I’ve been messing with nuclear reactors some, and I’ve been looking for a design efficient enough to dupe fuel rods with uumatter. 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.
Reactor efficient enough to dupe fuel rods with uumatter
 Nuclearradar475
 Closed


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.

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)

I suggest you to take a look at this:
https://github.com/MauveCloud/Ic2ExpReactorPlanner/releases
Also why no scrap, it's should be much more efficient.

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.

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.

and also, _de_le_ted_ , I probably will supply some scrap, but I won’t remember to enough for it to be dependent on it

I’ve been messing with nuclear reactors some, and I’ve been looking for a design efficient enough to dupe fuel rods with uumatter.
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 nonrenewable, 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.
First: running costs
This means how much materials that you will need to be added to run a second cycle.
I'm using industrialcraft22.8.111ex112.
U235 here means "Tiny pile of Uranium 235", which is the one used to craft fuel rods, not the "big" pile of U235.

Uranium rods:
single: 2 U238, 3 U235
dual: 4 U238, 6 U235
quad: 8 U238, 12 U235, 2 copper
MOX rods:
single: 6 U238
dual: 12 U238
quad: 24 U238, 2 copper, 1 iron

Second: UUM costs (in EU, running without scrap/running completely on scrap)
Copper plate: 781,700/130,283.33
Iron plate: 763,000/127166.67
Uranium fuel: 33,130,000/5521666.67
MOX fuel: 931,100,000/155,183,333.33
U238: 1,398,000/233,000
U235: 8,245,000/1374166.67
Plutonium: 307,600,000/51,266,666.67
Uranium ore: 16,070,000/2,678,333.33
Since a uranium ore can be processed into 2 U235 and 12 U238, it is obvious that using uranium ore to get U235 or U238 is more beneficial.
U238 from uranium ore: 1,339,166.67/233,194.44
U235 from uranium ore: 8,035,000/1,339,166.67

Running costs in EU:
Uranium rods:
single: 1.5*16,070,000=24,105,000 with 16 U238 left over
dual: 3*16,070,000=48,210,000 with 28 U238 left over
quad: 6*16,070,000+2*781,700=97,983,400 with 64 U238 left over
MOX rods:
single: 0.5*16,070,000=8,035,000 with 1 U235 left over
dual: 1*16,070,000=16,070,000 with 2 U235 left over
quad: 2*16,070,000+2*781,700+763,000=34,466,400 with 4 U235 left over

Output range in EU, whole cycle
The least amount is calculated by putting the rod in a EU reactor with no rod/reflector next to it.
The highest amount is calculated by putting the rod in a fluid reactor (with a hull temp greater than 50%) and surrounding it with reflectors and using 75% efficiency HUEU generators.
Uranium rods:
single: 2,000,00036,000,000
dual: 8,000,000100,800,000
quad: 24,000,000268,800,000
MOX rods have half the lowest output of Uranium rods and the same highest output.

Based on the calculations above, I can conclude that using fluid reactors is efficient enough to duplicate rods even with no scrap provided. If uranium reactors and MOX reactors runs at the same time, it will be even more efficient.

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 1quad EU reactor that does 560 EU/tick, 112,000,000 EU generated.
002300000C000C11002306230C0D0C0D0C1100230C0D0C0D0C0D0C000C0D0C0D0C0D0C000C0D0C0D0C0D0C0D0C110C000C000C000C11
I've got a 1quad 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

002300000000000000230323000000000000002300000000000000002300002300000000230223230123000000002300002300000000
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.

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 1quad EU reactor that does 560 EU/tick, 112,000,000 EU generated.
002300000C000C11002306230C0D0C0D0C1100230C0D0C0D0C0D0C000C0D0C0D0C0D0C000C0D0C0D0C0D0C0D0C110C000C000C000C11
I've got a 1quad 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
I managed to compress your first design into 4 chambers to make stacking easier, and yes that should have no problem handling UU regen.
00230C0A120D0C00002306230C0D0C0A000000230C0D0C0D120000000C0D0C0D0C0D00000C0D0C0D0C0D0C00000D140A0C0A140D0000
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.

Thanks. I didn't know the seconds to ticks conversion.