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Factorio nuclear fuel
Factorio nuclear fuel






  1. Factorio nuclear fuel mod#
  2. Factorio nuclear fuel plus#

  • Ammo production (Vanilla's uranium recipes now require the new elements unlocked).
  • Nuclear waste is difficult to deal with, but this makes it even more valuable to be used as weapons against local enemies! Channel your new resources towards:
  • Use the command /daily to get updates on your nuclear plants (the command does not disable achievements).
  • Watch out! Reactors are a great source of energy, but a what cost?.
  • New nuclear design mechanic: NO neighbors bonus! You'll know why.
  • They require a bit of Plutonium to get started but consume mostly Thorium thereafterĮach reactor has its pros and cons, advance through technologies and combine them to create a balance power structure!
  • LFTR (Liquid Fluoride Thorium Reactor) are more efficient and safer to operate compared to LWRs or PHWRs.
  • HPWR (Pressurized Heavy Water Reactor) are smaller but can burn all actinides during the nuclear reaction and generate more power.
  • Thermal reactors are slower and generate more nuclear waste
  • LWR (Light Water Reactor) use thermal neutrons to generate power.
  • factorio nuclear fuel

    Introducing a new resource: Thorium ore in map generation, and 5 new elements of the Periodic Table and their isotopes:Įlements will decay to closest isotopes by means of Alpha and Beta decay, you'll be in charge of of this process too! Uranium ore yields 20% of U-235/U-238, just like IRL.Drills no longer require sulfuric acid to mine Uranium ore, but it will be used later in chemical facilities to obtain Yellowcake from uranium ore.Uranium process revisited (more complex & realistic)

    Factorio nuclear fuel mod#

    The mod introduces 20+ new technologies, 30+ new items, and 30+ new recipes that are designed to give more realism to nuclear processes, as well as making nuclear production a core mechanic of the game fun to design.ġ.

    Factorio nuclear fuel plus#

    Introducing 3 new types of nuclear reactors emulating the different power plants in real life, plus new elements of the periodic to generate nuclear fuel and later, with nuclear wastes, powerful weapons. Trains are required (certainly fewer would need to be moving at any one time).This mod reshapes the steps of nuclear processing to be more complex and realistic. Depending on the base, this may also mean that fewer total Nuclear fueled trains are more UPS efficient, as they complete their journey with significantly less overall processing. Rapidly accelerating trains, thus using less processor time overall. Zooming in on the graph a bit to get rid of those and see the lines better, we get this:įrom this we can see that while the slower trains do have a lower processing overhead when accelerating more slowly (likely because of fewer collision checks being performed), the journey takes significantly less time with more The large spikes are caused by smoke (as discussed in test-000103). Since the data is available, it is interesting to look at the per-tick times for each test. Any reduction in per-tick processing caused by moving trains more slowly is more than made up for by the fact the journeys don't last as long with faster trains. This would present pretty close to best case performanceįrom this it is quite clear that the faster trains are better. The minimum time tick of each of the 10 runs was taken, and then all of those minimums were added together to create a total run time for each map. 2000 ticks is enough time that even the slowest trains (coal) makes it from start to end, and stops for a bit. The test was then run for 2000 ticks on each map in verbose mode, ten times per map.

  • test_000106.solid_fuel.zip: Locomotives are fueled with solid fuel.
  • test_000106.rocket_fuel.zip: Locomotives are fueled with rocket fuel.
  • test_: Locomotives are fueled with nuclear fuel.
  • test_: Locomotives are fueled with coal.
  • test_000106.base_save.zip: Combinator not set for trains to go, so trains remain stationary for the whole test.
  • This then generated the following five maps for testing: While paused, the following script was used to set the fuel in the locomotives for each test case:įor _, ent in pairs(_entities_filtered) do The game was then paused, and the constant combinator set to send the start signal. Note: This is the same test map as was used in test-000103 The distance between Start and End stations is approximately 520 tiles.

    factorio nuclear fuel

    All start stations are connected to the circuit network and set to send the signal to the trains. The test consists of 1000 6-12 trains facing east. On the r/technicalfactorio discord server, flame_sla was wondering if slower trains (using non-nuclear fuel) were more UPS efficient than nuclear fueled trains. Use nuclear fuel in trains, it is more UPS efficient overall because trains complete their journeys more quickly Test-000106 : Which fuel type is most UPS efficient? Factorio Version 0.18.17 The TLDR








    Factorio nuclear fuel