FBR Mega Station

Discussion of the blueprint FBR Mega Station.

LeoC · 1 year ago

Wow, this is really impressive and I am grateful as an end game player. Thanks

Fabien2prem · 1 year ago

Very nice ! Works amazingly well, 1 Gw power is nice, and Hydrogen and water production is genius for late game with all trucks and cargos swapped to hydrogen. Gave me a new breath on my game ! Thanks very much

Calen · 1 year ago

@LeoC and @Fabien2prem - Thank you! I'm glad it is useful for you.

YuS · 1 year ago

Why not use depleted uranium to supply the station instead of importing uranium ore? I think many players have large amounts of it stored from a previous nuclear facility. For example, that’s what I did when I saw in the recipe that it could be reused. 20,000 — I think that should be enough to supply the reactors until the game gets completely boring for me))

Edited 1 year ago
Calen · 1 year ago

@YuS - I do have an ingress for depleted uranium, and the chemical plants prefer it. The uranium ore storage ingress is for when the depleted uranium runs out. That storage is for any leftover uranium ore from previous nuclear reactors. Then finally, once all that runs out, you revert to importing uranium ore. I actually finally got to the use of uranium ore backup paths during the most recent game I played because I was building a platform in the middle of the Armageddon crater before I flooded it, and that took 1500 years.

Edited 1 year ago
Imsikruwi · 1 year ago

Hi @Calen, can you expain: "Move Power Level slider to 4X on one FBR in the pair", there is 5 of them, should i turn it one by one? I turn on 2 from 5 the FBR, and still it will got "not enough fuel" and around 49%-50% after some while, a pic tutorial would be nice!

Edited 1 year ago
juenger1701 · 1 year ago

great blueprint soo I will be free of my problem children coal plants

StrikerMack · 1 year ago

I don't think this build has enough support buildings to keep all reactors running at full power. According to my calculations, each reactor needs its own nuclear reprocessing plant for the spent fuel, if you're running the reactor at full power. The reactor consumes 25 percent of the fuel each cycle (16 core fuel to 16 spent fuel will be reprocessed to 12 core fuel equals 25 percent consumed). That means, at full power, you need to add 4 new core fuel each cycle. Which means you need to add 4 blanket fuel to convert per cycle. This means you need 2 enrichment plants to make the 4 core fuel per cycle. Each chemical plant can produce 4 blanket fuel per cycle, so you only need one for each reactor. The 2 enrichment plants take the 16 enriched blanket fuel and return 12 blanket fuel and the 4 required core fuel per cycle. This is where it gets a bit confusing, the chemical plant consumes 2 enriched blanket fuel to make 4 blanket fuel, but all the enriched fuel has been consumed to make the core fuel. Also, this process consumes 2 of the enriched fuel, and by extension, 2 blanket fuel. This nets us 2 blanket fuel so we actually need 2 chemical plants to net us the required 4 blanket fuel. At this point, my head hurts from trying to figure this out so this is where I'm stuck. Someone who's smarter than me, please explain what I'm missing here, because I can't quite make it make sense.

StrikerMack · 1 year ago

Okay, so, the yellow cake recipe for blanket fuel doesn't need enriched blanket fuel, only the depleted uranium recipe needs it. That means, we only need one chemical plant for each reactor running at full power to provide the necessary blanket fuel per cycle. However, that recipe requires 12 yellowcake per cycle. Doing the math, we need 72 uranium to make 12 yellowcake. That means, for each reactor running at full power, you need 72 uranium per cycle (and enough buildings to process that amount for each reactor) or the reactor will eventually run out of fuel. 5 reactors running at full power therefore need (72*5=360) 360 uranium per cycle (that's 360 per "60" in-game). That's a lot more than the 18 mentioned in the description. I'm honestly not sure where you get that number from. If I'm missing something, please let me know because I would much prefer only needing 18 uranium per cycle to run 5 FBRs instead of 360.

StrikerMack · 1 year ago

You also need 5 storages for the fission product to support 5 reactors at full power. Here's the math, 2 FP get produced every "60" per reactor. "60" is 1 in-game month. FP turns into retired waste in 100 years (that's 1200 months). By the time the first 10 (2 from each reactor) FP decays into retired waste, 5 reactors will have created 12000 fission product (1200 months * 10 FP per month = 12000 FP). Each storage can hold 2400 fission product. 12000 divided by 2400 is 5. Therefore, you need 5 storages for 5 reactors.

Edited 1 year ago
jessefjxm · 1 year ago

I just test this blueprint today, and i'm pretty sure it requires update to match fuel need, like StrikerMack said.

AcidLaktik · 1 year ago

It seems like it sunstains itselfs with automatic regulation @80 fuel

Edited 1 year ago
Mordret · 1 year ago

you need a cooling water backup pipe from water tank to Cooling inc Reaktors or they will overheat

jason.schmer · 1 year ago

Great blueprint and just getting it set up. Two thoughts...at this point in the game I would think almost all players will have plenty of spent MOX which can be converted to blanket fuel. I took the slow and easy ramp approach and think you can get running faster if you slowly ramp the reactor that is enriching blanket fuel. Also, I'm playing with replacing the hydrogen generators attached to this reactor with thermal desalinators so the plant becomes self sufficient on water supply first before generating exports.

Calen · 1 year ago

@StrikerMack - I was confused at first until I realized your comments were for my U2 build in a U3 game. I totally redesigned it two weeks ago for U3. @Mordret - As far as I can tell, all appropriate pipes are present.

Calen · 1 year ago

@jason.schmer - Have fun with it. I would recommend building a fourth reprocessing plant then to just handle the Spent MOX conversion and prioritize its blanket fuel over that of the chemical plants by adding a balancer above the core fuel balancer. As far as the water supply goes, mine already prioritizes self-sufficiency before generating water exports, but you're welcome to make any changes that work for you.

Edited 1 year ago
Calen · 1 year ago

@jason.schmer - I liked the Spent MOX processing idea so much I went ahead and added a blueprint for it in vU3.1.2.

cy-one · 1 year ago

Hey Calen! Maybe as a variant, or maybe even as a small single-running-on-1x-FBR-build, but could you make a BP that can run sustainably while "random amounts" of Plutonium/Enriched is taken out for reactors/probes? As in, could be 100% of what is generated, could be 0% of what is generated, but the FBR keeps on running nonetheless, just using some different processes to make up for "the loss"?

20
Showing 1–20 of 25