[Unclassified] Redstone pulsed breeder speculative design

  • Having read the documentation I have a conceptual idea of what might work, but wanted to post an idea that had been filtering around in my head before I get to a point where I'll want to use it.


    The basic idea is that all breeders run best hot, and most efficiently while producing power at the same time (so you aren't completely wasting uranium): however even trying to make a neutral breeder I ran across huge resource usage in creating the heat distributors/etc.


    So why even bother with that; it's not like I currently have redpower2 or buildcraft; just industrialcraft. The only regulation tool at my disposal are basic redstone clocks and logic.


    Thus I decided to look in to a design that intentionally lives on the edge.




    In the eyes of those with more experience, is this a sound idea and accurate prediction of results?


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



    Placing the three chambers such that it's vertical there is one spot in the top middle for power to exit, and one spot in the bottom for a redstone signal to enter.
    Source blocks placed above the chamber's immediate area so that the water flowing down is replaced (possibly in from the side too if the design requires it: it might).


    The tough part would be making a 20 : 180 redstone clock. An accurate 1 reactor tick high out of 10 (1:9) inverted to stall the reactor for 9 cycles between pulses should allow it to cool off and maintain an equal temperature over a complete cycle by drawing out the reaction time. The two water cells inside were added specifically to tune the ratio.



    Even running at ~9700-9960C this /should/ be stable. Since a full pulse cycle would be 10 seconds the startup cost would be 4 lava, wait 9-10 seconds and drop in the 5th.



    As this would run at 1/10th the time the average power output would be 8u/t; however it would be delivered in 80e/t pulses.


    Edit:
    BTW: I'm assuming that while redstone signaled even the cooling cells in the reactor do not function, if this isn't the case please assume I'd do something else to balance the design (not sure what, but something).


    Edit 2:
    This slight modification should be made with the extra chamber on the bottom; the wire still out the top/etc. (bad url) It requires a 1:11 ratio instead of 1:10 but does away with the variable question I had above; though it does lack a place to put in lava; I would replace the used lava for the left column when the time was right.


    Edit 3: Copy failure on the link: http://test.vendaria.net/index…XXXXXXXXXXXXXXXXXXXXXXXXX (also edited slightly based on the calculations of the other simulator; I miscalculated cooling; this should be a net of 0)


    Here's a bigger design based on the same ideas and inspired by a recent thread that showed up slightly after mine: http://www.talonfiremage.pwp.b…itwfygcx7bd1c2kdw7yqld0e8 It trades maximum uranium efficiency (a full board) in a single shot for recharging some cells.


    Here's design #2 implemented in that other simulator: http://www.talonfiremage.pwp.b…huxfcjmm8k9qnfjkyqlvqff40 (Please note, the row of isotopes is actually being used as a heater: I'd hoped they might also enrich just due to heat but that isn't the case.)

  • Obviously this would be a mark V reactor, also, probably very unsafe. The logic is sound though. Just a few notes:
    1) I don't think the 2 cooling cells will do anything [they only cool themselves down 1 heat/tick, but I think the isotope cells send their 1 heat directly to the hull (I could be wrong though)]
    2) Yes, cooling works even when the reactor is in shutdown mode. To give your reactor the time to cool down before the next pulse heats it up again.
    3) More chambers = safer as it increases the reactors heat threshold before bad things happen (like lava spawning etc)
    4) The redstone circuit is not too hard to setup, you'd basically just need a monostable circuit that always outputs 1 then sends a second long pulse of 0 when the input changes from 0 to 1. [Then you figure out your delay and hook up your clock to that, I would suggest erring on the side of caution :)]


    (I think you forgot to save your second design, cos the links both go to the same design for me)

  • The other simulator yields some interesting results.


    The best I can do so far is 4 + 2/3rds (4.67) and it doesn't matter if it's huge or tiny. The only thing that seems to change is the energy/time.


    Two chamber (1 extra):
    http://www.talonfiremage.pwp.b…8g6ue62x4u91a31yo67n9ufr4



    Three chamber (2 extra):
    http://www.talonfiremage.pwp.b…0udxlqjdj47e22hm18bcguaf4



    Full (7) chamber:
    http://www.talonfiremage.pwp.b…itwfygcx7bd1c2kdw7yqld0e8


    (The above showcases the worst case cooldown, best case energy production mode. If you don't care about eU/t then just setup a timer to work with this and replace any inner column of uranium to any degree with cells to re-enrich.

  • I think the question becomes, do isotope cells still produce heat even when the reactor is turned off? [According to Talon's App they do...] it makes figuring out what the run/stop timer of a strictly external cooling breeder like this would actually be. I would recommend using the thermometer mod if you're going to setup a reactor like this... cos even just a few additional unaccounted for heat per timer cycle would eventually cause the reactor to do its imitation of a creeper.

  • They may actually, I wasn't accounting for that in my cooling windows. It can be planned for but it will complicate the design. Thanks for letting me know.

  • all of them are essentially Mark V. if you don't want the extra power that badly but would like the reactor to be much safer (without changing your calculations)
    http://www.talonfiremage.pwp.b…wvxxby5ym7uvhsdliwta5qh4w
    note that each extra chamber adds 1000 Heat Capacity and each plating adds 100 so that reactor will have 12000 + 1200 "HP" half of which (6600) will evaporate waterblocks within 3 blocks of core 85% of which (11220) will turn solid blocks within 3 blocks of core into lava (if no such blocks melt chamber/s)


    also if you care to recalculate 4 additional cooling:
    http://test.vendaria.net/index…UIIIIIIPPPPPPPPPPPPPPPPPP
    also note: that you need to first subtract 2.6 cooling as the vendaria simulator fails to check if cooling components connect to heat sources
    and we know that Dcells put their heat directly into the reactor hull
    this design has 16000 + 2600 "HP" meanign that water will evaporate at 9300 heat, lava will spawn at 15810 heat
    thanks for the concept, i think ill be using it myself :)

  • The very best (fuel) efficiency design seems to be a 6 chamber setup horizontally:



    4.78, intolerably slow/low power
    http://www.talonfiremage.pwp.b…b9=1k10101001501521s1r01r



    5.0 for an assisted configuration; except that this calculator doesn't seem to work for pulsed reactors. Given the lack of actual reactor components (just water) that is consumed I'd also not classify it as SUC (since the buckets are reusable) and also run it closer to the theoretical limits of multi-chamber reactor temperatures (ok, that is single use heating without the heater mod).
    http://www.talonfiremage.pwp.b…xr=1k10101011201521s1r01r

  • It appears that this "4.78 efficientcy" design has brought up something that my planner doesn't look for.


    Fun fact: All radioactive cells except Uranium Cell emit 1 heat into the reactor hull even if the reactor is supplied with redstone current. A design like this is causing the reactor to gain heat even when shutdown.


    I've altered the planner to spot this event.. I hope ;P

  • It appears that this "4.78 efficientcy" design has brought up something that my planner doesn't look for.


    Fun fact: All radioactive cells except Uranium Cell emit 1 heat into the reactor hull even if the reactor is supplied with redstone current. A design like this is causing the reactor to gain heat even when shutdown.


    I've altered the planner to spot this event.. I hope ;P

    Oh, wow. That would be /very bad/. So if the number of non-'fresh'-uranium cells is greater than the inherent cooling of the reactor, redstone cooling periods will not help. Additionally a previously hot reactor that completes with the same situation will continue to heat up...

  • Oh, wow. That would be /very bad/. So if the number of non-'fresh'-uranium cells is greater than the inherent cooling of the reactor, redstone cooling periods will not help. Additionally a previously hot reactor that completes with the same situation will continue to heat up...

    Yeah I noticed that bit before your planner got revamped cos I was like "why did it go to really weird numbers" then realized I had more isotopes then passive cooling.
    Would be a way to grief people in SMP, just load up their reactor with nearly-depleted uranium cells :P

  • Or, load it with full uran cells. I mean, why use a cracker when there's dynamite around?
    Edit: Unless they have shutdown system ... In which case you break it :D