Space Engineers

Space Engineers

[DISCONTINUED] Uranium Centrifuge (more efficient uranium refining)
120 kommentarer
Peekofwar 4. jan. 2022 kl. 12:59 
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 kl. 16:26 
Is the machine compatible with yield modules?
Reika 13. apr. 2019 kl. 22:20 
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 kl. 13:43 
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 kl. 16:20 
Did this ever get fixed?
SimonUK 3. mar. 2018 kl. 3:07 
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 kl. 8:40 
Nvm conveyors as a whole have stopped working
Cornelius 5. nov. 2017 kl. 8:39 
Is it just me, or have the conveyors stopped working with other conveyors on the centrifuge?
Dark_453 16. okt. 2017 kl. 15:25 
@xanolith it does yes.. at least it did in 1.84.2 (last i checked it)
Navarone 8. aug. 2017 kl. 0:27 
Does it work with the Better Stone mod, which adds in a new uranium ore type?
Nikolas March 25. apr. 2017 kl. 18:37 
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 kl. 12:45 
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 kl. 0:54 
Upgrade module support?
And where another ore processing blocks? :))
Jakesnake5 9. aug. 2015 kl. 13:59 
Ah, finally, colorable in Dx11. Thank's Hex
Solidgold2 26. juli 2015 kl. 16:34 
Please fix for DX11
Ulfgaar 26. juli 2015 kl. 5:12 
DX11?
Jakesnake5 9. juli 2015 kl. 1:09 
@Hex
If you get the Photoshot CS3, which is free from the creator, you can open the dds files just fine.
Visentinel 28. juni 2015 kl. 7:40 
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. juni 2015 kl. 20:52 
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. juni 2015 kl. 2:57 
DX 11 Supp pls!! thx ^^
Hex  [ophavsmand] 4. juni 2015 kl. 17:08 
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. juni 2015 kl. 17:02 
You want a 50% grey, if it's the normal map
Hex  [ophavsmand] 4. juni 2015 kl. 16:28 
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. maj 2015 kl. 17:04 
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  [ophavsmand] 29. maj 2015 kl. 2:40 
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. maj 2015 kl. 16:09 
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  [ophavsmand] 8. maj 2015 kl. 12:09 
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. maj 2015 kl. 9:47 
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  [ophavsmand] 8. maj 2015 kl. 7:21 
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. maj 2015 kl. 7:13 
Why not add a 2x2x2 refinery then? So not to break saves and make upgrading possible? :D
Hex  [ophavsmand] 8. maj 2015 kl. 6:57 
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  [ophavsmand] 8. maj 2015 kl. 6:41 
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  [ophavsmand] 8. maj 2015 kl. 5:37 
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  [ophavsmand] 8. maj 2015 kl. 5:26 
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. maj 2015 kl. 3:09 
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. maj 2015 kl. 1:11 
can u pls updated it for the new upgrade modules? :KSmiley:
Haywood 3. maj 2015 kl. 12:43 
Lol
Hex  [ophavsmand] 3. maj 2015 kl. 12:40 
@Wafflecheesesandwich I believe nukes like their uranium shaken, not stirred.
Haywood 3. maj 2015 kl. 8:00 
but can it make uranium to build nukes with?
Enkidu 8. apr. 2015 kl. 9:36 
jop i just noticed it, as i loaded up the world where i had an unfinished ship with your awsome centrifuge... ;-)
Hex  [ophavsmand] 8. apr. 2015 kl. 9:33 
@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 kl. 8:24 
as long as you know where the problem is/was and know how to fix it... it's no big deal...
Hex  [ophavsmand] 8. apr. 2015 kl. 7:47 
@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 kl. 7:19 
So since you lowered the power cost, is it more efficient to use if just using reactors now?
Enkidu 8. apr. 2015 kl. 6:42 
hi... i just niticed that since your last update (07.04.2015), the textures are all black... :-(
Hex  [ophavsmand] 7. apr. 2015 kl. 7:09 
@cy-one Pretty much.
cy-one 7. apr. 2015 kl. 3:00 
Did I understand Tahvohck's comment correctly that I need 4.3 Solar Panels to power one Uranium Centrifuge?
Jakesnake5 26. jan. 2015 kl. 5:51 
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  [ophavsmand] 26. jan. 2015 kl. 5:30 
@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 kl. 4:34 
@Hex

Did you give someone else permission to use your design?