Nuclear Power Station

Discussion of the blueprint Nuclear Power Station.

tomv25 · 2 years ago

What is the safest reactor setting in tier 1? I had it at 3 and that was a bad choice :(

BrickedKeyboard · 2 years ago

So your FBR portion is excessive in space and workers. You literally need, steady state, for 1 FBR at full power:

1 enrichment plant, 1 waste processing plant, 1 chemical plant to make yellowcake to blanket fuel, 1 settling tank, less than 1 mine of uranium (instructions said to get 60 a second!). And 1 more chemical plant and 1 enrichment plant to make the initial core fuel to start it.

You could fit another FBR into the space you waste. Had to look at other blueprints to figure it out, had never built an FBR myself, I just noticed that after a while all the fuel processing was idle.

Calen · 2 years ago

@tomv25 - I use power level 3 without issue. Maybe you didn't have all the piping and turbines built?

Calen · 2 years ago

@BrickedKeyboard - Yes, this was my first iteration of a Nuclear Power Station when Update 1 originally came out. I updated some of the transport when update 2 came out, but I haven't really optimized it. The good news is that the blueprint works well despite these minor issues. But I agree that it is due for an update. As a joke to myself, on a previous game, I converted the wasted space into parking lots for all the workers.

Edited 2 years ago
Calen · 2 years ago

Change Log v3.1.0 - Updated transport to work with the new wholistic Transport System. Updated Blanket Fuel balancer to have ingress priority from the enrichment plant. (We'll see how this goes.) v3.0.1 - Updated Blanket Fuel balancer to have no ingress priority. v3.0 - Total Revamp of the Nuclear Power Station

  • Did away with flywheels as auto-balancing is not used
  • Reduced the cargo depot requirement from 4 to 2
  • Removed extraneous enrichment plants (5), chemical plants (4), settling tanks (2), and crushers (2)
  • Removed unnecessary storage
  • Added Spent MOX reprocessing
  • Optimized layout to reduce overall footprint by a third
Edited 2 years ago
tomv25 · 2 years ago

@Calen It was fine on a different save Maybe is was a lack of water or maintenance or something like that I only started the build after everything was build BTW Very usefull blueprint, nuclear power was too complicated for me to figure it out by myself

Edited 2 years ago
KT9Q · 2 years ago

If you added a row of distillers you could use the depleted steam to make this self sufficient on water, plus a bit of surplus. With a couple of pipe balancers it would dump the surplus water as steam through the cooling towers as the water gets too full, or create more fresh water for itself as needed and the system would always remain balanced. Alternatively the small surplus could just be exported to your fresh water pipe network. It would also need the commensurate salt water pumps and brine dumps, of course. See the basic coal power (saltwater) I created for an example of how to do this.

https://hub.coigame.com/Blueprint/Detail/465

Edited 2 years ago
gatekeeper · 2 years ago

my fbr backs up on blanket fuel which means it doesn't make enough core fuel i assume i have done something wrong when installing the blueprint but i cant find the my mistake

Coffeebug · 2 years ago

for the ones of you that might still be using an older version and it seems to be still doing it on the new one, that is having a problem with the FBR not getting enough fuel, find the pipe balancer for the blanket fuel and set the priority to come from the fuel enrichment plant that should solve your problem

DaddyTron · 2 years ago

Not sure if I am doing something wrong but running both reactors for a long time. I am making more Fission Product than one storage unit can handle before it turns to Retired Waste. Is this blueprint only designed for one reactor at a time?

Calen · 2 years ago

@DaddyTron - I'm sorry for the frustration. It seems that the production of fission product stabilizes around 1630-1650 units, an infuriatingly slight amount above the maximum 1600 for one storage building. Adding a second storage building would have necessitated a total resign of the blueprint, so instead, please just add a second storage unit yourself wherever you have space nearby.

paganini · 1 year ago

I registered an account on COI HUB to leave a review of your blueprints, which are really cool, work perfectly, and beginner friendly with screenshots and simple comments. They are really close to the ideal design.. I am using them very well. I will look for other blueprints of yours. There may be some weird things because I used a translator, but I really like this blueprint!

Calen · 1 year ago

@paganini - Thank you so much! I'm so glad you like my blueprints. I spent many hours making sure the instructions for each blueprint were as understandable as possible, so I really appreciate you telling me that my hard work paid off.

Beton1975 · 1 year ago

@Flat Stanley and all the others. All you need is a large crusher for Uranium Ore to Uranium Ore Powder since the recipe has changed.

shubert · 1 year ago

I've built this and your FBR in update 3 now. Unfortunatly both drain their core fuel. As I havent dabbled with nuclear myself yet it's kinda hard to figure out what's going on. All the FBRs (in this blueprint and the FBR one) will drop down to 80 core fuel then regulate themselves with the available fuel, wich is fluctuating between power levels 2 and 4. As for my understanding the FBRs should always stay at 160 core fuel.

Edited 1 year ago
Calen · 1 year ago

I just updated the blueprint for Update 3. FBR will be a separate blueprint.

StrikerMack · 1 year ago

For the old design that includes the FBR, the chemical plant that's part of stage 3 doesn't have an enriched blanket fuel input. This may cause issues, but I haven't started up the FBR yet to test.

Shinhan · 1 year ago

Could you please update the installation guide to mention that you need to add the reprocessed uranium recipe to the enrichment plants and prioritize it over yellowcake?

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