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Production Calculator - Selecting plutonium fuel rod results in error #100

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FatalCatharsis opened this issue Jan 29, 2022 · 11 comments
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@FatalCatharsis
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You can select anything else, but selecting plutonium fuel rod at any production rate with any settings always results in

"Unfortunately we couldn't calculate any result.
This can be due to many things: missing resource required for the production line, not enough resources for the requested amount, disabled recipes required for the product, etc."

@greeny
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greeny commented Jan 29, 2022

That's because it requires uranium waste, which isn't possible to make. You need to put the waste in Input section. I plan to add the waste to the tool, but it's low priority.

@ElDubsNZ
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ElDubsNZ commented Feb 2, 2022

Uranium Fuel Rods to Uranium Waste is essentially a recipe. Add Nuclear Power Plants as a production building with that recipe and the tool should just work itself.

@greeny
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greeny commented Feb 2, 2022

Uranium Fuel Rods to Uranium Waste is essentially a recipe. Add Nuclear Power Plants as a production building with that recipe and the tool should just work itself.

@ElDubsNZ unfortunately it's not true. It doesn't behave like a recipe, and adding it as a "fake" recipe would be tons of work.

First, the data is processed automatically from game files, so any manual additions would either have to be hardcoded (which I'm not a big fan of) or re-added every time I run the script to process the data. Also, nuclear power plant doesn't have the parameters required to be able to calculate recipe production (e.g. "craftingSpeed"). It also doesn't use any power to run, which would break the building/overview displays. It would also display as a recipe in codex and recipe picker (which is technically incorrect). Not to mention that the formula for calculating overclock is different than the formula for production buildings.

All of that would have to be taken into account in code, which would result in multiple days of work. That's just not worth. Adding power properly is a much better option in this case, however as I said, it's not a big priority right now due to other things that I'm working on right now. It will come eventually though.

@ElDubsNZ
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ElDubsNZ commented Feb 2, 2022

That makes sense, I didn't realise you pull recipes from the game, thought you built the database manually. That's fair.

@stevehobbsdev
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That's because it requires uranium waste, which isn't possible to make. You need to put the waste in Input section.

Glad I came across this as I was confused by the same message, but what you're saying makes sense. However, I've put the Uranium Waste I produce as an input to a Plutonium Fuel Rod factory but I'm still getting this message and unable to see a production chain, am I missing something obvious?

@greeny
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greeny commented Mar 10, 2022

That's because it requires uranium waste, which isn't possible to make. You need to put the waste in Input section.

Glad I came across this as I was confused by the same message, but what you're saying makes sense. However, I've put the Uranium Waste I produce as an input to a Plutonium Fuel Rod factory but I'm still getting this message and unable to see a production chain, am I missing something obvious?

most likely you don't have enough waste for your production goal. Try setting it to like 1000000 and see how much you are using.

I'm working on update for this, so you will soon not have to deal with it :)

@stevehobbsdev
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most likely you don't have enough waste for your production goal

That did it - thanks!

@WolfWings
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Circling back to this, the 1.0.0.3 JSON (at least) does expose this directly as each 'generator' has an mFuel property with an array of fuels and what waste byproducts it creates, with only Nuclear having any entries that are not 'none' now.

So exposing any generators with fuels that have byproducts would be a fully automated way to include the nuclear waste cycles with no manual data injection which was your primary concern previously?

For comparison, coal:

				"mFuel": [
					{
						"mFuelClass": "Desc_Coal_C",
						"mSupplementalResourceClass": "Desc_Water_C",
						"mByproduct": "",
						"mByproductAmount": ""
					},
					{
						"mFuelClass": "Desc_CompactedCoal_C",
						"mSupplementalResourceClass": "Desc_Water_C",
						"mByproduct": "",
						"mByproductAmount": ""
					},
					{
						"mFuelClass": "Desc_PetroleumCoke_C",
						"mSupplementalResourceClass": "Desc_Water_C",
						"mByproduct": "",
						"mByproductAmount": ""
					}
				],

Versus Nuclear:

				"mFuel": [
					{
						"mFuelClass": "Desc_NuclearFuelRod_C",
						"mSupplementalResourceClass": "Desc_Water_C",
						"mByproduct": "Desc_NuclearWaste_C",
						"mByproductAmount": "50"
					},
					{
						"mFuelClass": "Desc_PlutoniumFuelRod_C",
						"mSupplementalResourceClass": "Desc_Water_C",
						"mByproduct": "Desc_PlutoniumWaste_C",
						"mByproductAmount": "10"
					},
					{
						"mFuelClass": "Desc_FicsoniumFuelRod_C",
						"mSupplementalResourceClass": "Desc_Water_C",
						"mByproduct": "",
						"mByproductAmount": ""
					}
				],

@greeny
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greeny commented Oct 11, 2024

The fuel field was in Docs for a long time (afaik added in U6 or something), that wasn't the problem. The problem is implementing Tools to work with it. Currently the plan is to implement it to new Tools I'm working on, current Tools unfortunately won't get it.

@WolfWings
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My apologies, I hadn't seen any update explaining that was the plan here on this bug just all the other reports closed-dupe pointing to this one with no updates since 2022.

@greeny
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greeny commented Oct 11, 2024

It's ok, I don't post much on github nowdays, I'm mostly active on Discord. I plan to post more when new Tools will come.

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