The idea is that I want to automate the warmup process of a fluid MOX reactor using this design. My idea is first pull out all the OC vents, then start the reactor, then after a certain amount of time put them back in. Currently the fastest way to put things into the reactor that I know without adding other mods is to use a compact item buffer with ejector upgrades, but that can't be controlled by redstone, so I have to use hoppers. However, they are very slow and I don't want to insert the OC vents in the wrong tick or something bad will probably happen. So that raises the question: how can I detect when a reactor ticks? I tried to detect the EU output of an EU reactor with a detector cable, but it seems that the detector cable lits up after a random amount of time, which is unreliable.
![](https://forum.industrial-craft.net/core/images/avatars/f6/2397-f607bec0b0b130b12fd0fbbfbed7760f01ea2229.gif)
How can I detect when a reactor ticks?
- KrisBigK
- Closed
-
-
I wouldn't know of any way to detect a reactor tick. They happen once a second (once every 20 ticks).
What you could do though is to disable the reactor while you are inserting stuff by cutting its redstone power.
-
What you could do though is to disable the reactor while you are inserting stuff by cutting its redstone power.
I'm trying to automate the warmup process of a MOX fluid reactor, cutting its redstone power will do the opposite thing. I managed to do that but with some minor problems.
Actually I found a way to detect when a fluid reactor ticks - I used a comparator to detect the coolant output of a fluid reactor and connecting the comparator output to a 1 sec repeater clock.
One thing that I noticed when testing this clock is that the reactor component durability changes 1 tick after the noteblock sounds, and adding a piston for 0.05s extra delay doesn't work either. I'm not sure whether this is a problem with the clock or it is a display problem with the reactor.
The noteblock in this image isn't unnecessary. I just put it there to inform me that the clock has gone one loop.
Note that the right tank and the fluid reactor port has 2 directional fluid ejector upgrades in it, while the left one and the liquid heat exchanger has only 1 so that coolant can accumulate in the left tank to be detected by the comparator. Because of that, when the reactor is left on for too long, it will eventually cause the reactor to explode due to all the coolant will be in the top 2 tanks.
One question: does all reactors that are in loaded chunks and in the same dimension of the same world tick at the same time?
-
No, they don't tick at the same time to distribute the calculation load of many reactors across multiple ticks.
-
Does reactors in the same chunk/subchunk tick at the same time?
-
Every reactor in the world randomly picks which tick in a given second it will update in, so placement within the world will have no impact on whether reactors tick together or not. The idea is that if it's completely random they should evenly balance out across the 20 options.