Tileable Flexible Feeder FBR
Author: Kendash
Update: 4.2
Radiation warning from Fission:
-Beware that you may need to run a health-edict to deal with the amount of fission generating from chaining FBR's, it's not bad but about -0,20% after 5th FBR which means population growth is stable, no decline or increase. If you need to grow, this is a problem and the only way to deal with it is to place a "Fission-storage-facility" closer to the FBR than at the exit Feeder-FBR. If it Bothers you, it's possible to store the output directly in front of each FBR instead. There is no good way to scale storage with mass FBR's, they generate tons of Fission. That's why i usually just Centralize it and take the minimal radiation penalty for transporting it. The best way to avoid it is just using trucks to transport to central storage.
Placement
Anywhere where you have plenty of space since whatever you do with the next FBRs in the chain will be huge power plants, or huge water plants, or huge hydrogen plants.
The next FBR will be placed on the right side, easiest is to tile them to the belt behind the Nuclear Processor plant for an easy connection. Description below for production options:
-Net Neutral on Blanket/Enriched Blanket Fuel / Net positive on Core Fuel
-Net Positive on Blanket/Enriched Blanket Fuel / Net Neutral on Core Fuel.
This is controlled by pausing the Enrichment Plant that produces Core Fuel.
It's also possible to easily switch the power output from 60MW > 30MW and in return produce from that extra steam:
-128 Hydrogen
-132 Water
Thus making it Net-positive in Power, Water, Hydrogen, Core Fuel, Blanket Fuel, Enriched Blanket Fuel. I personally use that extra power for Electrical boilers with additional Hydrogen Production (~3 extra boliers for the Extra power). Means you can push out additional 3x32 Hydrogen while still not drawing more power than generated. But if I need 6-7 FBRs i use it for the extra Water instead to make the entire chain Water-neutral. Since i use this first FBR as a feeder, i always make it produce minimum 30MW of power, but once second FBR is generating power i use load-balancer for the High-Steam to control what i need produced more of and in general power seems to fluctate in my production line so i keep that. You still get a lot of utility out of the Feeder to chain the rest!
Tileable with other blueprints
FBR Powerstation #2
(https://coigame.com/Blueprint/3733/Tileable-Power-Station-FBR)
FBR Water station #3
(https://coigame.com/Blueprint/3740/Tileable-Water-Station-FBR)
FBR Hydrogen station #4
(https://coigame.com/Blueprint/3735/Tileable-Hydrogen-Station-FBR)
They all share the same unified backbone pipes, chemical plants, enrichment plants.
Inputs
Water (126) : The pip balancer next to the FBR (96, internal use Pipe IV but Pipe 2 will support the FBR and 30 subneeds for Acid production)
Core Fuel (16): The paused pipe next to the batteries. The FBR setup is net core fuel positive to fuel the Next FBRs hooked up to it. It will be self-sustained and generate Core Fuel if you start it at 130-131. Assuming you have 30+ blanket fuel in the reactor when it starts. It will drop down to 85-90 before it stabalizes, this is normal. I have boosted the 2 chemical plants to speed up the initial start-up speed for Enriched Blanket Fuel.
Blanket fuel (48): Feed the initial reactor start up using the nuclear reprocessor plant (consumes your old spent Mox from Nuclear 2) until it has 30+ before initial start. Then its net-positive after that so you can feed the next FBR. It's a little bit quicker if you wait until FBR has 48 Blanket Fuel before you start it, but I usually start it at 30 to start filling the pipes with Enriched Blanket Fuel.
Sulfur (6): Brought in by trucks or belts depending on your layout. For Acid production for the FBR-chain and other facilities.
Limestone (16): Brought in by trucks or belts depending on your layout. For Glass Mix production for the FBR-chain.
Salt (24): Brought in by trucks or belts depending on your layout. For various needs, Nuclear Reprocessing, Chemical Plants, Diamond Reactors.
Sand (48): Brought in by trucks or belts depending on your layout. For Glass Mix to the Arc Furnace.
Glass mix (30): Producing Molten Glass for the Nuclear Reprocessing plants.
Graphite (7): Brought in by trucks or belts depending on your layout. For producing Molten Glass for the Nuclear Reprocessing plants. And diamonds for space parts.
Molten Glass (4): Produced locally for the 2x Nuclear Reprocessing plants (to reprocess spent MOX Fuel into Blanket Fuel, and to produce Core Fuel from Spent Core Fuel.
Spent MOX (2): Needs to be belted in safely, i usually move them from my closed Nuclear 2 plants to a close-by Spent MOX storage, belt this to the input belt by having a Tier 1 belt as first section followed by Tier 4 belt to spread them out. Then it's perfectly safe to fill this storage up to start the Nuclear Reprocessor. I also highly recommend boosting this facility to get 4/min recycled.
Acid (4): Produced locally for the Nuclear Reprocessor plants. The pipe runs behind the Enrichment Plants to be chained across the FBR-plants.
Blanket Fuel Enriched (44): I strongly recommend boosting the Chemical Plants here to produce more Blanket Fuel, which raises the consumption to Exactly 48 Enriched Blanket fuel (Max of the Feeder FBR/Cycle).
Enriched Uranium 20% / Plutonium (2/1 , 2/2): Depending on how you set the load-balancer for the space-parts productions, this will be running almost constantly after a while but it will sometimes use Enriched Uranium, sometimes use Plutonium. It's also a safety against space-parts not consuming the plutonium to avoid radiation. It will not kill your population if it backs up, but if you wonder where it comes from it's the belt next to the space probe part assembler, if it bothers you just place a flat load-balancer 1 tile away from the assembler input and set priority this way, then belt the other exit back to the storage and it will be sent towards the chemical plants for safety. It's not included in the blue print.
Plutonium is also used for Space Probes, and Enriched Uranium is used for Compact Reactors. Same logic there, enriched uranium radiation can be comiing from here - if it bothers you, just load-balance the overflow back to the chemical plants and you are safe. With medical supplies 3 it's not an issue IMO.
Depleted Uranium (20): Used to produce Blanket Fuel to be enriched. Normally you have stockpiled tons of depleted uranium by this time, and the idea of this is to spend this using FBRs. If you need to run this on Yellow Cake instead, it consumes 24 yellow cakes, but less Enriched Blanket Fuel. In my experience, you can run on Depleted Uranium for at least 1000+ years by this time, either way the belt supports it and just switch to Yellow Cake and it will continue to work.
Steel (1): For the Nuclear Reprocessor plant, needs to be brought in by trucks or belts depending on your layout.
Electronics IV (18): Needs to be brought in by trucks or belts depending on your layout. For producing Space Probes and Compact Reactors.
Titanium Alloys (12): Needs to be brought in by trucks or belts depending on your layout. For producing Compact Reactors.
Composite Core (16): Needs to be brought in by trucks or belts depending on your layout. For producing Space Probes.
Diamonds / Compact Reactors (8/4): For producing Asteroid Boosters. Be careful with this as a backed-up core reactor production means the Fission-output might be stuck causing radiation issues! You have been warned, and an alert has been setup. If you don't spend your Boosters or Space probes you need to redirect the Plutonium and Enriched Uranium ASAP towards the chemical plants to avoid radiation problems!
Outputs
Space Probes (8): Only if you place the plutonium on priority towards space probes, otherwise about 2-4, depends on how much Core Fuel you want to produce.
Asteroid Boosters (8): Only if you place the enriched uranium priority towards Compact Reactors, otherwise about 2-4.
Plutonium (1): Enough IMO for space needs, can be scaled up with more FBRs down the chain if needed.
Enriched uranium rods (2): Enough IMO for space needs, can be scaled up with more FBRs down the chain if needed. Beware it takes 16 Enriched Blanket Fuel and a lot more DU/Yellow Cake
Fission (4): Needs to be stored using the Egress belt close to the plant. IMO the biggest problems with FBR, it produces a TON of Fission that takes a TON of Fission-storage and a fully Enriched FBR-setup I usually spend 2 Storages/Nuclear Reprocessor to not get radiation problems before they can be recycled. 100 game years is a very long time when you run Spent Fuel -> MOX -> Spent MOX -> Fission. I belt it out same principle with load-balancer 1 belt in front of storage so only 1 fission is outside of storage if it gets full.
Recycled fission (0): shouldnt be any since this complete setup geneates more fission that is included as storage. but storage is included just for safety reasons but it cannot sustain the long-term storage for the FBR-chain, it is there to give you a breathing room in case you forget to belt it away to long-term storage.
Enriched Blanket Fuel (40-48); From FBR in x3 mode. if the chemical plants are boosted it generates 48, without it only 40.
Blanket Fuel 40-48: Depends on boosted Chemical Plants or not.
Core Fuel (18): It is not constantly producing 18, it depends on Enriched Uranium/Plutonium load balancer configuration but over time it produces more Core Fuel than it consumes. Pipes fill up slowly, but i just chain next FBR and start it when it's at 130 core fuel and it will slowly fill up to 160 so you can start next.
Power (60MW): If spending steam to generate power. (included in BP), flywheel is there for flexibility to use steam for both water/hydrogen/power.
Water (72): It's relatively easy to take the high-steam and produce water/hydrogen from it so it also generates water downstreams to compensate the next FBRs Net Loss of water.
Design Explained
This is a "Feeder FBR" designed to use what you have left from Nuclear 2 waste (Depleted Uranium, Spent Mox, Perhaps Spent Fuel). It is net-positive with Blanket Fuel, Enriched Blanked Fuel, Core Fuel, Plutonium, Enriched Uranium (20%). By controlling the pause/unpause of 1x Enrichment Plant you can decide what you want to overproduce on for the next FBR.
It also produces all the needs for the space program to bring Asteroids home, although at a slow steady pace that will be quicker and quicker the more FBRs you chain together. Assuming you boost the chemical plants that consumes DU/Yellowcakes.
It will take roughly ~1h of in game hour time to generate enough core-fuel for the next FBR (+2 production - or you just use the same input pipe to fill the next one. But the idea is that you can hook-up as many as you want in a chain and they will be interconnected and you can produce all the space-program materials as well at power, hydrogen, water from the FBRs depending on what you use the steam for.
| Version | Released | Downloads | Copy |
|---|---|---|---|
| 3 Current | 8 days ago | 22 | |
| 2 | 9 days ago | 7 | |
| 1 | 9 days ago | 1 |
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