Fast Breeder Reactor Station

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Updated
04/05/25
Created
09/22/24

Description

FBR Station

Author: Calen v2.0.0
For Power, Water, and Hydrogen Production \

Description

The Fast Breeder Reactor Station is an end-game facility. It has four reactors dedicated to power generation and one reactor for water and hydrogen production.

This blueprint book is comprised of two core components: the FBR Starter Station and the FBR Station itself. The former is a temporary facility used to supply core fuel to the FBRs of the main complex so that they can start up and run until they are self-sufficient. Additionally, there are two blueprints for seawater pumps and liquid dumps that require an egregious amount of coastline. These aren't needed until you turn on water and hydrogen production, so you have time to plan and provide space for those. Lastly, there are a number of transport blueprints available for use.

Installation & Ignition Instructions

Although there are comparatively few blueprints associated with this facility, the installation and ignition process is quite complicated. So, make sure to precisely follow these instructions.

Preparation

  • Allot Enough Space : The FBR Starter Station is 2 (coastline) x 9 sectors (the area within the bold black lines) in area, not counting room for trucks and transports. Remember that this facility is temporary, so you will be able to reclaim this area once the FBR Station is fully operational. The FBR Station is 11 (coastline) x 11 sectors in area, not counting room for trucks and transports. The Pumps & Dumps blueprint takes 13 sectors of coastline. The Excess Water Dumps take 6 sectors of coastline.

All in all you will need about 34 (includes 2 for truck and transport) sectors of straight coastline.

  • Gather Resources : See the table below for a list and amount of resources you will need.

Required Materials

Note: Does not include construction costs for transports between blueprints.

Name FBR Starter FBR Station Pumps & Dumps Water Dumps Total
Concrete 240 4920 5160
Construction Parts 118 937 528 688 2271
Construction Parts II 703 1702 1744 96 4245
Construction Parts III 1411 7331 356 48 9146
Construction Parts IV 940 15420 16360
Electronics 11520 11520
Electronics III 1000 1000
Rubber 323 519 842
Steel 1800 1800

Don't be too stressed about the amount of materials needed. You will build this in stages. So, a storage IV building for each of the higher-need materials will be sufficient.

  • Provide Infrastructure : To safely reach first ignition, you will need 1015 workers, 23.35 MW of power, and 32 Tflops of compute. See the Infrastructure Input table in the appendices for more details.

  • Import Uranium Ore : You'll need to import uranium ore at a rate of 72/60 to start. Once everything is running, you won't need uranium ore for a long time, depending on how much depleted uranium you have. When you run out of depleted uranium, you'll only need uranium ore at a rate of 18/60.

Note: The FBR Starter Station and FBR Stations are both able to be flipped. To accomodate this, there are two fuel pipes in each blueprint. Once one is in the desired orientation, remove the fuel pipe you don’t need.

FBR Starter Station Installation

  1. Place the FBR Starter Station. Make sure fuel pipes are only 2 tiles away from the coast (Image 2).
  2. Place a Cargo Depot (4) with four Loose Module (L) for uranium, connecting it to the fuel and resource transports.
  3. Build the FBR Starter Station.
  4. Supply needed resources.

Note: A transport blueprint is available, but it is not strictly necessary since this is a temporary facility.

FBR Station Installation

  1. Place the FBR Station so that the pumps are as close as possible to the coast without turning red (Image 3).
  2. Place a Cargo Depot (2) with one Loose Module (L) for uranium, connecting it to the fuel and resource transports.
  3. Build the pipes and conveyor belts first (Image 4). Done? Nope, look again. You missed some.
  4. Build the Nuclear Enrichment & Reprocessing portion, including the cargo depot.
  5. Connect the FBR Starter Station’s Core Fuel egress to the FBR Station (Image 5).
  6. Connect a water source with at least a tier III storage reserve (Image 6). This is temporary until you start water production.
  7. Build the first FBR power generation pair, its turbines, generators, deslinators, and cooling towers.

Pre-Ignition Checklist

  1. FBR Station transports are built. Seriously, check. One missed balancer will ruin your day.
  2. First FBR power generation pair is built.
  3. Core fuel has filled the FBRs and the pipes are full all the way back to the FBR Starter Station.
  4. The FBR cooling tanks are full of water.
  5. Save your game! Why? See step 1.

Ignition Checklist

  1. Move Power Level slider to 4X on one FBR in the pair. Do not turn on both!
  2. Watch that pair’s thermal desalinators. Once they’ve all started producing water, repeat step 1 for the other FBR in the pair.
  3. Watch the FBRs to ensure their core fuel reserve and cooling tank remain full.

Once this is complete, repeat this process for the second power generation pair.

Note: Once the first pair of FBRs is built, more than likely, you’ll be able to remove your older power plants. This will free up a bunch of construction materials as well as workers. Be mindful of how much power you need to generate and don’t over-delete in your exuberance.

Water & Hydrogen FBR Installation & Ignition

Once you have built and ignited all four power-generation FBRs, it's time to start up water & hydrogen production.

  1. Build the Dumps & Pumps blueprint.
  2. Connect the Dumps & Pumps to the FBR Station (Image 7) using the provided P&D transport blueprints.
  3. Build the Excess Water Dumps blueprint.
  4. Connect the Excess Water Dumps to the main FBR transport using the hookup blueprint. It's designed to be used in conjunction with the FBR Transport blueprints. You'll need to cut out a 4-tile length section from the water pipes to connect it.
  5. Save your game!
  6. Move Power Level slider to 4X on the FBR.
  7. Watch the FBRs to ensure their core fuel reserve and cooling tank remain full.

Once you're satisfied that everything is running smoothly, disconnect the temporary water ingress and deconstruct the FBR Starter Station. Any leftover uranium ore should be deposited for you in the Uranium Ore storage building. Once all the uranium ore in the storage building is used up, it too can be removed.

Now the only thing left to do is figure out what to do with all this power, hydrogen, and water!

Appendices

Note: The FBR Station includes values for the Pumps & Dumps and Excess Water Dumps blueprints as they are required to make the FBR Station fully operational.

Buildings

Name FBR Starter FBR Station
Blast Furnace 1
Cargo Depot (2) 1
Cargo Depot (4) 1
Chemical Plant II 1 2
Cooling Tower (Large) 14
Crusher 4 1
Enrichment Plant 11 2
Fast Breeder Reactor 5
Flare 12
Fluid Storage II 3 3
Fluid Storage III 2
High-Pressure Turbine II 32
Hydrogen Reformer 16
Liquid Dumps 60
Loose Module (L) 4 1
Low-Pressure Turbine II 32
Loose Storage II 4 7
Loose Storage III 2 1
Mixer II 1
Nuclear Reprocessing Plant 2
Power Generator (Large) 64
Radioactive Waste Storage 4
Seawater Pump 36
Settling Tank 5 1
Super-Pressure Turbine 32
Thermal Desalinator 60
Unit Storage II 3 1

Infrastructure Input

Name FBR Starter FBR Station
Workers 248 1949
Power (MW) 16.4 38.55
Compute (TFlops) 0 32
Maintenance 34 652
Maintenance II 48 260
Maintenance III 0 180

Resource Input

Name FBR Starter FBR Station
Acid 24 10.5
Coal 1.5
Limestone 4
Rock 12
Salt 3 10
Sand 16
Steel 2
Uranium Ore 72 18

Product Output

Name FBR Starter FBR Station
Hydrogen 576
Power (MW) 960
Water 1848

Byproduct Output

Name FBR Starter FBR Station
Depleted Uranium 34.5
Exhaust 4
Fission Product 4
Slag 3 1.5
Toxic Slurry 36 9

Earlier Versions (3)

Version Copy to Clipboard Release Date Downloads
3 (Current) 04/05/2025 762
2 09/22/2024 608
1 09/22/2024 1

Comments (13)

Wow, this is really impressive and I am grateful as an end game player. Thanks
Very nice ! Works amazingly well, 1 Gw power is nice, and Hydrogen and water production is genius for late game with all trucks and cargos swapped to hydrogen. Gave me a new breath on my game ! Thanks very much
@LeoC and @Fabien2prem - Thank you! I'm glad it is useful for you.
Calen (edited)
Change Log v2.0.0 - Fixed an issue with water backup from the cooling towers. Added a tier I water pipe for egress from the power-generation pairs to the main water egress for the station. This accommodates the +18 water/min per pair. Redesigned several pipe paths for cleaner look. v1.0.0 - Original design
YuS (edited)
Why not use depleted uranium to supply the station instead of importing uranium ore? I think many players have large amounts of it stored from a previous nuclear facility. For example, that’s what I did when I saw in the recipe that it could be reused. 20,000 — I think that should be enough to supply the reactors until the game gets completely boring for me))
Calen (edited)
@YuS - I do have an ingress for depleted uranium, and the chemical plants prefer it. The uranium ore storage ingress is for when the depleted uranium runs out. That storage is for any leftover uranium ore from previous nuclear reactors. Then finally, once all that runs out, you revert to importing uranium ore. I actually finally got to the use of uranium ore backup paths during the most recent game I played because I was building a platform in the middle of the Armageddon crater before I flooded it, and that took 1500 years.
Imsikruwi (edited)
Hi @Calen, can you expain: "Move Power Level slider to 4X on one FBR in the pair", there is 5 of them, should i turn it one by one? I turn on 2 from 5 the FBR, and still it will got "not enough fuel" and around 49%-50% after some while, a pic tutorial would be nice!
great blueprint soo I will be free of my problem children coal plants
I don't think this build has enough support buildings to keep all reactors running at full power. According to my calculations, each reactor needs its own nuclear reprocessing plant for the spent fuel, if you're running the reactor at full power. The reactor consumes 25 percent of the fuel each cycle (16 core fuel to 16 spent fuel will be reprocessed to 12 core fuel equals 25 percent consumed). That means, at full power, you need to add 4 new core fuel each cycle. Which means you need to add 4 blanket fuel to convert per cycle. This means you need 2 enrichment plants to make the 4 core fuel per cycle. Each chemical plant can produce 4 blanket fuel per cycle, so you only need one for each reactor. The 2 enrichment plants take the 16 enriched blanket fuel and return 12 blanket fuel and the 4 required core fuel per cycle. This is where it gets a bit confusing, the chemical plant consumes 2 enriched blanket fuel to make 4 blanket fuel, but all the enriched fuel has been consumed to make the core fuel. Also, this process consumes 2 of the enriched fuel, and by extension, 2 blanket fuel. This nets us 2 blanket fuel so we actually need 2 chemical plants to net us the required 4 blanket fuel. At this point, my head hurts from trying to figure this out so this is where I'm stuck. Someone who's smarter than me, please explain what I'm missing here, because I can't quite make it make sense.
Okay, so, the yellow cake recipe for blanket fuel doesn't need enriched blanket fuel, only the depleted uranium recipe needs it. That means, we only need one chemical plant for each reactor running at full power to provide the necessary blanket fuel per cycle. However, that recipe requires 12 yellowcake per cycle. Doing the math, we need 72 uranium to make 12 yellowcake. That means, for each reactor running at full power, you need 72 uranium per cycle (and enough buildings to process that amount for each reactor) or the reactor will eventually run out of fuel. 5 reactors running at full power therefore need (72*5=360) 360 uranium per cycle (that's 360 per "60" in-game). That's a lot more than the 18 mentioned in the description. I'm honestly not sure where you get that number from. If I'm missing something, please let me know because I would much prefer only needing 18 uranium per cycle to run 5 FBRs instead of 360.
StrikerMack (edited)
You also need 5 storages for the fission product to support 5 reactors at full power. Here's the math, 2 FP get produced every "60" per reactor. "60" is 1 in-game month. FP turns into retired waste in 100 years (that's 1200 months). By the time the first 10 (2 from each reactor) FP decays into retired waste, 5 reactors will have created 12000 fission product (1200 months * 10 FP per month = 12000 FP). Each storage can hold 2400 fission product. 12000 divided by 2400 is 5. Therefore, you need 5 storages for 5 reactors.
I just test this blueprint today, and i'm pretty sure it requires update to match fuel need, like StrikerMack said.
AcidLaktik (edited)
It seems like it sunstains itselfs with automatic regulation @80 fuel