Reactor efficient enough to dupe fuel rods with uu-matter

  • I’ve been messing with nuclear reactors some, and I’ve been looking for a design efficient enough to dupe fuel rods with uu-matter. I haven’t found one yet, how hard is it. Is it just a myth or are there ones that efficient (preferably mark 1 but if you can use Redstone timing then other ones too). And if so is there anything I should know (I don’t need a design it would help but I could also use minimum how many adjacent quad rods). Also, is it possible to use a fluid reactor, or would it require too complicated cooling and turbine setups.

    • Official Post

    Normal reactors can output up to 8192 EU/t, so given that uranium rods last for 20,000 seconds, gives a maximum possible production of 163 840 000 EU. Work out how much UU you can produce with that and by extension how many uranium rods you can create. That'll at least tell you how much you're playing with, but I doubt there are any designs that high output that you could create. Fluid ones totally remove the cap at the expense of even more complicated designs (as you've got super heated steam and piping to worry about), so they're more likely to have positive designs.


    Of course this is presuming the maximum amount of uranium per cycle is desired, under the logic that very high output designs have decent efficiencies from quad rods all touching each other. I wouldn't rule out much lower output designs with very high efficiencies, but in order to scale the total output high enough for replication might need more rods than low output, high efficiency designs can do. Positive cycling isn't strictly encouraged after all ;)


    All this is presuming default power scaling too, if you doubled the output via the config obviously you would get away with fewer uranium rods to produce the same amount of power.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

  • Ok so i looked on the wiki, and it takes 1 000 000 eu (without scrap) to generate 1 milibucket, so white a standard reactor , you would produce 163.84 milibuckets (at maximum efficiency) and one quad rod takes 98.7 milibuckets to produce, so that would not work, so a fluid reactor would be required. I have been messing with fluid reactors trying to get a decent efficiency not just for creating more rods, but just for decent eu production. I find them rather challenging. I can get at most 3 quad rods touching. ( it wasn’t entirely my design, I took one that made it through a large portion of a cycle, messed with it, then got it to go a full cycle before cooling). How do people learn how to create designs, is it just trial and error for hours till they get it done right, or is there some thing I can practice to understand how it will function and be able to build decent designs that don’t melt down in the first 15 minutes, of course with more than 3 rods touching, or 3 touching then another 3 or 2 touching. How challenging are quad rods to use, is it something only someone with years of experience normally attempts (and I’m just trying something I’m not ready for) or is it possible considering I’ve been fiddling with reactors for a month or two. (And thanks for your help so far)

    • Official Post

    Using a reactor planner is the best way to plan designs, doing it in game is certainly a very slow method in comparison. The actual design process can be assisted from understanding what the components are doing, but fundamentally it's just playing about with putting components in different places and seeing what can come from it. Quad rods are the equivalent of having 4 normal rods all touching, so in comparison make the process harder from effectively having multiple heat emitting components in a single space. Designing reactors that use them isn't especially difficult once you've played about a bit, the trick is trying to get the maximum efficiency you can from them.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

  • Using a reactor planner is the best way to plan designs, doing it in game is certainly a very slow method in comparison. The actual design process can be assisted from understanding what the components are doing, but fundamentally it's just playing about with putting components in different places and seeing what can come from it. Quad rods are the equivalent of having 4 normal rods all touching, so in comparison make the process harder from effectively having multiple heat emitting components in a single space. Designing reactors that use them isn't especially difficult once you've played about a bit, the trick is trying to get the maximum efficiency you can from them.

    Ok, thank you, I’ve been messing with reactors ingame, do I will use the planner.

  • I’ve been messing with nuclear reactors some, and I’ve been looking for a design efficient enough to dupe fuel rods with uu-matter.

    You should not want this :)


    Best way of duping rods is use reactors for Advanced Miners, and even the simplest reactor design is efficient enough for this.

  • You should not want this :)


    Best way of duping rods is use reactors for Advanced Miners, and even the simplest reactor design is efficient enough for this.

    The "duping" way that you mentioned isn't really duping. Natural generated uranium is non-renewable, eventually you will run out of them.


    I did some math and found out that it is efficient enough to dupe fuel rods using fluid reactors. I hope that I do this once and for all.

    IC2 reactors has 196,627,050,475,552,913,618,075,908,526,912,116,283,103,450,944,214,766,927,315,415,537,966,391,196,809 (2754) combinations. HAYO!

    :Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log:

    My avatar is from a video of Operation Upshot-Knothole.


    • Official Post

    What's your max EU based on? Here's numbers for decent reactor designs, from the simulator.


    If your numbers are correct and I understand your math, the EU reactor below should have no problem handling your UU regeneration.


    I've got a 1-quad EU reactor that does 560 EU/tick, 112,000,000 EU generated.

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    I've got a 1-quad fluid reactor that does 1352 heat/sec, 10,078,504 lifetime EU generated on steam cycle. (something wrong with calcs, this should be more than above?)

    2300120C0A120D0C0A06230C0D0C0D0C0D14230C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C140C0D0C0D0C0D0C140D140C0A120D0C140Drh1770rid01

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    The three fuel rod combinations that I used for calculating its max output (in fluid reactors). I put them into one design so that it is easier to see.

    IC2 reactors has 196,627,050,475,552,913,618,075,908,526,912,116,283,103,450,944,214,766,927,315,415,537,966,391,196,809 (2754) combinations. HAYO!

    :Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log:

    My avatar is from a video of Operation Upshot-Knothole.


  • I managed to compress your first design into 4 chambers to make stacking easier, and yes that should have no problem handling UU regen.

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    For the second one, I think you might have done the math wrong. The design actually outputs at 1352 * 0.75 * 20 * 10000 = 202,800,000 EU. You might have forgotten to multiply it by 20.

    IC2 reactors has 196,627,050,475,552,913,618,075,908,526,912,116,283,103,450,944,214,766,927,315,415,537,966,391,196,809 (2754) combinations. HAYO!

    :Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log::Rubber Log:

    My avatar is from a video of Operation Upshot-Knothole.