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Nuclear Power Plant – Guide

Boiling water reactor, 1 MW steam turbine, cooling tower and control room desk for about 1 MW of power, large reactor and 1.5 MW turbine, radiation shield gate, plus radiation, meltdown and waste disposal. Setup, loop, controls, warning levels, radiation protection, IC10, console and all settings.

Last changed: Oct 14, 2026

v1.1.0 Nuclear Power Plant

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

PartJobKey dataSize
Reactor (Boiling Water)makes main steam6 fuel rods, up to 3 MW heat, steam at 280 °C, own use up to 20 kW1.5 × 1.5 m, 3 m high, fits on one frame
Steam Turbine 1 MWsteam in, power and condensate out35% of the steam energy becomes power3.5 × 1.5 m, 2 m high
Cooling Towercools the turbine's cooling waterup to 2.5 MW of waste heat, 5 kW power3.5 × 3.5 m, 8 m high, stands on 2 × 2 frames
Control Room Deskshows and controls the plantthree displays and an alarm list, 300 W1.5 × 1 m
Fuel Rod Factorymakes fuel rods20 uranium ore + 5 steel per rod, 60 s, 5 kW1.5 × 1 m
Nuclear Waste Bunkerstores spent rods and barrels12 slots, 99.99% shielding, 50 W1.5 × 1 m, 1.72 m high
Reprocessing Plantturns 3 spent rods into one new rod120 s, 20 kW, plus one waste barrel1.5 × 1 m, 1.55 m high
Radiation Monitormeasures, shows the strongest sources, warnsalarm limit 0.5 mSv/h, 20 Won the wall, 3 cells wide
Radiation Detectorsmall detector without a displayLED, beep, 5 Won wall or ceiling, 1 cell
Geiger Counterhand-held deviceclicks according to the dose ratein the hand or the tool belt
Radiation Suit and Radiation Helmetprotect against radiation95% togethersuit and helmet slot
Large Reactor (9 rods)makes main steam, since 1.1.09 fuel rods, up to 4.5 MW heat, own use up to 30 kW5 × 5 cells, 3.7 m high
Steam Turbine 1.5 MWlike the 1 MW turbine, since 1.1.01.5 MW power, 2.8 MW waste heat – two cooling towers9 × 3 cells, 2 m high
Radiation Shield Gateairtight sliding gate with airlock, since 1.1.099.9% shielding, lockdown, emergency open, 150 W2 m wall face
Transport Caskcarries 9 fuel rods shielded, since 1.1.099.99% shielding, pull it or put it on the roverfloor device
Fuel Rod Carriercarries 3 fuel rods, since 1.1.099.9% shielding, fits through chutesitem

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

PartMachineTimeCost
Kit (Reactor)Autolathe, tier 2300 s120 steel, 20 Inconel, 15 Hastelloy, 10 gold, 20 silicon, 10 electrum
Kit (Steam Turbine 1 MW)Autolathe, tier 2240 s80 steel, 60 copper, 20 invar, 15 electrum, 10 Astroloy
Kit (Fuel Rod Factory)Autolathe, tier 2180 s50 steel, 10 invar, 10 constantan, 10 electrum, 5 Hastelloy
Kit (Nuclear Waste Bunker)Autolathe, tier 2240 s100 steel, 120 lead, 40 iron, 30 silicon, 5 gold
Kit (Reprocessing Plant)Autolathe, tier 2300 s80 steel, 40 lead, 15 Stellite, 10 Hastelloy, 10 electrum, 10 gold
Kit (Cooling Tower)Hydraulic Pipe Bender, tier 2240 s100 steel, 80 iron, 60 silicon, 10 constantan
Kit (Control Room Desk)Electronics Printer, tier 2120 s20 steel, 15 gold, 20 silicon, 15 copper, 10 electrum, 10 solder
Kit (Radiation Monitor)Electronics Printer, tier 160 s5 steel, 10 copper, 5 gold, 5 silicon, 2 lead, 5 solder
Kit (Radiation Detector)Electronics Printer, tier 115 s2 copper, 1 gold, 2 silicon, 1 iron, 1 lead
Geiger CounterElectronics Printer, tier 130 s4 copper, 2 gold, 2 silicon, 2 iron, 2 solder
Radiation SuitAutolathe or Tool Manufactory30 s5 iron, 5 copper, 20 lead
Radiation HelmetAutolathe or Tool Manufactory20 s2 gold, 2 copper, 8 lead, 2 silicon
Kit (Large Reactor)Autolathe, tier 2420 s180 steel, 30 Inconel, 25 Hastelloy, 15 gold, 30 silicon, 15 electrum
Kit (Steam Turbine 1.5 MW)Autolathe, tier 2330 s120 steel, 90 copper, 30 invar, 20 electrum, 15 Astroloy
Kit (Radiation Shield Gate)Autolathe, tier 2120 s60 steel, 80 lead, 20 iron, 5 copper, 2 gold, 2 silicon
Kit (Transport Cask)Autolathe, tier 290 s40 steel, 100 lead, 10 iron
Fuel Rod CarrierAutolathe, tier 130 s5 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.

  1. 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.
  2. 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

QuantityValue at 1 MW of power
Reactor thermal power2.86 MW (simulator, steady state)
Core temperature586 K
Control rods4% inserted
Main steam113 mol per tick, 280 °C
Drum pressure in AUTO1250 kPa
Condensate40 °C
Cooling water through the condenserabout 2600 mol per tick, 10 K warmer
Waste heat into the cooling tower1.86 MW
Evaporation in the tower0.46 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.

DeviceSideConnections
Reactorbackmain steam (gas pipe only), power, feedwater (liquid pipe only)
Reactorfrontdata
Turbineleft (+X)main steam (gas pipe only)
Turbinebackcondensate, cooling water in, cooling water out (all liquid pipe only)
Turbineright (−X)power output
Turbinefrontdata
Cooling towerbackwarm water in, power, cold water out (water liquid pipe only)
Cooling towerfrontdata
Control room desk, bunkerbackpower, data
Fuel rod factory, reprocessing plantbackpower, data; plus chute in on the left (+X, 0.5 m high) and chute out on the right (−X)
Radiation monitor, radiation detectortoppower 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

  1. Put the cooling tower outdoors. It stands on 2 × 2 frames and needs outside air.
  2. Place the turbine and the reactor. The reactor fits on one frame.
  3. 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.
  4. Feedwater: liquid pipe from the turbine's condensate connection to the reactor's feedwater connection. Fill it with water.
  5. Cooling loop: cooling water out (turbine) → warm water in (tower), cold water out (tower) → cooling water in (turbine). Fill it with water.
  6. Power: the turbine's power output goes onto an Extreme Cable network. Reactor, cooling tower and control room desk need power too.
  7. Data: put the control room desk and all plant parts on one data network. The desk finds everything through it.
  8. Fuel rods: open the fuel hatch, put six fuel rods into the channels, close the hatch.
  9. 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).

Tip

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.

Tip

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

ControlEffect
Main switchON/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 / WITHDRAWcontrol 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.
AUTOAUTO control on or off. LEDs AUTO (green) and MAN (yellow).
E-STOPbig red mushroom button: scram, all control rods in at once
FUEL HATCHopens 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.
Warning

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

PageTitleContent
1REACTORthermal power in W and %, core, rods, AUTO or MANUAL, steam in mol/s, warning level with time left, the two most important warnings
2COREcore 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
3FUEL RODSburnup 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
4COOLINGfeedwater in mol and °C, pump in mol/s with "empty in", drum pressure and setpoint, main steam pipe and limit, vented, power

LEDs

LEDMeaning
RUNgreen: switched on and powered; yellow: switched on without power
CRITICALblue: the chain reaction is running (fission power above 1%)
WARNINGyellow: core between 650 and 750 K
ALARMflashing red: core at 750 K or more
SCRAMred: scram active; flashes until acknowledged
FEEDWATERgreen: enough; orange: low; flashing red: empty or no pipe
STEAM PRESS.green: normal; orange: high; flashing red: relief valve venting
POWERgreen: powered; red: no power
DATAgreen: 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 networkcarriesTurbine supplies at most
Cable5 kW4.75 kW
Heavy cable100 kW95 kW
Super heavy cable500 kW475 kW
Extreme Cable10 MW (default)1 MW, the full output
Network made only of Power Cable+unlimited1 MW
Fuseits trip limit95% of that

A single game cable in the 1 MW network limits the whole turbine. Separate consumers on thin cables with a transformer.

Controls

ControlEffect
Main switchON/OFF
MODEAUTO (supplies on demand) or MANUAL
- and +power limit in steps of 10%, switches to MANUAL
RESETresets 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.

PageTitleContent
1STEAM TURBINEoutput and limit, possible output, speed, governor, state (RUNNING, READY, TRIPPED, OFF), warnings
2STEAMmain steam in kPa and °C, use, bypass, condensate, efficiency
3CONDENSERtemperature and pressure, cooling water in and out, flow and stock, waste heat, trip limit
4STATISTICSMWh generated, operating hours, demand, cable limit
LEDMeaning
RUNgreen: running; yellow: switched on, standing still
STEAMgreen: steam coming in or reactor on the steam pipe; red: no steam pipe
CONDENSERgreen: normal; orange: above 60 °C; red: above 90 °C
COOLANTblue: flowing; green: ready; flashing red: missing or pipe missing
BYPASSyellow: bypass open
CABLEorange: output limited by the cable limit
TRIPflashing red
AUTO / MANgovernor
DATAgreen: 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.
PageTitleContent
1COOLING TOWERheat rejected and possible, warm water in and cold water out, outside air, state (COOLING, READY, OFF), warnings
2WATERflow, evaporation in mol/s and L/h, water in the loop and how long it lasts, total evaporated
3OUTSIDE AIRtemperature, pressure and draught in %, total heat in MWh, operating hours, power
LEDMeaning
RUNgreen: switched on and powered; yellow: without power
COOLINGblue: rejecting heat
WATERgreen: water in the loop; orange: evaporating, running low soon; flashing red: almost empty
AIRgreen: full draught; orange: air pressure below 80 kPa; red: below 10 kPa
FAULTorange: notice; flashing red: fault
DATAgreen: 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

ButtonEffect
INSERT / WITHDRAWcontrol rods of all reactors by 5%
AUTOAUTO 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
SCRAMscram of all reactors
ACKsilences 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 switchON/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

ViewReactor displayTurbine displayCooling tower display
1 Overviewoutput, core with limits, rods actual/setpoint, feedwater, drum pressureoutput and limit, steam, condenser, cooling water, statewater in and out, heat rejected, evaporation in L/h, outside air, state
2 Detailsburnup per rod, fission, decay heat, burn time, core damageefficiency, bypass, waste heat, cable limit, demandflow, draught, loop water and how long it lasts, power
3 Statisticsheat in MWh, operating hours, vented, own use, scram limitMWh generated, operating hours, power and heat of all plantsheat in MWh, evaporated, operating hours
4 Radiation & disposalradiation monitors, reactor (outside or open hatch), radiation detectors, contaminated zonesnuclear waste bunkersreprocessing 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

ReactorLarge reactorSteam turbine 1 MWSteam turbine 1.5 MW
Size3 × 3 cells, 3 m5 × 5 cells, 3.7 m (two frames high)7 × 3 cells, 2 m9 × 3 cells, 2 m
Fuel rods69––
Output3 MW heat4.5 MW heat1 MW power1.5 MW power
Feed pump / steam200 mol per tick300 mol per tick~113 mol steam per tick~170 mol steam per tick
Own useup to 20 kWup to 30 kW––
Waste heat / cooling water––1.9 MW, pump 4000 mol2.8 MW, pump 6000 mol
Display4 pages6 pages of 4 lines4 pages5 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.

Note

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.

ControlFunction
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 lintelyellow 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.

IC10readwrite
Open1 open1 open, 0 close (via the airlock logic)
Lockbuttons locked1 lock (emergency open stays)
Activate1 lockdown1 trigger, 0 release
Settingthreshold (mSv/h)set threshold
Quantityhigher dose rate of both sides–
Ratioopening 0–1–
Errorobstacle or no power–
Maximumshielding 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 caskFuel rod carrier
Slots9 rods standing in wells3 rods lying down
Shielding closed99.99 %99.9 %
Lid openhalf escapeshalf escapes
Example: freshly spent rods9 rods (18 Sv/h) → 1.8 mSv/h at 1 m outside3 rods → 6 mSv/h at 1 m
Transportpull by the handle, wrench onto a rover or container mounthand, backpack, crates, chutes
Made inkit 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).

SituationDose rate
a full stack (50) in hand or inventory0.2 mSv/h
the same stack on the ground, 1 m away0.05 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 m0.02 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

CommandEffect
akw torradiation shield gates nearby with their state
akw tor abschotten / akw tor freilock down or release the nearest gate
akw tor gruppe 1 / innen 2 / schutz 2 / schwelle 0.5airlock group, radiation side, protection level, threshold of the nearest gate
akw erzradioactive ore stacks and merged sources nearby
akw behaelter [frisch|abgebrannt]fill the nearest transport cask or carrier with test rods

New settings

SectionSettingDefault
12 TransportBehaelterAbschirmungProzent, KoecherAbschirmungProzent, BehaelterOffenProzent, LagerDaempfungProzent99.99 / 99.9 / 50 / 30
13 UranerzErzStrahlungAktiv, UranerzMSvJeStueck, ErzWeitere, ErzTaktSekundenon / 0.001 / empty / 2
14 StrahlenschutztorTorAbschirmungProzent, TorSchwelleMSv, TorMonitoreAusloesen, TorLaufzeitSekunden, TorNotAufSekunden, TorMindestschutz, TorAbschottungOeffnenAbSchutz, TorStromW99.9 / 1 / on / 3 / 15 / 0 / 3 / 150

Warning levels

LevelWhenWhat happens
Normalcore below 600 K–
Noticecore at 600 K or more and rising, or a minor warningyellow on the display
Pre-warningcore at 650 Kyellow LED, yellow beacon, calm notice tone
Alarmcore at 750 Kred LED and warning light, fast loud beeps at the reactor, horn on the control room desk until ACK
Scramcore at 800 K (not in hardcore)all control rods in at once, AUTO off, own tone until ACK
Core damagecore at 1100 Kcountdown "MELTDOWN IN xx s", siren, also in hardcore
Meltdown30 s above 1100 Ksee 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

OccasionSound (default)Where and how
Pre-warningLogicErrorreactor and control room desk: two calm beeps every 4 s, 25 m range
AlarmAlarm2 and LogicErrorcontrol room desk: horn until ACK; reactor: three fast, loud beeps every 2 s, 45 m range
ScramAlarm7reactor and control room desk: loud when triggered, then every 8 s until acknowledged on the desk
Core damageAlarm10continuous rising and falling siren at reactor and control room desk
FaultErrorturbine (trip, hot condenser, no cooling water) and cooling tower (not cooling, water low), every 5 s
RadiationLogicErrorradiation 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 tontest plays them for testing.

What happens if …

Results from the simulator with default values. Starting point: 40 minutes of AUTO operation at 1 MW.

FaultCourse
Cooling tower fails, reactor MANUALturbine 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 AUTOtrip 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 powerpre-warning after 24 s, alarm after 60 s, scram after 79 s, at most 832 K
the same in hardcorepre-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 MWdrum at most 1400 kPa, no relief valve, no oscillation
Load rejection 1 → 0 → 1 MWbypass up to 226 mol/s, drum at most 1452 kPa, no venting
After a scram, cooling runningcore drops to 553 K
After a scram without coolingcore 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: Activate to 0
  • console: akw reset (host)

Then switch AUTO back on.

Meltdown

Sequence

  1. 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.
  2. If the core stays above 1100 K for 30 s, it melts.
  3. 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.
  4. 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.
  5. 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 centreDose rate right after the meltdown
0 m100 Sv/h
5 m75 Sv/h
10 m (edge)50 Sv/h
15 m22.2 Sv/h
20 m12.5 Sv/h
40 m3.1 Sv/h (behind two walls 0.78 Sv/h)

The zone decays (time constant 3 hours):

Time after the meltdownCentre of the zone
1 h71.7 Sv/h
3 h36.8 Sv/h
9 h5 Sv/h
24 h33.5 mSv/h

Cleaning up

  • akw zone entfernen clears the nearest zone at once (host).
  • akw reset restores the nearest reactor: meltdown, core damage and scram reset, wreck gone.
  • Zones are stored in the save.

Switching meltdown off

  • KernschmelzeAktiv off: the core takes no damage any more. Alarm and scram still happen.
  • ExplosionAktiv off: 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

SourceDose rate at 1 m
Reactor running, hatch closed0.3 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 rod0.02 mSv/h
Fuel rod with 50% burnup400 mSv/h
Freshly spent fuel rod2 Sv/h, 8 Sv/h in the hand, 80 mSv/h at 5 m
Decayed fuel rod0.01 mSv/h
Fresh nuclear waste barrel40 mSv/h, 160 mSv/h in the hand
Nuclear waste bunker with 12 freshly spent rodsdoor 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 meltdown2% 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 dosis shows your dose, akw dosis 0 resets it (host).
  • With StrahlungAktiv off all devices keep measuring, but nobody takes damage.

Protection levels

GearProtection against radiation from outside
nothing, helmet open or only a gas mask0%
normal space suit with closed helmet50%
radiation suit with closed game helmet75%
radiation suit with closed radiation helmet95%

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?

Placeno protectionsuit + helmetradiation suit + game helmetfull radiation gear
Centre of the zone, 5 min after the meltdown (97 Sv/h)1.6 min (breathing dust)6.5 min13 min65 min
10 m from the centre (49 Sv/h)3.2 min13 min26 min2.2 h
20 m from the centre (12 Sv/h, no dust)26 min52 min1.7 h8.6 h

The times are until death (simulator). More examples:

Situationno protectionsuit + helmetfull radiation gear
6 freshly spent rods for 30 s in the inventory (48 Sv/h)400 mSv, above the threshold200 mSv20 mSv
1 freshly spent rod for 30 s in the hand67 mSv33 mSv3 mSv
60 s at 2 m in front of the open hatch, 10 min after a scram11 mSv6 mSv1 mSv
30 min at 1 m next to a fresh barrel40 mSv (breathing dust)10 mSv1 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 spentActivityDose rate at 1 m
0100%2 Sv/h
10 min52%1.04 Sv/h
30 min20%393 mSv/h
1 h7%142 mSv/h
2 h1.2%24 mSv/h
4 h0.04%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

RouteResult
12 spent rods through the reprocessing plant4 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 recycler3 steel

The game's recycler does not accept spent rods or barrels; it throws them back out.

IC10

DevicePrefabHash
Reactor (Boiling Water)StructureAkwReaktor-1132390847
Steam Turbine 1 MWStructureAkwTurbine150538141
Cooling TowerStructureAkwKuehlturm-1365120482
Control Room DeskStructureAkwLeitstand1677455470
Fuel Rod FactoryStructureAkwBrennstabFabrik1277732781
Nuclear Waste BunkerStructureAkwBunker-478813853
Reprocessing PlantStructureAkwRecycler-259178611
Radiation MonitorStructureAkwStrahlungsmonitor-1539374058
Radiation DetectorStructureAkwStrahlenmelder-923417679
ItemPrefabHash
Fuel Rod (Uranium)ItemAkwBrennstab953339804
Spent Fuel RodItemAkwBrennstabVerbraucht-554619789
Fuel Rod (decayed)ItemAkwBrennstabAbgeklungen-596721571
Nuclear Waste BarrelItemAkwAtommuell-923965377
Geiger CounterItemAkwGeigerzaehler-239920569
Radiation SuitItemAkwStrahlenschutzanzug-1181358099
Radiation HelmetItemAkwStrahlenschutzhelm-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)

ValueLevel
0Normal
1Notice
2Pre-warning
3Alarm
4Scram
5Core damage
6Meltdown

Reactor

LogicTypeRead/WriteMeaning
OnR/Wmain switch
ModeR/W0 MANUAL, 1 AUTO
SettingR/Wcontrol rod setpoint in % inserted; writing switches to MANUAL
ThrottleRcontrol rods actual in %
ActivateR/W1 = scram, 0 = reset (only below 650 K)
TemperatureRcore temperature
PressureRdrum pressure in kPa
PressureSettingRAUTO pressure setpoint in kPa
PowerGenerationRthermal power
RatioRthermal power / rated power
MaximumRrated power (3 MW)
StressRwarning level 0–6
ErrorR1 from alarm
OpenR/Wfuel hatch
FuelRfuel of all rods, 0–1 (1 = six full rods)
BurnTimeRemainingRseconds until the first rod is empty (−1 = reactor idle)
RequiredPowerRpower draw
…Input / …OutputRfeedwater pipe / main steam pipe, e.g. PressureOutput
AddressMeaning
0core temperature
1thermal power
2fission power
3decay heat
4control rods actual in %
5control rods setpoint in % (W)
6steam in mol/s
7feedwater stock in mol
8feedwater empty in s (−1)
9drum pressure in kPa
10pressure limit in kPa
11warning level 0–6
12seconds to the next level (−1)
13core damage in %
14–19burnup of rods 1–6 in % (−1 empty, 101 spent)
20temperature change in K/s
21display page 0–3 (W)
22fuel hatch 1/0 (W)
23hardcore 1/0
24total heat in MWh
25operating hours
26total vented in mol
27AUTO 1/0 (W)
28scram 1/0 (W)
29radiation at the fuel hatch when open, at 1 m
30radiation outside the reactor at 1 m
31minutes since the meltdown (−1)

clr resets the statistics (24–26).

Steam turbine

LogicTypeRead/WriteMeaning
OnR/Wmain switch
ModeR/W0 AUTO, 1 MANUAL
SettingR/Wpower limit in W; writing switches to MANUAL
MaximumRrated output
PowerGeneration, PowerActualRdelivered power
RatioRload
ActivateR/Wtrip: 1 trigger, 0 reset
TemperatureRcondenser temperature
PressureRcondenser pressure in kPa
RpmRspeed
WorkingGasEfficiencyRefficiency 0–1
ErrorR1 = fault
…Input / …OutputRmain steam / condensate
…Input2 / …Output2Rcooling water in / out
AddressMeaning
0delivered power
1power limit
2possible power
3network demand
4cable limit (−1 = no network)
5steam in mol/s
6bypass in mol/s
7main steam temperature
8condenser temperature
9condenser pressure in kPa
10efficiency 0–1
11cooling water in, temperature
12cooling water out, temperature
13cooling water in mol/s
14waste heat into the condenser
15total power in MWh
16operating hours
17speed
18display page 0–3 (W)
19governor 0 AUTO, 1 MANUAL (W)
20trip 1/0 (W)

clr resets the statistics.

Cooling tower

LogicTypeRead/WriteMeaning
OnR/Wmain switch
PowerActualRheat rejected
MaximumRpossible heat rejection with the current air
RatioRheat rejected / maximum
TemperatureRcold water
TemperatureExternal, PressureExternalRoutside air
ErrorR1 = fault
RequiredPowerRpower draw
…Input / …OutputRwarm water / cold water
AddressMeaning
0heat rejected
1possible heat rejection
2warm water
3cold water
4outside air temperature
5outside air in kPa
6pressure factor (draught) 0–1
7water flow in mol/s
8evaporation in mol/s
9total evaporated in mol
10water in the cooling loop in mol
11stock lasts for s (−1)
12total heat in MWh
13operating hours
14display page 0–2 (W)

clr resets the statistics.

Control room desk

LogicTypeRead/WriteMeaning
OnR/Wmain switch
ModeR/Wview 0–3
SettingR/Wturbine setpoint in W, 0 = on demand
ActivateR/Wwrite 1 = scram all reactors; read 1 = at least one reactor in scram
StressRhighest warning level of the plant
ErrorR1 = open alarm (horn)
PowerGenerationRpower of all turbines
AddressMeaning
0 / 1 / 2 / 3number of reactors / turbines / cooling towers / factories on the data network
4highest warning level 0–6
5power of all turbines
6thermal power of all reactors
7setpoint in W (W)
8view 0–3 (W)
9write 1 = press ACK (W)
10horn 1/0
11 / 12 / 13number of radiation monitors / nuclear waste bunkers / reprocessing plants
14highest dose rate of the monitors
15total occupied bunker slots
16contaminated zones
17scram not acknowledged 1/0
18radiation detectors on the data network
19radiation detectors in alarm

Fuel rod factory

LogicTypeRead/WriteMeaning
OnR/Wmain switch
ActivateR/Wproduction on/off
Ratio, ProgressRprogress 0–1
QuantityRrods produced
ErrorRforeign item or no power
AddressMeaning
0uranium ore in store
1steel in store
2progress in %
3rods produced
4uranium ore per rod
5steel per rod
6seconds to the next rod (−1)
7display page 0–1 (W)
8production on 1/0 (W)

clr resets the counter of rods produced.

Nuclear waste bunker

LogicTypeRead/WriteMeaning
OnR/Wmain switch
OpenR/Wdoor
LockR/Wlock the door
QuantityRoccupied slots
MaximumR12
RatioRoccupancy 0–1
ErrorR1 = full
SettingRdecayed rods in the bunker

Slots 0–11 can be read with ls, for example OccupantHash.

AddressMeaning
0occupied slots
1spent rods
2barrels
3decayed rods
4activity inside at 1 m, unshielded
5leaking at 1 m
6next rod decayed in s (−1)
7total decayed
8door (W)
9lock (W)
10display page 0–2 (W)
11–22slot 1–12: −1 empty, −2 barrel, −3 other, 0 decayed, otherwise remaining cooling time in s

clr resets the counter (address 7).

Reprocessing plant

LogicTypeRead/WriteMeaning
OnR/Wmain switch
ActivateR/Woperation on/off
Ratio, ProgressRprogress 0–1
QuantityRrods in stock
SettingRtotal new rods
ErrorRforeign item, output blocked or no power
AddressMeaning
0rods in stock
1progress in %
2total new rods
3total barrels
4seconds until done (−1)
5activity of the stock at 1 m, unshielded
6rods per cycle
7display page 0–1 (W)
8operation on 1/0 (W)
9items still to be output

clr resets the counters (2 and 3).

Radiation monitor

LogicTypeRead/WriteMeaning
OnR/Wmain switch
SettingR/Walarm limit in mSv/h
QuantityRdose rate
RatioRdose rate / limit
MaximumRpeak
ErrorR1 = above the limit
ActivateR/Wmute
ModeR/Wdisplay page 0–2
AddressMeaning
0dose rate
1alarm limit (W)
2peak
3sources nearby
4–6dose rate of the three strongest sources here
7–9their distance in m
10–12their 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
13share of the zone
14display page (W)
15mute (W)

clr resets the peak.

Radiation detector

LogicTypeRead/WriteMeaning
OnR/Wmain switch
SettingR/Walarm limit in mSv/h
Quantity, RatioRdose rate in mSv/h
ActivateR1 = alarm
MaximumRpeak
ErrorR1 = 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): lbn returns 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.

CommandEffecthost only
akw statusall plant parts with state and warnings, pressure limit, radiation, zones–
akw scramscram of all reactorsyes
akw resetreset the nearest reactor: meltdown, core damage, scram, plus the trip of its turbineyes
akw reset kaltas above and cool the core to 20 °Cyes
akw testanlagemake the nearest plant ready: 6 fuel rods, water in the feedwater and cooling water pipes, factory store for 6 rods, everything switched onyes
akw temp 700set the core temperature of the nearest reactor in kelvin, e.g. to test the warning levelsyes
akw abbrand 95set the burnup of all rods in the nearest reactor in %yes
akw strahlungsources and dose near you, protection, inhalation, dust–
akw dosisyour dose, dose rate and radiation damage–
akw dosis 0set your dose to 0yes
akw zonecontaminated zones with distance, strength, radius and age–
akw zone entfernenremove the nearest zoneyes
akw zone testweak test zone at your position: 50 mSv/h, radius 5 myes
akw abklingen 4set all spent rods to this cooling time in hours, e.g. to test the bunkeryes
akw recyclerfill the stock of the nearest reprocessing plant with 3 spent rodsyes
akw tontest alarmwarning sound at the nearest matching device, only on your computer. Types: vorwarnung, alarm, scram, schmelze, stoerung–
akw schutzyour 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)

KeyDefaultMeaning
BrennstabLeistungMW0.5thermal power of one rod with control rods fully withdrawn
BrennstabStunden4real-time hours a rod lasts at full power
FrischdampfC280main steam temperature in °C
DampfHoechstKPa8000relief valve; effective at most 92% of the vapor pressure at FrischdampfC (about 1670 kPa at 280 °C)
DruckSollProzent75AUTO keeps the drum at this % of the pressure limit
PumpeMolJeTakt200maximum feedwater the reactor evaporates per tick
KernWaermekapazitaetMJjeK2.1heat capacity of the core; larger = more time until scram
WaermeuebergangKWjeK86heat transfer core → water per kelvin above steam temperature
KernVerlustWjeK10heat loss of the core to the air per kelvin
EigenbedarfKW20power draw with the feed pump at full, controls alone 10%
StabGeschwindigkeitProzentJeS5control rod speed
LeistungZeitkonstanteS10inertia: seconds for 63% of a power change
Hardcoreoffno automatic scram

2 Warnstufen (warning levels)

KeyDefaultMeaning
VorwarnungK650core temperature of the pre-warning
AlarmK750core temperature of the alarm
NotabschaltungK800core temperature of the automatic scram
KernschadenK1100above this the core takes damage
SchmelzSekunden30time above the damage temperature until meltdown
KernschmelzeAktivonoff = the core takes no damage

3 Turbine

KeyDefaultMeaning
TurbineMaxMW1maximum electrical output
WirkungsgradProzent35share of the steam energy that becomes power
KondensatC40condensate temperature in normal operation
KuehlwasserMolJeTakt4000maximum cooling water flow of the condenser pump
KondensatorWarnC60warning from this condenser temperature
SchnellschlussC90trip from this condenser temperature
UmleitungAbProzent85bypass from this % of the pressure limit
UmleitungMaxProzent100at most this % of the rated steam flow through the bypass, 0 = none
KabelReserveProzent95the turbine offers at most this % of the weakest cable

4 Kuehlturm (cooling tower)

KeyDefaultMeaning
KuehlturmMaxMW2.5maximum heat rejection
KuehlleistungKWjeK120heat rejection per kelvin the water is warmer than the air
VerdunstungProzent0.2this % of the heat evaporates water; 0 = closed loop
MindestdruckKPa10below this the tower does not cool
VollerDruckKPa80full cooling from here
PumpeMolJeTakt5000maximum water flow through the tower
StromKW5power draw of pumps and controls
WaermeInLuftProzent100this % of the heat warms the air above the tower

5 Brennstabfabrik (fuel rod factory)

KeyDefaultMeaning
UranerzJeStab20uranium ore per fuel rod
StahlJeStab5steel ingots per fuel rod
SekundenJeStab60production time per rod
StromKW5power draw while producing

6 Leitstand (control room desk)

KeyDefaultMeaning
StromW300power draw of the desk
AlarmTonAnonmain switch of all warning sounds

7 Strahlung (radiation)

KeyDefaultMeaning
StrahlungAktivonoff = devices measure, but nobody takes damage
SchadenFaktor11 = lethal after about 5 Sv above the threshold, 2 = twice as fast, 0 = count dose only
SchutzAnzugProzent50protection of a normal space suit with closed helmet
DosisSchwelleMSv250no damage up to this dose
ErholungMSvJeStunde20dose the body recovers per hour, 0 = never
WandDaempfungProzent50this % is kept out by each wall, 0 = off
StabMSvJeStunde2000dose rate of a freshly spent rod at 1 m
AbklingStunden4cooling time of spent rods in real-time hours
FassMSvJeStunde40dose rate of a fresh barrel at 1 m
FassHalbwertszeitStunden48half-life of the nuclear waste

8 Kernschmelze (meltdown)

KeyDefaultMeaning
ExplosionAktivonmeltdown with an explosion
ExplosionStaerke60damage at the centre; radius = strength / 5 m, 3 to 25 m
ZoneRadiusM10radius of the contaminated zone
ZoneMSvJeStunde100000dose rate at the centre of the zone (100000 = 100 Sv/h)
ZoneAbklingStunden3time constant of the zone: 37% after this time, 5% after three times
RauchMinuten30how long smoke and steam rise from the wreck

9 Entsorgung (disposal)

KeyDefaultMeaning
BunkerAbschirmungProzent99.99bunker shielding with the door closed
BunkerTuerOffenProzent25this % escapes with the door open
BunkerStromW50power draw of the bunker
RecyclerStaebe3spent rods per cycle
RecyclerNeueStaebe1new rods per cycle
RecyclerFaesser1barrels per cycle
RecyclerSekunden120duration of one cycle
RecyclerStromKW20power draw of the reprocessing plant
MonitorGrenzeMSv0.5alarm limit of newly built radiation monitors
MonitorStromW20power draw of the radiation monitor

10 Toene (sounds)

KeyDefaultMeaning
TonVorwarnungLogicErrorpre-warning sound
TonAlarmAlarm2horn on the control room desk
TonNotabschaltungAlarm7scram sound
TonKernschmelzeAlarm10siren on core damage
TonStoerungErrorfault tone of turbine and cooling tower
TonLautstaerkeProzent100volume 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)

KeyDefaultMeaning
SchutzStrahlenanzugOhneHelmProzent75radiation suit with closed game helmet
SchutzStrahlenanzugProzent95radiation suit with closed radiation helmet
EinatmenFaktor1extra internal dose when inhaling dust, 1 = as much as from outside, 0 = off
GeigerAlarmMSvJeStunde100from here the Geiger counter beeps loudly, 0 = never
MelderGrenzeMSv0.5alarm limit of newly built radiation detectors
MelderStromW5power 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 DampfHoechstKPa is 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 reset restores it.

Troubleshooting

Display text / symptomCauseFix
No feedwater pipeno liquid pipe on the feedwater connectionconnect a liquid pipe at the back of the reactor and link it to the turbine's condensate
No main steam pipeno gas pipe on the main steam connectionconnect a gas pipe at the back of the reactor
Feedwater low / No feedwater!too little water in the feed loop, often after ventingtop up water; check the turbine's condensate pipe
No power - pump stopped!reactor without powerconnect power; to start up there must already be power in the network
Relief valve ventingsteam is not being taken: turbine off, tripped, valve closedcheck the turbine, set the reactor to AUTO
Steam pressure highdrum above 92% of the pressure limitraise the load or insert control rods, better use AUTO
Rod x over 90% burntrod almost emptyprepare a rod change
No fuel rodschannels emptyinsert rods through the fuel hatch
Scram active (ACK to reset)scram triggeredlet it cool below 650 K, then ACK on the control room desk or main switch off and on
AUTO won't switch onscram active, hatch open or main switch OFFreset first or close the hatch
Fuel hatch won't opencontrol rods not fully inserted or fission power above 2%shut the reactor down and wait; after a meltdown the hatch is jammed
Turbine: TRIPPEDreason on the display: condenser too hot (above 90 °C), no cooling water or manualcheck 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 againsteel sheets instead of steel ingots, or a version before 1.0.2load Ingot (Steel), update the mod
Condenser warmcooling water too warm or too littlecheck the cooling tower, top up cooling water
No cooling water at the condensercooling water inlet empty or no pipeconnect and fill the cooling loop
Condensate pipe fullno room left in the condensate pipeless water in the feed loop or more pipe
Turbine only supplies 4.75 kW, 95 kW or 475 kWgame cable or fuse in the networkuse Extreme Cable or Power Cable+ throughout, separate consumers with a transformer
Bypass openthe network takes less than the reactor suppliesnormal on load rejection; AUTO powers the reactor down
Water in steam pipe (insulate)steam condenses in the pipelay an insulated gas pipe
Cooling tower: thin airoutside pressure below 10 kPaput the tower where there is an atmosphere
Cooling tower indoors - heats the room!the tower stands in a roommove the tower outdoors
Outside air too warmair warmer than the cooling waterthe tower does not cool on hot planets
Cooling water evaporating, empty in …evaporation in the toweradd make-up water to the warm water pipe
Cooling tower OFF while turbine runsthe tower's main switch is offswitch the tower on
Control room desk: No reactor on the data networkdata cable missingput the desk and the plant parts on one data network
Control room desk: Vacuum - sounds mutedno air pressure at the desknormal; nothing can be heard in vacuum
Factory: WAITING FOR MATERIALless than 20 uranium ore or 5 steel in storeadd ore and steel
Factory or reprocessing plant: OUTPUT BLOCKEDoutput tray or chute occupiedclear the output
Reprocessing plant: WAITING FOR RODSless than 3 rods in stockadd rods
Bunker: FULLall 12 slots occupiedrecycle decayed rods or build a second bunker
Recycler throws out rods or barrelsit does not take spent rods or barrelsput them into the bunker or the reprocessing plant
Save won't loadmod missing from the packsee Mod packs
Found a mistake? Let us know. Support
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