Hello,
I would like to suggest a rework regarding the nuclear reactor, as it is quite bad balanced at the moment. I think there is much potencial with all the existing components available to make it more dynamic and useful (and mostly more fun!).
- In comparison to high voltage solar arrays (or solar arrays in general) the reactor is not really more effective. Once you have multiple or even just one high voltage solar arrays, you might consider not to build a nuclear reactor as it's quite not worth it any more. A nuclear reactor affords much work and efford (with correct redstone engineering, heat controlling und monitoring, understanding, building, etc), but is not that expensive however.
-> Increase the overall EU output by ~25-50%, make solar arrays less effective or(/and) rather more costly at higher tiers (but make higher tiers also more effective than only the sum of 8 of the lower tier versions, but this part is not much relevant now).
- Reactor planners: Those should not even exist! I mean, yes you should be able to simulate setups, but it should not give you 100% safe answers. There should be random things happening while a reactor is active, which should make maintance necessary (redstone engineering, monitoring, alerting and/or auto-deactivating)! The site should only give you wide ranging possible results regarding functionality.
-> More later
- Monitoring, alerting, auto-deactivation: I would suggest to make it as a tech-step. At the early stage you should only be able to build or afford monitors and alerts, which call you if the reactor is getting too hot (over the cap). Later, after having a higher tech-level, you should be able to build auto-deactivation switches or mechanics (maybe with a shut-down forcing signal as attached to the reactor itself, like a thermal monitor).
-> Remove the redstone signal from the actual heat monitor to prevent auto-switching this way.
-> Advanced heat monitor with high costs (you should consider not to take it for its cost). Call it a high-tech computer or so. That should convince!
- How a reactor should work
At the moment a nuclear reactor can work absolutly safely with correct builds which you can simulate easily on several sites. A reactor should have more of a kind of instable nature, where you can have great energy output but requiring maintance or just taking risks. The higher the energy output, the higher should the danger and instability be. The hull heat should increase way much slower, so you can have much more time to react. There should be no kind of "boolean switch" checking if it should get overheat and explode in 1-2 minutes or never. That should be a process of like 10-20 minutes. A reactor should always briefly cool down if shut down like it did in previous versions of IC² (it should be possible to speed this up).
- Add a radiation effect to the reactor if it gets removed. If it gets overheated or if it is above ~1000-2000 degrees, it should radiate the
area upon removal. Maybe even reducing the chance in that case to drop itself and only 1-3 reactor chambers instead (part of its recipe). This should prevent players to replace it without consequences to set its heat to zero. Also the hazmat suit should be necessary to survive near the reactor if it gets to that dangerous heat. If a reactor gets to the critical state, it should drop most or all of its non-uran components and be unclickable and indestructible (maybe a raging white block, but not with gravitation like tnt has if charged). After 45-75 seconds it should explode leaving a crater depending on the uran which was in there. This could cause a wide ranged sound effect. This would allow to make even a fail more epic and less painfull. A simple instant-explosion is just boring. Besides: Make only 10% of all exploded blocks drop its stuff, or maybe even 0%, as it can cause huge lags and fps-decrease.
- Let's get to the main part: Components
There are many components, but sadly most of them are neither expensive nor even viable or desired within a reactor. Within the heat exchangers only the golden ones are actually useful (used 99% the time). Within the cooling elements only the golden heat vent and the component heat vent are useful. The rest is simply not useful or do not make sense. I would suggest to make 2 quality tiers of all of those components.
(Heat values are counted per tick)
(I use fictive numbers, only the relations inbetween are relevant)
Cooling:
- Heat vent: Cools adjacent components (meaning all items including uran) by 10.
- Advanced heat vent (tier 2): Cools adjacent components by 10 and decreases heating generation of those by 10% (stacks commulatively, see below).
- Reactor heat vent: Decreases heat generation of all components by 5% (0.95^n; n = number of reactor heat vents (stacks commulatively)). Cools the most critical component in the reactor by 5.
- Overclocked heat vent (tier 2): Decreases heat generation of all components by 6% (0.94^n; n = number of overclocked reactor heat vents (stacks commulatively together with tier 1 "Reactor heat vent")). Cools the most critical component in the reactor by 8.
- Overclocked heat vent: Cools an adjacent component by 30, prefering uran (or other fuels), else it cools other components needing cooling. If having more than one component to cool, it will split up 20 cooling on each one (each getting 20/n cooling; n = number of components). Has heat capacity and generates 15 heat on itself while working which needs external cooling.
- Super heat vent (tier 2): Cools an adjacent component by 45, prefering uran (or other fuels), else it cools other components needing cooling. If having more than one component to cool, it will split up 30 cooling on each one (each getting 30/n cooling; n = number of components). Has heat capacity and generates 25 heat on itself while working which needs external cooling.
Heat transfer:
- Heat exchanger: Transfers 40 heat (overall) from adjacent components prefering uran to other components (prefering heat storage components) (allows linking to other heat exchangers). Cooling the "Heat exchanger" will cool adjacent components prefering uran.
- Advanced heat exchanger (tier 2): Transfers 60 heat (overall) from adjacent components prefering uran to other components (prefering heat storage components) (allows linking to other heat exchangers). Cooling the "Advanced heat exchanger" will cool adjacent components prefering uran.
- Reactor heat exchanger: Transfers 40 reactor hull heat to adjacent heat storage components (split up equally) (if existing). The exchanger itself can be cooled to cool the reactor hull directly.
- Advanced reactor heat exchanger (tier 2): Transfers 60 reactor hull heat to adjacent heat storage components (split up equally). The exchanger itself can be cooled to cool the reactor hull directly (with 10% more efficiency).
Heat storage:
- Reactor plating: Stores 20000 heat and cools itself by 5. External cooling on it is 20% more efficient. Also increases the hull heat capacity by 500.
- Dense reactor plating (tier 2): Stores 50000 heat and cools itself by 7. External cooling on it is 30% more efficient. Also increases the hull heat capacity by 1000. Decreases blast radius and strength slightly.
- Containment reactor plating: Stores 25000 heat and cools itself by 5. Also increases the hull heat capacity by 2000. Decreases blast radius and strength moderately. Increases the radiation cap by 2000.
Coolant cells:
10k-Coolant-Cell: Cools reactor hull by 15, cools adjacent components by 20 (split up) (absorbs all heat this way, used up after 10000 heat).
30k-Coolant-Cell: Cools reactor hull by 30, cools all components in the reactor by 1, cools adjacent components by 30 (split up) (absorbs 30000 heat)
60k-Coolant-Cell: Cools reactor hull by 45, cools all components in the reactor by 3, cools adjacent components by 40 (split up) (absorbs 60000 heat)
Uran (stays as it is):
Every cell generates 6 base heat and 4 additionally per 1 adjacent uran cell.
-> But: All remaining, non-transfered and non-cooled heat (per tick) will go on the hull. Maybe even 10-20% more.
-> Right below the radiation cap components try to overclock to compensate, damaging themselves to increase their efficiency.
Other:
Neutron reflectors: Same effect.
Condensator red: Consumes redstone or lapis (more effective) to reduce the instability level instanly if it gets too high.
Condensator blue: Reduces instability slowly if over average level and reduces the chance of instabilities to occour.
- Random Factor
Example: A bar ("Instability) with 50% start, goes randomly up or down basing on heat/EU generation and/or number of components. If above 50% the reactor generates up to ~50% (by 100% bar) more power and heat if having too much instability (but no less power if bar goes down). Sometimes it will stuck for a longer time (5-30 minutes) on a higher bar. Deactivating the reactor will let it stabilize very slowly. You will need tools for countermeasure (use water/ice/snow/coolant stuff on reactor to cool it and redstone or lapis to fix instability).
-> [New idea: Activating the reactor might generate no EU for few minutes, but use up uran and generate heat regulary]
-> [Edit]: Heat exchangers should transfer more heat, edited the numbers.