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1

Wednesday, February 27th 2013, 3:53am

[Official] New Reactors design thread.

This is me replacing Rick's thread, because he hasn't updated the list since november, and has stated he no longer has the time.

Rules:
  1. Overall
    efficiency, will be considered in addition to power and efficiency,
    this means taking into consideration the energy for the UUM running
    cost.
  2. Other mods will be allowed, please specifically state if
    another mod is needed to run the reactor, it may be a bit before I get
    aorund to making other sections.
  3. Breeders will be judged on
    percentage efficiency and average time per uranium produced, note that
    this means there are diminishing returns on efficiency as heat
    increases.
  4. If submitting a cheaper breeder, correct for an error
    in the planner that causes stacks of heating cells to be calculated as
    the cost of one heating cell. Add 1 Iron, 11 copper, 6 rubber, and 2
    redstone per heating cell past the first.
  5. No LZH/RZH based reactors unless you show me a video of the automation system working.
  6. Every possible step is taken to ensure these reactors are safe. But management of this thread and contributors assume no responsibility if you taunt Finagle by not shielding your reactors (note that the more powerful the reactor, the bigger the explosion), or prod Murphy by not triple checking your component arrangement is the same as reccomended.


Terminology:

Reactor pulse = 1 reactor pulse is 1 second.
Cycle = 10000 reactor ticks. Uranium cells last for 10000 ticks.
Efficiency = Total power produced per cycle/Uranium used*2,000,000
Overall efficiency = The efficiency after taking into account the UUM cost of materials that must be replaced every cycle.
Breeder Efficiency = How much of the theoretical maximum of 8 cells per uranium brick the breeder gets.

At the current time, all reactors on the list are mark I. This isn't a rule, just an apparent end result.

Beginner reactors:
These reactors are focused on being cheap stepping stones to real power.

Beginner Reactor 1:
  • Eu/tick: 35
  • Efficiency: 2.33
  • Overall Efficiency 2.33
  • Cost: Iron 54, Copper 84, Tin 10, Gold 4
  • Running costs: 0 UU
  • Credits: SSD
Beginner Reactor 2:
  • Eu/tick: 60
  • Efficiency: 3
  • Overall Efficiency: 3
  • Cost: Iron 68, Copper 149, Tin 19, Gold 12
  • Running costs: 0 UU
  • Credits: Rick
Beginner Reactor 3:

  • Eu/tick: 100
  • Efficiency: 3.33
  • Overall Efficiency 3.33
  • Cost: Iron 98, Copper 186, Tin 25, Gold 22
  • Running costs: 0 UU
  • Credits: Zombie
High end 0 chamber reactors


These
reactors are more expensive, but still rely on just one chamber,
suitable for medium term temporary power at a mining site.

0 chamber 1:


  • Eu/tick: 120
  • Efficiency: 2
  • Overall efficiency, 1.78
  • Cost: Iron 80, Copper 228, Tin 10, Gold 16
  • Running costs: 48 Copper
  • Credits: Lightone


0 chamber 2:

  • Eu/tick: 120
  • Efficiency: 3
  • Overall efficiency: 2.46
  • Cost: Iron 108, Copper 260, Tin 24, Gold 16
  • Running costs: 80 Copper
  • Credits: Rick


Mid Level Reactors

Another stepping stone on the way to full sized beasts.

Mid level 1
  • Eu/tick: 160
  • Efficiency: 4
  • Overall efficiency 3.78
  • Cost: Iron 207, Copper 351, Tin 63, Gold 24
  • Running costs: 32 Copper
  • Credits: INSANEAcyborg

Mid Level 2

  • Eu/tick: 170
  • Efficiency: 3,4
  • Overall Efficiency 3.23
  • Cost: Iron 148, Copper 492, Tin 33, Gold 64
  • Running costs: 32 copper
  • Credits: Sliderpro


Full size reactors
These are high end reactors, each with a sepcific niche they fill.

Highest Overall Efficiency:
  • Eu/tick: 280
  • Efficiency: 4,67
  • Overall Efficiency, 4.23
  • Cost: Iron 331, Copper 769, Tin 99, Gold 64
  • Running costs: 96 copper.
  • Credits: Zombie


Mid power low running cost

  • EU/tick: 300
  • Efficiency: 4.29
  • Overall Efficiency: 4.07
  • Cost: 764 Copper, 109 tin, 2 bronze, 368 iron, 38 gold, 5 diamond
  • Running Cost: 56 Copper

High power mid running cost:


  • Eu/tick: 360
  • Efficiency: 3
  • Overall Efficiency, 2.78
  • Cost: Iron 300, Copper 724, Tin 64, Gold 48
  • Running costs: 96 copper.
  • Credits: Lightone

High power high running cost
  • Eu/tick: 420
  • Efficiency: 3
  • Overall efficiency: 2.46
  • Cost: Iron 316, Copper 983, Tin 65, Gold 60
  • Running costs: 280 copper.
  • Credits: SSD

High efficiency zero running cost reactor

  • Link
  • EU/t: 230
  • Efficiency 3.83
  • Overall Efficiency 3.83
  • Cost: Iron 279, Copper, 625, Tin 91, Gold 34
  • Running cost: 0
  • Credit: Requia
High Power No Running Cost

  • EU/t: 285
  • Efficiency 2.71
  • Overall Efficiency 2.71
  • Cost: Iron 246, Copper 657, Gold 64, Tin 68
  • Running Cost: Nada
  • Credit: RaGan

This post has been edited 21 times, last edit by "Requia" (Mar 14th 2013, 5:28pm)


2

Wednesday, February 27th 2013, 3:54am

Breeders

Some notes on breeders
  1. Because breeding needs vary greatly, only a small number of the good designs out there will make the list, which should contain a design in every class of breeder.
  2. Heating cells can be stacked. Check that you have the right number of heating cells (select additional options and mouse over).
  3. All breeders on this list are stable and will maintain heat while off.
  4. To heat a breeder up rapidly, remove the isotopes and cooling cells and wait. Make sure the isotopes are removed and the redstone signal is off before doing this.

Stable Cheap Breeder
  • Efficiency: 96.8%
  • Speed: 358s/uranium
  • Cost: Iron: 127, Copper 647, Bronze 24, Tin 49
  • Credit: Gorzak
High Efficiency Safe Breeder

Very High Speed Breeder
  • Efficiency 98.8%
  • Speed 60s/uranium
  • Cost: Iron 237: Copper 1879, Tin 75, Bronze 47, Gold 18.
  • Credit: Gorzak
High speed Vanilla Breeder

This is a speciality breeder meant for a lack of automation tools, it produces its re-enriched uranium in just under 20 minutes (1120 seconds), so it can be run off a 20 minute timer (easy to build with vanilla redstone), and outputs enough to run most of the above reactors in one or two of its subcycles, keeping the manual workload for vanilla IC2 to a minimum.

  • Efficiency: 97.1%
  • Speed: 93s/uranium
  • Cost: Iron 239, Copper 915, Tin 92, Bronze 27.
  • Credit: Requia

High Efficiency Safe Breeder

This breeder won't cause radiation damage, if you need to hang around without a hazmat suit, this breeder will let you do it.
  • Efficiency 98.2%
  • Speed 179s Uranium
  • Cost: Iron 162, 1724, Tin 57, Bronze 35
  • Credit: Gorzak/Skavier470

This post has been edited 4 times, last edit by "Requia" (Mar 7th 2013, 1:48am)


3

Wednesday, February 27th 2013, 5:29am

Gregtech Reactors


All of these reactors are for Minecraft 1.4.7 and Gregtech 2.79a-2.82c. Attempting to build them in a later version of Gregtech will result in craters.

That fusion reactor isn't going to build itself, and all this can help you get there.

Gregtech rules:

  1. Just because iridium reflectors don't wear out doesn't mean they aren't crazy expensive, reactors that rely on them should be significantly better than reactors with no reflectors at all.
  2. Overall efficiency is not included, because gregtech UUM is expensive and because lava centrifuging isn't.
  3. The cost of Thorium multicells was dropped to 1 copper for a dual and 5 copper for a quad (from 8 and 40 respectively) in Gregtech 2.79a, costs will be adjusted from the reactor planner to reflect.
Terms:
Hybrid=A reactor running both plutonium and thorium.
Thorium Cycle=50,000 seconds
Plutonium Cycle=20,000 seconds


Small Thorium Reactors

These are small reactors meant to run off thorium, either to slowly fill your MFSUs early in the game, or to power a remote site
for 14 hours between refuels without the need for long distance power transfer.

Thorium efficiency is listed as half the efficiency listed in the planner. This is done because of the assumption that the thorium is coming from centrifuging depleted uranium, and it allows for comparisons with breeding that uranium for use with conventional reactors instead.



Dirt Cheap
Thorium Reactor

  • EU/tick: 32
  • Cost: Iron 58, Copper 174, Gold 8
  • Running Cost per Thorium Cycle: 10 copper
  • Efficiency: 2
  • Credit: Requia

Low Power Thorium Reactor
  • EU/tick 80
  • Cost: Iron 114, Copper 388, Gold 40.
  • Running Cost per Thorium cycle: 20 Copper
  • Efficiency 2.5
  • Credit: Requia

Hybrid Reactors

These reactors use both plutonium and thorium, available from centrifuging re-enriched uranium (8 re-enriched gets 1 plutonium, 4 thorium, and 3 depleted cells).

Efficiency is measured assuming all isotopes come from this method, and is based on the power output compared and marked with excess isotopes if the balance is uneven, such as +8t for 8 extra thorium per thorium cycle, or +1p for 1 extra plutonium per thorium cycle.

Special credit for all these designs go to Brickedkeyboard, as he laid much of the grounwork on isotope arrangements.

Thorium Neutral Reactor

EU/t: 367
Efficiency: 14.68
Cost: 505 copper, 246 iron, 40 gold.
Running Cost: 25 copper per thorium cycle.
Credit: Peppe

Thorium Negative Reactor

This reactor require four more thorium per thorium cycle than centrifuging the plutonium provides.

EU/t: 420
Efficiency 14+1p
Cost: 757 copper, 293 iron, 62 gold
Running Cost: 30 copper per thorium cycle

Thorium Positive reactor

This breeder uses plutonium faster than it does thorium.

EU/t 484
Efficiency 12.9+8t
Cost: 780 Copper, 319 iron, 54 gold
Running Cost: 26 copper per thorium cycle


Self Breeding Hybrid Reactor
Produces enough re-enriched uranium to run itself!

  • Credit: Peppe
  • Eu/t: 367
  • Cost: 661 Copper, 308 Iron, 30 gold.
  • Efficiency 14.68
  • Breeding Efficiency 100% (all fuel makes high output EU).
  • Breeding speed: 1250s


High output Hybreeder :
This outputs 367 EU/t, and over 230 re enriched cells per thorium cycle! Slight problem that it will not maintain heat while off, but the high EU, high efficiency, and enough re-enriched isotope to run 4 additional reactors makes up for it.

  • EU/t: 367
  • Credit: Peppe
  • Efficiency: 14.68
  • Breeding efficiency: 100%
  • Breeding Speed: 216s
  • Cost: Copper 859, Iron 326, Gold 28

This post has been edited 7 times, last edit by "Requia" (Apr 22nd 2013, 10:05pm)


skavier470

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4

Wednesday, February 27th 2013, 12:26pm

last 2 links are broken

also can you edit parts so you can read it a bit better,
like underlining and other Fat capitals..
Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.

HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)

5

Wednesday, February 27th 2013, 1:27pm

Links are fixed, can you give me an example of what you mean?

skavier470

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6

Wednesday, February 27th 2013, 2:34pm

part the setions,
make the section headlines bigger so you can just browse through and know where you are
maybe colorcode them like i did in my thread.
also best automated hightemp breeder:
http://www.talonfiremage.pwp.blueyonder.…3vlif13x2lib1jb
Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.

HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)

7

Wednesday, February 27th 2013, 3:07pm

Its cheaper to use more chambers and regular plates instead of the higher cost ones:

http://www.talonfiremage.pwp.blueyonder.…h17he59wue3zwjp

And its not actually all that great, this produces just a few % more uranium than the cheep one, it is a lot faster, but there are even faster and cheaper multicell designs once I hunt them down.

skavier470

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Posts: 227

Location: Hamburg

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8

Wednesday, February 27th 2013, 3:44pm

you design consumes other just uses other resources more,
its somehow balanced. but yours is also bigger.

there is a huge diffrence between 87,9 and 27,9 recharge per tick.
and its no a few percent.
Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.

HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)

9

Wednesday, February 27th 2013, 4:14pm

88:1 produces 7.9 re-enriched uranium per brick, 28:1 produces 7.7 per brick. It's a 2.6% increase in processing output. It does do the processing a lot faster, but that's only really a concern for multiple nuke plant setups.

10

Saturday, March 2nd 2013, 2:52am

So we made the High efficiency zero running cost reactor, and it blew up on us. It ran for a couple hours, and last we saw via the sensor kit was that it had 20 minutes left and had no heat. We're new to Nuclear on our server, so we don't really know how to figure out what happened. Is this design supposed to be 'completely' safe? We've ran some other designs to completion with no issues. What else can make a Nuke melt down?

11

Saturday, March 2nd 2013, 3:11am

Hmm, I've run that design for half a dozen or so cycles without issue. I may have a piece different off the old design, I'll run it through the computer cube. The behaviour sounds like component meltdown.

I also suspect, but have not confirmed, that a reactor that crosses a chunk boundary can also meltdown if one chunk unloads and the other stays loaded.

12

Saturday, March 2nd 2013, 3:37am

Computer cube says its good, that's in game code. The behaviour you describe is odd too. A meltdown should not take two hours, unless there's exactly one excess heat, in which case nuclear control should have been telling you that there was major heat in it. A component meltdown could cause the fast heat loss, but it lasted 2 hours, I can't make a system where a component fails after that much time.

And with nuclear control, a meltdown should be flat out impossible, since thermal monitors let you cut off the redstone signal that keeps it on.

13

Saturday, March 2nd 2013, 4:02am

Also, did you have any kind of automation in the setup? If so describe it.

14

Saturday, March 2nd 2013, 5:08am

We had the reactor connected to an MFSU, which had red alloy wire back to the reactor. The MFSU was set to send a signal when empty. That MFSU was then connected to another MFSU. So basically, the power is all immediately directed to the 'outer' MFSU, until full. It was never full though, as we were running a full-sized quarry the whole time.

15

Saturday, March 2nd 2013, 6:00am

We had the reactor connected to an MFSU, which had red alloy wire back to the reactor. The MFSU was set to send a signal when empty. That MFSU was then connected to another MFSU. So basically, the power is all immediately directed to the 'outer' MFSU, until full. It was never full though, as we were running a full-sized quarry the whole time.


A Redstone Signal turns a reactor ON, rather than off. This could be a potential fault source. Also, if you didn't have a NOT gate hooked up to your thermal sensor, then it would send a signal, keeping the signal on, when it detects heat. Rather the opposite of what you'd actually prefer to have happen.

I agree with Requia, this sounds like a melted component causing a cascade failure. I suspect that either a component was mis-placed, the wrong component was placed (a regular heat vent rather than an OC, for example), or someone came in behind you and shifted things around. Unfortunately, any evidence of tampering or improper placement has long since gone up with everything else in the area.

16

Saturday, March 2nd 2013, 6:14am

Turning it on with the redstone was our intention. The outer MFSU will always pull any available power in from the inner MFSU. When the inner MFSU becomes empty, it turns the reactor ON and gets new power, which the outer MFSU then takes, re-emptying the inner MFSU...rinse repeat.

17

Saturday, March 2nd 2013, 7:14am

I had actually meant anything to automatically replace uranium. That's a bit tricky with reactors, and can very easily go boom if the wrong methods are used. The MFSU call system shouldn't cause a problem, except that you didn't have the temperature sensor and/or a gate set to interrupt its call for power in case of emergency.

skavier470

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18

Saturday, March 2nd 2013, 7:32am

alblaka contacted me, i hope this gets stickied soon.
Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.

HAYO CORP: Nuclear Power (FREE: Reactor Blueprints)

19

Saturday, March 2nd 2013, 11:25am

Hey,
I just set up the "Very High Speed Breeder" and startet running it.
In the description it says, that it takes 60s/Uranium. But it took a whole cycle to re-enrich the 8 depleted cells.
Am I doing something wrong?

20

Saturday, March 2nd 2013, 4:15pm

Hey,
I just set up the "Very High Speed Breeder" and startet running it.
In the description it says, that it takes 60s/Uranium. But it took a whole cycle to re-enrich the 8 depleted cells.
Am I doing something wrong?

two things:
1: how many heating cells are you using? Select Additional Information then highlight the cell to see the number used. (in this case, 60)
2: is the reactor fully heated up? It takes a while to get up to temp. Best way would to use stuff from the Nuclear Control mod to see it's exact temp.

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