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.

  • Öğe Sayısı 75.605
  • Koordinatlar 36.865 / -225.941
  • Yalnızca orijinal konuma yapıştırın Yes
  • Kategoriler Stable (1.0)
  • Değerlendirme
    5 / 5
  • İnşa Sürümü 372.858
  • Eser Sahibi 8800
  • İndir (1.432x) İndir
  • File size 3,33 MB
  • Oluşturma tarihi 17 Eki 2024 11:33:58
  • Son Güncelleme: 24 Eki 2024 16:02:32