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all files inside Data folder
-find-
<?xml version="1.0"?>
-change to-
<?xml version="1.0" encoding="utf-8"?>
-in-
BluePrints.sbc
-find-
<Result Amount="0.03666" TypeId="Ingot" SubtypeId="Uranium" />
-change to-
<Results>
<Item Amount="0.03666" TypeId="Ingot" SubtypeId="Uranium" />
</Results>
-find-
<Result Amount="0.0109331" TypeId="Ingot" SubtypeId="Uranium" />
-change to-
<Results>
<Item Amount="0.0109331" TypeId="Ingot" SubtypeId="Uranium" />
</Results>
-in-
Data folder
-rename-
add _Uranium_Synthesizer to the end of all 3 files.
-example-
BluePrints_Uranium_Synthesizer.sbc
@HEWOLF: A positive uranium system would basically just be a large reactor and a uranium synthesizer with the right refining speed setting. For example, the 1x version of the synthesizer in a game with 10x refining speed, would use up 1 large reactor worth of uranium, but produce 10 large reactors worth of uranium. (Net gain of 9 large reactors worth of uranium). If you build a second large reactor, then you'd have power for such ridiculous luxuries such as life support and still make a profit of 8 large reactors worth of uranium.
On my own ship that I did this setup on, I turned the use of the conveyor system off for the synthesizer and just filled the input slot manually. This was more for the sake of seeing what was happening though than any real requirement. (And yes, the synthesizer will take uranium from the output slot and move it to the input slot if the conveyor system is on.)
the concept of using uranium to make more uranium May be a touch hinky. But we do already have small scale reactors able to create more fuel than they use. As well as other reactors that can transmute unusable waste in to useable fuel(thats right, alchemy is finally here!)
and since the game only has 2 fuel sources(that i know of) solar and uranium, i'd say it's completely reasonable. If anything it's just a naming issue
FACT: Nuclear scientists are wizards