Space Engineers

Space Engineers

[DISCONTINUED] Uranium Centrifuge (more efficient uranium refining)
120 Comments
Peekofwar 4 Jan, 2022 @ 12:59pm 
Can confirm yield modules do work, however, now for the bad news:
A refinery produces 1 ingot per 100 ore. The centrifuge yields 1.6 per 100...
HOWEVER, a refinery with four yield modules produces 2 ingots per 100, whereas the centrifuge with two yield modules only produces 1.9 ingots per 100. By using this, you're not processing your uranium efficiently.
Peekofwar 3 Jan, 2022 @ 4:26pm 
Is the machine compatible with yield modules?
Reika 13 Apr, 2019 @ 10:20pm 
For those who may be interested, I have - with Hex's permission - absorbed (and updated) this mod and Stone Crusher into my own processing mod; feel free to look there for a maintained copy.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1712133370
Legion 14 Jan, 2019 @ 1:43pm 
hello i would just like to say i love this mod, however I now have too much uranium, can you please make a mod that takes large amounts of uranium and puts it toward something useful, maybe nukes. I don't know.
-₪EPIC₪- Fail 31 Dec, 2018 @ 4:20pm 
Did this ever get fixed?
SimonUK 3 Mar, 2018 @ 3:07am 
as of 2nd March 2018, being used in a multiplayer, its seems to turn into a "mini stone centrifuge", resulting in not taking uranium
Cornelius 5 Nov, 2017 @ 8:40am 
Nvm conveyors as a whole have stopped working
Cornelius 5 Nov, 2017 @ 8:39am 
Is it just me, or have the conveyors stopped working with other conveyors on the centrifuge?
Dark_453 16 Oct, 2017 @ 3:25pm 
@xanolith it does yes.. at least it did in 1.84.2 (last i checked it)
Navarone 8 Aug, 2017 @ 12:27am 
Does it work with the Better Stone mod, which adds in a new uranium ore type?
Nikolas March 25 Apr, 2017 @ 6:37pm 
Hello, ive have knocked up an Emergency Scrap Metal Processor version of this mod just for myself and a friend which is hidden, please may i have permission to make it public, with credits/co-creator to you and a link here etc?
GeneralGeldenhuys 30 Dec, 2016 @ 12:45pm 
Low polygon and doesn't conform to todays visual standard in SE.

But useful and work like intended. A bit of eyesore, had to cover it up.
Golden Dragon 29 Nov, 2015 @ 12:54am 
Upgrade module support?
And where another ore processing blocks? :))
Jakesnake5 9 Aug, 2015 @ 1:59pm 
Ah, finally, colorable in Dx11. Thank's Hex
Solidgold2 26 Jul, 2015 @ 4:34pm 
Please fix for DX11
Ulfgaar 26 Jul, 2015 @ 5:12am 
DX11?
Jakesnake5 9 Jul, 2015 @ 1:09am 
@Hex
If you get the Photoshot CS3, which is free from the creator, you can open the dds files just fine.
Visentinel 28 Jun, 2015 @ 7:40am 
Hi Hex i have made some modules which incidently go really well with the uranium centrifuge. check it out. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=471051380

I have featured the centrifuge in my pics since it just goes nicely on them

Delete my comment if u dont like me linking this in your comments. Just thinking that these will help with the centrifuge overall :)
Dark_453 26 Jun, 2015 @ 8:52pm 
Hex I have a friend who would be willing to help you. along with my self. if your still having trouble with dx11? thanks
mr Jinx
PS: Pls feel free to add and contact me.
Shadowdj 10 Jun, 2015 @ 2:57am 
DX 11 Supp pls!! thx ^^
Hex  [author] 4 Jun, 2015 @ 5:08pm 
I know it's the one you bake for visibility of the textures, that's about it. I'll set it to solid gray, shouldn't be an issue.
draeath 4 Jun, 2015 @ 5:02pm 
You want a 50% grey, if it's the normal map
Hex  [author] 4 Jun, 2015 @ 4:28pm 
I now actually need 5 textures, which in itself isn't that bad, but one of them is a baked texture meaning I can't use my "cheat around the UV map" texture, though I suppose I can full-white that one and it'll look fine.

The primary issue I have is that gimp can't open the dds textures the base game uses. I want to use the beacon textures to see what I should use for gloss/metallic values, so that it's in line with the stock textures. I wouldn't mind those being supplied by someone as png files.
draeath 31 May, 2015 @ 5:04pm 
Shouldn't be too bad, Hex. There's a texture converter tool, and apparently a bit of XML changes... but you shouldn't have to redo everything.
Hex  [author] 29 May, 2015 @ 2:40am 
I'd need to investigate what dx11 compatibility involves. Unfortunately I've also been losing interest in SE in general, so there's the possibility that I release the source files for anyone interested.
Dark_453 28 May, 2015 @ 4:09pm 
Just asking, since someone will. - are you going to have the time to make DX11 compat, I ask as were using this along with 65 other mods on our server. i want to gather a list atm everyone is forced to use dx9.
talk soon-
thanks in adv
Hex  [author] 8 May, 2015 @ 12:09pm 
You'd probably want 4 centrifuges to keep up with the refinery, which makes it 2x2x3. That's 75% of the refinery footprint for a single ore, if you combine that with my stone crusher mod then it becomes the same footprint for 2 ores (for lack of a better term, plus stone is counted as an ore anyways).

If you really need a compact base, or are short on components, you'll end up taking the basic do-everything refinery. Otherwise, you'll have centrifuges.
Jakesnake5 8 May, 2015 @ 9:47am 
2 half Effeciency modules on each point adds 119% to this.

Though it changes the footprint from 1x1x1 to 1x2x3, it's still smaller than the refinery, even without the mods.
Hex  [author] 8 May, 2015 @ 7:21am 
I'd rather not have multiple variants of the same block on the same grid type. Having a large and small ship one was fine, but a 2x2x2 large ship one is a bit iffy. What may end up happening is one is clearly better than the other one (probably would be 2x2x2 because upgrade slots), and then it becomes a chore to balance them out properly as well as against the basic refinery.

I'd also need to think of a different model so the 2x2x2 one doesn't just look like an upscaled 1x1x1, but that's another issue. I'm not too good at modelling, and I'm now also out of practice. Adding new point objects so that upgrades work wasn't too hard, and the slot appearance was more-or-less a copy of the conveyor slot without the bit in the middle, but a full mesh from nothing takes a fair bit of work as well as a concept to start from (I lack the latter).
Burstnok 8 May, 2015 @ 7:13am 
Why not add a 2x2x2 refinery then? So not to break saves and make upgrading possible? :D
Hex  [author] 8 May, 2015 @ 6:57am 
Updated the mod, the centrifuge runs just over 25% slower than before to compensate for the improved power cost and material efficiency needed for it to be better than the refinery. You'll probably now want 3 centrifuges per refinery, and a possible extra centrifuge to make it an even number for upgrading.
Hex  [author] 8 May, 2015 @ 6:41am 
My mistake, you can only get 114% material efficiency or 150% power efficiency from the two slots that will be added. I'm reducing the power cost and increasing the material efficiency of the base centrifuge to compensate.

If both are fully upgraded (once I update the mod), the centrifuge will still win out on both fronts by a small amount. To compensate for this, it will run slower, so you might need more to keep up with power demands, which might make it more expensive in the end. You also can't upgrade the small centrifuge, as there aren't small versions of the upgrades to put on them.
Hex  [author] 8 May, 2015 @ 5:37am 
Actually, I can add 1 upgrade slot to each of the large blank faces. Seems like an appropriate place for them.

It will mean that optimal placement is to stack an even number of centrifuges on top of each other, but you'll be able to get 300% power efficiency out of it (or 141% material efficiency) if you put 2 onto it.
Hex  [author] 8 May, 2015 @ 5:26am 
If you really want efficiency there's not much I can do to match up without changing the size of the block to 2x2x2 (and breaking saves in the process). The main advantage now is that it's probably way cheaper to make the centrifuge over a refinery with upgrades, and it only takes a 1x1x1 area (plus conveyors). There's also the fact you can use it on small ships, to (partially) process uranium as you mine it.

I'll try and support the new upgrade modules, by adding a spot for it on the opposite side of the terminal. It'll only be 1 slot, but that's better than none.
Visentinel 8 May, 2015 @ 3:09am 
refinery with all effectiveness modules adds 100% more ingots that does require 4 modules and they are big so its gonna be hard for this mod to match up the only way is for the centrifuge to just do %100 better and rebalance the component cost. or if the centrifuge wants to be better han refineries then %155 better :D
dRuPpI 8 May, 2015 @ 1:11am 
can u pls updated it for the new upgrade modules? :KSmiley:
Haywood 3 May, 2015 @ 12:43pm 
Lol
Hex  [author] 3 May, 2015 @ 12:40pm 
@Wafflecheesesandwich I believe nukes like their uranium shaken, not stirred.
Haywood 3 May, 2015 @ 8:00am 
but can it make uranium to build nukes with?
Enkidu 8 Apr, 2015 @ 9:36am 
jop i just noticed it, as i loaded up the world where i had an unfinished ship with your awsome centrifuge... ;-)
Hex  [author] 8 Apr, 2015 @ 9:33am 
@Endiku I already fixed it, the issue was that I accidentally moved out the textures when I moved out the non-mwm model files when publishing the mod.
Enkidu 8 Apr, 2015 @ 8:24am 
as long as you know where the problem is/was and know how to fix it... it's no big deal...
Hex  [author] 8 Apr, 2015 @ 7:47am 
@Endiku That's what I get for not properly testing things.

@Spaz It should be more efficient to use my centrifuge over the vanilla do-everything refinery now, under all cases. If you run 2 of mine for every 1 of the stock, it will consume 500kW (single stock consumes 550kW), has a refine speed of 1.5 (single stock is 1.3), and has a material efficiency of 1.25 (single stock is 0.8). I had considered the balancing of the mod, and decided that the cost of each centrifuge and the speed it runs at makes up for the efficiency.
Spaz 8 Apr, 2015 @ 7:19am 
So since you lowered the power cost, is it more efficient to use if just using reactors now?
Enkidu 8 Apr, 2015 @ 6:42am 
hi... i just niticed that since your last update (07.04.2015), the textures are all black... :-(
Hex  [author] 7 Apr, 2015 @ 7:09am 
@cy-one Pretty much.
cy-one 7 Apr, 2015 @ 3:00am 
Did I understand Tahvohck's comment correctly that I need 4.3 Solar Panels to power one Uranium Centrifuge?
Jakesnake5 26 Jan, 2015 @ 5:51am 
Always a good idea, regardless, to have permission when you use someone elses works, just to curb the inclination of idiots who swipe others creations claiming it their own.

There's alot of hostility going on about that kind of thing.
Hex  [author] 26 Jan, 2015 @ 5:30am 
@dcjacobs The mod you're likely referring to states my mod is the original, and doesn't attempt to make any money, so I have no issues.
Jakesnake5 26 Jan, 2015 @ 4:34am 
@Hex

Did you give someone else permission to use your design?