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You can send 10 fuel cells or 20 U235/U238 which also makes 10 fuel cells with iron from space or 200 uranium ore which also makes 20 U235/U238 for 10 fuel cells.
To get more out of it send uranium ore and do the processing in orbit with productivity modules. Recycle burned out fuel cells for more savings.
Epic productivity modules 3 (+19%) would give these results for 200 uranium ore:
200 ore -> 27.6 U235/U238 (+38%) -> 24.3 fuel cells (+76%)
24.3 burned fuel cells -> 20.12 U238
Plus some gains from kovarex enrichment.
That way you can get 70-75% back to make new fuel to make it last 4 times longer. Nuclear power covers the power bill easily.
Once you're off Nauvis you ought to redesign your spaceship to be more efficient, less space consuming, faster at making ammo and including a nuclear reactor which you upgrade to a Fusion reactor
This assumes you have access to Gleba which most people do not in the beginning. It also assumes people actually bother with Productivity 3 and not just "le sigh.. Gleba ♥♥♥♥, no thanks".
200 ores is not even remotely enough to kickstart Kovarex enrichment, it takes on average 5714 ores to kickstart the Kovarex Enrichment process. Yes, you totally COULD do this if you send up a batch of 40 ores to kick start the process in which case 200 ores would be ~274 U238 and ~2 U238 which you can convert in a Kovarex Enrichment It would take 3 Kovarex to get 44 Kovarex (enough that you won't need to run Kovarex Enrichment for another 44 crafts) and would spend 6.72 U238
Meaning you got 267 U238 and 46 U235 (far cry from the 19:1 ratio you need).
Now that makes 14 Fuel Cell crafts (140 Cells) for a total of 246.4 Fuel Cells.
That means of your initial stock of 267 is all gone (more or less) and you are down to 32 + 40 U235 (we need to stockpile at least 40 though).
Of these 246.4 Fuel Cells we can regain 3 U238 49.28 times or 263.15 That means that you had a loss off 1.44% :).
It is always a loss of 1.44% more or less so, in all practical applications this process of 200 ores (provided that you brought up the initial 40 U235 to kick start the process) would last you for about 3.2 times before Kovarex needs to be redone. However, that's 787 Fuel Cells and something like 157568 seconds or 1.82 days 1 day, 19hrs, 40mins, 48s
When people say "nuclear is too expensive" that's people whom are bad players..
Nuclear in space can become a near infinite power source with 25% productivity modules as you can regain almost 1:! U238 than you put in (remember it's 50% on crafts so it's 19:1 to make 20 of these 20 fuel cells you can regain 18 U238 - it took you 19 to make it.).
I throttle fuel going into thrusters, I use T1 efficiency modules in everything and I use the hub as a buffer for many resources gathered in space. It does not import resources from planets to survive. I don't buffer the asteroid chunks in the hub, they require too much storage room, but my collectors use logic and are my chunk buffers, for all 3 types of chunks.
If you have access to at least some rare quality items or better, mostly solar panels, chemical plants, electric furnaces and T3 assemblers, then it is somewhat forgiving and you should be able to get there.
Beyond Aquilo, it's a different game and fusion solves power on my platforms.
Good luck.
Considering everything, I accepted the way to go is nuclear. So I designed a circuit-controlled nuclear powerplant and set up all stations to kick out the platform if Uranium fuel cells start running low and set up an interrupt that immediately sends the platform to Nauvis to refill.
Haven't tried it yet, I really hope it works.
If it does, there is no way I'm retrofitting this with fusion power. This bad boy will just keep running with nuclear for as long as it isn't made completely obsolete by newer, more efficient platforms.
Some recipes can only be crafted on specific planets or space, like space science for instance
But it would be pretty broken as a self sustaining space source of power I guess.
I came up with a very simple solution: 1 combinator with reactor and steam storage inputs, output controls grabber. if steam is < %50 AND fuel cell = 0, activating the fuel cell grabber. The fuel cell 0 condition is because we never want to stack fuel cells in the reactor.
Waiting for the steam to deplete means the reactor has cooled off (or the heat exchangers would not have fallen behind), which is what we want; we want to make power during the time the reactor is just cooling down and there's no fuel in it. I don't know the math but fuel goes significantly farther this way.