Space Engineers

Space Engineers

Deuterium Fusion Reactors
927 Comments
Lonnieb123 May 15 @ 12:12pm 
One small issue, automatic push and pull seems to deactivate. I am currently using the 1GW reactor.
nukeguard  [author] May 14 @ 4:14pm 
Those still need to be removed, I'll put out an update to completely remove the old. I only had those there to keep other old saves from losing fuel.
Lonnieb123 May 14 @ 10:34am 
I am getting a lot of DeuteriumContainer_old
it makes the regular ones but it makes much more of the _old ones.
nukeguard  [author] Apr 13 @ 4:51am 
actually it was made that way so you could queue up deuterium production and not eat up all of your uranium, when I had a recipe that used uranium and ice.
ilsa Apr 11 @ 9:41am 
One thing I noticed, is that the reactors all have the same mass despite the additional resource requirements. For the sake of balance, I think the different capacities should be reflected in their mass. Ideally, they should be sized differently too, but that would obviously take more work.

Also I really don't understand what the Queueable Deuterium Processor does, apart from not automatically pulling in resources.
whattodo795 Mar 28 @ 3:57pm 
tokamok?
nukeguard  [author] Mar 19 @ 5:52pm 
They do pull automatically, I do think I need to adjust amount pulled, but they do pull if you have it converted to deuterium containers
划船不用桨 Mar 19 @ 5:35pm 
Why, I produced deuterium raw materials, and after connecting the logistics, they couldn't put it in the reactor for a reaction
Admiral Mar 12 @ 7:56pm 
It's the tag you add to the name of a assembler then create mod components inside and it teaches isy the BP for that item.
Not sure what about the assembler is different than the processor but it doesn't have the same effect
nukeguard  [author] Mar 12 @ 4:52pm 
what is the !learn tag?
Admiral Mar 11 @ 8:46pm 
does the !learn tag not work for the deuterium processor? just wondering if im doing it wrong or if this is just a no go
@Dracolich yup it’s sucks but got lucky I had a 800k ish total of deuterium that past due (old deuterium) in cargo of my main starbase and planetary/moon base and ship (1 base per planet/moon ) in that play throug. So I had to go through each base and swap out the expired one for new and bring in new liquid deuterium to reprocess and restock them all and the old one had to be incinerated with my tear of all the hours of gathering went in smoke.
Attackad Mar 9 @ 8:54am 
it is using to less deuterium containers for powering the reactor. no need for uranium anymore. that is shit. so how to drastically increase the used containers. other way people mine 5 minutes ice and stay alive for 1 week
Dracolich Mar 7 @ 6:53pm 
@ATF_Coldblooded Carebear ||

Final bit of experimentation. After re-reading your post, I removed all the old deuterium (which was, coincidentally marked as "_old"...

The new deuterium went into the reactor just fine... Which kinda sucks. I had 88K of the old stuff stockpiled...
Dracolich Mar 7 @ 6:34pm 
@ATF_Coldblooded Carebear ||

It's not that old... The world is the "RealStars" map system. Since my initial post I've done more experimentation. I removed all mods except the Deuterium reactor mod and the "Real Stars" mod (because the map will fail to load without it). I've tried creative, survival, removing the reactor, placing a new reactor, disabling "progress tree" mode, etc.
None of it has helped. I can still pull deuterium out of a reactor, but I cannot put any more into the reactor. And removing and replacing the reactor has not helped. it's a 30GW reactor I've been using. I am stumped...
@Dracolich are you playing on a older saved or recent have you tryed to to remove all the current deuterium container and place them in a independent cargo container then create a new one from processors and see if these work?
Dracolich Mar 7 @ 5:45pm 
I'm having an odd issue, and I admit I'm pretty heavily modded. The Deuterium reactor is not working. It's like the reactor itself cannot process the deuterium for some reason to create power. It had deuterium in it, but was not burning it. I could remove the deuterium through conveyors to the storage crate I have for it, but not back to the reactor. The most recent mods I have added to the world are Toolcore and the OmniArc Welding arrays. Do they have a known conflict?
nukeguard  [author] Mar 1 @ 5:47am 
This works fine, what does log say?
jamstraz Mar 1 @ 5:46am 
I don't understand but with this mod active, I can't get a new game to start. Could be a conflict but I would have to see where. Right now it's anything before D and including WeaponCore and MES(doubting it's those)
nukeguard  [author] Feb 19 @ 6:05pm 
Thank you for letting me know!
DirtyPixel Feb 19 @ 8:56am 
@nukeguard I'm not sure if you're aware, but there's a re-upload of your mod here https://steamcommunity.com/sharedfiles/filedetails/?id=2974517701
miku567 Feb 1 @ 7:13am 
The central piece of the reactor (the round one that spins) has no collision but the corners do.
As far as I know yes it work with aolsd and new save
Motly Jan 5 @ 1:49am 
does this work with existing saves?
nukeguard  [author] Dec 27, 2024 @ 5:16pm 
That is very strange, conveyor connections? Shields?
michel_valtier Dec 27, 2024 @ 9:08am 
Thanks for your answer. I realized that the mod works perfectly, except when I place the fusion reactor in a specific part of my base. In that case, the game crashes completely. If I move the reactor a few blocks away, everything works fine. I tried changing the textures and the surrounding blocks, but nothing helps. Really strange behavior...
nukeguard  [author] Dec 24, 2024 @ 6:03am 
That might be another mod causing the problem as there has not been any changes to this mod since then. Delete cache and try and delete this mod file and redownload. Still might be another mod causing that, or SE had an update that broke world.
michel_valtier Dec 24, 2024 @ 4:24am 
The mod was working fine yesterday, but my game won't load now unless I remove it, too bad ...
Wrath The AWD Dec 5, 2024 @ 9:16pm 
ah so it didn't expire okay thanks I thought I missed a new function
nukeguard  [author] Dec 5, 2024 @ 2:57pm 
dual fuel wasn't working for me, even though I had two specified
nukeguard  [author] Dec 5, 2024 @ 2:57pm 
please change to the other, I wanted to change subtype to be able to use another mod with this that adds more fuel functions for processing
Ignis Fox Dec 5, 2024 @ 2:38am 
Alright, thank you.
Wrath The AWD Dec 5, 2024 @ 2:32am 
So what is with my deuterium turning to old now?
nukeguard  [author] Dec 4, 2024 @ 3:43pm 
Sorry, forgot to update the subtypeid on description, it's this now: DTFuelCapsule
Ignis Fox Dec 3, 2024 @ 6:03pm 
Hey, so, I'm trying to set up my inventory sorting at my base using Isy's Inventory Manager, and I'm having trouble identifying the proper name for Deuterium containers so that they'll go to the correct box, rather than hanging out in my ice box
nukeguard  [author] Nov 30, 2024 @ 6:37am 
That is correct
EX_Red_Faction Nov 30, 2024 @ 6:21am 
so you can us yeilds on the non-queue processor it is the the one that you queue that you cant use the yeilds on
ATF_Coldblooded Carebear || Nov 26, 2024 @ 6:45pm 
That why it make more sense for it being in the refinery category then assembler.
nukeguard  [author] Nov 26, 2024 @ 5:32pm 
the fuel is not components, only ingots. can't use components as fuel
ATF_Coldblooded Carebear || Nov 26, 2024 @ 3:59pm 
It that make sense to you.
ATF_Coldblooded Carebear || Nov 26, 2024 @ 3:58pm 
I was hopping to use the yield upgrade to either reduce the liquid deuterium for each container or to increase deuterium container lto double for the same amount of liquid deuterium.

Since processing sound more like refinery then production which sound more like assembler.

Example: processing ore into ingots
production ingots into components
nukeguard  [author] Nov 26, 2024 @ 3:28pm 
Ah, right, I think the assembler isn't able to use the yield, that is for refinery. Since the Queue processor is basically an assembler it can't use that one.
ATF_Coldblooded Carebear || Nov 25, 2024 @ 8:18pm 
je retested the upgrade
working: speed/power.
not working: yield (blinking red &yellow).
nukeguard  [author] Nov 23, 2024 @ 4:53pm 
upgrades are working fine, I'm using them in my worlds, maybe need to rebuild processors.
ATF_Coldblooded Carebear || Nov 23, 2024 @ 2:58pm 
Well when I try to placed the yield module the were switching between yellow and red nonstop so I thought the mod had it’s own upgrade modules for them but din’t find any so… not sure if it a bug or I need to remove the queued deuterium processor and replace them?
nukeguard  [author] Nov 23, 2024 @ 5:28am 
yes, new model I made for them has upgrade ports now
ATF_Coldblooded Carebear || Nov 23, 2024 @ 12:46am 
since when can queued deuterium proccessing have upgade module port?? does it mean we can use upgrade module like Yield module???
pat366 Nov 21, 2024 @ 7:38am 
Thanks for the update, the new processor are really good :)
Ignis Fox Nov 21, 2024 @ 3:39am 
Awesome, thanks.
nukeguard  [author] Nov 19, 2024 @ 4:10pm 
works the same as SE reactors, fractional output