Mk5-CASUC 640 eu/tick 4.27 eff with redpower 2 pre3b (Outdated does not work properly on 1.0)

  • The first CASUC redpower reactors i made where a bit unstable and after a long time of testing and some help of glasstabels2 and AkhkharuXul we figured out it had to do with how chunks load. To solve this a CASUC redpower reactor must be build in 1 chunk to prevent chunk loading problems. This way the complete reactor will be loaded instantly and there will be no more craters :).


    Specs:
    Output: 640 eu/tick!!!
    Efficiency: 4.27
    100% uptime no need to cooldown


    Reactor design (its so pro):
    http://www.talonfiremage.pwp.b…fo=1n10101001501521s1r11r


    How does it work:
    Explaining a bit how my reactor works. I will not go in full detail here. If you really want to know how it works then download the mcedit schematic and edit my reactor in your world.


    The cooling system:
    The cooling system uses a deployer to turn empty buckets into water buckets. A filter makes sure only the water buckets get sucked out of the deployer and putted in the pipe which transports the water buckets to the reactor. When the reactor has its top row filled the water buckets will start popping out and falling on the ground. 2 transposers will then suck those buckets up and they will get transported to a chest which act like a buffer. When the reactor heats up it will start using the water buckets and turning them in empty buckets. These empty buckets are pulled out by 2 filters and transported to the deployer to be refilled again.

    The safety system:

    In my reactor i putted a detector block on the pipe that carries the empty buckets out of the reactor. By using some redstone circuits i made sure the reactor will only run if empty buckets are coming out thus making it theoretically impossible to blow up. When the reactor is turned on there will be 5 secs to heat up before the detector system becomes active. This system is easily configurable by changing the time on the timer next to the detector block. This makes it possible to run the reactor with less uranium.


    Screenshots:
    Redstone wiring:
    http://imageshack.us/photo/my-images/812/20111030011131.png/
    http://imageshack.us/photo/my-images/266/20111101100706.png/


    Detectorblock with the timer:
    http://imageshack.us/photo/my-images/842/20111101100653.png/
    If you want to run the reactor with less uranium you must make the timer slower. Use 2 secs for a full reactor.

    Cooling system:

    http://imageshack.us/photo/my-images/196/20111101100604.png/
    http://imageshack.us/photo/my-images/9/20111101100627.png/


    Control/refueling room:
    http://imageshack.us/photo/my-images/710/20111101100725.png/
    http://imageshack.us/photo/my-images/401/20111101100754.png/




    Original design of the 2 filter setup cooling system by BrickedKeyboard i just made it more compact and powerfull with help of glasstabels2


    My test world (note: i blew up those older reactors on purpose :)):
    http://www.2shared.com/file/dGwAX_p8/New_World.html Entrance to the latest reactor is at x: 207 z: 42. You do need a fly hack or some blocks to enter it :)


    For ppl who are too lazy to build one from scratch on their world:
    Mcedit schematic http://www.2shared.com/file/6f8Uqk1J/Uranumator.html enjoy :).
    Instructions (Dont even try the mcedit before reading this):
    -Place it in 1 chunk
    -Go to lowest floor and reconnect the timer to the cooling system
    -Place uranium in the reactor
    -Turn the reactor on
    It should work if you do this if it does not you can always ask. Be sure to provide details through.

  • It looks very nice. I am jealous. I'd like to know a few details :


    1. How did you get buckets into the bottom row? I assume that you used some method to shove a huge number of buckets in at once so that the mod doesn't have a chance to reject the ones that ended up in invalid slots? Did you use several filters for injection?


    2. Why only one deployer?


    3. What is that timer or sequencer set to?


    When I get home I'll have a go at it. My design is maxed out because I am out of room, and I am getting only slightly more cooling than you with 3 deployers, 2 filters for removal, and 3 filters for injecting more coolant. (actually 6 because I have sets of chests for coolant buffers)


    Also, inside your reactor, I assume you are using clever water flows to shove wayward buckets back to one transposer you have picking them back up, right?

  • I think its because i optimised the timings. My timer runs at 0,4 sec meaning 1 deployer can fill 2,5 buckets per sec (which is 1250 cooling per tick in theory). So i only needed 1 deployer. Making the timer run faster than 0,4 will jam the machines.


    Seems that the buckets going to the 2th row have a chance to be thrown out or be put in the 2th row dunno why just a weird bug. 2th row wasnt really needed but my cooling system cant support more uranium cells safely. If it only was possible to put the pipes on the reactor chambers i could make this much more imba (>1k eu output easily).


    Water flows to a transposer which is connected to the overflow pipe which puts it in a chest. So far seems this system catches 100% of the buckets (no buckets lost after +45 mins).

  • Finallized design:
    http://imageshack.us/photo/my-images/534/20111021010654.png/


    Completely shielded no damage to suroundings and cooling system will mostly stay instact in case a meltdown happens. Requires a ton of reinforcedstone through but hey its pumping out 590 eu/tick :). Even comes with a build-in HV transformer to transfrom from EV current to HV current. Will fill a MSFU in ~14 minutes :). That will keep your mass fab running i guess.


    Now testing phase is over i gotta build this legimately.

  • as you possibly not know...


    240 is maximum possible output of reactor, everything over 240 is wasted.

    Thats strange because iam measuring 590 eu/tick which is exactly what its supposed to make. A strange cap of 240 would break many mk5 designs not only mine so i guess this was removed long ago?


    Screenshot:
    http://imageshack.us/photo/my-images/15/20111021192042.png/


    I also notice the MSFU is filling up rapidly so it really is 590 eu/tick.

  • public int getMaxEnergyOutput()
    {
    return 240 * pulsePower();
    }


    sadly, it unused in current 1.15 version (but present inside TEcode), possibly it will be removed in 1.20 or fixed, in any case ever 240 eu reactor not possible without other mods.


    this value shoud limit reactor power\heat rates at 240, no matter how many cores online, heat\energy 240 per cycle max.

  • Well my reactor is making alot more than 240 eu/tick so it cant be correct what you say. I have it running in a real minecraft world and it makes 590 eu/tick and i tested the MSFU too and it really fills up at 590 eu/tick. So simple conclusion is that that cap you are talking about isnt there.


    It would be really weird if it was capped anyway. I mean how can stuff just disapear with no reason? It would break alot of good redstone + mk5 designs. Its pretty hard to design and make such a reactor i made. It took me a full day of designing and make it actualy work on my test world not to mention another day to make it legimately. I already had a ton of mats else it would have taken me way longer.

  • Next upgrade will be a failsafe (well dunno if that is possible but atleast 9 out of 10 times) emergency shutdown system for this reactor. Iam thinking of laying red alloy wires (which when broken will shut down the reactor in the reactor containment chamber and use this too: http://forum.industrial-craft.…page=Thread&threadID=1907. Currently it will obliviously explode if water bucket cooling system stops to work for whatever reason.

  • Next upgrade will be a failsafe (well dunno if that is possible but atleast 9 out of 10 times) emergency shutdown system for this reactor. Iam thinking of laying red alloy wires (which when broken will shut down the reactor in the reactor containment chamber and use this too: http://forum.industrial-craft.…page=Thread&threadID=1907. Currently it will obliviously explode if water bucket cooling system stops to work for whatever reason.

    Do you think that emergency shutdown system will be fast enough? Use something which burn fast, wool maybe? :S

  • I got that safety system now in my reactor along with 2 other features. I got a stone pressureplate inside the reactor so you can turn it off really quick when you are refueling and something goes wrong. Also i have a lever installed outside to shutdown the reactor. Through there is still a high chance it will blow up when cooling system stops its alot safer already :).


    Next step:
    Going to use red alloy tripwires inside the reactor which when broken will deactivate the reactor. Problem is through that there already are wires running in the reactor from the cooling system so i will have to use those wires both for the cooling system and as tripwires. Those wires are connected to a 0,4 timer (pulses every 0,4 sec) so i just have to make something that outputs 1 when the pulses stop. Another advantage of this that you can safely shutdown the timer or destroy the redstone wiring of the cooling system without it blowing up (because when pulses stop it will shutdown). Would be a pretty neat safety system i think.


    If this works then most of the blocks around the reactor will have a tripwire running over them and there will be a high chance that reactor will be shutdown when heat goes to 85% of max before it reaches 100% (once a tripwire is gone reactor will shutdown with almost no delay). Atleast in theory that is :)


    Iam going to use redpower 2 for this but it could be done with just redstone too i think only containment chamber will have to change alot to make room for the redstone wires.


    My pulse to continious converter:
    http://imageshack.us/photo/my-images/708/20111023001954.png/
    Has a very small delay but shouldnt be a problem

  • Ok well that was pretty simple. I now got 2 tripwires running in my reactor. When they are broken or the pulses stop for whatever reason the reactor will be shutdown. Delay varies a bit but its less than 1 sec so thats pretty damn fast. Another advantage of integrating it with the cooling system is that if the redstone part of the cooling system stops it will shutdown the reactor so you can actualy stop the timer without the reactor blowing up now.


    The safety kill switch pressureplate:
    http://imageshack.us/photo/my-images/818/20111023004021.png/


    2 tripwires on the sides:
    http://imageshack.us/photo/my-images/810/20111023004036.png/


    The 2 tripwires going up separately to my pulse to continious circuit. If 1 of them stops pulsing for whatever reason reactor is shutdown in less than 1 sec.
    http://imageshack.us/photo/my-images/10/20111023004039.png/


    I think iam getting a pretty cool system

  • Could you please post a save file?
    I have tried this design many times, but every time it overheats and explodes.
    Now I have a save file with a few too many holes in it, 15 to be exact.

  • Rick, why do you think the tripwires would be destroyed when the reactor starts to overheat? As far as I know, only specific blocks gets destroyed when a reactor is near exploding.

  • public int getMaxEnergyOutput()
    {
    return 240 * pulsePower();
    }


    sadly, it unused in current 1.15 version (but present inside TEcode), possibly it will be removed in 1.20 or fixed, in any case ever 240 eu reactor not possible without other mods.


    this value shoud limit reactor power\heat rates at 240, no matter how many cores online, heat\energy 240 per cycle max.

    Actually what he said it quite true, he just forgot to check what pulsePower() returns... Which happens to be 5, furthermore at no point is that function called in the "TileEntityNuclearReactor" code, so unless the electricity code calls it specifically, its not used and even if it actually is used the cap would appear at 1200 EU (240 * 5) rather than a mere 240.

  • Have you done this one yet? If not I'll throw it out there as the "most" your system can do (unless you wanna get really scary with just 1 space for a bucket :P)


    http://test.vendaria.net/index…UXUUUUUXUUUUUXXXXXXXXXXXX
    755 EU/t, 4.31 efficiency [requires 3 water buckets / second for cooling]

    Quote

    Could you turn this into a breeder by replacing certain fuel rods with depleted ones?

    Breeders? Sure, here's two breeder designs with this insane water-cooling CASUC method of reactors:
    http://test.vendaria.net/index…UXUIUIUXUIUIUXXXXXXXXXXXX


    http://test.vendaria.net/index…IXIUIUIXIUIUIXXXXXXXXXXXX


    The latter only takes 1-2 uranium per cycle after the first two cycles [the first two cycles would cost 25 total uranium to run] - obviously there will be tin and coal dust costs to run.. but if you're starved for uranium...)


    I was about to setup one of these reactors in my world, but I had to test the capabilities of the deployer/filter first. Created an overflow loop for the filled buckets, so I don't have to play any games with it. So soon I'll probably have one of these up and running just to see if it blows up (but I highly doubt it will :()