[1.106] Reactor Components Summary

• After some experimentation (and analysis of the stickied thread), I put together the following summary of the new reactor components. Enjoy!

Cells

Basic - Output: 5eu/pulse - Pulses(p): 1+a - Base Heat(b): 4+(2*a)
Dual - Output: 10eu/pulse - Pulses(p): 2+a - Base Heat(b): 8+(4*(a+1))
Quad - Output: 20eu/pulse - Pulses(p): 3+a - Base Heat(b): 16+(8*(a+2))
Total Heat Per Second: b*p

Giving:

Basic Cell
0 Adjacent = 5 eu/t, 4 heat/second
1 Adjacent = 10 eu/t, 12 heat/second
2 Adjacent = 15 eu/t, 24 heat/second
3 Adjacent = 20 eu/t, 40 heat/second
4 Adjacent = 25 eu/t, 60 heat/second

Dual Cell
0 Adjacent = 20 eu/t, 24 heat/second
1 Adjacent = 30 eu/t, 48 heat/second
2 Adjacent = 40 eu/t, 80 heat/second
3 Adjacent = 50 eu/t, 120 heat/second
4 Adjacent = 60 eu/t, 168 heat/second

0 Adjacent = 60 eu/t, 96 heat/second
1 Adjacent = 80 eu/t, 160 heat/second
2 Adjacent = 100 eu/t, 240 heat/second
3 Adjacent = 120 eu/t, 336 heat/second
4 Adjacent = 140 eu/t, 448 heat/second

Heat Exchangers

Basic - Store: 2500 - Core Transfer: 4 - Side Transfer: 12
Reactor - Store: 5000 - Core Transfer: 72 - Side Transfer: 0
Component - Store: 5000 - Core Transfer: 0 - Side Transfer: 36
Advanced - Store: 10000 - Core Transfer: 8 - Side Transfer: 24

Heat Vents

(Heat Storage: 1000)
Basic - Self Cooling: 6 - Reactor Transfer: 0
Reactor - Self Cooling: 5 - Reactor Transfer: 5
Overclocked - Self Cooling: 20 - Reactor Transfer: 36
Advanced - Self Cooling: 12 - Reactor Transfer: 0
Component - (special) Cools 4 on each adjacent

Reactor Plating

Basic - HullMax: +1000 - Blast Reduction: 5%
Heat-Capacity - HullMax: +2000 - Blast Reduction: 1%
Containment - HullMax: +500 - Blast Reduction: 10%

Neutron Reflectors

Basic - Pulses: 10k
Thick - Pulses: 40k

Condensators

RZH - Heat Absorbtion: 20000 - Refill Amount: 10000/redstone
LZH - Heat Absorbtion: 100000 - Refill Amount: 5000/redstone, 40000/lapis

Edited 2 times, last by Mortaneus ().

• I'm not sure about power output.
I'm getting same amounts of EU/t per pulse as before.
Single cell: 1 pulse, 1*10 = 10eu/t
So double cell is like 2 adjacent cell:s (1+1)+(1+1)=4 pulses, 4*10=40eu/t
Quad cell is 4 cells placed 2x2: (1+2)+(1+2)+(1+2)+(1+2) = 12 pulses, 12*10=120eu/t

When you put cells next to each other, you add +1 pulse to each cell:
Double + Single = 80eu/t, 8 pulses. (1)(+1) and (1+1)(+1)+(1+1)(+1)
Quad + Single = 180eu/t, so 18 pulses. Should be 16 pulses on quad + 2 on single, so (1)(+1) and (1+2)(+1)+(1+2)(+1)+(1+2)(+1)+(1+2)(+1)
Quad + Double = 220eu/t, 22 pulses (1+1)(+1)+(1+1)(+1) and (1+2)(+1)+(1+2)(+1)+(1+2)(+1)+(1+2)(+1)

Heat is more complex, and it's affected by reactor layout. I can say that formulas are wrong, but I don't have a solid replacement.
Here's some values I was able to observe:

Single cell is 6 heat
Double cell is 24 heat

Dual single is 24
Triple Single is 48

• I'm not sure about power output.
I'm getting same amounts of EU/t per pulse as before.
Single cell: 1 pulse, 1*10 = 10eu/t
So double cell is like 2 adjacent cell:s (1+1)+(1+1)=4 pulses, 4*10=40eu/t
Quad cell is 4 cells placed 2x2: (1+2)+(1+2)+(1+2)+(1+2) = 12 pulses, 12*10=120eu/t

I'm not sure about the eu/t you're getting. I'm getting 60/t from a single quad cell, 20 from a dual, and 5 from a single. Maybe check your ic2 config file?

Code
``energyGeneratorNuclear=5``
• The numbers and equations above are correct for a standard install of IC2 v 1.106. They were produced through experimental testing.

I just tested them again, and the equations correctly predicted the heat and energy output that I saw in-game, as well as matching the numbers that were mentioned in the stickied thread.

I placed a Quad inside of four reflectors, and the output was 140eu/t according to an EU reader.

For measuring heat, use a 10k coolant cell placed next to the uranium. The damage value, as listed on the NEI tooltip, appears to be the heat it has absorbed. You can see this by putting a button on a nuclear reactor, placing a uranium cell and a 10k coolant next to each other inside, and hitting the button. 4 damage will be produced. Do so with a quad, and 96 heat is produced. Note: This method doesn't work with the larger cells, as their damage value appears not to follow the 1 dam = 1 heat ratio.

The equations I gave also produce the correct value, as mentioned in the stickied thread, for the heat produced by a quad surrounded by 4 reflectors, that is, 448 heat:
a=4 (4 reflectors)
b=16+(8*(4+2))=16+(8*6)=16+48=64

• Oh, in case anyone doesn't feel like doing the math (edited original post to add numbers too):

Basic Cell
0 Adjacent = 5 eu/t, 4 heat/second
1 Adjacent = 10 eu/t, 12 heat/second
2 Adjacent = 15 eu/t, 24 heat/second
3 Adjacent = 20 eu/t, 40 heat/second
4 Adjacent = 25 eu/t, 60 heat/second

Dual Cell
0 Adjacent = 20 eu/t, 24 heat/second
1 Adjacent = 30 eu/t, 48 heat/second
2 Adjacent = 40 eu/t, 80 heat/second
3 Adjacent = 50 eu/t, 120 heat/second
4 Adjacent = 60 eu/t, 168 heat/second

0 Adjacent = 60 eu/t, 96 heat/second
1 Adjacent = 80 eu/t, 160 heat/second
2 Adjacent = 100 eu/t, 240 heat/second
3 Adjacent = 120 eu/t, 336 heat/second
4 Adjacent = 140 eu/t, 448 heat/second

• I am just wondering.
Is it just me or do the quad Uranium Cells run out 4 times as fast?
Nei Seems to support this, as does running two reactors side by side.
If they do, that could mean that running a normal cell is more efficient.
According to my math, anyway.
Thanks Guys.

• I'm not sure about the eu/t you're getting. I'm getting 60/t from a single quad cell, 20 from a dual, and 5 from a single. Maybe check your ic2 config file?

Shame on me. It's 10 in config.
Though it makes more sense this way.

• Official Post

as their damage value appears not to follow the 1 dam = 1 heat ratio.

Be advised, we use a generalized "ItemGradual" Class, which always has a 10k damage maximum. Reactor components store their heat in NBT-Data and merely alter the damage value to make the damage bar display accordingly. All reactor items will have damage values from 0-9999, these don't necessaryly translate 1:1 into heat levels.
Think of the damage value as a xxx.xx% display.

(In case of 10k heating cells, the ratio is 1:1, though)

Greetz,
Alblaka

• Be advised, we use a generalized "ItemGradual" Class, which always has a 10k damage maximum. Reactor components store their heat in NBT-Data and merely alter the damage value to make the damage bar display accordingly. All reactor items will have damage values from 0-9999, these don't necessaryly translate 1:1 into heat levels.
Think of the damage value as a xxx.xx% display.

(In case of 10k heating cells, the ratio is 1:1, though)

Ah, that makes sense. Thanks!

• I am just wondering.
Is it just me or do the quad Uranium Cells run out 4 times as fast?
Nei Seems to support this, as does running two reactors side by side.
If they do, that could mean that running a normal cell is more efficient.
According to my math, anyway.
Thanks Guys.

Ick...just tested your findings, and you appear to be correct.

That's a problem. It means that you lose a lot of the overall power output of a uranium cell over its lifespan, as it's only half or a quarter of what it should be.

I'll have to look at the numbers, but that appears to make the dual and quad cells a lot less viable.

• Ok.
I'll put a post in the Bugs thread.
Just wanted to make sure that its not just me.
It does appear to be a bug.

• Oh, for anyone looking for some basic reactor designs, here's a quick 160eu/t Mark 1 reactor with 4 efficiency (assuming the multi-cell lifespan bug is fixed).

Images

• Oh, for anyone looking for some basic reactor designs, here's a quick 160eu/t Mark 1 reactor with 4 efficiency (assuming the multi-cell lifespan bug is fixed).

It costs 774 copper, 189 iron and 108 gold >.>
I think it's a little bit too expensive.

Check out this awesome mod !

• I still don't understand this, what does Refill Amount mean?

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• I still don't understand this, what does Refill Amount mean?

How many points one resource repairs the component.

Check out this awesome mod !

• It costs 774 copper, 189 iron and 108 gold >.>
I think it's a little bit too expensive.

True, it's not cheap. It was just me brainstorming how to get 100+ eu/t with a good efficiency, and how to soak 320 heat/s. Overclocked heat vents are awesome for this, if you can keep them from burning out.

It does have the advantage of having no consumable components, other than the quads, and never building heat any appreciable heat.

I don't like replacing components, thus, this design.

• Reactors now are twice as expensive, half as powerful and no CASUC. Grumble, grumble.

• i like how finaly there is something using Gold.

Change the scheme, alter the mood. Electrify the boys and girls if you'd be so kind.