Temperature shouldn't matter.
Ayyo. New bite!
Mad ethis today and worked great for a few cycles, but the auqatuners in the top keep overheating and breaking due to steam pressure dropping. I have 100kg+in the lower area but drops to 1-2gs in the top area. Any idea how to fix this?
Sorted now, see @XiremaXesirin message below
The smaller build or the CLRR? You can try either to move the water vent outlets closer to those steam turbines, or just increase the overall steam in the system to help buffer the heat.
@@GCFungus Thank you so much for replying! My comment was regarding the CLRR. I moved the aquatuners centrally and the overheating issues are now sorted but the far steam turbines still have minimal pressures. I'll try moving the vents closer the tithe turbines like you suggested.
I have another problem with this reactor. I've put everything in a vacuum chamber so there's no heat leak and I have added one aquatuner more, but for some reason the cooling loop simply can't manage the heat and starts to slowly heat up. I'm thinking about adding 4th aquatuner, but the addition of the 3rd did not seem to fix the problem. Also, I had to add some automation to the reactor to prevent the whole system to overheat and radiant pipeing to draw heat from the nuclear waste (which anyways goes into other machine I have to further cool it down). I'm talking about the small nuclear plant. It's not a bad design but needs more work to make it function properly, I've been stuck with that for the fast few days, once you start the reactor, it's very difficult to work with the system and I have had to go back to the save from before starting it a few times.
I'm fighting similar issue with the CLRR which I do not understand - I have 1 aquatuner per 3 steam turbines but I cannot get the cooling loop temperature down. Temperature increases ~0.1° per second and at some point the loop fails to cool the turbines so they keep running. Not a single pipe element is inside the steam chamber...
Can you make tutorial bites about critters and ranching (most efficient stable systems for each critter type) and most efficient room designs ( i know there is a tutorial bite about rooms but it would be great to lesrn most efficient designs)🙏🙏
That is very much planned as its own series, but I am finishing the other main topics first. All being well I should get on to that in the near year!
note liquid uranium is a great way to melt carbon thanks to the very high evaporation point
Can Beetas still harvest from doors?
No cycle sensor to limit the Enriched Uranium input to 10 KG per cycle?So both those designs just burn away at Enriched Uranium for nothing?I dont get it.
As far as I understand, limiting the uranium input simply limits the power output. You don't get any kind of efficiency increase by doing so.
Nice
24 kW CLRR is ridiculous
nice
Shi... This game is so compllicate than don't starve
It is, but that's part of the reason why I personally prefer it. And you can automate things too.
This is an absolutely absurd power producer, what would you even need 40kw for?
Haha well on my Most Dupes run I've managed to get an average power consumption of over 60kW so far! But I agree on most bases it is so much power you'll never need this much power. Much like sour gas boilers that also produce crazy amounts of power, but we do it because we can, not because we should!
@@GCFungus 60kw? That overloads a conductive heavi watt wire. What are you doing for that to happen?
@@machixius Yeah I have 2 heavi-watt conductive lines pulling power, and even more generating. A lot of the power is for running the sour gas boilers!
cool but this has two problems: 1. uranium is not renewable so building this huge machine is simply not worth it in the long term. 2. you're using an exploit with the infinite liquid storage. Ofc this could be droped to space so that would fix this. Anyway - great video as always
Uranium ore is renewable through space mining, and I don't think it's too much of a stretch for players building nuclear reactors to be able to do that too. And it's true that nuclear waste compression is simply the most effective way of generating radbolts, but you don't have to do this part. In fact if you choose not to, then the nuclear reactor becomes even more useful as putting radbolt generators near the reactor itself is then the next best way of generating radbolts, with the possible exception of overcrowding shinebugs.