#Feedback on Fission Line (Fission Reactor and all the recipes)
1 messages · Page 2 of 1
Damn, now it seems I don't have enough ammonium bcs I voided some dust(with voiding overflow) to process all that radioactive steam
the ammonium is free, it comes with your mars water
Is 3 IV recipes intended for plutonium rods? So players probably should use substation and probably 4x EV superconductors?
Btw why tho nuclear turbines doesn't give u distilled water
It's a bother to manage and is useless on Mars
but something is coming other than distilled water
hopefully the new voiding thing will work on the nuclear turbine
I didn't have regular steam turbine so that would be nice for me. And also u need some distilled water for refined nuclear residue dust
yeah it won't happen sorry
balance issues
true I forgot you actually use distilled water I think there is a steam output somewhere
that was my initial idea but well
For me this 1B of steam seems too misarble and 1B of steam is like 6? mb of distilled water so u anyway need other source
But if u have other things, I'll be looking forward to it.
@woven plinth: There's graphite moderators and framed glacial wool
See the EMI tab for reactor components
but they cant give 880 heat resistance for reactor?
Oh, true. Single U is 200%?
220
Ah. I misspoke then. Only one rod :(
There was an idea of letting the heat have a larger scale, but it would mean rebalancing everything
i tried to play with cooling recipes (ice, and fluorine thingy), but they dont seems to do anything tbh
А ты material holder-ы внутри ставил?
You installed material holders?
Yes
I dont remember honestly, but heat kept going up
A couple HU/t per holder
I thought for a moment it worked but it was just reactor cooldown lol
Probably not enough to run two U even with 20 holders
Yeah
I think that this cat has a side queat for me
Refr pellet gives -40T for 30sec
Dry ice is useless if u have graphite rods
Why tho I was convinced that u can hold 2 U with 20 good graphte rods
We started over when Patch 0.11 landed, we were in IV already but we like the idea to progress through EV as it was very boring in a way.
We are having fun with the new quest line progression but we noticed that we have been making a lot of EV circuits with the crappy recipe.
We both talked about it, we think that the HV and EV Nano Circuits should not be gated by the Fusion Reactor progression.
We have been making a lot of EV Circuits and it sucks big time and by the time we are done with the EV progression then on the end, we get NANO circuits … it feels a bit silly to go through this whole painful experience just to get a better EV Circuit on the END of the EV Progression quest line.
Maybe it would be a great idea to at least give us a way to make HV and EV Nano Circuits before Fission but make it cheaper to make after Fission.
Its more about the Epoxy Circuit boards and components.
we are just casual TFG gamers, so automation is not at its best right now, so it is a pain in the ass to constantly go back to MV then HV circuits just to make EV circuits every time.
could you elaborate more on what you mean by the epoxy circuit board and components?
oh didnt write more about it, sorry. Lost train of thought there. I wanted to say we have all the other components ready, Epoxy Circuits included but we can only make the nano circuits on the end of the EV tree. IV and LuV circuits should be gated but not the others.
I was thinking to put a specific wire that we need to make the IV Circuits, so replace the Nano CPU Wafter location with that wire and move the Nano Wafer after the Alloy Blast Smelter, so it is required for something that the Fussion Reactor requires.
I think nanos should still be only craftable post-fission, but I'm not against making the micros a bit cheaper with some of those components
that being said, we do want people to start scaling up their infrastructure in HV-EV
otherwise if you wait too long, EV/IV will hit you like a brick wall
thats the thing, I have all the components. I am making Plastic Circuit Boards from Polytetrafluoroethylene. I have a lot of resources, even making the MV and HV Circuits is not expensive for me
its just I made now about 200+ HV Circuits for EV circuits
I make a lot of Super Tanks tier 3 and also tier 2, so I run out of circuits so quickly.
I guess you can argue that I should have this automated by now and is true. I just felt it is a pitty to only get the good circuit on the end of EV but I guess it is the same for HV right.
new circuits are intentionally near the end of the tier yeah
He means that it seems a bit strange that the whole EV u should make microprocessors, while on other tiers u can unlock new type of circuits pretty early (usually mid-tier+-)
yeah, I get it that IV and LuV is gated behind Fussion Reactor, that is the entry to your next tier
its just HV and EV Nano Circuits that do not need MV circuits is also gated so far back
I mean we gotta put the new space progression somewhere, and circuits are one of the easiest places for that
I still need to make MV Circuits so far deep into EV, that feels out of place
if you make a new recipe that we can make HV Circuits without any MV, yeah that might be a good one too and maybe still keep the EV ratio 2 for HV for 1 EV
I am having a blast with the EV quest progression, it is super fun, it is a lot more fun than the previous EV quest tree
I've never had problems with circuit crafting although granted my ae2 system is on crack
and resources isnt really an issue with large miners
I have no resource problem, I have a crap ton of everything
its just I am lazy as F with AE2 automation, I have my item vaults full of stuff and I use the interfaces, its just that I do not have the crafting setup, I usually get that running in IV
I mean It seems a bit strange for me but I don't have any ideas how to make it other way and it wasn't like a problem
For me a lot things seems strange but I guess this is just GT thingy
Maybe this is a bit comparable to superconductors? They are rewarded at the end of tier. But SoCs are two tiers away.
You are the exact reason why the EV chapter is the way it is.
And you answer your own question
You are lacking automation so it’s troublesome for you to progress at that point and crafts the circuits
The whole point of the EV chapter is to test your infra and push you to automate everything. You say usually try to automate your factory late IV and that’s precisely what was being fixed in Gregtech progression
So I would like to say thank you for letting me know that the EV chapter does exactly what I was trying to do 😂
And I advise you to start automating. There won’t be any changes here.
ok fine! I will automate it in EV! damnit! 😉
what do we think about doing something with the epoxy boards earlier? 🤔
I think u need ev circ assembler rn for it
No real reasons why?
idk just an idea
Epoxy Circuit for HV that does not require MV 😉
Circuit boards really are only useful for circuits I think it’s fine
The first hv circuit you mean?
It’s already the case isn’t it
Epoxy are the boards for nano circuits
my biggest issue is that at the mid stage of EV, I still have to make MV circuits to make HV ones.
I was just hoping it was possible to come up with a solution to make that less annoying, the only solution right now is to get Nano
I already answered
The only annoying thing you are being confronted to
Is that you didn’t automate
You can’t get the chapter reward at the beginning of the chapter
you get the ability to make cheaper lv and mv circuits at the end of mv, two tiers later you get the ability to make cheaper hv circuits, I dont think its that big of an issue
I am not talking about at the beginning of the champer, I was talking about mid chaper to get at least one thing already. Not all the rewards on the end.
what would mid chapter be?
for me, once you are on Mars and get Ostrum ore
or once you have the Alloy Blast Smelter
so basically when you can process ostrum? you're not that far off from nano circuits then
hmm, that I do not agree with you
you always get the better circuits at the end of a tier no?
yes we do but I just think it is weird that you get 3 new nano circuits on the end of the tier, nothing wrong to maybe give a circuit recipe that you do not have to make that was 2 tier old recipe
but it is just my opinion, use it or lose it. I am still having fun, I was just bring up a suggestion and if people do not agree, that is ok. Wont stop me from moving forward
EV is actually very exciting
EV was a boring tier for me, now it is way more interesting.
I think as an idea make HV and EV nano circs crafts without nanocpu and without req ev circ assembler, but make IV nano circ req nanocpu
Oh, rn the only reason to craft hv circ assembler is IV mainframe, which u will craft probably 2 only for EC circ assembler
Yeah I understand you but I won't change it
they are nano for a reason
can't remove the nano part of nano circuits :p
So rn it looks smth like this
xd
the Mainframe is not HV but EV actually
It's tier of circ assembler req
Nanos use a HV Circuit Assembler don't they?
I can't remember what the HV circass was even used for before our changes - the micro circuits being so weird is a big part of the problem lol
and that's a base gt thing
you are dev here, get to work and stop shift your responsibilities on others, I have reported to you
bug and gave you logsfeature idea and clear information when and how it occurs, you should reproduce it, analyze it, fix it and release it. instead of working you only yapping and insult your customers
There is 99% chance that nothing change in EV progression anyway
next update is already bringing some changes making it overall easier
aren't there some makes-earlier-circuits-cheaper recipes that the hv circass unlocks? like that really cheap ulv and lv one?
yeah these are weird because they don't have SoC equivalent I guess
i don't think so
hmm
oh they do have a soc equivalent
maybe that's something that could be mentioned in the quests for the ev circass 🤔
hv circuit assembler is basically useless then
and from late mv to late ev theres nothing?
i always just made hv circass just to have easier wiring and its faster so why not
but yeah nothing really new
we could maybe change the micro ev circuit to require the hv one
a not-really-big-issue of hv circuit ass not having any real use
yeah it's fine
I think part of the reason for the inconsistency is how the circass goes from an expensive end-of-tier machine, to just another machine you can make really early in the tier
it's not really a problem, there's lots of other machines you don't upgrade every tier
and I mean looking at the amount of circuit you need
you need to be really dumb to not grab the HV one
so it's not like it's useless
Rn u need upgrade it justt for instantly upgrade it
my only thought is maybe we could do something like, hv circass + epoxy boards => slightly cheaper mv micros, just to ease things out a bit
like I agree that the other guy just really needed to upgrade his infra
but you can technically just make 8 mv ones or smth
You give too much importance to individual feedback
make 8 HV ones :p
that's what I did
Balance should only happen if we have an overwhelming amount of feedback asking the same thing
up until now we never had anyone complaining about that
not all people have played gregtech before and know how much infra they need
and Pastualio is themself saying they have no automation
but are still having fun and will automate more to solve their issue
if you ask me this is peak game design 😂
a lot of people also just silently grumble about things without asking if it's intentional - like it took several months before someone pointed out that the ae2 quests required universal circuits to be crafted
that's why EV is here
to teach them
Peak game design I'm telling you
👌
While I was playing EV and reporting things, I wasn't even sure that some1 actually played the modpack in EV bcs I was reporting some things first
weird, because some time ago i played with him on same server and he had way more automation than me on that tier
No changes incomming
it depends how we look at automation. I have a lot of big distilleries running, I have almost every liquid ready to make something, it is just I have to manually put in the components to make the MV circuit
ae2 should be doing that for you
but still seems weird that theres a hole in circuit progression for 2 tiers
there is no hole 
well if you want to complain go complain to GTceu
I'm not remaking their whole circuit progression
it's a shit show to balance and moving first IV was already rough enough
It's the way it's always has been in GTceu
so if changes are needed go ask them to change it
I mean if we really wanted to, we could completely change how circuit progression works so every tier is consistent
I was not asking for remaking the whole circuit progression. I was just wondering if it was possible to add something like we have for the LV-Circuit in EV tier but for HV too.
we don't have to stick to gtceu progression in that way
but I understand that it is tied to Gtceu, so its cool
but it would be very annoying to change and balance lol
Poor hv circuit assembler, nearly useless if it werent for ae2
But as I said, It kinda is not intuitive but not hard with proper infra
And I didn't even know isn't it's actually Gt's problem
that's a soc skip
Anyway!
Everything is fiiiiiine
Pastulio gonna begin autocrafting a bit earlier
and everyone is happy
whats this autocrafting? can I eat it ?
though i don't really know how can someone not make autocrafting the moment its available
I got to IV without autocrafting! 😉
yeah
that won't happen anymore :p
that's like the main goal of EV
so thank you
work is well done 
apart from the time I made guns, making the first fuel rods is probably the only time I manually crafted everything after I got ae2 setup lol
after crafting units were reverted to hv i would say you want it even before going to mars
The thing is, I always went with autocrafting with AE2 when I was playing with 1.12.2 and Thermal expansion and Industrialcraft but TFG has so many fun stuff and a lot of things to do
I guess I just put autocrafting at the lower requirements 😉
I wanted wrote it earlier but didn't send message.
Btw it will be nice if we could get a few extended pattern providers earlier 👉 👈
This is not directly necessary, but for some machines(like assembler or bender) you need a lot of pattern providers and the bottleneck is amount of patterns
But as I said, this is more of a wish than a necessity.
What I want to write actually is the next question. Do u sure that multiply amount of compressed steam that much was good idea? It seems that u cannot provide enough steam for max turbine output (HSS-g ev rotor holder) if u use 1 ev input hatch, input hatch will be your bottleneck. Also throughput of quad pipes is silly if we look at that amount of steam. And Heat exchanger flashing too bcs of speed of recipe and buffer size(in ev quad hatch). So u haven't any option except ae and ae hatches where u can use them
why quad hatches/pipes?
U cannot use other hatches in heat exchanger
like me or multiple hatches
And I thought this change should have made you think about throughput, but with changes like these there is no choice but AE
that doesn't sound right 🤔
I may have forgot about quad hatches lol
EV Input hatches should work though
For the Pattern providers the answer is no it's gated at IV so you can redo your factory at that point
suffer
I will have a look at the steam flowrate
Eh I suffered too
I played without the Ex Pattern Providers until IV
I know the pain
but I think it's good overall for the modpack
Surfer
Does Fission's energy generation depends on heat or the amount of rods in the reactor? When I read the quest book I understood it as the rods amount, but when I try it in single player it depends on the heat.
I may be wrong, but in general it depends on the amount of heat, which in turn depends in particular on the number of rods
so for Thorium then the optimum amount of rods is 3 rods for glacian wool frame right? How about Uranium?
U can't handle more than 1 rod without active cooling
So if I want maximum energy output, then I shouldn't do active cooling right?
I didn't quite understand this that good, but I thinks yeah unless active cooling will stop reactor from cooldown mod(U will need refrigerator pellets for at least first plutonium rod)
ahh ok. Thanks for the help! The fission quest book has been very difficult for me to understand
Power is made through steam
Don’t hesitate to give feedback on what you didn’t understand
I could try to make the quests a bit better
@heady brook There's also a quite a bit of text in the gregtech energy quest chapter
I think the heat coolants most efficiently part messed with my understanding. In my head I interpret that as lower temperature means more energy output and higher temperature means more radioactive waste.
also it might be better to have the quest book have a tldr at the first paragraph saying more heat = more steam = more energy. more heat = thorium rod runs out faster. It took me a while trying to understand the current explanation
Is it possible to put the Irradiated Steam + Water and the Radioactive Steam + water recipe on the same Circuit Setting for the Heat Exchanger, right now they are on two different Circuit settings ?
I thought Irradiated Steam (Plutonium one) doesn't require any Circuit, Is it?
yeah but it would be nice if both are on the same, then it will be easier to manage
Huh? wdym
If recipe doesn't have circ it means it can be done with any circ
So rn u can use Plutonium Steam in 1 heat exchanger with uranium steam regardless how u refine Uranium steam
cool, will check it out, I am out of Pellets, so I will try that and check it out
And tbh I didn't even see any reason to use uranium steam without ammonium thingy
unless you ran out of that and you need the steam
uhm. I didn't run out of it and I think u will actually have more energy bcs u get plutonium
You really should have a dedicated Heat Exchanger for each reactor
There is a less deep quests in the EV chapter
rn size of input hatch is bottleneck which u can't solve easily
BCs of no me hatch and absurd amount of steam
yeah, you need to put a Epilepsy warning on the Heat Exchanger for now 😉
I can leave these 2 issues on github if u want and if it will help u to not forget xd
Why no?
is that such a good idea? I thought we wanted to reduce multiblock spam lol, like with donut stacking
you really should with how it works
that's like 2 heat exchanger for your whole play through
I don't think it's that much spam
you gonna have 4 or 5 fission reactors on Mars
what is 2 heat exchangers
4 or 5 fission reactors 
it's like titanium line you have dedicated ebf for it 🤷♂️
that's nothing :p
1 for thorium, 1 for uranium, 1 for plutonium and 1 or 2 for tbu
why would we need 4-5? Is it because of the IV quest line ?
then maybe later you want a californium reactor on mars to speed up the OLA
TBU is for energy on earth
you need to process it on mars
then late game you may want a Ca Reactor
because it can boost greatly the speed at which OLA is running
and yeah you will OLA for IV
and definitely for end game UV
my biggest challenge now is to have enough storage for all the Steam on Mars, producing so much!
yeah :p
well i do like it better now
it makes more sense
you should try to feed into turbine asap
and stores the energy in a PSS
as long as the others are "optional" and the requirement for progression is only 3, I think that's an ok limit
During EV you make 3 Fission Reactors and 2 Heat Exchangers yeah
after that you may want to do more
but yeah it's optional
if you wanna do fission for powergen then more is ok, like how people spam turbines or engines or crackers or whatever
though it may becomes kinda necessary at UV?
the advantage of fission reactor though
is that it scales by itself
just not silly levels of donut spam where the actual multi itself is absurdly expensive lol
so you never gonna need to spam them
yeah i don't like spam of big multiblocks
Also there is always option
for example if you want to make Americium rods
you need to run your fission at low level of heat
you can either spam the fission reactor so they all work with 1 fission rods
btw, I would suggest to change the Fusion Reactor design or the quest to let the player know it is better to have quad outputs.
or you could have only one but with input to cool it down
and then you can run 5 rods at the same time while keeping at low level of heat
wdym?
my first Plutonium Rod didnt output the Tritiated Water because all the Outputs were filled with Irradiated Steam, even though I made sure that the outputs were pushing out the liquids.
oh yeah that's changed already
I could have locked it but the Quad Output stops that from happening
great
they will output the steam and one item
so no conflicts possible anymore
but also you have to manage the heat of your reactor
if it goes in cooldown too often the average heat of the rod will be higher than 9000
and you will only get a very limited amount of tritiated water
each time the reactor goes in cooldown all the rods in it get hit with a 10 000 heat
ah ok
cool
the quest about plutonium line says that you should void oxygen since you might produce too much of it but if anything it seems like you dont even produce enough oxygen to loop it?
and am I right that you need to input water and hydrogen for it?
Hydrogen and water yeah from what I remember
Oxygen should be over profuced
You also get steam though
it doesnt really do anything?
theres no steam to water recipes or whatever
the only recipe with oxygen in the line is this
(sorry for borked text, I dont really know whats wrong)
it seems to get worse the more I play
also uh I forgot electrolyzing hf2 gets you hydrogen lol so u dont even need to input hydrogen
just water for distilled water
your gpu might be dying
or maybe just corrupted font files?
tom, I can't seem to run one plutonium fuel rod passively even with 600 max heat
I have 20 moderate core frame
do you input enough heavy water?
yes also I dont think that affects it?
hm wait it does -1 heat
okay I put a parallel hatch on my centrifuge
maybe it works now
ok yep mb
I wasnt producing enough heavy water lol
hmm..
in the mean time I spawned in two oversized interfaces and uhv hatches to process it faster (it still doesnt make a dent)

"Please note that due to some C-level decisions even higher up, it is not authorized to install ME busses. You have been warned."
also it seems that you can only put quad output hatches on heat exchanger, which I feel the normal one should also work since irradiated steam and radioactive steam doesnt have a second output
on the bright side, putting a 16a iv hatch did finally make a dent to my irradiated steam production
(needed uhv hatches and oversized interfaces tho)
honestly 160x more steam is a bit ridiculous 
can't you just like... pipe it out
I already built everything with the assumption I only use ae2, its a bit too late
I might try using tungsten bismuth pipe in a test world tho and see if it do work fine
Only the quad works? I sounds intentional but idk why
Yeah it’s all fixed on my branch :p
It’s a bit hard to process the steam into the heat exchanger
I may have push the change without proper testing sorry 😬
I gonna blame Vazde she was the one asking me for more steam 😂
The fact that normal hatches don't work sure makes it a lot harder to buffer.
Have your tried placing a super on quantum tank auto-outputting to the hatch? That should help a lot, too.
So hazardous a recipe the image got radiated
something I've seen brought up in chat occasionally is people basically going to mars with their entire mars base in their pocket. Is there something we could do to make people take several trips? or at least, encourage going to mars earlier in EV, even if they aren't setting their base up quite yet?
I keep seeing people do everything in EV besides the circuits, then do all the fission stuff at once
we could do things like put ostrum iodide in a bunch of other required recipes (what about in the EV emitter?), require heavy water/deuterium in something, or some thorium/uranium byproduct
make each trip take less than 3 centuries
ok, go and rewrite ad astra for us then 👍
Something like that could potantially work
Though you also gotta consider that you should limit the number of things that have to be transported between one planet to another for everyday progress
Given that the railgun is still broken iirc causing us to have to bring some over manually
yeah, these would just be for one-offs
Something from mars in the crafting recipe for the fission reactor or along that lines
That could work
but then what's stopping you from just bringing the rest of the ingredients for the fission reactor along with you instead?
I think it’s kinda fine fine for mars with how it’s built
As a players you need to come to mars with your whole base in your pocket and I feel you will do it for every planets and if it’s not in your pocket it will be in your AE2
The rework for the OLA will at a least allows the players to work on the OLA if they are bored rushing the fission line
Plus once the railguns properly workin
All you gotta bring with you is a landing pad
And you will probably just be able to have ae2 deliver you anything you could possibly need
Well, right now, the only thing you maybe will not craft before you fly to Mars is a large centrifuge. Everything else is either needed for the rocket or for quality of life (energy generation and energy storage).
Well, in my opinion, the need for ostrum iodide for progress is already extremely... unpleasant(makes you suffer). Moreover, before it, you still don't have enough energy source ( before uranium steam). And the use of an alternative recipe for uranium steam, in my opinion, hasn't changed anything, since you still need ostrum iodide, and you most likely don't want to lose potential plutonium.
And I have a feeling that such a decision, firstly, could cut off some useful crafts, and secondly... well, at least for now it will provoke the player to skip EV machines
But I'm just sharing feedback and obviously some things may change after Fission update
yeah, I'm more thinking of just normal ostrum being used in some things earlier, because that's very simple to setup. Iodine is the one that's more tedious since you have to 1) find the right trees, 2) have a bunch of machines to process it, 3) have liquid air distillation, 4) have a reactor going
we could even do something like change the EV superconductor to a different material, or at least make it require something from mars too :p since people love to rush those
uranium-ostrum-triplatinum, anyone? 😛
You are becoming more and more devilish Pyritie 😂
But yeah I guess we could add Ostrum to the EV superconductor
make the reactor controller itself need ostrum or something if you really want it
Im a bit unsure about the progression but other cables still work though
ev sc isn't really needed
That’s already true for Heat Exchanger
I think it’s fine how it is right now
Im not sure you can do the mars fission line in a one go
Having to start mars by looking for Ostrum doesn’t really feel good
It’s nicer to start by locating a good spot and building your base
Maybe your first reactor
Then look for Ostrum and sheep
even so, like i said ev sc isn't really important for earth base building, its a very nice qol sure but people already use iv cables to transfer power over long distance and just step down
My guess is that if anyone do all at once it’s because they have an IV assembler or just brute force the reactor
its also just hampered by the fact that in order to do anything on mars, you need fission power outright, limits the possible diversions that could be done
Else it’s just way too difficult
Well the point is to start with your thorium reactor yeah
you're skipping over what pyritie mentioned here i think
what pyritie to extend is the part before even the thorium reactor
cuz once u get a reactor up its not long before you get ostrum and then uranium and then plutonium, i think
sheeps didn't really take that long ime
like i never got to actually ranch them long enough but once you've gathered enough its just a matter of waiting for familarity to raise and shear
I don’t think it’s that easy to make the fission line
I did it myself on my run and I was the person designing it
And I wasn’t able to do it all at once
I can note that iodine is currently only used for the heat exchanger (U litteraly need 3? iodine), just like ostrum, except for OLA. I just don't know which will come first on Venus: iodine waste or generation.
But smth like this sounds reasonable
I don’t really think it’s an issue that players prefer to do everything else before going to mars
For a very obvious reason
You need to do everything else before you can start mars 🤷♂️
One thing that could be interesting if we really want the player to be force to travel to mars before fission is making the yttrium only obtainable on Mars
But that will just feel like desh and the moon
Having a change of pace depending of the chapters sounds better to me
For IV you need to go right away on Venus to start the chapter so it will be very different from Mars which is I think nicer
Not every chapters being the same thing
i think mars is too finished to make earlier mars trips yeah
well that's the part that feels wrong to me, I think it would be more interesting if you didn't just immediately do them in sequence
Well there is the Ostrum hunt and the sheep hunt
yeah, venus will be more iodine hungry
And with my next changes you will unlock the OLA after the first fission reactor
true, the OLA will help
And the fission line is really really long to setup
could use the heavy water for a craft too :p
Well they have to to get power running
yeah
anything else between thorium and the rest? 🤔 cuz like, setting up thorium power and then letting that cook while you set up the rest of your base sounds better
different fuel rod casings... maybe some later casings need the wool or another insulator... or something else needs the thorium byproducts or krypton or something... idk
just throwing out ideas
Yeah I don’t know honestly I think it’s fine?
Really it took me a lot of time to do the fission line
I had to expand my base with each new reactor
Mine more thorium and uraninite
Find some sheep’s
Make lubricant
Honestly it was quite long
I could make the fission line recipes requires breathable area
But that just seems a bit evil and not that necessary
EV is already quite difficult I’m a bit unsure about increasing the costs
If we really want to break the pace there is one solid option
But its quite original :p
We make it so you can craft the Venus rocket without IV machines but right after you finish your uranium reactor
yeah I'm just thinking of ways to break up the wall a bit 🤔
Also Earth fission can be gated behind uranium reactor
That’s two bigger incentives to take a break and explore the OLA
An other possibility is to add a new plastic behind the OLA or rubber
I mean we could also gate the plutonium reactor behind the OLA
With the change I’m planning on refrigerant pellet
🤔 that's an idea
I'm also interested in more of the fission's processing recipes too, like we're doing for iodine lol
Yeah I’m not a big fan of them compared to the OLA mechanic to be honest
probably more after you've got the OLA set up, because then you can keep your reactors running more reliably
haha fair enough
feel free to change the iodine line if you need
The OLA mechanics will really be glorious
We could move it from the fission to the OLA
Then the Ola isn’t optional
But mandatory after your thorium reactor
Dunno where would we want it
I would be more encline to having it gating the plutonium reactor
As the uranium reactor is definitely your go to for energy
And keep the iodine in the fission reactor
What do you think if we go towards :
-OLA mandatory for refrigerant pellets
-Ostrum within the EV SC
?
(what's SC)
Superconductor
oh right
lol what if uranium triplatinum has to be made with the fission crafting
Heat Battery and OLA and possible an other fission reactor for TBU to run the Ola
lol why not
or, made with the uranium byproducts
One in the fission reactor and one in the OLA later
There is radon that is unlocked right after the uranium reactor
That could be use for the EV sc
true!
lots of options, and I do like keeping to the theme of superconductor being late in a tier
That sounds good to me
And there is the active transformer at the end of EV too
Could be something we unlock a bit earlier with radon too?
keeping UPt as the superconductor material but just changing how it's crafted avoids a lot of world upgrading issues as well lol
sure why not, options are good
is the ostrum linear accelerator meant as a tritiated water sink? i thought that's how you'd loop the whole fission line to get more tritiated water but it seems to consume much more than it makes
unless i can't math
Hmmm
wdym?
i'm asking what the intention of that machine is, cause i was thinking it would be used to "passive" tritiated water in a loop
Oh I changed it drastically
ah is that in the upcoming rework
Rn vapor which gives pure uranium and thorium is just a scam
yeah, that's why i was confused what the purpose is
cause on first sight you'd think it's for allowing a loop
It's now gonna be part of EV Progression
cool
regarding the ore situation
the further you progress into the fission line the more ores you can get
when using tritiated water to generate the ores
you will produce enough ore to produce more tritiated water that what you use to make the ores
allowing you to have truly infinite fission
okay perfect, that's what i'd have expected
also gonna put that here
you will need tremendous amount of thorium to create your fission rods use for power on earth/europa
i already need what feels like tremendous amounts of thorium just to make my funny iv wafers
uhuh
(psst remember that we have the TFG youtube if you want to upload things)
bro got an entire encyclopedia in his gui
yeah I was gonna ping Redeix but wanted to do a cleanest setup before posting it
I was just too excited and wanted to share this first preview ahah
why dust input and not rods?
conflict 🙁
oh here
hmm
I could actually
this one I'm a bit screwed
but I change the OLA one
Mars will be your factory for the rods
ah
but every recipes related directly to power gen can be run on earth
option two is adding a required liquid to the old thorium rod
hmm wdym?
not if you add a different fluid to the thorium recipe
or add a circuit, but fluid seems more elegant to avoid conflicts
yeah circuit I prefer not
I mean there is also colored hatches
but yeah I would need to add a fluid I guess
different rod casing maybe?
would need to recolor redeix's a little, but
we need to recolor it once for the zirconium version
One rod for fission line
one for americium and neptunum
and the zirco one for californium
and they all are reusable
oh the californium one is mid IV?
yeah it's gonna be gated behind FLiBe
ah
do you have redeix's textures? I could recolor them
lmk what to use for the t2 ones too
the animated ones too :p
oh true
that may be easier lol
so we can have:
Thorium/Uranium/Plutonium being T1
TBU/Americium/Neptunium being T2
Californium being T3 (Zirco)
they all have texture but they all share the same colour for the enveloppe
so all of these should be the t2 rod texture
also lol I just realised why the americium one is different colors
yeah the colors can be tweak if you want
I just set some stuffs and didn't think much of it
yeah I'd like to make it more similar to the other GT americium, like a lighter version (since we're using that sorta pattern for other isotopes)
yeah that's not a bad idea
it's really deep deep blue
the other ones are fine I think
why neptunium turquoise when neptune is a blue planet? lol
lol I look up what other materials are used for them irl and I keep seeing zirconium
beryllium is a candidate but it's not a pipe
I mean we could always change it a bit
lead as an ingot in the first one
we keep cobalt pipe
yeah or just use a bunch of plates
Control rods are used in nuclear reactors to control the rate of fission of the nuclear fuel – uranium or plutonium. Their compositions include chemical elements such as boron, cadmium, silver, hafnium, or indium, that are capable of absorbing many neutrons without themselves decaying.
CADMIUM MENTIONED 📣
Let’s put cadmium lol
cadmium + beryllium? 
sounds good
though I think cadmium only exists as dust
we may not really care though
easy enough to make a plate for it
sure I'm more opposed about making new pipes/wires/etc...
but plates we don't really care
ah I don't think I can do these texture recolors without the originals lol there's too many layers
I made some empty ones though
@tidal quest do you have the templates for your fuel rod textures still?
Yeah I do
Did you need it? Or do you want me to do something?
either I can use them or I can pass them to you if you want to do it
I don't mind. What is the goal?
just recoloring some of the new 4
different empty rod texture, different color for americium and neptunium
this one with #10B193, #223BB1, and whatever color we want to use for TBU? keeping the magenta is fine
and then this one with #ffba00
Hol up. I'm trying to read behind in the chat but I feel like I'm not understanding. So we want a whole new empty rod texture for all of the materials? Different colors for americium and neptunium? (Hating on the red white and blue smh) New base rods? Idk I'm confused
keeping the existing textures for the thorium, uranium, and plutonium rods
new empty rods for the other 4, mostly to avoid recipe conflicts I guess? and gate the final one until halfway through venus
Ohhh. Empty rods not depleted rods?
we can keep the red white blue on the americium one if you want :p but I'm gonna change the other material color to match the GT americium (just lighter, to match other isotopes)
no I mean we're making new empty rod items
Okay that makes more sense
so the filled/depleted rod items will need texture recolors
and I'm happy to do it because I know it's us being indecisive lol
Yeah, I think I'll just share the file lol
That way you both can play around however you like
I think I know what you are asking for tho
I'm pretty sick rn so my brain is in battery saving mode
no no we like the americium :p
hope you get better!
rough times in Minnesota it seems
big love towards you ❤️
Thank you. Yeah things are pretty scary right now. Also very cold.
exploding trees!
If we redo the crafting of the empty rod to have the three tiers
I wonder if I should add a chance to lose the enveloppe
like a 1% or 5% chance
I think fission is hard enough as it is :p
I don't think it's needed, people are just gonna be annoyed at needing to set up passives for it and all that lol
yeah you may be right
that doesn't feel like a necessary passive line
just a bothering one
yeah
I'm getting some viable numbers
it could, I just color picked from the zirconium color ingame
but that's also for pure zirconium. Idk which material we want to use for the rods
zirconium on top, zircon is the pinkish one, zircon diboride is the greenish one
(zircon diboride is post-bromine, and it's what we'll use for the HSS-Z coils)
hmm... is the beryllium green too bright?
#1427051163332771942 message try this one, it's more grey at the ends
I think that's better, what do you think?
#1427051163332771942 message the one here also has grey at the ends
looks good I think!
The quest book indicates that if there isn't an available output on the fission reactor for the radioactive waste then it will void it. EMI says that the waste is a product from the fuel factory and not the fission reactor. This is on 11.20.
Me; having built the high pressure steam turbine: "Why isn't this working?"
Also me; having only used petro combustion fuels on earth: "lol, you have to put the rotor in the rotor holder"
Also also me, who lives in the blue steel diving suit on earth: "lol, high pressure steam pipes are hot."
ooh thanks that's a typo
I forgot to change it
Also, why the choice to void it? Normally if an output doesn't exist on a multi, the recipe just doesn't run. Feels like a mean gotcha for those who didn't read the quest carefully enough.
you aren't really running a recipe
try to get the rod in the fission reactor
you will see its durability lowering
basically when it breaks it's looking for somewhere to be pushed
if there is no output bus what do you propose outside of voiding?
where would it be store?
internal inventory?
easy to lose
Ah, I just assumed the process of "running" the reactor was essentially a recipe.
no
Makes sense given that it continuously produces steam and not all at once at the end.
so yeah also I don't give a flying fuck when someone gets sad but didnt read the quests
though that could be added to the tooltip of the fission reactor I guess
it's complicated lol
Yeah, it certainly behaves differently from other multis. Especially from a "new to gregtech" point of view. Everything up to this point works pretty much the same way so this one being different is... I don't want to say confusing but I did have to think about it a bit more when Tom said it wasn't a recipe.
but distillation towers do still run when the layers are missing output hatches, those fractions will be voided
Do they? I've always just built them as high as needed and never noticed. I've definitely had LCR recipes that just go "nope" Pretty sure I've also has dist tower recipes not run because I forgot the output bus for items so I just assumed it wouldn't run for missing hatches.
I guess it works for dist towers because the outputs are predetermined by height level whereas the other examples aren't.
So it's easy to know what to 'void'.
Solely because I didn't bother to implement it that way. Voiding was easier.
Fair enough.
I'm confused as to how the fission processing works. I put a thorium rod in, it got up to 139, then I tried to put the myceilizine dust in and then nothing. I have an output hatch for the result (separate from the steam hatch) but nothing happens.
you need an item holder inside the reactor
On. I missed that somehow. Ty
The quests 
Perhaps the bit mentioning that processing is facilitated by material holders should be included in the quest to get idomethane since that is realistically the first time you actually need to use it and not just in the off-to-the-side item-get quest. Perhaps adding a bucket of the 1,3,mycelienzane to the item-get portion of the idomethane quest with that blurb on top would make that section more clear.
I did try looking through the quests and thought maybe it would be clarified in the obnoxiously long 8 page quest in the energy chapter but unfortunately the only mention is:
"Fission heat processing: (Think EBF)"
So when thinking ebf I thought "There is an input and an output. I have an input bus and an output hatch"
there is a lot to read I agree
but whatever we do people will always miss it so Idk
Perhaps also the recipe page in EMI should list (requires material holder) like some other recipes have to make it more clear.
Hmmmm that's actually a good idea
and I think we could do that
like the coils for the EBF recipes
we could add a material holder for the Fission Heat Processing
Yes, I did that quest but then when trying to search for the fix I missed that and searching the quests didn't bring that one up. Hence the "Oh. I missed that somehow". The real irony is that I have two material holders in my inventory ready to go for plutonium processing haha.
@nimble sphinx what do you think?
I think it shouldn't be too hard to add a Material Holder icons on the EMI page of the fission heat processing like the EBF does?
For whatever reason, I didn't put two and two together and realize that cooling pellets was a fission processing recipe.
I got tunnel visioned on the mycelienzane thing.
GregTech CE Unofficial for modern versions. Contribute to GregTechCEu/GregTech-Modern development by creating an account on GitHub.
that's how the EBF does it
Yeah, just a blurb would help. Like how cleanroom recipes say "required cleanroom"
Good idea. I'll try to add it.
agreed on text
Yeah the material holder can be set as an input so you can click on it
Granted that’s in normal emi idk about gt xei compat
we can just copy the method the EBF does to show the Coils
I just linked the code
it's a method from gtm
both is good imo, I know I usually completely ignore the actual machines on the left lol
the text is a lot more visible, look at how fewer questions we got about HV macerator byproducts once we added text lol
no it would be like the coil
you wouldn't see a coil but a material holder
you can also click on it and see its recipe
yeah no that one is easier to miss
gotta make sure this one doesn't overlap with the dimension though lol
Then you could have tiered material holders if you wanted to add additional complexity. Basic ones for thorium, upgraded ones that can withstand uranium conditions etc...
Like there are tiered insulations.
Oh no I don't think that's necessary
Haha.
you are confusing Material Holder and Fuel Holder
I guess if we add icons on EMI we could also add the Fuel Holder on both these pages
I'm not but I am relating them. The upgraded material holder could be instead for advanced recipes then and not tied to rod type.
The advanced fission processing is within the OLA
Ah.
Need to get past the thorium section before I deep dive into the OLA quests.
So then is the mycelienzane the only non cooling pellet fission processing recipe?
yeah
may add some others i don't know
The OLA is doing basically the same thing but in a more controllable way so
Maybe the mycelienzane should be a simpler non-fission thing and have non-cooling recipes relegated to just the OLA? For consistency?
no because you don't have the OLA at that point
That's why I said non-fission. Could be an EV fluid extractor Mars only recipe?
the point is for it to require a basic reactor setup but before you start doing uranium or OLA stuff
You still need the basic reactor setup to bootstrap you into the uranium stuff so that's still covered and doesn't have a one-off recipe.
Maybe add the thorium juice to the mycelienzane recipe somewhere. Then fission is still required but this single use thing is gone and the mechanic is focused to cooling pellets.
I think it's totally fine
Understandable.
adding the Material Holder icon to the EMI recipe page will help
and well reading the quests also help
Can we make the material holder quest a pre-req for the idomethane quest instead off to the side?
We can't limit ourselves because players don't want to read the quests
I could just add it to the quest requirements
That would be of great help as well as the recipe change. I assure you it had nothing to do with not wanting to read the quests. I spent the better part of an hour reading and re-reading the quests/emi to find what I was looking for. I just happened to not read the correct quest. The issue is that searching quests appears to only get results by title so neither, 'fission' nor 'products' brought up that quest to read.
But none of that matters. These simple changes I think will go a loooong way to helping prevent this in the future. Thank's for hearing me out!
Does the fission reactor do wallsharing?
Yes
Cool.
I won't be adding that there. Those do not directly interact with the material holders. But I shall add it to the Processing tab.
Great thanks
Ok, next bit of feedback.
The quest for the heat exchanger says to put on a 16A energy hatch to never have to worry about throughput but the recipes all have input and output fluids listed in mb/tick which would make the rate of fluid throughput independent of energy input (unless the ui doesn't update the mb/tick when selecting different recipe voltage levels) To test this, I put a supertank of irradiated fluid on the input, and a supertank on the output and ran the machine for ~60s and measured the high pressure steam output. 4A EV gave ~2209B, 16A EV gave ~2216B, and an LV energy hatch limited to 1A from a transformer gave ~2280B (The recipe continued for ~4 seconds after stopping since it is a longer recipe at lv)
Also at lv, the heat exchanger runs pretty solidly whereas when running it at EV it flickers like a mofo which I believe is a known issue given the quest reward for the power switch cover.
Additionally, additionally, the construction of it is somewhat jank. I get the feeling it doesn't want me to have the input and output to occur on the same side as it won't form if there isn't a quad hatch on both ends (that I could get to work anyhow) but if I put a dummy quad input hatch on the side I don't want to use, and put a quad output hatch on the side I do want to use last, it will form and I can get it to take input and output on the same side.
Ah nuts, I just saw there was another release. Apologies if any of these were already covered.
What was the plan with the Heat Battery, Tom? Will it eventually replace the heat exchanger, or are they still to be separate?
I think about keeping them separated I don’t really see the point as unifying al’ of them
The heat exchanger is easier to use and understand that the heat battery
No there shouldn’t be any restrictions
I gonna change the structure anyway
Heat battery and OLA are pretty straight forward. All in all a very fun section of the game. Feels very rewarding to finally get those IV circuits.
I don't get the point of not allowing an ME output hatch on the heat exchanger when a quad hatch pushing into an ME interface works just as well but looks a bit more goofy
Diversity
the only interesting thing was forcing me to look harder at the multiblock requirements
I just need to redo it so I can allow 1x without allowing ME
And have more inputs
It's just low in my priority
I don't think that reducing the available options is diversity
It is
It forces you to do things differently
constraints breeds creativity
I don't think this is the root cause. There are several reasons why I think so:
Initially, Tom wasn't against the ME hatch (when I first reported the issue). But now it's a conscious decision and a reason.
In fact, I think the real reason is the same reason why she still has the 14-hatch – lack of time, some implementation difficulties, etc. (call it what you will, but you know better).
In my understanding, the term diversity is simply strange, although I understand what is being discussed when, as options decrease, diversity increases.
It's also worth noting that the multiblock's inputs and outputs generate extreme temperatures, necessitating the use of either AE or special pipes. A multiblock also requires a huge amount of input fluid to fully open (operate at maximum), and therefore, fluid must be quickly withdrawn. Ultimately, it all boils down to the fact that using AE is a necessity (or at least a significant relief). That leaves the ME hatch or ME interface. However, it's worth noting that the ME hatch is essentially just a combination of the functionality of two blocks, a kind of qol (not without its nuances), and in this context, removing one of the options seems strange to me.
I'll also note that before the HV, there was no choice but to use pipes; in the HV, AE appears, and in the EV, AE hatches appear, and... What the term "diversity" refers to here... I don't understand...
Well, I don't mean to seem rude or offend anyone. Based on what I've written above, it just seems like a very strange decision and a strange reasoning behind it.
At first I was fine to use AE2 for everything but I know Pyritie or GameStar kinda hate it so sometime I try to take different stance
Why do I call that diversity it's really simple to explain
On my run I use AE2 everywhere
With ME Ports and Stockpile
For someone like me when you encounter a machine like the Heat Exchanger and that you can't use an ME Hatch you have to do it differently
Are you gonna use an interface? (though Oversized interface aren't avaiable yet)
Are you using a storage bus an a super tank?
Craft your best gregtech pump
Or simply using the fluid pipres
that's diversity
If every choices give you the exact same option
You simply gonna keep using the same one that you used
The best analogy is energy being restricted on dimensions
By disabling power sources on every dimensions
we reduce the amount of choices right?
But then we force players to use different methods
therefore we create diversity
Also just so you know there will be new mechanics later and especially on Europa where you won't be able to use AE2
I just find it strange that it's limited to just one specific machine (as opposed to, say, limiting hot steam transportation in general). Secondly, I repeat, I think the ME interface is still the most optimal strategy here, since it's faster than any other type of pipe, and there's no temperature limit. The only alternative with the same properties is also AE, but that cursed thing with a storage bus and multiple export buses. \n But the strangest thing to me is this: you have to earn it to use AE (since it unlocks late), and then they immediately impose some restrictions on you... And it's not entirely clear why. \n And the key difference between energy and this case is that you're most likely using one energy source(at least not all of that), and new planets force you to use other methods you've missed, while you're learning them, and overall, it's interesting. But here you're not allowed to use a relatively new type of hatch, and you've used all the other alternatives before (pipes before HV, and basic AE elements in HV).
No new planets don’t bring energy generations you missed but simply new ones
Also as I said you are saying it’s only one specific machine but I told you it’s just a start and they will be more
I could go as far as blacklist fission steam from AE2 if it would make you feel better
Well, when I first encountered highly radioactive things, I immediately wondered if they could be stored in ae (like in Mekanism). It turns out there are no restrictions at all. A conditional restriction like this makes more sense to me. But I don't know do u adjusted the steam amount, and when I played, the steam amount(160x) was simply unbelievable, and using the pipes was pointless due to their low throughput. But it's obvious that I'm just expressing my opinion, and that doesn't mean you should listen to it.
we did add the tungsten bismuth oxide pipes to handle that amount of steam
There was a small period of time when you couldn’t handle the steam amount yeah
Some bugs happen
Well, it's worth noting that I was mainly referring to the moment when the steam was 160°C, and that's when I became incredibly frustrated and didn't consider pipes and washers as any kind of alternative. If it's better now, that's great.
Does the fluid drilling rig still pump heavy water even if I have exhaust all the heavy water in the chunk?
yes, its depleted yield is 30mb/t
Does heavy water consumption depend on heat? For example, will the reactor consume more heavy water if it gets hotter?
yeah
May I ask for the math for the amount of heavy water a reactor consume?
I wanna know how much drilling rig I'll need when the chunk is exhausted
Gonna have to check the quest in the energy chapter
or look into the code
You don't need the formula you can test ingame
https://bitbucket.org/Vazde/minecraft-fission/src/a2c14b9fd1b6e50d61f185335c452ba35a92479e/mod/src/main/java/fi/dea/mc/deafission/core/ReactorCurve.java#lines-22
That value is then divided by recipe duration (1 for per-tick recipes).
real confused over how the /tick recipes work
does overclocking this make it consume more materials, or the same amount?
I either missed some questbook change explaining this more thoroughly, but from what I gathered, overclocking these recipes doesn't do anything unless there's an item input or output
such as here or here
how the hell does this work?
the inputs make sense but if the outputs have a /tick thing on it, wont that mean overclocking is bad since it produces less?
I know you're just trying to help, but I need someone who knows what they're talking about to explain it to me
I'm asking tom too lol
one other thing that's confusing is the way the breeder rod recipes work
I assume it's just like the OLA with a heat port facing the battery, but it's still weird
the heat range label on decayed rod recipe is average temperature of the reactor(there will be penalty if the reactor overheats), the same as the label on the rod
the mechanic applies to other rod too
for the heat exchanger and Tower Cooler, they both support perfect overclock and subticking, so the recipe basically means:
on every tick, convert 10L water and 3200L Irradiated Steam to 6400L HPS, with 1EU
If u have a 16A EV energy(32768EU/t at max), the heat Exchanger can:
on every tick, convert 10L*P water and 3200L*P Irradiated Steam to 6400L*P HPS, with 1*EU, the P means parallel number at most 32768, and auto scaling according to ingredient supply rate
overclock the recipe means it consumes less hydrogen boost for the same output
for fishery, overclock will half total water nitrated per recipe, but if u see the rate per machine, it wont change.
its more about what u care, the fish or the water, if u care the water solo, (lossy) overclock is unnecessary
The later ones are GT itself problems(truly confusing for newcomers), and should be moved off this thread
personally prefer the label writes as
Lifetime: 30s max (or just Capacity: 24kHU if thats true)
Minimum Temp: 100°
Heat: -0.4HU/(t*°)
my understanding is the heat exchanger and cooling tower have per tick on everything because ideally they don't consume any electricity at all and are just designed to be passive machines
them needing electricity is more of a gregtech limitation
Yeah mostly there is also an advantage with perTick is that they can parallel if Batch enabled or if you subtick
Now that I understand Java better I could redo them honestly
Oh, thank you.
My final question is mostly because I haven't built the multis yet, but can I see the temperature on the battery or the nuclear fuel factory/OLA directly through the ui?
the fuel factory has no temp, the recipe temp is tied to the deplated rod only
the OLA must have a heat battery connected and u can read temp there
I think I understand now. Does the rod inherent the temperature of the reactor that consumed it, if so, at which point? At the end of the recipe?
Can that temperature be changed outside of a reactor?
continuously
nope, the rod accumulate heat during fission
if u break a fuel holder amid, u will see a rod with average temp in the fission it has undergone (u cant process it since its not depleted)
it's an average at the end
Okay, thank you.
Can I change that after the fact, or do I have to run a reactor on the correct temperature range for breeder recipes?
off the best range would receive prod penalty, and go too hot will break breeder waste cycling
That I understood, my question is if like, dunking the rod on water changes its temperature like with hot ingots, or something of the sort
(Tfg ingots)
no it feels like Thermosetting polymer, u can do nothing once it depleted
Okay, thank you
Anyone knows hot to get breeder rods to have high heat for neptunium?
Cause I tried mixing the rods with uranium and thorium and the reactor doesn't accept the breeder rod
simply have two TbU rod simultaneously and proper cooling
Tom may rework the system so that u can mix rods of types more freely later, though
Hopefully he does. Supplying reactor with active cooling kinda sucks
Np-237 has good pa6 ROI in my personal view
though i prefer have coolant balls leaving some remains after melting
pa6?
oooo the coolant
you can have redstone control depending of the temperature
you just needs a clock or something so it sends only on PA6
it's a bit harder on the redstone aspect but it's not insane either
it just sucks that the pellet consumes fluorine
It should be looped
the cooling pellet?
but it not, 64 PA6 pellets consume 8000L fluorite
for 2 TbU + 1 PA6 holder setup(525 avg on cold start, 571 in continuous run), one cycle produces 30 Np-237 tiny dust, consume 45~48 PA6 pellets, or 11 topaz
to be frank, thats not too much
Definitely I will have a look at the value
The design behind fission is that it’s hard to setup
But when it’s setup you are rewarded by an autonomous system
It may be my fault because when I was helped by SpicyNoodles to make the first loop of fission I thought there should be a cost
If the cost is to high it should be toned down as I was wrong thinking fission needed extra input
you mean 8000mb?
because 8000B is full super tank
1L = 1dm^3 = 0.001m^3 = 0.001B = 1mB
they did say 8000mB
so, let me see if I got it, since I couldn't find it in the enrgy chapter or the EV chapter
this pest has a 16A EV dynamo and a ASM 4914 rotor, hence the top, and second to last values
I fed it some spicy steam and it produced literally nothing in terms of EU, with a lot of batching going on all at once, and the rotor speed number slowly going up, and with it, the energy producion...
from what I gathered, it is optimal to feed it a constant supply of high pressure steam in order for the efficiency to remain maximal, possibly start fuelling it through a much lower tier hatch so it consumes as little steam as possible while the speed is picking up, and as the base production seems to be 6eu/mb of HPS, with the combined boosts it would be effectivelly 18.9 eu/mb, so I'd need to work around those numbers for overall power production if I were to stick to ASM rotors...
what I don't get is a way to estimate how long a single rod would run under no coolant, constant supply of dry ice, how that would impact high pressure steam yields, and the same for multiple rods. While the energy chapter does give insights on how many rods is better to burn them quickly, and single rods is best for processing efficiency, I don't really have an idea on the numbers, so, I need some help with that
so...
do I need like 2.5B/t to run this continuously, or is it closer to 940mb/t with the rotor buffs?
I'm using an EV input hatch for when the rotor is already fully spun
honestly, high pressure steam is irrelevant once your fission setup is completely passived
a few uranium rods should be enough steam to get you to do that
and when you do, plutonium rods are insanely stupid in terms of steam output, I ran my setup for like, 6 hours and I have 2 million buckets of high pressure steam
and you shouldnt need to supply any dry ice anyway, glacian wool should be enough to run your thorium and uranium reactors just fine without any coolants
then you batch the pa6 for your first few plutonium rods to get nano wafers for iv circuits and then with that u can now make the graphite moderators that can make your plutonium reactor run passively
You need to use Heavy Water to cool down your reactor as without it you can’t produce steam.
There is no flow rate in the Nuclear Turbine so choosing a smaller or bigger hatch serves no purpose
What’s important is to run your turbine at max speed after that the turbine will scale to use more steam depending of the amount you input.
It will also void power if you still input steam but the dynamo hatch is full btw
Regarding power if you input enough heavy water. The thorium can be run on one Nuclear Turbine producing a low amount of power maybe 10k if not less but can allow you to sustain what you need to start producing power with uranium rod
These are much better and potent to produce power
Honestly everything is explained in the quests
Is it intended that heat battery refuses me hatch
Yeah
I think needing 24600 seconds to make 1 Molybdenum-Silicon-Boron Rotor is a bit too much
1 of the rotor requires 82 of those ingots
It should be much faster in the OLA if you use Boron coolant
What's OLA?
oooo, it just clicked on me
it scales with the heat of the battery it's connected to
how much fster does it become?
Making Hot Boron coolant isn't easy though
but you can try with High Pressure Steam it should be a nice boost already
oh true I nerfed it
and the recipe for the ingot requires 900 heat
it won't be a massive increase yeah
I guess make hot boron coolant ahah
I will do some tweaking on the end of EV when Venus is out
which isn't for tomorrow
well, I'm gonna need to make it sooner rather than later anyway
tomorrow?
if you want fission on earth yeah
you're gonna have a release version for 0.12 tomorrow?
dunno
I think you should make the heat requirement for the rotor lower
so that it's not this absurd
No it's to be used with fission
cause people will probably try to make the rotor first before earth fission right?
wait, how powerful is it?
you can look the stats in game
oh wow
So if you use that rotor, you can produce around 72A of IV for 1 neptunium reactor?
I take back what I said then
I might have the calculation wrong
so if rotor A has turbine efficiency of 60%, Rotor B has efficiency of 120%. Does that mean Rotor B consume only 50% of high pressure steam compared to rotor A?
If recipe lasts 10 seconds
Rotor A recipe lasts 6 seconds
Rotor B recipe lasts 12 seconds
So yeah 50% more efficient
Power is an increase in consumption and output
basically more parallels
please keep the earth fission power
cause it feels so rewarding after setting up such an extensive infrastructure
Oh yeah that's the idea
compared to just OIL
Also it scales incredibly well
I saw that and I got scared
If you have the infra it becomes easy to make more rods
And there is also the Small Fission Reactor with the Small Modular Turbine
quit egood
yeah, but managing the breeder rod to produce americium is too much of a pain tho
cause we need to have active cooling right?
renewable?
Every materials will be infinite at one point
Fission is mostly though to be played during IV
you unlock it at the end of EV but
so when Venus is release you will have much better ore processing too
as long as fluorine isn't infinite, it's hard to justify using americium
Dunno
I think Topaz veins on the Moon and Venus Ore processing
would make fluorine so plentiful
you can use some of it to make americium
also americium lasts a fucking long amount of time ahah
that is indeed a very long time
If you do the setup with two small reactor
counter point, cooling tower so cool
I think they last for actual day of real life
The SMT is more about outpost and backup power
not really thought to be a main power
It may become useful especially on Europa
if you can make space station be not useless, I think it could be a really good powersource for it
dunno
but honestly I may be okay to allow SMT on other planets
as it's really hard to setup
Could be useful to power up Moon Harvester or Ostrum Harvester
Space stations can only be useless
yeah, it's such a shame
cause it's so cool
but it's so useless
but it's so cool