The Nuclear Power Plant (Atomkraftwerk) is a nuclear power station with a closed water loop. The reactor turns feedwater into main steam, the steam turbine turns that into about 1 MW of power, and the cooling tower releases the waste heat to the outside air. At the control room desk you watch and control the whole plant. On top of that there is a fuel rod factory, a nuclear waste bunker, a reprocessing plant, three measuring devices and radiation protection gear.
The plant is not a harmless generator. Spent fuel rods are highly radioactive, the dose adds up, and if cooling fails, the core can melt. Several warning levels, each with its own sound, give you time to act before that.
All structures have their own 3D models with displays, LEDs, buttons and gauges. Labels, displays and device names appear in German or English, depending on the game language. All structures and radiation sources are fireproof, on Venus too.
Since 1.1.0 there is a large plant with the large reactor (9 rods) and the 1.5 MW steam turbine, a radiation shield gate with airlock and lockdown, shielded containers for moving fuel rods and radioactive uranium ore, see New in 1.1.0.
As everywhere in the game, power figures are shown in W, meaning energy per tick (0.5 s).
Overview
| Part | Job | Key data | Size |
|---|---|---|---|
| Reactor (Boiling Water) | makes main steam | 6 fuel rods, up to 3 MW heat, steam at 280 °C, own use up to 20 kW | 1.5 × 1.5 m, 3 m high, fits on one frame |
| Steam Turbine 1 MW | steam in, power and condensate out | 35% of the steam energy becomes power | 3.5 × 1.5 m, 2 m high |
| Cooling Tower | cools the turbine's cooling water | up to 2.5 MW of waste heat, 5 kW power | 3.5 × 3.5 m, 8 m high, stands on 2 × 2 frames |
| Control Room Desk | shows and controls the plant | three displays and an alarm list, 300 W | 1.5 × 1 m |
| Fuel Rod Factory | makes fuel rods | 20 uranium ore + 5 steel per rod, 60 s, 5 kW | 1.5 × 1 m |
| Nuclear Waste Bunker | stores spent rods and barrels | 12 slots, 99.99% shielding, 50 W | 1.5 × 1 m, 1.72 m high |
| Reprocessing Plant | turns 3 spent rods into one new rod | 120 s, 20 kW, plus one waste barrel | 1.5 × 1 m, 1.55 m high |
| Radiation Monitor | measures, shows the strongest sources, warns | alarm limit 0.5 mSv/h, 20 W | on the wall, 3 cells wide |
| Radiation Detector | small detector without a display | LED, beep, 5 W | on wall or ceiling, 1 cell |
| Geiger Counter | hand-held device | clicks according to the dose rate | in the hand or the tool belt |
| Radiation Suit and Radiation Helmet | protect against radiation | 95% together | suit and helmet slot |
| Large Reactor (9 rods) | makes main steam, since 1.1.0 | 9 fuel rods, up to 4.5 MW heat, own use up to 30 kW | 5 × 5 cells, 3.7 m high |
| Steam Turbine 1.5 MW | like the 1 MW turbine, since 1.1.0 | 1.5 MW power, 2.8 MW waste heat – two cooling towers | 9 × 3 cells, 2 m high |
| Radiation Shield Gate | airtight sliding gate with airlock, since 1.1.0 | 99.9% shielding, lockdown, emergency open, 150 W | 2 m wall face |
| Transport Cask | carries 9 fuel rods shielded, since 1.1.0 | 99.99% shielding, pull it or put it on the rover | floor device |
| Fuel Rod Carrier | carries 3 fuel rods, since 1.1.0 | 99.9% shielding, fits through chutes | item |
There are also the items Fuel Rod (Uranium), Spent Fuel Rod, Fuel Rod (decayed) and Nuclear Waste Barrel.
Requirements
- Stationeers 0.2.6428, BepInEx 5.4.23.5, StationeersLaunchPad 1.0, see Installation
- Mod in the active mod pack
- In multiplayer: the server and all players
- For the cooling tower an outside atmosphere of at least 10 kPa, full output from 80 kPa. The air must be colder than the cooling water.
- For full output a power network made of Extreme Cable or Power Cable+. Game cables limit the turbine, see Cable protection.
Building and recipes
| Part | Machine | Time | Cost |
|---|---|---|---|
| Kit (Reactor) | Autolathe, tier 2 | 300 s | 120 steel, 20 Inconel, 15 Hastelloy, 10 gold, 20 silicon, 10 electrum |
| Kit (Steam Turbine 1 MW) | Autolathe, tier 2 | 240 s | 80 steel, 60 copper, 20 invar, 15 electrum, 10 Astroloy |
| Kit (Fuel Rod Factory) | Autolathe, tier 2 | 180 s | 50 steel, 10 invar, 10 constantan, 10 electrum, 5 Hastelloy |
| Kit (Nuclear Waste Bunker) | Autolathe, tier 2 | 240 s | 100 steel, 120 lead, 40 iron, 30 silicon, 5 gold |
| Kit (Reprocessing Plant) | Autolathe, tier 2 | 300 s | 80 steel, 40 lead, 15 Stellite, 10 Hastelloy, 10 electrum, 10 gold |
| Kit (Cooling Tower) | Hydraulic Pipe Bender, tier 2 | 240 s | 100 steel, 80 iron, 60 silicon, 10 constantan |
| Kit (Control Room Desk) | Electronics Printer, tier 2 | 120 s | 20 steel, 15 gold, 20 silicon, 15 copper, 10 electrum, 10 solder |
| Kit (Radiation Monitor) | Electronics Printer, tier 1 | 60 s | 5 steel, 10 copper, 5 gold, 5 silicon, 2 lead, 5 solder |
| Kit (Radiation Detector) | Electronics Printer, tier 1 | 15 s | 2 copper, 1 gold, 2 silicon, 1 iron, 1 lead |
| Geiger Counter | Electronics Printer, tier 1 | 30 s | 4 copper, 2 gold, 2 silicon, 2 iron, 2 solder |
| Radiation Suit | Autolathe or Tool Manufactory | 30 s | 5 iron, 5 copper, 20 lead |
| Radiation Helmet | Autolathe or Tool Manufactory | 20 s | 2 gold, 2 copper, 8 lead, 2 silicon |
| Kit (Large Reactor) | Autolathe, tier 2 | 420 s | 180 steel, 30 Inconel, 25 Hastelloy, 15 gold, 30 silicon, 15 electrum |
| Kit (Steam Turbine 1.5 MW) | Autolathe, tier 2 | 330 s | 120 steel, 90 copper, 30 invar, 20 electrum, 15 Astroloy |
| Kit (Radiation Shield Gate) | Autolathe, tier 2 | 120 s | 60 steel, 80 lead, 20 iron, 5 copper, 2 gold, 2 silicon |
| Kit (Transport Cask) | Autolathe, tier 2 | 90 s | 40 steel, 100 lead, 10 iron |
| Fuel Rod Carrier | Autolathe, tier 1 | 30 s | 5 steel, 20 lead |
The costs are in GameData/akw.xml in the mod folder.
Some parts have no printer recipe:
- Fuel Rod (Uranium): only from the fuel rod factory or the reprocessing plant.
- Nuclear Waste Barrel: only from the reprocessing plant.
- Fuel Rod (decayed): made from spent rods in the nuclear waste bunker. The game's recycler turns it into 3 steel.
The loop
The plant has two separate water loops.
- Feed loop: reactor → main steam (280 °C, gas pipe) → turbine → condensate (40 °C, liquid pipe) → back into the reactor. The loop is closed: every mol of steam comes back as condensate. Water is only lost when the relief valve vents.
- Cooling loop: turbine (cooling water out, warm) → cooling tower (warm water in) → cooling tower (cold water out) → turbine (cooling water in). A small part evaporates in the tower, about 60 L of water per hour at full power.
A good third of the reactor's heat becomes power. The rest goes through the turbine's condenser into the cooling water and from the cooling tower into the outside air. In the simulator, half an hour at full power gave 10.286 GJ of heat = 3.600 GJ of power + 6.686 GJ through the tower.
Full power in numbers
| Quantity | Value at 1 MW of power |
|---|---|
| Reactor thermal power | 2.86 MW (simulator, steady state) |
| Core temperature | 586 K |
| Control rods | 4% inserted |
| Main steam | 113 mol per tick, 280 °C |
| Drum pressure in AUTO | 1250 kPa |
| Condensate | 40 °C |
| Cooling water through the condenser | about 2600 mol per tick, 10 K warmer |
| Waste heat into the cooling tower | 1.86 MW |
| Evaporation in the tower | 0.46 mol per tick, about 60 L per hour |
Why only 1666 kPa?
The steam is at 280 °C. At that temperature the vapor pressure of water in the game is 1811 kPa. Any more pressure in the pipe and the steam condenses. That is why the pressure limit sits at 92% of it, i.e. 1666 kPa. Above that the relief valve opens. AUTO control keeps the drum at 75% of the limit, which is 1250 kPa.
Steam from the drum
A gas pipe section only holds 10 L in the game. At full power the turbine needs 113 mol of steam per tick; at 1666 kPa that would take a good 300 L of pipe. So the turbine draws any missing steam straight from the reactor's steam drum (4000 L), as long as both are on the same steam pipe network. A short pipe is enough. A closed valve in between separates reactor and turbine. Mass and energy are conserved.
Setup
Connections
All connections are at floor level. The rings are coloured: steam white, feedwater and condensate blue, cold cooling water cyan, warm cooling water orange, power red, data green.
| Device | Side | Connections |
|---|---|---|
| Reactor | back | main steam (gas pipe only), power, feedwater (liquid pipe only) |
| Reactor | front | data |
| Turbine | left (+X) | main steam (gas pipe only) |
| Turbine | back | condensate, cooling water in, cooling water out (all liquid pipe only) |
| Turbine | right (−X) | power output |
| Turbine | front | data |
| Cooling tower | back | warm water in, power, cold water out (water liquid pipe only) |
| Cooling tower | front | data |
| Control room desk, bunker | back | power, data |
| Fuel rod factory, reprocessing plant | back | power, data; plus chute in on the left (+X, 0.5 m high) and chute out on the right (−X) |
| Radiation monitor, radiation detector | top | power and data in one cable |
The wrong pipe can't be built onto these connections, just like with Steam Power. The hint then says "gas pipes only" or "liquid pipes only".
Step by step
- Put the cooling tower outdoors. It stands on 2 × 2 frames and needs outside air.
- Place the turbine and the reactor. The reactor fits on one frame.
- Main steam: gas pipe from the reactor (back) to the turbine (+X). An insulated pipe is recommended; in an uninsulated pipe the steam condenses quickly.
- Feedwater: liquid pipe from the turbine's condensate connection to the reactor's feedwater connection. Fill it with water.
- Cooling loop: cooling water out (turbine) → warm water in (tower), cold water out (tower) → cooling water in (turbine). Fill it with water.
- Power: the turbine's power output goes onto an Extreme Cable network. Reactor, cooling tower and control room desk need power too.
- Data: put the control room desk and all plant parts on one data network. The desk finds everything through it.
- Fuel rods: open the fuel hatch, put six fuel rods into the channels, close the hatch.
- Switch the main switches of reactor, turbine, cooling tower and control room desk ON, then press AUTO on the reactor or the control room desk.
In the simulator a cold plant in AUTO took a good 6.5 minutes to reach 1 MW: the core starts at 30% power until it reaches steam temperature (316 s), then it goes quickly (0.5 MW after 338 s, 1 MW after 392 s).
The reactor needs power for its feed pump before the turbine delivers anything. To start up, there has to be power in the network already, for example from a battery or another generator.
For testing, akw testanlage fills the nearest built plant: six fuel rods into the reactor, water into the feedwater and cooling water pipes, material into the factory. Then just press AUTO.
How much water?
The feed loop should hold clearly more water than the reactor evaporates in one tick (113 mol at full power). The simulator uses a 200 L feedwater pipe filled to 75% (8333 mol) and a cooling loop of 2 × 300 L filled to 70%. One liquid pipe section holds 20 L, liquid water takes 0.018 L per mol. akw testanlage fills the feedwater pipe to 70% and the cooling water inlet to 80%.
You have to top up the cooling loop; at full power it loses about 60 L per hour. Make-up water goes into the warm water pipe between turbine and tower. The cooling tower's display and IC10 show how long the water will last.
Reactor
How it works
- Control rods: the position tells you how far the control rods are inserted. 100% = off, 0% = full power. They move at most 5% per second.
- Power: with the control rods fully withdrawn each fuel rod gives 0.5 MW of heat, so six rods give 3 MW. Output follows the rods with about 10 s of inertia.
- Decay heat: after shutdown 7% of the power remains, a good 1% after 10 minutes. Cooling has to keep running. In the simulator: 6.5% after 5 s, 3.6% after 1 min, 1.1% after 10 min, 0.2% after 1 h.
- Cooling: the feed pump evaporates up to 200 mol of feedwater per tick; full power needs about 113. At full power the core is about 35 K hotter than the steam.
- Own use: up to 20 kW with the feed pump at full, the controls alone take 10% of that. No power, no pump; no pump, no cooling. With the main switch OFF the pump keeps running for residual cooling as long as the core is above 50 °C or decay heat remains.
- Burnup: one fuel rod stores 14.4 GJ, that is 4 hours at 0.5 MW. When it is empty, it turns into a Spent Fuel Rod in its channel.
- The core loses a little heat to the air at the reactor.
Steam drum and relief valve
The reactor has a built-in steam drum of 4000 L. From there the steam flows into the main steam pipe. If it can't get away, the pressure rises. Above the pressure limit (1666 kPa) the relief valve vents to the air on top. The reactor never bursts, but it loses water from the feed loop. At most 10 mol per tick go into the air cell above the reactor; the rest counts as carried away.
AUTO and MANUAL
- AUTO keeps the drum pressure at the setpoint (1250 kPa) and so follows the turbine. If the turbine takes more steam, the reactor powers up; if it takes less, it powers down.
- When starting from cold, AUTO limits the power to 30% until the core reaches steam temperature.
- Above the pre-warning AUTO runs at most 80% of the current power. Without feedwater it does not power up.
- MANUAL: you set the control rods yourself with INSERT and WITHDRAW in steps of 5%. Both buttons switch AUTO off.
- AUTO can't be switched on while a scram is active or the fuel hatch is open.
Controls
| Control | Effect |
|---|---|
| Main switch | ON/OFF. OFF triggers a scram (without the scram tone), residual cooling keeps running. ON resets the scram if the core is below 650 K. |
| INSERT / WITHDRAW | control rod setpoint 5% further in or out, switches to MANUAL. WITHDRAW does not work during a scram, with the hatch open or the main switch OFF. |
| AUTO | AUTO control on or off. LEDs AUTO (green) and MAN (yellow). |
| E-STOP | big red mushroom button: scram, all control rods in at once |
| FUEL HATCH | opens and closes the fuel hatch |
| PAGE < / > | flips through the four display pages |
The reactor also has three gauges (core temperature, pressure, power), a segment display of the control rod position and a beacon: flashing yellow at pre-warning, red from alarm. From alarm a real red warning light flashes as well.
Fuel hatch and fuel rods
- The fuel hatch only opens when the control rods are fully inserted and fission power is below 2%. So shut down first, then open.
- Opening it switches AUTO off and sets the setpoint to 100%. The six channels can only be reached with the hatch open.
- Careful: with the hatch open the core radiates strongly. The FUEL RODS display page shows how much beforehand: "radiation open". More under Radiation.
- After a meltdown the hatch is jammed.
Even half-burnt rods are already strongly radioactive: a rod with 50% burnup gives 400 mSv/h at 1 m. Only fresh rods are harmless (0.02 mSv/h).
Display
| Page | Title | Content |
|---|---|---|
| 1 | REACTOR | thermal power in W and %, core, rods, AUTO or MANUAL, steam in mol/s, warning level with time left, the two most important warnings |
| 2 | CORE | core temperature with change in K/s, the limits (pre-warning, alarm, SCRAM or HARDCORE), level and time to the next, fission power and decay heat, core damage |
| 3 | FUEL RODS | burnup of each rod in % (X = spent), control rods actual and setpoint, possible power, fuel hatch with "radiation open", radiation outside at 1 m, heat in MWh |
| 4 | COOLING | feedwater in mol and °C, pump in mol/s with "empty in", drum pressure and setpoint, main steam pipe and limit, vented, power |
LEDs
| LED | Meaning |
|---|---|
| RUN | green: switched on and powered; yellow: switched on without power |
| CRITICAL | blue: the chain reaction is running (fission power above 1%) |
| WARNING | yellow: core between 650 and 750 K |
| ALARM | flashing red: core at 750 K or more |
| SCRAM | red: scram active; flashes until acknowledged |
| FEEDWATER | green: enough; orange: low; flashing red: empty or no pipe |
| STEAM PRESS. | green: normal; orange: high; flashing red: relief valve venting |
| POWER | green: powered; red: no power |
| DATA | green: data cable connected |
Steam Turbine 1 MW
How it works
- Each mol of steam releases c · (T steam − T condenser) + 8000 J, using the game's values. 35% of that becomes power, the rest goes through the condenser into the cooling water.
- Full power (1 MW) needs 113 mol of steam per tick and about 2600 mol of cooling water per tick, which warms up by 10 K.
- The turbine supplies on demand: it offers what steam, cooling water and the condensate pipe allow, at most up to its limit (plus 2%). It pays with steam for exactly what the network took.
- All condensate (40 °C) goes into the condensate pipe back to the reactor. Water that has collected in the main steam pipe is drained along with it.
Condenser and trip
- The cooling water pump moves up to 4000 mol per tick from "cooling water in" to "cooling water out" and aims for a 10 K rise.
- The condenser is at least 40 °C and 3 K warmer than the outgoing cooling water. The warmer the condenser, the less power.
- From 60 °C in the condenser there is a warning.
- Trip from 90 °C (after 2 s) or when the cooling water is missing while steam comes in: the turbine stops. Turbine, reactor and control room show the reason – condenser too hot, no cooling water, or manual/IC10. Reset it with the RESET button or ACK on the control room desk as soon as the condenser is below 60 °C and cooling water arrives. Pressing too early queues the restart: the turbine then starts again by itself as soon as possible (since 1.0.2).
Bypass
If the pressure in the main steam pipe or the drum rises above 85% of the pressure limit, the turbine dumps steam straight into the condenser without making power, up to the full rated steam flow. That way the plant survives a load rejection without the relief valve opening. In the simulator: load drop from 1 MW to 0, bypass up to 226 mol/s, drum at most 1452 kPa, no venting.
Cable protection
The turbine never offers more than 95% of the weakest cable or fuse in its network, minus what other generators in the same network are offering. Several turbines in one network share the remainder.
| Weakest part in the network | carries | Turbine supplies at most |
|---|---|---|
| Cable | 5 kW | 4.75 kW |
| Heavy cable | 100 kW | 95 kW |
| Super heavy cable | 500 kW | 475 kW |
| Extreme Cable | 10 MW (default) | 1 MW, the full output |
| Network made only of Power Cable+ | unlimited | 1 MW |
| Fuse | its trip limit | 95% of that |
A single game cable in the 1 MW network limits the whole turbine. Separate consumers on thin cables with a transformer.
Controls
| Control | Effect |
|---|---|
| Main switch | ON/OFF |
| MODE | AUTO (supplies on demand) or MANUAL |
| - and + | power limit in steps of 10%, switches to MANUAL |
| RESET | resets the trip once the condenser is cool and cooling water is present; pressed too early, the restart is queued; lit during a trip |
| PAGE < / > | flips through the four display pages |
Gauges for output, condenser and speed; the shaft visibly turns.
| Page | Title | Content |
|---|---|---|
| 1 | STEAM TURBINE | output and limit, possible output, speed, governor, state (RUNNING, READY, TRIPPED, OFF), warnings |
| 2 | STEAM | main steam in kPa and °C, use, bypass, condensate, efficiency |
| 3 | CONDENSER | temperature and pressure, cooling water in and out, flow and stock, waste heat, trip limit |
| 4 | STATISTICS | MWh generated, operating hours, demand, cable limit |
| LED | Meaning |
|---|---|
| RUN | green: running; yellow: switched on, standing still |
| STEAM | green: steam coming in or reactor on the steam pipe; red: no steam pipe |
| CONDENSER | green: normal; orange: above 60 °C; red: above 90 °C |
| COOLANT | blue: flowing; green: ready; flashing red: missing or pipe missing |
| BYPASS | yellow: bypass open |
| CABLE | orange: output limited by the cable limit |
| TRIP | flashing red |
| AUTO / MAN | governor |
| DATA | green: data cable connected |
Cooling Tower
- Pumps warm water from the inlet through the tower to the cold water outlet, up to 5000 mol per tick. Without power it runs at half pump flow.
- Heat rejection: up to 2.5 MW, 120 kW per kelvin the water is warmer than the outside air.
- Air pressure: below 10 kPa it does not cool, up to 80 kPa the output rises linearly (shown as "draught").
- Evaporation: 0.2% of the rejected heat evaporates water, about 60 L per hour at full power.
- The heat goes into the air above the crown. Outdoors the planet air evens it out. In a room it gets very hot; the tower warns you then.
- If the outside air is warmer than the water, it does not cool. So it won't work on Vulcan or Venus.
- While running, white steam plumes rise from the crown: the more heat, the more plume.
- Controls: main switch, PAGE < / >, a gauge for the cooling output.
| Page | Title | Content |
|---|---|---|
| 1 | COOLING TOWER | heat rejected and possible, warm water in and cold water out, outside air, state (COOLING, READY, OFF), warnings |
| 2 | WATER | flow, evaporation in mol/s and L/h, water in the loop and how long it lasts, total evaporated |
| 3 | OUTSIDE AIR | temperature, pressure and draught in %, total heat in MWh, operating hours, power |
| LED | Meaning |
|---|---|
| RUN | green: switched on and powered; yellow: without power |
| COOLING | blue: rejecting heat |
| WATER | green: water in the loop; orange: evaporating, running low soon; flashing red: almost empty |
| AIR | green: full draught; orange: air pressure below 80 kPa; red: below 10 kPa |
| FAULT | orange: notice; flashing red: fault |
| DATA | green: data cable connected |
Control Room Desk
A desk with three large displays (reactor, turbine, cooling tower) and an alarm list. The desk finds all plant parts through its data network. If there are several reactors, turbines or towers, the displays show the first one with "1/n" in the title. The buttons act on all of them.
Buttons
| Button | Effect |
|---|---|
| INSERT / WITHDRAW | control rods of all reactors by 5% |
| AUTO | AUTO control on or off: the reactor holds the steam pressure, the turbine follows demand |
| SET MW - / + | limits the turbines in steps of 0.1 MW; 0 = on demand |
| SCRAM | scram of all reactors |
| ACK | silences the horn. With no alarm left open it also resets scram and turbine trip. Flashes while there is something to acknowledge. |
| VIEW < / > | changes the view |
| Main switch | ON/OFF |
LEDs: RUN, REACTOR, TURBINE and TOWER (in the colour of their highest warning), WARNING, ALARM, DATA, AUTO and MAN. Plus a flashing beacon: yellow at pre-warning, red from alarm.
Views
| View | Reactor display | Turbine display | Cooling tower display |
|---|---|---|---|
| 1 Overview | output, core with limits, rods actual/setpoint, feedwater, drum pressure | output and limit, steam, condenser, cooling water, state | water in and out, heat rejected, evaporation in L/h, outside air, state |
| 2 Details | burnup per rod, fission, decay heat, burn time, core damage | efficiency, bypass, waste heat, cable limit, demand | flow, draught, loop water and how long it lasts, power |
| 3 Statistics | heat in MWh, operating hours, vented, own use, scram limit | MWh generated, operating hours, power and heat of all plants | heat in MWh, evaporated, operating hours |
| 4 Radiation & disposal | radiation monitors, reactor (outside or open hatch), radiation detectors, contaminated zones | nuclear waste bunkers | reprocessing plants |
The alarm list shows the three most severe messages of all plant parts on the data network, each with the time to the next level, for example "scram in ~45 s". Without any message it reads "No faults". The desk uses 300 W.
Fuel Rod Factory
- Makes fuel rods from uranium ore and steel ingots: 20 uranium ore + 5 steel per rod, 60 s, 5 kW. That means Ingot (Steel), not steel sheets. Up to 1.0.1 the factory ejected steel ingots as foreign items, since 1.0.2 it accepts them.
- Ore and steel arrive by the chute on the left (+X, at 0.5 m height) or by hand into the hopper. The store holds 500 uranium ore and 200 steel.
- Finished rods go into the output tray or onto the chute on the right (−X). Anything else is passed through.
- Controls: main switch, START/STOP, PAGE < / >, a progress bar with 10 segments.
- Display pages: FUEL ROD FACTORY (store, progress, produced, state) and RECIPE.
- States: PRODUCING, WAITING FOR MATERIAL, OUTPUT BLOCKED, FOREIGN ITEM - passed through, STOP, OFF.
- LEDs: RUN, WORKING, URANIUM and STEEL (green = enough for one rod, orange = too little), OUTPUT (blocked), FAULT, DATA.
New in 1.1.0: large plant, radiation shield gate, transport, uranium ore
Version 1.1.0 adds a large expansion stage next to the existing machines, a radiation shield gate with airlock and lockdown, two shielded containers for fuel rods and radioactive uranium ore. Old saves load unchanged.
Large reactor and steam turbine 1.5 MW
| Reactor | Large reactor | Steam turbine 1 MW | Steam turbine 1.5 MW | |
|---|---|---|---|---|
| Size | 3 × 3 cells, 3 m | 5 × 5 cells, 3.7 m (two frames high) | 7 × 3 cells, 2 m | 9 × 3 cells, 2 m |
| Fuel rods | 6 | 9 | – | – |
| Output | 3 MW heat | 4.5 MW heat | 1 MW power | 1.5 MW power |
| Feed pump / steam | 200 mol per tick | 300 mol per tick | ~113 mol steam per tick | ~170 mol steam per tick |
| Own use | up to 20 kW | up to 30 kW | – | – |
| Waste heat / cooling water | – | – | 1.9 MW, pump 4000 mol | 2.8 MW, pump 6000 mol |
| Display | 4 pages | 6 pages of 4 lines | 4 pages | 5 pages of 4 lines |
| Kit (Autolathe, tier 2) | – | 180 steel, 30 Inconel, 25 Hastelloy, 15 gold, 30 silicon, 15 electrum | – | 120 steel, 90 copper, 30 Invar, 20 electrum, 15 Astroloy |
Everything that grows with size (pump, core heat capacity and heat transfer, steam drum, own use) grows by the same factor of 1.5. That is why the large reactor behaves exactly like the small one: same core temperature in operation (586 K), same warning levels, and the same timings when the feed pump fails (pre-warning after 24 s, alarm after 60 s, scram after 79 s). Each rod lasts 4 hours at full load – the large reactor uses 9 rods per 4 hours.
The waste heat of the 1.5 MW turbine (2.8 MW) is more than one cooling tower can remove (2.5 MW). With one tower the plant settles at about 0.96 MW and a 90 °C condenser (just short of a trip). With two cooling towers on the same cooling water loop it runs at the full 1.5 MW and 40 °C.
Large reactor connections (floor level): back main steam (x +0.5, gas pipe only), power (centre), feedwater (x -0.5, liquid pipe only); front data below the control panel. The fuel hatch sits front left with a row of 9 slots, the control panel front right – all controls between 0.4 and 1.3 m, easy to reach from the character's eye height.
Large turbine connections: left (+X) main steam, right (-X) power (super-heavy cable), back condensate (x +1.0), cooling water in (x 0) and out (x -1.0), front data (x -1.5).
The control room runs both like the small machines; "SET MW" splits the output in proportion to each turbine's rated power.
Radiation shield gate
A heavy sliding gate for a 2 m wall face, built like a door. Closed it is airtight like the game doors and keeps out 99.9 % of the radiation (a wall or game door keeps out 50 %). Side A is the side with the connections (power and data at the floor), side B the opposite one. Both sides have their own control panel.
| Control | Function |
|---|---|
| Display (4 lines) | state, dose rate here and behind, most important message |
| LED CLEAR (green) | gate can be operated normally |
| LED STOP (red) | fast flashing: lockdown or obstacle; steady: locked (IC10 Lock) or airlock partner open |
| LED PROTECT (yellow) | towards the radiation side only with the set protection level |
| Button OPEN / CLOSE (green) | opens or closes via the airlock logic |
| EMERGENCY OPEN (red mushroom) | from the radiation side: always opens, even in lockdown or when locked, for 15 s |
| Beacon on the lintel | yellow while moving, red during lockdown and emergency open (with light and double tone) |
Airlock: gates with the same airlock group (IC10 put address 3, values 1–99) on the same data network are never open at the same time. OPEN first closes the open partner, then opens.
Lockdown: if the dose rate on either side reaches the threshold (default 1 mSv/h, per gate via IC10 Setting) or a radiation monitor or detector on the data network alarms, the gate closes immediately and locks. It is released with OPEN, IC10 Activate 0 or ACK at the control room – but only once the radiation has dropped below 80 % of the threshold and no monitor is alarming any more. From outside, OPEN during a lockdown only works with the full protective set (level 3).
Nobody gets locked in: EMERGENCY OPEN on the radiation side always opens the gate for 15 s (waiting at most 4 s for the airlock partner). Then it closes again if the lockdown still applies.
Obstacle: if someone stands or something lies in the doorway, the gate does not close or opens again – with a warning tone and a flashing STOP LED.
Without power (150 W) only a crowbar moves the gate, as with the game doors.
| IC10 | read | write |
|---|---|---|
Open | 1 open | 1 open, 0 close (via the airlock logic) |
Lock | buttons locked | 1 lock (emergency open stays) |
Activate | 1 lockdown | 1 trigger, 0 release |
Setting | threshold (mSv/h) | set threshold |
Quantity | higher dose rate of both sides | – |
Ratio | opening 0–1 | – |
Error | obstacle or no power | – |
Maximum | shielding in % | – |
Memory (get/put): 0 dose rate side A, 1 side B, 2 threshold, 3 airlock group, 4 minimum protection level (0–3), 5 radiation side (0 automatic, 1 A, 2 B), 6 lockdown, 7 trigger (1 measurement, 2 monitor, 3 manual/IC10/control room), 8 obstacle, 9 opening, 10 open partners, 11 emergency open time left, 12 partners, 13 shielding, 14 waiting for partner.
Control room: get 20 number of gates on the data network, 21 of them in lockdown; put 22 1 = lock down all, 0 = release all.
Example: radiation airlock at the large reactor
Two gates form the airlock in front of the reactor room. The inner gate only opens towards the reactor with a radiation suit, the outer gate stays locked while the fuel hatch is open, and a flashing light warns of radiation or lockdown. Name the devices "Schleuse Innen", "Schleuse Aussen", "Grossreaktor" and "Warnlicht Schleuse" (or change the names in the script).
# --- Strahlenschleuse am Großreaktor (Atomkraftwerk 1.1.0) ---
# Geräte benennen: Tore "Schleuse Innen" (zum Reaktor) und "Schleuse Aussen",
# Reaktor "Grossreaktor", Blinklicht "Warnlicht Schleuse". Alle im Datennetz.
define TOR 505144048 # Strahlenschutztor (StructureAkwSchutztor)
define REAKTOR -617319356 # Großreaktor (StructureAkwReaktorGross)
define LAMPE -1535893860 # Blinklicht (StructureFlashingLight)
define AVG 0 # Batchmodus Durchschnitt
define GRUPPE 1 # Schleusengruppe beider Tore: nie beide offen
define SCHUTZ 2 # Innentor zum Reaktor nur ab Schutzstufe 2
define INNENSEITE 2 # Innentor: Seite B (ohne Anschlüsse) zeigt zum Reaktor
define WARN 0.5 # mSv/h Warnlicht ab dieser Dosisleistung
define ADR_GRUPPE 3 # Torspeicher: Schleusengruppe
define ADR_SCHUTZ 4 # Torspeicher: Mindest-Schutzstufe
define ADR_INNEN 5 # Torspeicher: Strahlenseite (0 auto, 1 A, 2 B)
alias nInnen r0
alias nAussen r1
alias nReaktor r2
alias nLampe r3
alias ref r4
alias dosis r5
alias luke r6
alias warn r7
alias zu r8
# --- 1. Namen und Toreinstellungen (einmal beim Start) ---
move nInnen HASH("Schleuse Innen")
move nAussen HASH("Schleuse Aussen")
move nReaktor HASH("Grossreaktor")
move nLampe HASH("Warnlicht Schleuse")
lbn ref TOR nInnen ReferenceId AVG
put ref ADR_GRUPPE GRUPPE
put ref ADR_SCHUTZ SCHUTZ
put ref ADR_INNEN INNENSEITE
lbn ref TOR nAussen ReferenceId AVG
put ref ADR_GRUPPE GRUPPE
# --- 2. Hauptschleife ---
haupt:
yield
# Ladeluke offen: Außentor sperren (NOT-AUF von innen bleibt frei)
lbn luke REAKTOR nReaktor Open AVG
sbn TOR nAussen Lock luke
# höchste Dosisleistung an beiden Toren
lbn dosis TOR nInnen Quantity AVG
lbn warn TOR nAussen Quantity AVG
max dosis dosis warn
# Warnlicht: Dosis über WARN, Luke offen oder ein Tor abgeschottet
sgt warn dosis WARN
or warn warn luke
lbn zu TOR nInnen Activate AVG
or warn warn zu
lbn zu TOR nAussen Activate AVG
or warn warn zu
sbn LAMPE nLampe On warn
j haupt
Adjust: WARN (warning threshold in mSv/h), SCHUTZ (0 = no check, 3 = full radiation protection only), INNENSEITE (which side of the inner gate faces the reactor). For the small reactor set REAKTOR to -1132390847. If a device fails or a name is missing, lbn reads 0: the warning light then stays off and the outer gate unlocked – the gates' own lockdown keeps working regardless.
Transport cask and fuel rod carrier
| Transport cask | Fuel rod carrier | |
|---|---|---|
| Slots | 9 rods standing in wells | 3 rods lying down |
| Shielding closed | 99.99 % | 99.9 % |
| Lid open | half escapes | half escapes |
| Example: freshly spent rods | 9 rods (18 Sv/h) → 1.8 mSv/h at 1 m outside | 3 rods → 6 mSv/h at 1 m |
| Transport | pull by the handle, wrench onto a rover or container mount | hand, backpack, crates, chutes |
| Made in | kit from the Autolathe (40 steel, 100 lead, 10 iron) | Autolathe (5 steel, 20 lead) |
Right-click in hand opens and closes the carrier's lid. Both containers are paintable.
Radioactive uranium ore
Uranium ore radiates weakly – in hand, in the inventory, in crates, lockers and rovers, on the ground and freshly mined. Per piece 0.001 mSv/h at 1 m (setting UranerzMSvJeStueck, switch off with ErzStrahlungAktiv).
| Situation | Dose rate |
|---|---|
| a full stack (50) in hand or inventory | 0.2 mSv/h |
| the same stack on the ground, 1 m away | 0.05 mSv/h |
| 500 ore in a crate, 1 m in front (the crate dampens 30 %) | 0.35 mSv/h |
| the same crate behind a wall, 3 m | 0.02 mSv/h |
An 8-hour working day next to the ore crate adds up to about 3 mSv – far below the damage threshold of 250 mSv. So ore is no reason to panic, but the Geiger counter ticks, and large ore stores do not belong next to your bed. Further radioactive ores from other mods can be added with ErzWeitere (e.g. ItemThoriumOre=0.0005).
New console commands
| Command | Effect |
|---|---|
akw tor | radiation shield gates nearby with their state |
akw tor abschotten / akw tor frei | lock down or release the nearest gate |
akw tor gruppe 1 / innen 2 / schutz 2 / schwelle 0.5 | airlock group, radiation side, protection level, threshold of the nearest gate |
akw erz | radioactive ore stacks and merged sources nearby |
akw behaelter [frisch|abgebrannt] | fill the nearest transport cask or carrier with test rods |
New settings
| Section | Setting | Default |
|---|---|---|
| 12 Transport | BehaelterAbschirmungProzent, KoecherAbschirmungProzent, BehaelterOffenProzent, LagerDaempfungProzent | 99.99 / 99.9 / 50 / 30 |
| 13 Uranerz | ErzStrahlungAktiv, UranerzMSvJeStueck, ErzWeitere, ErzTaktSekunden | on / 0.001 / empty / 2 |
| 14 Strahlenschutztor | TorAbschirmungProzent, TorSchwelleMSv, TorMonitoreAusloesen, TorLaufzeitSekunden, TorNotAufSekunden, TorMindestschutz, TorAbschottungOeffnenAbSchutz, TorStromW | 99.9 / 1 / on / 3 / 15 / 0 / 3 / 150 |
Warning levels
| Level | When | What happens |
|---|---|---|
| Normal | core below 600 K | – |
| Notice | core at 600 K or more and rising, or a minor warning | yellow on the display |
| Pre-warning | core at 650 K | yellow LED, yellow beacon, calm notice tone |
| Alarm | core at 750 K | red LED and warning light, fast loud beeps at the reactor, horn on the control room desk until ACK |
| Scram | core at 800 K (not in hardcore) | all control rods in at once, AUTO off, own tone until ACK |
| Core damage | core at 1100 K | countdown "MELTDOWN IN xx s", siren, also in hardcore |
| Meltdown | 30 s above 1100 K | see Meltdown |
Every warning gives the estimated time to the next level. The limits are adjustable (section "2 Warnstufen").
Early warnings
Besides the core temperature the reactor reports what is about to cause trouble, again with time left: feedwater low or empty, steam pressure high, relief valve venting, rod over 90% burnt, no fuel rods, no power (pump stopped), no main steam or feedwater pipe, fuel hatch open, turbine or cooling tower fault.
Sounds
| Occasion | Sound (default) | Where and how |
|---|---|---|
| Pre-warning | LogicError | reactor and control room desk: two calm beeps every 4 s, 25 m range |
| Alarm | Alarm2 and LogicError | control room desk: horn until ACK; reactor: three fast, loud beeps every 2 s, 45 m range |
| Scram | Alarm7 | reactor and control room desk: loud when triggered, then every 8 s until acknowledged on the desk |
| Core damage | Alarm10 | continuous rising and falling siren at reactor and control room desk |
| Fault | Error | turbine (trip, hot condenser, no cooling water) and cooling tower (not cooling, water low), every 5 s |
| Radiation | LogicError | radiation monitor three beeps every 2 s (35 m), radiation detector one beep every 1.5 s (20 m), Geiger counter two beeps per second from 100 mSv/h |
- If you switch the reactor off with its main switch, there is no scram tone – the shutdown is intended then.
- In vacuum (below 3 kPa) nothing can be heard. The control room desk then shows "Vacuum - sounds muted".
- The running sounds of reactor, turbine, cooling tower and control room desk can only be heard up to 25 m. Alarms and sirens carry further.
- All sounds can be swapped in the settings or switched off with
AlarmTonAn.akw tontestplays them for testing.
What happens if …
Results from the simulator with default values. Starting point: 40 minutes of AUTO operation at 1 MW.
| Fault | Course |
|---|---|
| Cooling tower fails, reactor MANUAL | turbine trip after 5 s, relief valve after 4 s, "feedwater low" after 5 s, pre-warning after 58 s, alarm after 95 s, scram after 114 s |
| Cooling tower fails, reactor AUTO | trip after 5 s, AUTO powers down at once, no pre-warning. The feedwater slowly boils off through the relief valve with the decay heat. |
| Feed pump without power, MANUAL at full power | pre-warning after 24 s, alarm after 60 s, scram after 79 s, at most 832 K |
| the same in hardcore | pre-warning 24 s, alarm 60 s, 800 K after 79 s without shutdown, core damage after 189 s, meltdown after 218 s |
| Load steps 1 → 0.4 → 1 MW | drum at most 1400 kPa, no relief valve, no oscillation |
| Load rejection 1 → 0 → 1 MW | bypass up to 226 mol/s, drum at most 1452 kPa, no venting |
| After a scram, cooling running | core drops to 553 K |
| After a scram without cooling | core rises slowly: 596 K after 1 min, 620 K after 10 min, 644 K after 1 h – just below the pre-warning |
AUTO handles a cooling tower failure. Make sure the feed pump's power is secure: without it there are only 24 s to the pre-warning at full power.
Resetting a scram
A scram can only be reset once the core is below 650 K and there is no meltdown. Then you have these options:
- ACK on the control room desk when no alarm is open any more (also resets the turbine trip)
- the reactor's main switch OFF and ON again
- IC10:
Activateto 0 - console:
akw reset(host)
Then switch AUTO back on.
Meltdown
Sequence
- From 1100 K the core takes damage. Display and control room desk show "MELTDOWN IN xx s (core damage y %)", the siren sounds – in hardcore too.
- If the core stays above 1100 K for 30 s, it melts.
- There is an explosion at the core: strength 60, radius = strength / 5, i.e. 12 m. Players and structures nearby take damage. The reactor itself stays standing as a device.
- The reactor becomes a wreck: charred dark, with debris, smoke and steam for 30 minutes. It stays off for good and the fuel hatch is jammed. Fresh rods in the core count as melted.
- A contaminated zone forms around the reactor: 100 Sv/h at the centre, radius 10 m.
The contaminated zone
Inside the radius the radiation drops to half towards the edge, outside it falls with the square of the distance. Walls only shield outside the radius. There is radioactive dust in the air inside the zone (see Inhalation).
| Distance from the centre | Dose rate right after the meltdown |
|---|---|
| 0 m | 100 Sv/h |
| 5 m | 75 Sv/h |
| 10 m (edge) | 50 Sv/h |
| 15 m | 22.2 Sv/h |
| 20 m | 12.5 Sv/h |
| 40 m | 3.1 Sv/h (behind two walls 0.78 Sv/h) |
The zone decays (time constant 3 hours):
| Time after the meltdown | Centre of the zone |
|---|---|
| 1 h | 71.7 Sv/h |
| 3 h | 36.8 Sv/h |
| 9 h | 5 Sv/h |
| 24 h | 33.5 mSv/h |
Cleaning up
akw zone entfernenclears the nearest zone at once (host).akw resetrestores the nearest reactor: meltdown, core damage and scram reset, wreck gone.- Zones are stored in the save.
Switching meltdown off
KernschmelzeAktivoff: the core takes no damage any more. Alarm and scram still happen.ExplosionAktivoff: the meltdown happens without an explosion.- Explosion strength, size, strength and decay time of the zone and how long the smoke lasts are adjustable (section "8 Kernschmelze").
Hardcore
With Hardcore on there is no automatic scram. You have to shut down yourself: E-STOP, main switch, SCRAM on the control room desk, IC10 or console. The displays show "HARDCORE" instead of the scram limit. Countdown and siren on core damage remain.
Radiation
How it is calculated
- The unit is mSv/h. The server calculates once per second.
- A source with strength S (at 1 m) gives the dose rate S / r² at distance r. Below 0.5 m the distance is not reduced further, so an item in the hand counts as 0.5 m: four times as much.
- Every wall, door or structure between source and player keeps out 50%. At most four count, terrain counts double.
- Natural background is 0.2 µSv/h.
- Items in the inventory sit at the chest height of their carrier.
- Rods and barrels in the reactor or bunker count there, with its shielding.
Sources
| Source | Dose rate at 1 m |
|---|---|
| Reactor running, hatch closed | 0.3 mSv/h per MW of heat, just under 1 mSv/h at full power (0.11 mSv/h at 3 m) |
| Open fuel hatch 10 min after a scram (6 rods, 50% burnt) | 2.7 Sv/h (680 mSv/h at 2 m, 27 mSv/h at 10 m) |
| Fresh fuel rod | 0.02 mSv/h |
| Fuel rod with 50% burnup | 400 mSv/h |
| Freshly spent fuel rod | 2 Sv/h, 8 Sv/h in the hand, 80 mSv/h at 5 m |
| Decayed fuel rod | 0.01 mSv/h |
| Fresh nuclear waste barrel | 40 mSv/h, 160 mSv/h in the hand |
| Nuclear waste bunker with 12 freshly spent rods | door closed 2.4 mSv/h, door open 6 Sv/h |
| Reprocessing plant running with 12 rods in stock (1 h decayed) | 17.3 mSv/h |
| Wreck after a meltdown | 2% of the rods in the core, plus the zone |
Dose and damage
- The dose adds up per player.
- Up to 250 mSv nothing happens. Above that you take radiation damage. About 5 Sv more is lethal.
- Away from radiation (below 0.01 mSv/h) the body recovers 20 mSv per hour.
- Radiation damage heals like other damage: medkit, sleep.
akw dosisshows your dose,akw dosis 0resets it (host).- With
StrahlungAktivoff all devices keep measuring, but nobody takes damage.
Protection levels
| Gear | Protection against radiation from outside |
|---|---|
| nothing, helmet open or only a gas mask | 0% |
| normal space suit with closed helmet | 50% |
| radiation suit with closed game helmet | 75% |
| radiation suit with closed radiation helmet | 95% |
The radiation helmet on a normal suit counts as a normal helmet (50%). akw schutz shows your gear and protection level, and so does the Geiger counter's tooltip.
Radiation Suit: an Eva suit with lead lining, warning yellow. All functions of the Eva suit remain: air, filters, temperature, battery, slots. It can be repainted with a spray can.
Radiation Helmet: a space helmet with a lead-glass visor, amber tinted. It works like the space helmet.
Inhalation
In the contaminated zone, within 5 m of a nuclear waste barrel and within 5 m of an open bunker there is radioactive dust in the air. Anyone breathing outside air there (no helmet or helmet open) gets an extra internal dose – with the default value as much as from outside, so double. A closed helmet or a gas mask prevents it. If the mask has a visor, it only counts when closed.
How long can you stay?
| Place | no protection | suit + helmet | radiation suit + game helmet | full radiation gear |
|---|---|---|---|---|
| Centre of the zone, 5 min after the meltdown (97 Sv/h) | 1.6 min (breathing dust) | 6.5 min | 13 min | 65 min |
| 10 m from the centre (49 Sv/h) | 3.2 min | 13 min | 26 min | 2.2 h |
| 20 m from the centre (12 Sv/h, no dust) | 26 min | 52 min | 1.7 h | 8.6 h |
The times are until death (simulator). More examples:
| Situation | no protection | suit + helmet | full radiation gear |
|---|---|---|---|
| 6 freshly spent rods for 30 s in the inventory (48 Sv/h) | 400 mSv, above the threshold | 200 mSv | 20 mSv |
| 1 freshly spent rod for 30 s in the hand | 67 mSv | 33 mSv | 3 mSv |
| 60 s at 2 m in front of the open hatch, 10 min after a scram | 11 mSv | 6 mSv | 1 mSv |
| 30 min at 1 m next to a fresh barrel | 40 mSv (breathing dust) | 10 mSv | 1 mSv |
Practical rules
- With the hatch closed the reactor is hardly dangerous.
- Before opening the hatch, check the FUEL RODS display page. Wear the radiation suit and helmet when changing rods.
- Don't carry spent rods around in the inventory; put them straight into the bunker.
- Distance helps most: double the distance, a quarter of the radiation. Every wall halves it.
- Put radiation monitors and detectors where people work.
Measuring devices
Geiger Counter: in the hand or the tool belt it clicks according to the dose rate – now and then from background, faster and faster near a source, from about 1 mSv/h it crackles. The small display shows the dose rate and your accumulated dose, the needle runs logarithmically from 0.1 µSv/h to 10 Sv/h. The warning LED lights up from 1 mSv/h, and from 100 mSv/h it also beeps loudly. It measures the radiation at the wearer without the suit's protection. The tooltip also shows the damage threshold, your protection level and whether you are inhaling dust.
Radiation Monitor: wall device with display, warning light and signal tone. It measures once per second 0.3 m in front of the device. The housing is 22 cm deep: front and buttons stay visible in front of any finished wall, even if the wall is finished afterwards (since 1.0.2).
- Alarm limit 0.5 mSv/h by default, adjustable with - and + in steps of 1–2–5.
- Above half the limit WARNING lights up. Above the limit the red warning light flashes with real light and a fast signal tone sounds. MUTE silences it until the value drops below the limit again.
- Display pages: RADIATION (value, limit, peak, strongest source), SOURCES (the three strongest with type and distance), REPORTS (fuel hatch open, rod or barrel loose, contamination).
- Reports to the control room desk: radiation high (with horn) or raised, fuel hatch open, spent rod or barrel outside the bunker, contamination, no power.
- Connection at the top centre, power and data in one cable, 20 W.
Radiation Detector: small, cheap detector without a display for wall or ceiling. It sits on a mounting box and so stays visible in front of a finished wall or ceiling too (since 1.0.2). It measures 0.3 m in front of its mounting surface.
- Status LED: green normal, yellow from half the alarm limit, flashing red above it. Plus a short beep that MUTE silences until the value drops below the limit again.
- Alarm limit 0.5 mSv/h by default, adjustable via IC10.
- Reports "DETECTOR ALARM" to the control room desk, with its name or its position. You give it a name with the labeller.
- 5 W, connection on top.
Waste disposal
Decay
Spent rods decay. After the cooling time (4 real-time hours by default) hardly anything is left.
| Time since the rod was spent | Activity | Dose rate at 1 m |
|---|---|---|
| 0 | 100% | 2 Sv/h |
| 10 min | 52% | 1.04 Sv/h |
| 30 min | 20% | 393 mSv/h |
| 1 h | 7% | 142 mSv/h |
| 2 h | 1.2% | 24 mSv/h |
| 4 h | 0.04% | 0.73 mSv/h |
The nuclear waste barrel decays much more slowly, with a half-life of 48 hours: 40 mSv/h fresh, 20 mSv/h after 2 days, 3.5 mSv/h after a week.
Nuclear Waste Bunker
- Heavy lead-lined cabinet with 12 slots on three levels behind a heavy door. It only takes spent and decayed rods and nuclear waste barrels.
- The DOOR button opens and closes it. The slots can only be reached with the door open.
- With the door closed it keeps out 99.99% of the radiation; with the door open a quarter escapes. So only open it to load and unload.
- The shielding needs no power. Display and LEDs use 50 W.
- Spent rods decay here. After the cooling time each one turns into a Fuel Rod (decayed) – harmless and recyclable.
- Display pages: WASTE BUNKER (occupancy, activity inside, leaking at 1 m, next decayed in, door), SLOTS 1-6 and SLOTS 7-12 with time left per slot.
- Slot display with 12 fields: orange = decaying, green = decayed, yellow = barrel.
- LEDs: RUN, DOOR OPEN, FULL, RADIATION, DATA.
- Reports to the control room desk: full, door open, rods decayed.
12 slots are two reactor loads. At full power the previous load has decayed by the time the next one comes out.
Reprocessing Plant
- A hot cell with a lead glass window and manipulators. It takes spent and decayed rods via the chute on the left (+X, at 0.5 m height) or the airlock on top into its stock, up to 12.
- 3 rods become one new fuel rod and one nuclear waste barrel (vitrified fission products) in 120 s at 20 kW.
- Output via the output tray or the chute on the right (−X), rod first, then barrel. Anything else is passed through.
- Radiation: 0.3 mSv/h at 1 m while running, plus 1% of the stock's activity. The stock keeps decaying.
- Controls: main switch, START/STOP, PAGE < / >, progress bar.
- Display pages: REPROCESSING (stock, progress, new rods and barrels, state) and PROCESS.
- States: REPROCESSING, OUTPUTTING, WAITING FOR RODS, OUTPUT BLOCKED, FOREIGN ITEM - passed through, STOP, OFF.
Fuel cycle
| Route | Result |
|---|---|
| 12 spent rods through the reprocessing plant | 4 cycles in 8 min, 4 new rods + 4 barrels, 9.6 MJ of power, saves 80 uranium ore |
| per reactor load (6 rods) | 6 spent → 2 new + 2 barrels. You then only need 4 rods from the factory (80 uranium ore) instead of 6 (120) |
| decayed rod in the game's recycler | 3 steel |
The game's recycler does not accept spent rods or barrels; it throws them back out.
IC10
| Device | Prefab | Hash |
|---|---|---|
| Reactor (Boiling Water) | StructureAkwReaktor | -1132390847 |
| Steam Turbine 1 MW | StructureAkwTurbine | 150538141 |
| Cooling Tower | StructureAkwKuehlturm | -1365120482 |
| Control Room Desk | StructureAkwLeitstand | 1677455470 |
| Fuel Rod Factory | StructureAkwBrennstabFabrik | 1277732781 |
| Nuclear Waste Bunker | StructureAkwBunker | -478813853 |
| Reprocessing Plant | StructureAkwRecycler | -259178611 |
| Radiation Monitor | StructureAkwStrahlungsmonitor | -1539374058 |
| Radiation Detector | StructureAkwStrahlenmelder | -923417679 |
| Item | Prefab | Hash |
|---|---|---|
| Fuel Rod (Uranium) | ItemAkwBrennstab | 953339804 |
| Spent Fuel Rod | ItemAkwBrennstabVerbraucht | -554619789 |
| Fuel Rod (decayed) | ItemAkwBrennstabAbgeklungen | -596721571 |
| Nuclear Waste Barrel | ItemAkwAtommuell | -923965377 |
| Geiger Counter | ItemAkwGeigerzaehler | -239920569 |
| Radiation Suit | ItemAkwStrahlenschutzanzug | -1181358099 |
| Radiation Helmet | ItemAkwStrahlenschutzhelm | -2098193955 |
LogicTypes work through lbn/sbn with the device name. Memory addresses are read and written with get/put; for that the device has to be on a pin, or you use its ReferenceId. Writable addresses are marked (W). Temperatures are in kelvin, power in W, dose rates in mSv/h.
Warning level (Stress)
| Value | Level |
|---|---|
| 0 | Normal |
| 1 | Notice |
| 2 | Pre-warning |
| 3 | Alarm |
| 4 | Scram |
| 5 | Core damage |
| 6 | Meltdown |
Reactor
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Mode | R/W | 0 MANUAL, 1 AUTO |
| Setting | R/W | control rod setpoint in % inserted; writing switches to MANUAL |
| Throttle | R | control rods actual in % |
| Activate | R/W | 1 = scram, 0 = reset (only below 650 K) |
| Temperature | R | core temperature |
| Pressure | R | drum pressure in kPa |
| PressureSetting | R | AUTO pressure setpoint in kPa |
| PowerGeneration | R | thermal power |
| Ratio | R | thermal power / rated power |
| Maximum | R | rated power (3 MW) |
| Stress | R | warning level 0–6 |
| Error | R | 1 from alarm |
| Open | R/W | fuel hatch |
| Fuel | R | fuel of all rods, 0–1 (1 = six full rods) |
| BurnTimeRemaining | R | seconds until the first rod is empty (−1 = reactor idle) |
| RequiredPower | R | power draw |
| …Input / …Output | R | feedwater pipe / main steam pipe, e.g. PressureOutput |
| Address | Meaning |
|---|---|
| 0 | core temperature |
| 1 | thermal power |
| 2 | fission power |
| 3 | decay heat |
| 4 | control rods actual in % |
| 5 | control rods setpoint in % (W) |
| 6 | steam in mol/s |
| 7 | feedwater stock in mol |
| 8 | feedwater empty in s (−1) |
| 9 | drum pressure in kPa |
| 10 | pressure limit in kPa |
| 11 | warning level 0–6 |
| 12 | seconds to the next level (−1) |
| 13 | core damage in % |
| 14–19 | burnup of rods 1–6 in % (−1 empty, 101 spent) |
| 20 | temperature change in K/s |
| 21 | display page 0–3 (W) |
| 22 | fuel hatch 1/0 (W) |
| 23 | hardcore 1/0 |
| 24 | total heat in MWh |
| 25 | operating hours |
| 26 | total vented in mol |
| 27 | AUTO 1/0 (W) |
| 28 | scram 1/0 (W) |
| 29 | radiation at the fuel hatch when open, at 1 m |
| 30 | radiation outside the reactor at 1 m |
| 31 | minutes since the meltdown (−1) |
clr resets the statistics (24–26).
Steam turbine
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Mode | R/W | 0 AUTO, 1 MANUAL |
| Setting | R/W | power limit in W; writing switches to MANUAL |
| Maximum | R | rated output |
| PowerGeneration, PowerActual | R | delivered power |
| Ratio | R | load |
| Activate | R/W | trip: 1 trigger, 0 reset |
| Temperature | R | condenser temperature |
| Pressure | R | condenser pressure in kPa |
| Rpm | R | speed |
| WorkingGasEfficiency | R | efficiency 0–1 |
| Error | R | 1 = fault |
| …Input / …Output | R | main steam / condensate |
| …Input2 / …Output2 | R | cooling water in / out |
| Address | Meaning |
|---|---|
| 0 | delivered power |
| 1 | power limit |
| 2 | possible power |
| 3 | network demand |
| 4 | cable limit (−1 = no network) |
| 5 | steam in mol/s |
| 6 | bypass in mol/s |
| 7 | main steam temperature |
| 8 | condenser temperature |
| 9 | condenser pressure in kPa |
| 10 | efficiency 0–1 |
| 11 | cooling water in, temperature |
| 12 | cooling water out, temperature |
| 13 | cooling water in mol/s |
| 14 | waste heat into the condenser |
| 15 | total power in MWh |
| 16 | operating hours |
| 17 | speed |
| 18 | display page 0–3 (W) |
| 19 | governor 0 AUTO, 1 MANUAL (W) |
| 20 | trip 1/0 (W) |
clr resets the statistics.
Cooling tower
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| PowerActual | R | heat rejected |
| Maximum | R | possible heat rejection with the current air |
| Ratio | R | heat rejected / maximum |
| Temperature | R | cold water |
| TemperatureExternal, PressureExternal | R | outside air |
| Error | R | 1 = fault |
| RequiredPower | R | power draw |
| …Input / …Output | R | warm water / cold water |
| Address | Meaning |
|---|---|
| 0 | heat rejected |
| 1 | possible heat rejection |
| 2 | warm water |
| 3 | cold water |
| 4 | outside air temperature |
| 5 | outside air in kPa |
| 6 | pressure factor (draught) 0–1 |
| 7 | water flow in mol/s |
| 8 | evaporation in mol/s |
| 9 | total evaporated in mol |
| 10 | water in the cooling loop in mol |
| 11 | stock lasts for s (−1) |
| 12 | total heat in MWh |
| 13 | operating hours |
| 14 | display page 0–2 (W) |
clr resets the statistics.
Control room desk
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Mode | R/W | view 0–3 |
| Setting | R/W | turbine setpoint in W, 0 = on demand |
| Activate | R/W | write 1 = scram all reactors; read 1 = at least one reactor in scram |
| Stress | R | highest warning level of the plant |
| Error | R | 1 = open alarm (horn) |
| PowerGeneration | R | power of all turbines |
| Address | Meaning |
|---|---|
| 0 / 1 / 2 / 3 | number of reactors / turbines / cooling towers / factories on the data network |
| 4 | highest warning level 0–6 |
| 5 | power of all turbines |
| 6 | thermal power of all reactors |
| 7 | setpoint in W (W) |
| 8 | view 0–3 (W) |
| 9 | write 1 = press ACK (W) |
| 10 | horn 1/0 |
| 11 / 12 / 13 | number of radiation monitors / nuclear waste bunkers / reprocessing plants |
| 14 | highest dose rate of the monitors |
| 15 | total occupied bunker slots |
| 16 | contaminated zones |
| 17 | scram not acknowledged 1/0 |
| 18 | radiation detectors on the data network |
| 19 | radiation detectors in alarm |
Fuel rod factory
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Activate | R/W | production on/off |
| Ratio, Progress | R | progress 0–1 |
| Quantity | R | rods produced |
| Error | R | foreign item or no power |
| Address | Meaning |
|---|---|
| 0 | uranium ore in store |
| 1 | steel in store |
| 2 | progress in % |
| 3 | rods produced |
| 4 | uranium ore per rod |
| 5 | steel per rod |
| 6 | seconds to the next rod (−1) |
| 7 | display page 0–1 (W) |
| 8 | production on 1/0 (W) |
clr resets the counter of rods produced.
Nuclear waste bunker
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Open | R/W | door |
| Lock | R/W | lock the door |
| Quantity | R | occupied slots |
| Maximum | R | 12 |
| Ratio | R | occupancy 0–1 |
| Error | R | 1 = full |
| Setting | R | decayed rods in the bunker |
Slots 0–11 can be read with ls, for example OccupantHash.
| Address | Meaning |
|---|---|
| 0 | occupied slots |
| 1 | spent rods |
| 2 | barrels |
| 3 | decayed rods |
| 4 | activity inside at 1 m, unshielded |
| 5 | leaking at 1 m |
| 6 | next rod decayed in s (−1) |
| 7 | total decayed |
| 8 | door (W) |
| 9 | lock (W) |
| 10 | display page 0–2 (W) |
| 11–22 | slot 1–12: −1 empty, −2 barrel, −3 other, 0 decayed, otherwise remaining cooling time in s |
clr resets the counter (address 7).
Reprocessing plant
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Activate | R/W | operation on/off |
| Ratio, Progress | R | progress 0–1 |
| Quantity | R | rods in stock |
| Setting | R | total new rods |
| Error | R | foreign item, output blocked or no power |
| Address | Meaning |
|---|---|
| 0 | rods in stock |
| 1 | progress in % |
| 2 | total new rods |
| 3 | total barrels |
| 4 | seconds until done (−1) |
| 5 | activity of the stock at 1 m, unshielded |
| 6 | rods per cycle |
| 7 | display page 0–1 (W) |
| 8 | operation on 1/0 (W) |
| 9 | items still to be output |
clr resets the counters (2 and 3).
Radiation monitor
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Setting | R/W | alarm limit in mSv/h |
| Quantity | R | dose rate |
| Ratio | R | dose rate / limit |
| Maximum | R | peak |
| Error | R | 1 = above the limit |
| Activate | R/W | mute |
| Mode | R/W | display page 0–2 |
| Address | Meaning |
|---|---|
| 0 | dose rate |
| 1 | alarm limit (W) |
| 2 | peak |
| 3 | sources nearby |
| 4–6 | dose rate of the three strongest sources here |
| 7–9 | their distance in m |
| 10–12 | their type: 1 reactor, 2 fresh rod, 3 spent rod, 4 barrel, 5 zone, 6 bunker, 7 reprocessing plant, 8 decayed rod, 9 open fuel hatch |
| 13 | share of the zone |
| 14 | display page (W) |
| 15 | mute (W) |
clr resets the peak.
Radiation detector
| LogicType | Read/Write | Meaning |
|---|---|---|
| On | R/W | main switch |
| Setting | R/W | alarm limit in mSv/h |
| Quantity, Ratio | R | dose rate in mSv/h |
| Activate | R | 1 = alarm |
| Maximum | R | peak |
| Error | R | 1 = no power |
Example: show the core temperature, own scram
The reactor is named "Reaktor" (reactor), an LED Display (Small) "Kern" (core). The display shows the core temperature in °C: green in normal operation, yellow from the pre-warning, red from the alarm. When the core reaches 780 K, the chip triggers a scram – 20 K before the automatic one. In hardcore mode, where there is no automatic scram, it takes over that job.
# NPP: show core temperature, own scram
define REAKTOR -1132390847 # Reactor (Boiling Water)
define ANZEIGE -815193061 # LED Display (Small)
define GRENZE 780 # 780 K = 507 C own scram limit
define CELSIUSOFFSET 273.15 # Kelvin to Celsius
define VORWARNUNG 2 # warning level pre-warning
define ALARM 3 # warning level alarm
define GRUEN 2 # Color.Green
define GELB 5 # Color.Yellow
define ROT 4 # Color.Red
alias kern r0
alias stufe r1
alias farbe r2
alias pruef r3
alias anzeige r4
start:
yield
lbn kern REAKTOR HASH("Reaktor") Temperature 0
bnan kern start
lbn stufe REAKTOR HASH("Reaktor") Stress 0
sge pruef stufe VORWARNUNG
select farbe pruef GELB GRUEN
sge pruef stufe ALARM
select farbe pruef ROT farbe
blt kern GRENZE zeigen
sbn REAKTOR HASH("Reaktor") Activate 1
zeigen:
sub anzeige kern CELSIUSOFFSET
sbn ANZEIGE HASH("Kern") Setting anzeige
sbn ANZEIGE HASH("Kern") Color farbe
j start
- Adjustable:
GRENZE(limit, in kelvin; keep it below the damage limit of 1100 K). - Reactor not found (named differently or deconstructed):
lbnreturns no value, the chip waits in the loop and writes nothing. - You have to reset the scram yourself once the core is below 650 K, see Resetting a scram.
Console commands
Open the console with F3. Commands that change something only work on the host or server, or in single player. "Nearest" means the device closest to you.
| Command | Effect | host only |
|---|---|---|
akw status | all plant parts with state and warnings, pressure limit, radiation, zones | – |
akw scram | scram of all reactors | yes |
akw reset | reset the nearest reactor: meltdown, core damage, scram, plus the trip of its turbine | yes |
akw reset kalt | as above and cool the core to 20 °C | yes |
akw testanlage | make the nearest plant ready: 6 fuel rods, water in the feedwater and cooling water pipes, factory store for 6 rods, everything switched on | yes |
akw temp 700 | set the core temperature of the nearest reactor in kelvin, e.g. to test the warning levels | yes |
akw abbrand 95 | set the burnup of all rods in the nearest reactor in % | yes |
akw strahlung | sources and dose near you, protection, inhalation, dust | – |
akw dosis | your dose, dose rate and radiation damage | – |
akw dosis 0 | set your dose to 0 | yes |
akw zone | contaminated zones with distance, strength, radius and age | – |
akw zone entfernen | remove the nearest zone | yes |
akw zone test | weak test zone at your position: 50 mSv/h, radius 5 m | yes |
akw abklingen 4 | set all spent rods to this cooling time in hours, e.g. to test the bunker | yes |
akw recycler | fill the stock of the nearest reprocessing plant with 3 spent rods | yes |
akw tontest alarm | warning sound at the nearest matching device, only on your computer. Types: vorwarnung, alarm, scram, schmelze, stoerung | – |
akw schutz | your gear, protection level and inhalation | – |
Configuration
File: BepInEx\config\dominik1199.atomkraftwerk.cfg, or through the mod settings in LaunchPad. The keys are in eleven sections. The mod applies changes right away. In multiplayer the server's values apply.
1 Reaktor (reactor)
| Key | Default | Meaning |
|---|---|---|
| BrennstabLeistungMW | 0.5 | thermal power of one rod with control rods fully withdrawn |
| BrennstabStunden | 4 | real-time hours a rod lasts at full power |
| FrischdampfC | 280 | main steam temperature in °C |
| DampfHoechstKPa | 8000 | relief valve; effective at most 92% of the vapor pressure at FrischdampfC (about 1670 kPa at 280 °C) |
| DruckSollProzent | 75 | AUTO keeps the drum at this % of the pressure limit |
| PumpeMolJeTakt | 200 | maximum feedwater the reactor evaporates per tick |
| KernWaermekapazitaetMJjeK | 2.1 | heat capacity of the core; larger = more time until scram |
| WaermeuebergangKWjeK | 86 | heat transfer core → water per kelvin above steam temperature |
| KernVerlustWjeK | 10 | heat loss of the core to the air per kelvin |
| EigenbedarfKW | 20 | power draw with the feed pump at full, controls alone 10% |
| StabGeschwindigkeitProzentJeS | 5 | control rod speed |
| LeistungZeitkonstanteS | 10 | inertia: seconds for 63% of a power change |
| Hardcore | off | no automatic scram |
2 Warnstufen (warning levels)
| Key | Default | Meaning |
|---|---|---|
| VorwarnungK | 650 | core temperature of the pre-warning |
| AlarmK | 750 | core temperature of the alarm |
| NotabschaltungK | 800 | core temperature of the automatic scram |
| KernschadenK | 1100 | above this the core takes damage |
| SchmelzSekunden | 30 | time above the damage temperature until meltdown |
| KernschmelzeAktiv | on | off = the core takes no damage |
3 Turbine
| Key | Default | Meaning |
|---|---|---|
| TurbineMaxMW | 1 | maximum electrical output |
| WirkungsgradProzent | 35 | share of the steam energy that becomes power |
| KondensatC | 40 | condensate temperature in normal operation |
| KuehlwasserMolJeTakt | 4000 | maximum cooling water flow of the condenser pump |
| KondensatorWarnC | 60 | warning from this condenser temperature |
| SchnellschlussC | 90 | trip from this condenser temperature |
| UmleitungAbProzent | 85 | bypass from this % of the pressure limit |
| UmleitungMaxProzent | 100 | at most this % of the rated steam flow through the bypass, 0 = none |
| KabelReserveProzent | 95 | the turbine offers at most this % of the weakest cable |
4 Kuehlturm (cooling tower)
| Key | Default | Meaning |
|---|---|---|
| KuehlturmMaxMW | 2.5 | maximum heat rejection |
| KuehlleistungKWjeK | 120 | heat rejection per kelvin the water is warmer than the air |
| VerdunstungProzent | 0.2 | this % of the heat evaporates water; 0 = closed loop |
| MindestdruckKPa | 10 | below this the tower does not cool |
| VollerDruckKPa | 80 | full cooling from here |
| PumpeMolJeTakt | 5000 | maximum water flow through the tower |
| StromKW | 5 | power draw of pumps and controls |
| WaermeInLuftProzent | 100 | this % of the heat warms the air above the tower |
5 Brennstabfabrik (fuel rod factory)
| Key | Default | Meaning |
|---|---|---|
| UranerzJeStab | 20 | uranium ore per fuel rod |
| StahlJeStab | 5 | steel ingots per fuel rod |
| SekundenJeStab | 60 | production time per rod |
| StromKW | 5 | power draw while producing |
6 Leitstand (control room desk)
| Key | Default | Meaning |
|---|---|---|
| StromW | 300 | power draw of the desk |
| AlarmTonAn | on | main switch of all warning sounds |
7 Strahlung (radiation)
| Key | Default | Meaning |
|---|---|---|
| StrahlungAktiv | on | off = devices measure, but nobody takes damage |
| SchadenFaktor | 1 | 1 = lethal after about 5 Sv above the threshold, 2 = twice as fast, 0 = count dose only |
| SchutzAnzugProzent | 50 | protection of a normal space suit with closed helmet |
| DosisSchwelleMSv | 250 | no damage up to this dose |
| ErholungMSvJeStunde | 20 | dose the body recovers per hour, 0 = never |
| WandDaempfungProzent | 50 | this % is kept out by each wall, 0 = off |
| StabMSvJeStunde | 2000 | dose rate of a freshly spent rod at 1 m |
| AbklingStunden | 4 | cooling time of spent rods in real-time hours |
| FassMSvJeStunde | 40 | dose rate of a fresh barrel at 1 m |
| FassHalbwertszeitStunden | 48 | half-life of the nuclear waste |
8 Kernschmelze (meltdown)
| Key | Default | Meaning |
|---|---|---|
| ExplosionAktiv | on | meltdown with an explosion |
| ExplosionStaerke | 60 | damage at the centre; radius = strength / 5 m, 3 to 25 m |
| ZoneRadiusM | 10 | radius of the contaminated zone |
| ZoneMSvJeStunde | 100000 | dose rate at the centre of the zone (100000 = 100 Sv/h) |
| ZoneAbklingStunden | 3 | time constant of the zone: 37% after this time, 5% after three times |
| RauchMinuten | 30 | how long smoke and steam rise from the wreck |
9 Entsorgung (disposal)
| Key | Default | Meaning |
|---|---|---|
| BunkerAbschirmungProzent | 99.99 | bunker shielding with the door closed |
| BunkerTuerOffenProzent | 25 | this % escapes with the door open |
| BunkerStromW | 50 | power draw of the bunker |
| RecyclerStaebe | 3 | spent rods per cycle |
| RecyclerNeueStaebe | 1 | new rods per cycle |
| RecyclerFaesser | 1 | barrels per cycle |
| RecyclerSekunden | 120 | duration of one cycle |
| RecyclerStromKW | 20 | power draw of the reprocessing plant |
| MonitorGrenzeMSv | 0.5 | alarm limit of newly built radiation monitors |
| MonitorStromW | 20 | power draw of the radiation monitor |
10 Toene (sounds)
| Key | Default | Meaning |
|---|---|---|
| TonVorwarnung | LogicError | pre-warning sound |
| TonAlarm | Alarm2 | horn on the control room desk |
| TonNotabschaltung | Alarm7 | scram sound |
| TonKernschmelze | Alarm10 | siren on core damage |
| TonStoerung | Error | fault tone of turbine and cooling tower |
| TonLautstaerkeProzent | 100 | volume of all warning sounds |
Valid sounds are speaker sounds such as Alarm2 to Alarm12, Danger, Warning, or game sounds such as LogicError and Error. Empty = off.
11 Strahlenschutz (radiation protection)
| Key | Default | Meaning |
|---|---|---|
| SchutzStrahlenanzugOhneHelmProzent | 75 | radiation suit with closed game helmet |
| SchutzStrahlenanzugProzent | 95 | radiation suit with closed radiation helmet |
| EinatmenFaktor | 1 | extra internal dose when inhaling dust, 1 = as much as from outside, 0 = off |
| GeigerAlarmMSvJeStunde | 100 | from here the Geiger counter beeps loudly, 0 = never |
| MelderGrenzeMSv | 0.5 | alarm limit of newly built radiation detectors |
| MelderStromW | 5 | power draw of a radiation detector |
Multiplayer
New devices and items: the server and all players need the mod. The server does the calculations – reactor, turbine, cooling tower, radiation, dose, damage and zones. The players receive the display values, the radiation values every 2 s. The server's settings apply. Zones and doses are stored in the save. See Multiplayer.
Known limitations
- At 280 °C the pressure limit is 1666 kPa, even if
DampfHoechstKPais set higher. More pressure would make the steam condense in the pipe. - Reactor and turbine have to be on the same steam pipe network. The pipe alone can't carry enough steam at full power; the turbine draws it from the reactor's drum.
- Steam condenses in an uninsulated main steam pipe. The turbine drains the water and reports "Water in steam pipe (insulate)".
- The cooling tower needs outside air of at least 10 kPa that is colder than the water. It does not cool on Vulcan or Venus, and in a room it heats the room up.
- The control room desk's displays only show the first reactor, the first turbine and the first cooling tower. The buttons act on all of them.
- A single game cable or fuse in the 1 MW network limits the turbine.
- At most 300 lines of sight per second are calculated with walls. With very many players, devices and sources the rest is calculated without walls, so the radiation comes out rather too high.
- A melted reactor stays off for good.
akw resetrestores it.
Troubleshooting
| Display text / symptom | Cause | Fix |
|---|---|---|
| No feedwater pipe | no liquid pipe on the feedwater connection | connect a liquid pipe at the back of the reactor and link it to the turbine's condensate |
| No main steam pipe | no gas pipe on the main steam connection | connect a gas pipe at the back of the reactor |
| Feedwater low / No feedwater! | too little water in the feed loop, often after venting | top up water; check the turbine's condensate pipe |
| No power - pump stopped! | reactor without power | connect power; to start up there must already be power in the network |
| Relief valve venting | steam is not being taken: turbine off, tripped, valve closed | check the turbine, set the reactor to AUTO |
| Steam pressure high | drum above 92% of the pressure limit | raise the load or insert control rods, better use AUTO |
| Rod x over 90% burnt | rod almost empty | prepare a rod change |
| No fuel rods | channels empty | insert rods through the fuel hatch |
| Scram active (ACK to reset) | scram triggered | let it cool below 650 K, then ACK on the control room desk or main switch off and on |
| AUTO won't switch on | scram active, hatch open or main switch OFF | reset first or close the hatch |
| Fuel hatch won't open | control rods not fully inserted or fission power above 2% | shut the reactor down and wait; after a meltdown the hatch is jammed |
| Turbine: TRIPPED | reason on the display: condenser too hot (above 90 °C), no cooling water or manual | check the cooling loop and the tower, then RESET or ACK; pressed too early, the turbine starts by itself as soon as possible |
| Factory ejects the steel again | steel sheets instead of steel ingots, or a version before 1.0.2 | load Ingot (Steel), update the mod |
| Condenser warm | cooling water too warm or too little | check the cooling tower, top up cooling water |
| No cooling water at the condenser | cooling water inlet empty or no pipe | connect and fill the cooling loop |
| Condensate pipe full | no room left in the condensate pipe | less water in the feed loop or more pipe |
| Turbine only supplies 4.75 kW, 95 kW or 475 kW | game cable or fuse in the network | use Extreme Cable or Power Cable+ throughout, separate consumers with a transformer |
| Bypass open | the network takes less than the reactor supplies | normal on load rejection; AUTO powers the reactor down |
| Water in steam pipe (insulate) | steam condenses in the pipe | lay an insulated gas pipe |
| Cooling tower: thin air | outside pressure below 10 kPa | put the tower where there is an atmosphere |
| Cooling tower indoors - heats the room! | the tower stands in a room | move the tower outdoors |
| Outside air too warm | air warmer than the cooling water | the tower does not cool on hot planets |
| Cooling water evaporating, empty in … | evaporation in the tower | add make-up water to the warm water pipe |
| Cooling tower OFF while turbine runs | the tower's main switch is off | switch the tower on |
| Control room desk: No reactor on the data network | data cable missing | put the desk and the plant parts on one data network |
| Control room desk: Vacuum - sounds muted | no air pressure at the desk | normal; nothing can be heard in vacuum |
| Factory: WAITING FOR MATERIAL | less than 20 uranium ore or 5 steel in store | add ore and steel |
| Factory or reprocessing plant: OUTPUT BLOCKED | output tray or chute occupied | clear the output |
| Reprocessing plant: WAITING FOR RODS | less than 3 rods in stock | add rods |
| Bunker: FULL | all 12 slots occupied | recycle decayed rods or build a second bunker |
| Recycler throws out rods or barrels | it does not take spent rods or barrels | put them into the bunker or the reprocessing plant |
| Save won't load | mod missing from the pack | see Mod packs |