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.
- Hoeveelheid spullen 75.605
- Coördinaten 36.865 / -225.941
- Alleen plakken op originele locatie Yes
- Categorieën Stable (1.0)
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Waardering
5 / 5
- Bouw variant 372.858
- Auteur 8800
- Download (1.992x) Download
- Bestandsgrootte 3,33 MB
- Gecreëerd op 17 okt. 2024 11:33:58
- Laatst bijgewerkt op 24 okt. 2024 16:02:32
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Label Sign (4 m) 24.007
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Kleine Metalen Pilaar 4.997
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Foundation (4 m) 3.292
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Kleine Frame Pilaar 2.988
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Kleine Betonnen Pilaar 2.372
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Stroomkabel 1.818
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Gespoten Balk 1.805
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Half Foundation (4 m) 1.716
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Grote Betonnen Pilaar 1.662
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Balk Verbindingspunt 1.620
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Transportband Mk.5 1.546
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Wandcontact Mk.1 1.345
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Frame Muur 1.231
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Metalen Balk 1.224
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Foundation (4 m) 1.075
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Steunbalk 952
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Schone Pijpleiding Mk.2 818
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Frame Fundering 727
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Basic Wall (4 m) 632
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Outer Corner Extension (4 m) 559
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Rechte Catwalk 494
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Label Sign (3 m) 478
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Dubbele Balk Verbinder 448
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Grote Frame Pilaar 432
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Basic Wall (1 m) 429
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Grote Metalen Pilaar 401
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Industriële Reling 395
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Moderne Reling 353
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Ondersteuning Transportband 328
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Half Foundation (4 m) 298
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Foundation (1 m) 294
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Transportlift Mk.5 279
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Honeycomb Frame Window 266
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Schone Pijpleiding Mk.1 265
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Outer Corner Extension (4 m) 264
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Pijpleidingsondersteuning 253
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Paneelraam 242
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Foundation (4 m) 221
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Frame Vloer 210
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Industriële Opslagcontainer 201
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Loopbrug Trap 200
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Kabelmast Mk.1 184
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Intelligente verdeler 173
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Transportband samenvoeger 165
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Glazen Frame Fundering 163
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Pijpleidingsmuursteun 163
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Kleine Pilaarondersteuning 154
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Ramp (4 m) 149
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Catwalk T-Splitsing 147
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Foundation (2 m) 146
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Wegbarrière 144
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Label Sign (2 m) 143
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Stapelbare Pijpleidingsondersteuning 141
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Square Sign (1 m) 140
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Constructiehek 137
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Stapelbare Ondersteuning Transportband 131
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Ladder 122
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Kwart pijp 110
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Foundation (2 m) 103
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Inverted Ramp (4 m) 100
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Transportband wandmontage 99
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Pipeline Junction 88
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Verpakkingsmachine 84
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Ramp (4 m) 73
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Inverted Ramp (1 m) 68
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Frame helling 66
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Basic Wall (4 m) 66
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Omgekeerde Frame Helling 65
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Catwalk Hoek 64
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Plat Dak 62
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Roof (2 m) 59
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Waterpomp 59
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Transportbandverdeler 59
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Half Foundation (2 m) 58
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Samensteller 58
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Kwart pijp 57
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Spoorweg 53
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Ramp Wall (2 m) 50
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Roof (4 m) 48
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Omgekeerde Kwart Pijp 47
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Vloergat Transportlift 41
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Outer Corner Extension (4 m) 40
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Half Foundation (4 m) 40
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Roof (1 m) 40
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Plat Dak 36
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Omgekeerde Kwart Pijp 35
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Vloergat Pijpleiding 35
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Dubbel Wandcontact Mk.1 32
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Half Foundation (4 m) 31
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Foundation (2 m) 30
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Volledig Frame Raam 28
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Plat Dak 27
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Assembleerder 27
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Klep 26
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Down Corner Ramp (4 m) 25
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Ramp Wall (1 m) 25
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Loopbrug Helling 25
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Square Sign (2 m) 25
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Outer Corner Extension (2 m) 24
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Ramp (1 m) 24
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Basic Wall (1 m) 24
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Versterkt Raam 24
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Raffinaderij 24
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Up Corner Ramp (4 m) 23
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Half Foundation (2 m) 23
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Catwalk Kruising 23
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Foundation (1 m) 22
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Roof (1 m) 22
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Foundation (1 m) 21
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Inverted Up Corner (1 m) 20
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Roof (2 m) 20
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Straight Walkway 20
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Muurdoorgang Pijpleiding 20
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Foundation (4 m) 19
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Foundation (1 m) 17
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Plat Dak 17
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Geautomatiseerde Poort 17
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Inverted Down Corner (1 m) 16
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Ramp (2 m) 16
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Ramp (1 m) 16
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Zeshoekig Frame Raam 16
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Smeltoven 15
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Ramp (2 m) 14
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Roof (2 m) 14
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Inverted Ramp Wall (1 m) 14
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Ramp Wall (4 m) 14
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Triple Frame Window 14
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Square Sign (0.5 m) 14
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Up Corner Ramp (4 m) 13
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Fabrikator 13
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Coal-Powered Generator 13
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Up Corner Ramp (1 m) 12
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Inverted Ramp (1 m) 12
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Inverted Ramp (4 m) 12
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Basic Wall (1 m) 12
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Kernreactor 12
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Ramp Wall (4 m) 11
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Delver Mk.3 11
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Pijpleidingspomp Mk.2 11
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Foundation (4 m) 10
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Inner Corner Extension (4 m) 10
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Inverted Ramp (2 m) 10
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Inverted Ramp Wall (2 m) 10
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Inverted Ramp Wall (4 m) 10
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Opslagcontainer 10
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Kabelmast Mk.2 10
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Down Corner Ramp (1 m) 9
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Roof (4 m) 9
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Basic Wall (4 m) 9
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Tilted Corner Wall (4 m) 9
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Muur met Deur Midden 9
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Energie Opslag 9
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Outer Corner Extension (2 m) 8
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Half Foundation (2 m) 8
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Outer Corner Extension (1 m) 8
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Outer Corner Extension (1 m) 8
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Inner Corner Extension (2 m) 8
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Roof (4 m) 8
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Grote Pilaarondersteuning 8
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Hoge Barricade 8
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Ramp (4 m) 7
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Foundation Stairs (4 m) 7
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Wall-Mounted Flood Light 7
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Hyperbuizen 7
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Inverted Up Corner (1 m) 6
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Outer Corner Extension (4 m) 6
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Outer Corner Extension (4 m) 6
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Double Ramp (8 m) 6
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Ramp Wall (2 m) 6
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Inverted Ramp Wall (2 m) 6
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Muur met Deur Zijkant 6
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Metaalgieterij 6
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Ramp (4 m) 5
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Foundation Stairs (4 m) 5
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Ramp Wall (4 m) 5
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Wandelpad Helling 5
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AWESOME Afvoer 5
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Up Corner Ramp (2 m) 4
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Foundation (2 m) 4
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Half Foundation (1 m) 4
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Binnenhoek Kwart Pijp 4
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Half Foundation (1 m) 4
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Ramp (1 m) 4
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Inverted Ramp (2 m) 4
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Double Ramp (2 m) 4
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Double Ramp (8 m) 4
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Half Foundation (1 m) 4
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Licht Bedieningspaneel 4
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Inverted Ramp Wall (4 m) 4
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Biomassa Generator 4
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Industriële Vloeistoffenbuffer 4
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Vloeistof Buffer 4
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Transportband Plafondmontage 4
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Inner Corner Extension (4 m) 3
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Down Corner Ramp (4 m) 3
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Muur met Deur Zijkant 3
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Programmeerbare Splitser 3
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Stroomschakelaar 3
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Inverted Up Corner (4 m) 2
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Inverted Down Corner (1 m) 2
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Down Corner Ramp (2 m) 2
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Up Corner Ramp (1 m) 2
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Omgekeerde Binnenhoek Kwart Pijp 2
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Lantaarnpaal 2
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Inverted Ramp Wall (1 m) 2
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Ramp Wall (1 m) 2
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Inverted Ramp Wall (8 m) 2
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Muur met Deur Zijkant 2
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Uithang bord 2
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Portret Bord 2
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Hyperbuis ingang 2
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Hoogspanningsmast met Platform 2
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Hoogspanningsmast 2
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Prioriteitsstroom schakelaar 2
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Half Foundation (2 m) 1
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Down Corner Ramp (4 m) 1
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Ramp (4 m) 1
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Ramp (2 m) 1
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Foundation Stairs (1 m) 1
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Inverted Ramp (2 m) 1
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Tilted Wall (8 m) 1
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Muur met Deur Midden 1
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Klein Reclamebord 1
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Uitrustingswerkplaats 1
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Werkbank 1
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Radartoren 1
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Persoonlijke opslag 1
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Vrachtwagenstation 1
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Hyperbuisondersteuning 1
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Hyperbuis Muurgat 1
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IJzeren plaat 110.029
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Beton 102.629
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Kwartskristal 98.742
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Stalen balk 29.820
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Kunststof 10.552
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IJzeren Stang 8.567
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Draad 7.396
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Kabel 6.450
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Stalen pijp 5.508
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Koperen plaat 4.120
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Alcladaluminiumplaat 3.304
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Versterkte ijzeren plaat 1.850
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Siliciumdioxide 1.292
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rotor 1.262
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Rubber 944
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Hogesnelheidsdraad 455
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Modulair frame 445
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motor 392
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Zwaar modulair frame 334
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Gewapend Betonnen Balk 330
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AI-begrenzer 203
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Supercomputer 175
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Hogesnelheidsverbinding 142
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Gefuseerd Modulair Frame 110
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Draagbare Mijnboor 33
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Turbomotor 33
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Kristaloscillator 26
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Computer 16
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Maxtugas - 29 jul. 2025 17:55:55
I deleted all. Rock first and its working
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Maxtugas - 29 jul. 2025 17:36:39
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 - 30 jun. 2025 02:02:57
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 - 12 jun. 2025 16:58:18
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 - 9 mei 2025 09:42:05
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 - 18 mrt. 2025 17:19:27
@dak4482, looks like you failed to read the description. I believe thats all intended
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dak4482 - 7 mrt. 2025 01:11:08
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 - 7 jan. 2025 14:40:49
@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 - 7 jan. 2025 14:34:05
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 - 6 jan. 2025 22:36:44
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 - 5 jan. 2025 11:52:13
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 - 23 nov. 2024 17:39:36
This is awesome, I use this on my current playthrough with your Route 66. Thanks for sharing
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8800 - 1 nov. 2024 03:51:41
@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 - 31 okt. 2024 21:43:29
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 - 24 okt. 2024 23:37:46
Thank you for updating an already super great one :)
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rookienewb - 22 okt. 2024 20:12:55
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 - 22 okt. 2024 06:00:26
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 - 22 okt. 2024 04:51:04
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 - 21 okt. 2024 11:03:34
Updated. Decided not to leave for later.
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8800 - 21 okt. 2024 09:56:38
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 - 21 okt. 2024 02:12:58
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 - 21 okt. 2024 01:57:31
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 - 21 okt. 2024 01:53:15
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 - 20 okt. 2024 21:30:15
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 - 19 okt. 2024 10:57:41
Banger of a build, thanks dude!
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B3ll4t0r - 18 okt. 2024 23:36:54
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 - 18 okt. 2024 01:36:01
Really nice, great job buddy !
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Leon7 - 17 okt. 2024 21:42:51
This is the best megaprint here.
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kordman - 17 okt. 2024 12:30:20
look very impressive ! gg !!!