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Otherwise, make a habit to always buy the fuel rods and thorium fuel rods from outposts when you visit each one, and if you visit a mining outpost you can buy uranium and thorium ore from them too and use it to make new rods or recycle your spent rods.
If your sub doesn't have a sonar monitor with a mineral scanner, you can try using a handheld scanner which does have mineral scanner functionality, but it doesn't work too good inside your sub, so it might be wishful thinking using it to locate uranium ore. If you have cameras or windows you can check the white spots along cavern walls - sometimes it's background decoration, other times it is ores and minerals, which could possibly be uranium.
Also keep an eye out for mining missions, they (usually) point you straight to the more valuable ores, such as 8+ uranium. It's totally worth using that uranium for your own uses instead of completing a generic mining mission, etc.
#2 Keep your round time as short as you can in the early game, and only backtrack to previously visited stations when necessary, and only after visiting a new station. When you visit a new station, all previously visited stations restock their goods by ~1 unit per good. The less time you spend in a round, the less fuel you're burning, and the more stations you visit the more fuel rods you'll potentially be able to purchase.
#3 Hit every mining outpost you can find as quickly as you can if you're crafting your own rods. Mining outposts stock 5 uranium and 5 thorium, which together make quite a bit of fuel.
#4 If you're playing singleplayer, spotting minerals through the scope isn't really an option because you can either pilot the vessel, or get on the guns, but you can't be in two places at once (without fancy wiring schemes anyways), and if you set an AI to navigate for you they'll typically stay so far from the rock that you won't be able to see it from the guns. Grab a handheld sonar, take the battery out, flip it on and set it to 'mineral scanner' mode, and leave this running while you're navigating. It's a bit of a cheat, but you'll have short range mineral detection capabilities while you're navigating as captain.
Well, that's good to know.
300 hours in.
I'm going to go stand over there now.
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUU-
Either wiring that the reactor auto shutdown when it draws power from the docking hatch, or make a button to shut it down from whereever you want to.
The purpose of the bang-bang circuitry isn't to conserve fuel, but to create a fast reacting maintenance free control system that never overvolts the system. It does use more fuel tho.
Easy, craft a Reactor PDA (engineer tier1 talent). Lets you monitor the reactor condition from any distance and turn it on/off - we usually have those on both captain and engineer players.
You cannot switch fuel rods or manually control the reactor with this thing, though.
I am still having a very hard time to understand those kind of reactor circuits to begin with. Is there an extensive guide how all of them works?
UnluckyDuckie was so nice to explain one of them to me (I am still not sure if I understood it), but there seems to be several kind of. Some say undervolting is the way to go. I do not even know what it means in terms of benefits and disadvantages.
My friend e.g. says the reactor should always be around 5000 because anything less does cost more fuel to generate energy. But that sounds like it would contradict what you mentioned with the circuitry burning through more fuel?
I just know overvolting is bad and causes damages. At least that is why I have overvolting protections for my electronics at home. I guess so, at least...
Components, you mean? There is a wiki. https://barotraumagame.com/wiki/Wiring_Components
Plenty of youtube videos on how to fine-tune your reactor using components. Or you can just find a modded sub that suits your needs. Triton, for instance, has a reactor that's designed to work on lowest possible fuel consumption when set to automatic (so it provides the lowest possible power output for your systems to work, but no more than that).
More like how the components work together. I am not even able to make a "if A then B, otherwise C" controller, because I am lacking a basic understand of what works together and what not.
I tried three hours without success to make ducts work like this:
open ducts when water in the room is detected - but keep close if water > 90% is detected in the room below. I tried with or, not and equal components, but the result is just that the ducts never opened... even with me exchanging components with and or greater as or signalcheck... I just cannot make it work.
That is especially hard with those reactor circuits which aim for certain conditions all the time.
Thank for the tip with the Triton! I like that ship. Though the issue still remains for me not understand how they work and why undervolting/low temperature/high temperature/overvolting is good/bad.
Don't sweat it, most players never used a single component, let alone all of them. If you're only interested in reactor mechanics, it should be fairly simple to understand. Again, the wiki explains it better than I ever could.
https://barotraumagame.com/wiki/Nuclear_Reactor
It's not necessary to connect components to vanilla sub reactors - they should work just fine on automatic (or manned by bot engineer - whatever suits you). While you can make them more fuel efficient / faster responding, it's really not required.
If you don't feel like experimenting with components ingame, you can always do it in sub editor, using any sub (both vanilla and modded) as a base. With experimentation comes understanding, if you're *really* into the whole wiring/components game.