Quick note: Since am not too circuit savvy, i didn't understand how the fuel signal works when using more than 1 reactor. And if you use more then 1 Nuclear Reactor, what you need to do, it set the "used-up Uranium fuel" to ">" meaning that it only works when there are "Used-up Uranium fuel cell > 1" this way, if you have 2 or more inserters taking fuel OUT it will actually work. Small mistake that i didn't notice cuz in all of my testings, i was working with just single reactor, sorry for that :D
Let's be perfectly honest here, even a patch that spawns directly under you is going to have several hundred hours of constant reactor uptime in it. You are not gonna have reactor fueling problems unless you are addicted to green negotiation tubes.
No worries man. Nuclear powerplants are fun, I use requester boxes but set the request to a signal, so it works on one or 200 reactors. So my go to is 8 reactors, 144 heat exchangers and enough steam tanks to hold 6 million units of steam. also lots of underground pipes and pumps. I thinks it takes 8 water sources. i use tanks in groups of about 1 m capacity with a Math combinator telling it to put steam out as signal, I use 0,1,2. I use about 250 steam turbines in blocks of 10. now the hard part, the logic. Make a loop of belts, I use yellow ones, and make it about 10- 16 pcs long. connect the farthest upstream belt to your steam tank signal, tell it to enable the belt when everything is less the 250 k steam. to low and you may run out before temp is meet for steam production, to high and you fire back up to soon for great efficiency. the next five pcs of belt downstream from the steam tank piece need to be set to read belt and hold signal ( very important ) connect this belt wire to a deciding combinator and have it set so whatever item is on the belt will make it output Fuel cell and set it to input count instead of 1. then connect a constant combinator to the other color input on the deciding combinator, set the constant comb to Nuclear fuel cell and set the value to 3. Now connect the output from the deciding combinator to your requester boxes and remember to set the boxes to use signal. Now go two more belt pcs downstream and hook this belt to your steam tank signal and set it to enable if anything is greater then 350 k, this will make sure you don't start a feed loop. When your rdy to start it just put one of whatever the decider combinator is looking for on your logic belt loop. also you will need to add one or two extra the first time because your plant is not up to temp, it really matters.✌
In regards to efficient nuclear with complete automation; it's extremely difficult. What I've done so far: have a completely separate inserter per reactor that gets fuel from a chest, meanwhile the belts and circuit setup are exactly like in your video. These inserters also have their own memory cell (ANYTHING > 0 -> RED), and the inserters (Turn on if RED = 0) turn off when the memory cell reads that the inserters picked up the fuel cell because the memory cell outputs RED and now the memory cell has saved the RED signal, so at least you don't have to be there to manually insert the fuel yourself. To expand on this: Have a combinator output the RED signal * -1 for ONLY 1 tick if steam < 6k. This is just me brainstorming but it could be done if I can somehow have RED signal * -1 at tick 1 and then bring the RED signal value to 0 at tick 2, in theory it would mean that the memory cell resets and the inserter that picks up from the chest will work again until RED = 1. Also, I might want to redesign the memory cell (ANYTHING > 0 -> 1 RED), because I want to incorporate if (R != 1 -> RED) and (ANY > 0 -> RED) into a memory cell, haven't had success though, it's friggin' tough.
The fuel is so cheap once beacons and modules are available, i built one cycle that only takes 235 if there is enough and i never see it run when passing 😂
This is made much easier by the inventory sensor mod. It can tell you the amount of fuel in a reactor, so then you can set the inserter to run when fuel remaining = 0. Doing it in vanilla is such a pain
Actually... This longer video was really unnecessary xD The short one explained everything very well. The only good thing here is that you mentioned about the situation, when there is no new fuel cells. (And of coarse you're right. Situation like this probably will never happen..) but if so.... I've got simple solution for that. Counter. Output inserter will add signal to the signal network, (it will be like a demand signal for the input inserter) and the input inserter will subtract that signal from the network, when putting new fuel cell into the reactor. In this case, after the output inserter take out the used fuel cell, the input inserter will be waiting for the new fuel cell. Once the fuel cell will arrive, the input inserter will take that one new fuel cell, and then the signal will be subtracted and goes to 0, and procedure will be in the equilibrium state, waiting for the low steam signal, and for the used fuel cell to go out again. I think this will even could solve the problem with starting the whole system. Maybe the blueprint should have combinator that have starting signal 1. For example. Important to note. Every Reactor must have it's own counter for fuel cells. Signal from steam tank could be common.
Quick note: Since am not too circuit savvy, i didn't understand how the fuel signal works when using more than 1 reactor. And if you use more then 1 Nuclear Reactor, what you need to do, it set the "used-up Uranium fuel" to ">" meaning that it only works when there are "Used-up Uranium fuel cell > 1" this way, if you have 2 or more inserters taking fuel OUT it will actually work.
Small mistake that i didn't notice cuz in all of my testings, i was working with just single reactor, sorry for that :D
Thank god more savvy than me i added one like a min after i made my first so i was wondering why power was shorting lol
Let's be perfectly honest here, even a patch that spawns directly under you is going to have several hundred hours of constant reactor uptime in it. You are not gonna have reactor fueling problems unless you are addicted to green negotiation tubes.
No worries man. Nuclear powerplants are fun,
I use requester boxes but set the request to a signal, so it works on one or 200 reactors. So my go to is 8 reactors, 144 heat exchangers and enough steam tanks to hold 6 million units of steam. also lots of underground pipes and pumps. I thinks it takes 8 water sources. i use tanks in groups of about 1 m capacity with a Math combinator telling it to put steam out as signal, I use 0,1,2. I use about 250 steam turbines in blocks of 10. now the hard part, the logic.
Make a loop of belts, I use yellow ones, and make it about 10- 16 pcs long. connect the farthest upstream belt to your steam tank signal, tell it to enable the belt when everything is less the 250 k steam. to low and you may run out before temp is meet for steam production, to high and you fire back up to soon for great efficiency. the next five pcs of belt downstream from the steam tank piece need to be set to read belt and hold signal ( very important ) connect this belt wire to a deciding combinator and have it set so whatever item is on the belt will make it output Fuel cell and set it to input count instead of 1. then connect a constant combinator to the other color input on the deciding combinator, set the constant comb to Nuclear fuel cell and set the value to 3. Now connect the output from the deciding combinator to your requester boxes and remember to set the boxes to use signal. Now go two more belt pcs downstream and hook this belt to your steam tank signal and set it to enable if anything is greater then 350 k, this will make sure you don't start a feed loop. When your rdy to start it just put one of whatever the decider combinator is looking for on your logic belt loop. also you will need to add one or two extra the first time because your plant is not up to temp, it really matters.✌
In regards to efficient nuclear with complete automation; it's extremely difficult. What I've done so far: have a completely separate inserter per reactor that gets fuel from a chest, meanwhile the belts and circuit setup are exactly like in your video. These inserters also have their own memory cell (ANYTHING > 0 -> RED), and the inserters (Turn on if RED = 0) turn off when the memory cell reads that the inserters picked up the fuel cell because the memory cell outputs RED and now the memory cell has saved the RED signal, so at least you don't have to be there to manually insert the fuel yourself. To expand on this: Have a combinator output the RED signal * -1 for ONLY 1 tick if steam < 6k. This is just me brainstorming but it could be done if I can somehow have RED signal * -1 at tick 1 and then bring the RED signal value to 0 at tick 2, in theory it would mean that the memory cell resets and the inserter that picks up from the chest will work again until RED = 1.
Also, I might want to redesign the memory cell (ANYTHING > 0 -> 1 RED), because I want to incorporate if (R != 1 -> RED) and (ANY > 0 -> RED) into a memory cell, haven't had success though, it's friggin' tough.
Why cant you set the condition with the steam directly in the uranium inserter? Otherwise pretty good and understandable explanation
Oh Ok probably it will insert more then one cell then xD
yea, thats the design i used previously, but i was unhappy that i put like 8 fuel cells in the reactor. @@timon6794
The fuel is so cheap once beacons and modules are available, i built one cycle that only takes 235 if there is enough and i never see it run when passing 😂
Top notch !!! Veery valuable info !
This is made much easier by the inventory sensor mod. It can tell you the amount of fuel in a reactor, so then you can set the inserter to run when fuel remaining = 0. Doing it in vanilla is such a pain
Sounds unnecessary. But you probably mean that you can add a condition of no fuel in the reactor and low steam in the tanks, right?
Great video!! I was loooking one from 6 years ago and I dint even try it I knew something was renovated easier :D
If u have Discord, I'd be down to try and help with circuits in a vc call or something.
Actually... This longer video was really unnecessary xD
The short one explained everything very well.
The only good thing here is that you mentioned about the situation, when there is no new fuel cells. (And of coarse you're right. Situation like this probably will never happen..) but if so....
I've got simple solution for that.
Counter.
Output inserter will add signal to the signal network, (it will be like a demand signal for the input inserter) and the input inserter will subtract that signal from the network, when putting new fuel cell into the reactor.
In this case, after the output inserter take out the used fuel cell, the input inserter will be waiting for the new fuel cell. Once the fuel cell will arrive, the input inserter will take that one new fuel cell, and then the signal will be subtracted and goes to 0, and procedure will be in the equilibrium state, waiting for the low steam signal, and for the used fuel cell to go out again.
I think this will even could solve the problem with starting the whole system. Maybe the blueprint should have combinator that have starting signal 1. For example.
Important to note. Every Reactor must have it's own counter for fuel cells. Signal from steam tank could be common.