RockTop NPP 50 GW self-sufficient




UPDATE 24.10.24
- Changed overclocking settings once again, because I had a coal gen failure after 15 hours of playtime.
- Deleted/rewired some unnecessary power consumers.
FOR PRE 24.10.24 downloaders:
- Delete 2 wall-mounted floodlights from encased uranium and fuel rods production area.
- Disconnect radar tower from wires. If you know how to do that, connect it to service grid (the one that is powering most of production after 1st reactor startup)
- Set 3rd from the end coal gen to 86.5 MW, 4th from the end to 168 MW (was 180 MW). "end" is next to the crane.
UPDATE 21.10.24
- Changed some overclocking settings, to hopefully resolve coal gen tripping and full power mode power fluctuations.
- Added separate temporary fuel rod storage for 2nd set of 4 power plants.
FOR PRE 21.10.24 downloaders:
- If any coal power grid shuts off, try downgrading 3rd from the end coal gen (one that has max consumption of 116 MW) to 120 MW.
- Set last two NPPs to 2500 MW (were 5000 MW)
Fully self-sufficient nuclear power plant with no transport used. This was my passion project for over a year.
Connection point for your power grid - power tower on control center (free-standing building)
Foolproof - internal production power grid is separated from main power production.
Main feature - FULLY AUTOMATIC cold start with no stored items with the help of 4 overclocked biomass burners (place 30 solid biofuel in each). Put in fuel and pull the primer switch. It takes approximately 2 hours for first consumer power to emerge.
No waste recycling included, comes with a waste tomb worth 300h on full power.
3 power modes available:
- Low-power standby mode (default): 15 GW provided, filling the tomb will take ~1000h
- 4 additional reactors on: +17.5 GW
- 4 more reactors on: +17.5 GW
Supply meets demand
And the best part, you dont have to switch them on by hand: once you connect it to your power grid, and then run out of power, priority power switch will break, providing 1200 MW instantly and initializing 4 reactor startup sequence, thus giving 20 more GW after 3 min delay or so. The same goes for next 4 reactors. You can always turn them switches on if you dont need power, setting automatic fuse for later.
HOVERPACK PROHIBITED (sensitive startup grids) - could be fixed by connecting all power grids on top of built-in coal power plant after achievement of standby mode.
I play without lumen, so dont care much about lighting.
If u feel bored, try inspecting all power grids (there are plenty) and conveyor junctions.
No mods were used (obw SCIM sometimes). Tried to avoid as much clipping as possible - even wires.
There is a decorative miner on miner assembly, formally put on a pure sam ore node and then relocated via SCIM. I built it way before 1.0 and have forgotten which node I used. If you will ever find broken SAM node - feel free to disassemble the miner.
Try using #FFA475 in concrete structure swatch, makes all concrete look locally produced. If anyone is interested, I can try making the crane and bridge separate megaprints. Btw, bridge has a redundant railway on a lower deck. Thanks Tomtores (transformers), D4DUBZZZ (spheres for deuterium nucleus), Hornslet (sphere next to CC) for decorations blueprints.
Report any issues in comments. Criticism is welcome.
- Items count 75,605
- Coordinates 36,865 / -225,941
- Only paste on original location Yes
- Categories Stable (1.0)
- Created on Oct 17, 2024, 11:33:58 AM
- Last updated on Oct 24, 2024, 4:02:32 PM
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Label Sign 4m 24,007
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Small Metal Pillar 4,997
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Foundation 4m 3,292
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Small Frame Pillar 2,988
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Small Concrete Pillar 2,372
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Power Line 1,818
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Painted Beam 1,805
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Half 4m Foundation 1,716
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Big Concrete Pillar 1,662
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Beam Connector 1,620
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Conveyor Belt Mk.5 1,546
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Wall Outlet Mk.1 1,345
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Frame Wall 1,231
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Metal Beam 1,224
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Foundation 4m 1,075
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Beam Support 952
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Pipeline Mk.2 (No Indicator) 818
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Frame Foundation 727
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Basic Wall 4m 632
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Outer Corner Extension 4m 559
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Catwalk Straight 494
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Label Sign 3m 478
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Beam Connector Double 448
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Big Frame Pillar 432
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Basic Wall 1m 429
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Big Metal Pillar 401
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Industrial Railing 395
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Modern Railing 353
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Conveyor Pole 328
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Half 4m Foundation 298
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Foundation 1m 294
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Conveyor Lift Mk.5 279
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Pipeline Mk.1 (No Indicator) 265
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Outer Corner Extension 4m 264
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Pipeline Support 253
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Panel Window 242
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Foundation 4m 221
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Frame Floor 210
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Industrial Storage Container 201
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Catwalk Stairs 200
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Power Pole Mk.1 184
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Smart Splitter 173
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Conveyor Merger 165
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Glass Frame Foundation 163
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Pipeline Wall Support 163
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Small Pillar Support 154
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Ramp 4m 149
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Catwalk T-Crossing 147
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Foundation 2m 146
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Road Barrier 144
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Label Sign 2m 143
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Stackable Pipeline Support 141
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Square Sign 1m 140
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Stackable Conveyor Pole 131
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Ladder 122
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Quarter Pipe 110
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Foundation 2m 103
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Inv. Ramp 4m 100
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Conveyor Wall Mount 99
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Pipeline Junction Cross 88
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Packager 84
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Ramp 4m 73
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Inv. Ramp 1m 68
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Frame Ramp 66
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Basic Wall 4m 66
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Inverted Frame Ramp 65
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Catwalk Corner 64
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Roof Flat 62
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Roof 2m 59
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Water Extractor 59
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Conveyor Splitter 59
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Half 2m Foundation 58
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Constructor 58
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Quarter Pipe 57
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Railway 53
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Ramp Wall 2m 50
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Roof 4m 48
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Inverted Quarter Pipe 47
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Conveyor Lift Floor Hole 41
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Outer Corner Extension 4m 40
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Half 4m Foundation 40
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Roof 1m 40
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Roof Flat 36
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Inverted Quarter Pipe 35
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Pipeline Floor Hole 35
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Double Wall Outlet Mk.1 32
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Half 4m Foundation 31
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Foundation 2m 30
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Full Frame Window 28
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Roof Flat 27
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Assembler 27
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Valve 26
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Down Corner Ramp 4m 25
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Ramp Wall 1m 25
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Catwalk Ramp 25
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Square Sign 2m 25
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Outer Corner Extension 2m 24
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Ramp 1m 24
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Basic Wall 1m 24
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Reinforced Window 24
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Refinery 24
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Up Corner Ramp 4m 23
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Half 2m Foundation 23
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Catwalk Crossing 23
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Foundation 1m 22
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Roof 1m 22
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Foundation 1m 21
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Inv. Up Corner 1m 20
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Roof 2m 20
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Walkway Straight 20
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Pipeline Wall Hole 20
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Foundation 4m 19
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Foundation 1m 17
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Roof Flat 17
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Automated Gate 17
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Inv. Down Corner 1m 16
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Ramp 2m 16
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Ramp 1m 16
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Hex Frame Window 16
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Smelter 15
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Ramp 2m 14
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Roof 2m 14
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Inv. Ramp Wall 1m 14
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Ramp Wall 4m 14
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Square Sign 0.5m 14
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Up Corner Ramp 4m 13
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Manufacturer 13
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Coal Generator 13
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Up Corner Ramp 1m 12
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Inv. Ramp 1m 12
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Inv. Ramp 4m 12
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Basic Wall 1m 12
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Nuclear Power Plant 12
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Ramp Wall 4m 11
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Miner Mk.3 11
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Pipeline Pump Mk.2 11
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Foundation 4m 10
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Inner Corner Extension 4m 10
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Inv. Ramp 2m 10
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Inv. Ramp Wall 2m 10
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Inv. Ramp Wall 4m 10
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Storage Container 10
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Power Pole Mk.2 10
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Down Corner Ramp 1m 9
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Roof 4m 9
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Basic Wall 4m 9
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Tilted Corner Wall 4m 9
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Center Door Wall 9
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Power Storage 9
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Outer Corner Extension 2m 8
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Half 2m Foundation 8
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Outer Corner Extension 1m 8
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Outer Corner Extension 1m 8
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Inner Corner Extension 2m 8
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Roof 4m 8
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Big Pillar Support 8
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Ramp 4m 7
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Wall Mounted Flood Light 7
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Hypertube 7
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Inv. Up Corner 1m 6
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Outer Corner Extension 4m 6
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Outer Corner Extension 4m 6
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Double Ramp 8m 6
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Ramp Wall 2m 6
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Inv. Ramp Wall 2m 6
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Side Door Wall 6
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Foundry 6
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Ramp 4m 5
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Ramp Wall 4m 5
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Walkway Ramp 5
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AWESOME Sink 5
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Up Corner Ramp 2m 4
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Foundation 2m 4
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Half 1m Foundation 4
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Inner Corner Quarter Pipe 4
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Half 1m Foundation 4
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Ramp 1m 4
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Inv. Ramp 2m 4
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Double Ramp 2m 4
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Double Ramp 8m 4
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Half 1m Foundation 4
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Lights Control Panel 4
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Inv. Ramp Wall 4m 4
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Industrial Fluid Buffer 4
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Fluid Buffer 4
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Conveyor Ceiling Mount 4
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Inner Corner Extension 4m 3
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Down Corner Ramp 4m 3
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Side Door Wall 3
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Programmable Splitter 3
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Power Switch 3
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Inv. Up Corner 4m 2
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Inv. Down Corner 1m 2
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Down Corner Ramp 2m 2
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Up Corner Ramp 1m 2
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Inverted Inner Corner Quarter Pipe 2
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Street Light 2
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Inv. Ramp Wall 1m 2
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Ramp Wall 1m 2
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Inv. Ramp Wall 8m 2
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Side Door Wall 2
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Display Sign 2
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Portrait Sign 2
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Hypertube Entrance 2
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Power Tower Platform 2
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Power Tower 2
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Priority Power Switch 2
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Half 2m Foundation 1
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Down Corner Ramp 4m 1
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Ramp 4m 1
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Ramp 2m 1
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Inv. Ramp 2m 1
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Tilted Wall 8m 1
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Center Door Wall 1
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Small Billboard 1
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Equipment Workshop 1
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Craft Bench 1
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Radar Tower 1
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Personal Storage Box 1
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Truck Station 1
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Hypertube Support 1
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Hypertube Floor Hole 1
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Iron Plate 107,409
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Quartz Crystal 98,742
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Concrete 90,332
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Steel Beam 30,729
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Iron Rod 8,233
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Wire 7,296
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Steel Pipe 5,508
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Cable 5,250
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Copper Sheet 4,080
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Alclad Aluminum Sheet 3,304
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Plastic 2,516
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Reinforced Iron Plate 1,850
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Rotor 1,262
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Rubber 944
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Silica 620
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Heavy Modular Frame 475
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Quickwire 355
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Motor 330
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Encased Industrial Beam 309
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AI Limiter 188
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Modular Frame 185
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High-Speed Connector 142
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Supercomputer 118
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Fused Modular Frame 110
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Stator 45
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Portable Miner 33
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Turbo Motor 33
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Crystal Oscillator 31
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Circuit Board 18
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Maxtugas - Jul 29, 2025, 5:55:55 PM
I deleted all. Rock first and its working
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Maxtugas - Jul 29, 2025, 5:36:39 PM
Amazing work and the time put on this is unreal... Route 66 Megaprint worked well but when I try to open the game with RockTop NPP 50 GW self-sufficient I crash everytime. Already put -dx11 steam properties. I turn off 2 Mods,(only ones I have) and I got crash everytime.
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redbeardedman - Jun 30, 2025, 2:02:57 AM
i cannot for the life of me get the other 8 reactors to turn on, i waited 2 hours + flipped the switch waited and nothing changes... not sure what im doing wrong.
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astriix115 - Jun 12, 2025, 4:58:18 PM
so what happens when the tombs full? just a massive amount of assets sitting on a hill. would be great it could recycle otherwise all im thinking about is when the tomb is going to be full, already 200 hours in my run and honestly can easily see myself going way past that, and if at full consumption this only lasts 200 hours
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Volanar - May 9, 2025, 9:42:05 AM
Amazing build. If i may suggest one thing if you continue working on it. Use crystal nodes in the north of dune desert instead of the ones actually in use and keep productions locals. In my opinion, the huge bridre crossing the map is a little too much. I'm gonna do this on my map but i will be very excited to see what you will do in the future. Amazing work!!!
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8800 - Mar 18, 2025, 5:19:27 PM
@dak4482, looks like you failed to read the description. I believe thats all intended
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dak4482 - Mar 7, 2025, 1:11:08 AM
Having a problem with the uranium fuel rod feed after several hours. The feed to the first four reactors on the left is fine and they are running well. But the feed into all those splitters for the reactors on the right is getting hung up in the splitters somewhere. after a few hours they just stop feeding. have left it on for several hours an it never resumes. Any ideas?
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8800 - Jan 7, 2025, 2:40:49 PM
@Braindead, those are for automatically turning on additional reactors. When you dont have enough power and priority power switch breaks, it needs to somehow lower power consumption not to break higher priority switches and accomodate new consumers you just created. So those packers create temporary consumers, 1200MW per reactor set, which turn off once you dont have enough power and its time for additional reactors startup
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8800 - Jan 7, 2025, 2:34:05 PM
Ahrixuz8197, two additional sets will turn on automatically once priority power switches break. Or you can turn those switches off manually
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Braindead - Jan 6, 2025, 10:36:44 PM
thank you for the great construction. i was a bit surprised when i flew up the outside of the wall from the repository with the jetpack. There are a lot of filling stations there which load and unload canisters in a circle without any recognizable further use. As they are not connected to anything apart from the power grid.
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Ahrixuz8197 - Jan 5, 2025, 11:52:13 AM
Amazing work! The cold start works fine, I just cannot figure out how to put more reactors on once the first 4 are up and running. Sorry bit a beginner to the game ^^. Keep up the good work!
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Luuwu - Nov 23, 2024, 5:39:36 PM
This is awesome, I use this on my current playthrough with your Route 66. Thanks for sharing
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8800 - Nov 1, 2024, 3:51:41 AM
@Leon7 have you checked update notes? i havent received any complaints for quite some time. Also make sure you are not using a hoverpack without grids connection
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Leon7 - Oct 31, 2024, 9:43:29 PM
It's nice, but does not work. It conctantly breaks fuses on the coal generators and I don't know why.
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DJJoeJoe - Oct 24, 2024, 11:37:46 PM
Thank you for updating an already super great one :)
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rookienewb - Oct 22, 2024, 8:12:55 PM
it must have been that coal generator I made the adjustment you recommended (and the fuse was thrown) it works now
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8800 - Oct 22, 2024, 6:00:26 AM
rookienewb, just tested that, there shouldnt be any issues. But i should mention, if you just hopped in, you have to back up a little for it to start working. Standart hypertube behavior. Also its possible that coal gens started tripping when you were in, i resolved this issue in the update yesterday
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rookienewb - Oct 22, 2024, 4:51:04 AM
Awesome build overall I haven't had any issues except I went in the tomb and there is honestly just no way out of there so anyone reading don't do that lol unless I missed something? there is a hypertube entrance but then it doesn't let you back out.
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8800 - Oct 21, 2024, 11:03:34 AM
Updated. Decided not to leave for later.
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8800 - Oct 21, 2024, 9:56:38 AM
Coal gen tripping is a water issue, and it seems a lill bit random. Everything worked fine in my friends word, but in my own it did this too. I added a note for a possible fix: If any coal power grid shuts off, try downgrading 3rd from the end coal gen (one that has max consumption of 116 MW) to 120 MW. It seems like this fixed the issue, haven`t expirienced any tripping for over 10 hours. I will test everything one more time and update the blueprint next weekend probably. You can dm me in discord @hatrw
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Cylinder - Oct 21, 2024, 2:12:58 AM
and now the coal generator that is used to run the sulfur miner stopped. thus the system wasn't able to make any encased uranium cells. I'm not exactly sure what happened
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Cylinder - Oct 21, 2024, 1:57:31 AM
I'm sorry, but the other coal generator isn't going to two smelters, it's going to two constructors making copper sheets. The two constructors are next to the smelters on the second floor of the Quickfire factory. it also seems as if 3 constructors for quick wire on the 2nd floor also stopped working due to no power.
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Cylinder - Oct 21, 2024, 1:53:15 AM
I'm not sure if this is an issue, but after running it for a little over 5 hours now. 2 of the coal generators tripped their breakers. 1 was to a manufacturer making the encased uranium cells and the other one was to 2 smelters making copper ingots. is this supposed to happen or did something go wrong? from what I can tell everything seems to be working well after they tripped. just curious if this supposed to happen?
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KillFrenze - Oct 20, 2024, 9:30:15 PM
Strangely, it seems that many buildings look unfinished, as if mods were used and they broke everything : ( author, write to me in discord in the personal @KillFrenze
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cr4zed - Oct 19, 2024, 10:57:41 AM
Banger of a build, thanks dude!
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B3ll4t0r - Oct 18, 2024, 11:36:54 PM
First of all, thank you very much for your effort. the megaprint is incredible. that's exactly what I was looking for. I tested it and haven't found any problems yet. keep it up and big thumbs up for you
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Celti - Oct 18, 2024, 1:36:01 AM
Really nice, great job buddy !
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Leon7 - Oct 17, 2024, 9:42:51 PM
This is the best megaprint here.
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kordman - Oct 17, 2024, 12:30:20 PM
look very impressive ! gg !!!