The Perfect Minimal Reactor?

  • The Design


    The Goal: make a Mark I-O, 2.33 eff, negative heat reactor using only 2 chambers.

    Click here to read why

    It's fairly easy to make a heat neutral 2.33 reactor with 2 chambers, and simply adding a third chamber is a dull way to create negative heat gain, which is nice for having a self-correcting reactor instead of one that just stores heat. So it's a good challenge to make a negative heat, 2-chamber, 2.33 efficiency design. No one-use coolants or redstone timing either; that's cheating. ;)

    Also--and I'm probably dead wrong, so please correct me if so--the highest efficiency you can get with a Mark I is 2.33. I'm sure it's the highest you can get at 2 chambers, but my meager math tells me it's the highest for any number of chambers too (maybe a 6 chamber, 2.5 ... maybe not).

    My math says that you need 19 cooling cells to make a heat neutral design: 2.33 eff = 48 heat; water cooling + two chambers = 29 external cooling; 48-29 = 19 cooling cells required. That leaves only 8 spaces for other components: 30 total - 3 uranium - 19 cooling = 8 extra spaces.

    After fussing around with using the extra space for a 20th cooling cell (-1 heat/tick) and placing 7 HDs, there was just no possible way to do it. The best I could do was heat neutral with one unreachable space. Finally, I settled on a reactor plating for the tiny heat loss and ended up with the design above.


    The Problem: Alblaka says that the reactor plating has -0.1 heat/tick, but also that it transfers heat immediately to adjacent components. The order that happens in is critical. If it dissipates the heat before transferring, then the design has a very small negative heat gain. If it transfers before dissipating, it's back to a heat neutral design. The javascript simulator seems to go with the latter. I guess I should just build the thing and test it.

    Oh, and the simulator puts more heat on the right side components, even though it's a symmetric design. Maybe there's some nuance I'm missing?


    Ideas and corrections are welcome.

  • Very nice, very compact and it produces enough energy and lasts forever! although about the heating, maybe it follows some wierd pattern like the North-west thing for rails and redstone.

  • Wow... never really thought of using a bit of plating in place of where an HD would have normally gone. But that does improve the resource drain just a tad over the other design people like circulating!

  • That's just the design I use, not counting that clever plate :D

    But you know, It's not horrible to have a few heating points since you really can't run it all the time unless you constantly babysits it :thumbup:

  • But you know, It's not horrible to have a few heating points since you really can't run it all the time unless you constantly babysits it :thumbup:

    I know, needs more automation :(

    I figure you could include a feeder system a la Kaso's glorious Nuclear Power Station. Except, instead of ice cubes, you'd feed in uranium cells. A few buildcraft pipes are no problem, and with EE (I know it's a little cheaty, but whatever) you can generate uranium and empty cells from matter generators pretty quickly. That just leaves periodically taking out any depleted cells. Maybe a quick addon to buildcraft to selectively remove them ... :P Maybe a custom uranium cell that always vanishes after use, heh.

    By the way: http://test.vendaria.net/index.php?reac…CCHCCHCCCHCCCHC. You beat me to it dammit. I thought maybe I could get a heat neutral 2.5 reactor with that same setup, but I guess that's pretty optimal. Kudos!

  • I figure you could include a feeder system a la Kaso's glorious Nuclear Power Station. Except, instead of ice cubes, you'd feed in uranium cells. A few buildcraft pipes are no problem, and with EE (I know it's a little cheaty, but whatever) you can generate uranium and empty cells from matter generators pretty quickly. That just leaves periodically taking out any depleted cells. Maybe a quick addon to buildcraft to selectively remove them ... :P

    First off, kudos to you for taking an extremely good design and making it better. Second, I'd already planned to do what this above quote details (But I wasn't sure how much energy it takes to create matter). Third, there's an add-on for buildcraft that can deal with the nearly-depleted uranium cells, Buildcraft Additional Pipes .

    [I believe SpaceToad intends to add that functionality of the advanced wooded pipe to buildcraft... when he gets around to it.]

  • That BC addon is BOSS. I could simplify so much with just one of those pipes.

    The matter generators in Equivalent Exchange can easily be set up to be self-sustaining ... mostly. No energy requirements. You need RedPower for the engines and the EE addon for IC2 items.