FBR Mega Station

Author
Downloads
1824
Votes Score
81%
Votes
18
Favorited
49
Updated
07/23/25
Created
09/22/24

Description

FBR Mega Station

Author: Calen
Built for Update 3
vU3.1.2
For Power, Water, Hydrogen, and Brine Production

Description

The FBR Mega Station Station is an end-game facility. It has a total of five reactors: one is used for the enrichment of blanket fuel (and also a little hydrogen production); three of them are dedicated to energy production, for a total output of 720 megawatts; and the final one is used to produce water, brine, & hydrogen. The last reactor also produces oxygen, but I'm just venting it because it's easier to make oxygen on location wherever I need it rather than transport it. If I come up (or someone presents me) with a great usecase for the oxygen, that could change.

This blueprint book is comprised of two core components: the Core Fuel Factory and the FBR Mega 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 is a blueprint for seawater pumps and two for liquid dumps that require an egregious amount of coastline. Lastly, there are a number of transport blueprints available for use.

Installation & Ignition Instructions

Follow these instructions to reach ignition. See https://imgur.com/a/fbr-mega-station-341192i for helpful images!

Prepare

  • Allot Enough Space : The Core Fuel Factory is 3x6 squares in area. Remember that this facility is temporary, so you will be able to reclaim this area once the FBR Mega Station is fully operational.
    The FBR Mega Station is 7x15 squares in area, including transport.
    The pump array blueprint takes 8 squares of coastline.
    The excess dump arrays need 4.5 squares of coastline each.
    All in all you will need about 17 squares of straight coastline.\

  • Provide Infrastructure : You will need a lot of resources, transport, workers, power, computer, & maintenance to support the FBR Mega Station. However, you'll get some back once you can decommission the Core Fuel Factory.

Build

  1. Build a uranium mine and start crushing the ore into powder. Three large crushers will do it. I use my prefab Uranium Mine blueprint which includes crushers and a train station.
  2. Build the Core Fuel Factory, supply it, connect it to the FBR Mega Station and get it producing Core Fuel.
  3. Build the Core Fuel pipes in the FBR Mega Station, then build the Fast Breeder Reactors so that you can start filling the Core Fuel reservoirs. The Core Fuel Factory will take 400 game minutes to fill all five FBRs. With ramp up time, that's about 2h15m in real life at 3x speed. I know. I know.
  4. Build the rest of the FBR Mega Station while you wait for the core fuel reservoirs to fill up.

Connect

In total, you need 2 temporary connections and 3 permanent connections. The rest are nice to have, but not critical.

  1. The first temporary connection you already know about - core fuel. You only need a tier I pipe for this. See image 6.
  2. The second temporary connection is for water ingress. You will need this until the FBR producing water is running. See image 7. You will need two pipes, one for each water balancer. You need to supply at least 480 water/60, but if you can swing it, supply 1632/60 for a fast FBR start. This can most easily be accomplished by filling 2 tier IV storage tanks with water.
  3. Connect the Seawater Desalinization Pump Array to the FBR Mega Station with 4 tier IV pipes. See image 8.
  4. For the last two connections, water & brine egress, each one needs 2 tier IV pipes leading away from the production transport, ideally from a balancer where they are they are not the prioritized connection, to their respective dump arrays. See images 9 & 10.

Note: The temporary water ingress will cause the egress water storage to fill or allow pass through. You might want to pause the storage or the pipes so it doesn't do that. Just remember to unpause them before you turn the FBRs on.

Check

  1. Make sure the entire FBR Mega Station is built. Double check.
  2. Make sure all ingress storage is filled.
  3. Make sure all FBRs are full of water and core fuel.
  4. Make sure the desalinators are full of seawater.
  5. Save your game!

Ignite

You can ignite the FBR Mega Station in one of two ways.

  1. Hold My Beer and Watch This - If you are confident you can supply water at a sustained throughput of 1632/60 for about 6 game minutes, then turn all the FBRs to power level IV at once and enjoy! As started above, this can easily be accomplished with 2 tier IV storage tanks full of water. Just let the tanks run completely dry. Once they're empty, the FBR Mega Station will be water-positive.
  2. Slow and Steady - Turn the enrichment FBR and the water/brine/hydrogen FBR on first. Wait until the bottom right desalinator is consistently running (about 6 game minutes). Then turn on the three power FBRs.

Note: Watch the FBRs to ensure their core fuel reservoirs and cooling tanks remain full. If something goes wrong, that probably means that something got missed during build or the supply of resources ran out.

Clean

Once you're satisfied that everything is running smoothly, disconnect the temporary water & core fuel ingress and deconstruct the Core Fuel Factory.

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

Appendices

Note: The FBR Station includes values for the pump & dump array blueprints as they are required to make the FBR Mega Station to be fully operational.

Infrastructure Input

Name Core Fuel Factory FBR Mega Station
Workers 218 1797
Power (MW) 48.92 57.275
Compute (TFlops) 0 72
Maintenance 12 277
Maintenance II 52 228
Maintenance III 0 300

Resource Input

Name Core Fuel Factory FBR Mega Station
Acid 66 79.5
Graphite 0.75
Limestone 1.5
Rock 12
Salt 2 15.75
Sand 6
Steel 3
Uranium Ore Powder 180 216

Product Output

Name Core Fuel Factory FBR Mega Station
Brine 1344
Core Fuel 2
Hydrogen 768
Power (MW) 720
Water 1368

Byproduct Output

Name Core Fuel Factory FBR Mega Station
Depleted Uranium 29
Exhaust 1.5
Fission Product 6
Slag 3 3
Toxic Slurry 180 216

Change Log

vU3.1.2 - Added Blanket Fuel balancer to handle Blanket Fuel input from Spent MOX reprocessing.
Updated the name on all storages to be 'FBR Mega Station'.
Added Temporary Spent MOX Processing blueprint.
vU3.1.1 - Minor transport blueprint fixes. No functional changes, just reoriented some blueprints.
vU3.1.0 - Original design.

Earlier Versions (6)

Version Copy to Clipboard Release Date Downloads
6 (Current) 07/23/2025 140
5 07/23/2025 3
4 07/10/2025 198
3 04/05/2025 873
2 09/22/2024 609
1 09/22/2024 1

Comments (17)

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.
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
you need a cooling water backup pipe from water tank to Cooling inc Reaktors or they will overheat
Great blueprint and just getting it set up. Two thoughts...at this point in the game I would think almost all players will have plenty of spent MOX which can be converted to blanket fuel. I took the slow and easy ramp approach and think you can get running faster if you slowly ramp the reactor that is enriching blanket fuel. Also, I'm playing with replacing the hydrogen generators attached to this reactor with thermal desalinators so the plant becomes self sufficient on water supply first before generating exports.
@StrikerMack - I was confused at first until I realized your comments were for my U2 build in a U3 game. I totally redesigned it two weeks ago for U3. @Mordret - As far as I can tell, all appropriate pipes are present.
Calen (edited)
@jason.schmer - Have fun with it. I would recommend building a fourth reprocessing plant then to just handle the Spent MOX conversion and prioritize its blanket fuel over that of the chemical plants by adding a balancer above the core fuel balancer. As far as the water supply goes, mine already prioritizes self-sufficiency before generating water exports, but you're welcome to make any changes that work for you.
@jason.schmer - I liked the Spent MOX processing idea so much I went ahead and added a blueprint for it in vU3.1.2.