Uranium to plutonium that's used for MOX is breeding, at least as much as near-depleted uranium cells being reused was, and under the old definition deuterium into tritium is breeding too (although that's fusion not fission, and isn't used by anything yet).
[Official] New Reactors design thread.
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What you tell herr Chocohead: Breeding is wasting uranium to get a product out of it to make a different type of Uranium.
Thats not the case. Create a new term for that because breeding is already used for a different one..
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Breeding is simply turning fertile isotopes into fissile ones; it's not wasting uranium at all, because the isotope that you start with couldn't be used in a reactor anyway. And what you end up with (or start with for that matter) doesn't have to be uranium either, breeding uranium 238 (which is what you do in IC2) actually makes plutonium 239 in real nuclear reactors, hence MOX exists. The term doesn't need changing, redefining or replacing because it still holds true for the process that happens.
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Could we possibly move just the reactor designs that still have working links to a new, locked thread that is only updated with newer designs that are improvements on previous designs? I really do not understand the mechanics of the reactors very well and I'm just looking for a design that will let me make a decent amount of hot coolant from my pressure vessel reactor. I am trying to get lots of EU/t to run a huge number of mass fabricators, recyclers, etc. and am finding that there are not very many working links to reactor designs. Most links are from 2012/2013 and are dead links because the original hosting services haven't retained the images.
Going forward, hosting on Imgur seems to last indefinitely and it would be nice to post screen captures of reactor designs there.
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You can copy the part behind the "?" in the URL into the new reactor planner to see the design.
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Aroma, my mind is BLOWN my man.
Thank you for this.
Do you by any chance know if there's a section somewhere where the subject of Pressure Vessel reactors is discussed? I'm trying to go that route instead of straight EU production because it's at least in theory more efficient.
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It's been a while since I last dug out the reactor planner. I was looking to find the highest efficiency possible (for fluid reactors) that is easy to automate, and I found this:
EU/Tick: 260
Efficiency: 4.33
HU/s: 1199.99
Efficiency: 11.67
Overall Efficiency: ???
Cost: 372 Copper, 64 Gold, 460 Iron, 10 Redstone, 30 Rubber, 125 Tin, 12 Uranium Fuel
Running Costs: 9 Iron Plates, 6 Copper Plates
Reactor Code: 03030C0D11090C0000030C0D0C0D0C0D0C000C0D0C0D0C0D0C09000D0C0D0C0D0C0D1100110D0C0D0C0D0C0000090C0D1109110D0C00
I think it's one of the cheapest full size reactors I have come across, and provides a high efficiency (and so works well in a fluid reactor). I think the best automatable uranium -> HU conversion is using reflectors, but I think that this is likely a close second. In a non-Fluid setup, it can even be pushed into a five chamber design (as shown above), should you ever need to save on resources, or fit a reactor into a 3x3x2 space.
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In the quest for the "best" Fluid Reactor, I started exploring Reflector-based designs, and dug up a few older ones (with a few tweaks to make them cheaper), including this:
EU/Tick: 260
Efficiency: 4.33
HU/s: 1343.86
Efficiency: 21
Overall Efficiency: ???
Cost: 512 Coal, 728 Copper, 92 Gold, 4 Iridium Reinforced Plate, 485 Iron, 14 Redstone, 42 Rubber, 646 Tin, 8 Uranium Fuel
Running Costs: 6 Iron Plates, 4Copper Plates
Reactor Code: 2303230C09110D0C0903230C0D0C0D0C0D11230C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D110D140D140D110D11
With ~1,350 HU/s, it appears to be near the peak of HU/s, and also simultaneously requires somewhere around the least fuel input, despite outputting the most power. I understand that makes it a slow MOX Breeder, but does anybody have a superior design for a liquid cooled reactor?
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Nuclear jetpack reactor
EU/tick 200
Efficiency 3.000C0D0D0C00000000000D02020D00000000000000000000000000000D02020D00000000000C0D0D0C0000000000000000000000000000
Don't know about running costs as I have no idea how to calcualte it or what t is
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Korlus, thank you for the updated reflector reactor. I've been using the more expensive version for some time... now I can save some gold
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I'm not sure why the planner lists HU/s since the number it shows is HU/t. If you build any of the fluid reactor designs in-game you will notice that the reported heat is 20x the simulated heat (it's showing HU/s in-game and HU/t in the simulation).
Here are the best reactors I've come up with:
Code: 0203000C09110D0C0903020C0D0C0D0C0D11000C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D110D140D1409110911
Output: 280 EU/t, 1279.3 HU/t
Efficiency: 4.67, 13.33
Components:
- 41 Heat Vents -> 19 Overclocked, 18 Component, 4 Plain
- 7 Heat Exchangers -> 5 Plain, 2 Component
Mats:
- 491 Iron
- 423.67 Copper
- 134 Tin
- 84 Gold
- 42 Rubber
- 14 Redstone
- 12 Uranium Fuel
Code: 0D02020D0D0D02020D0C0D0D0C020C0D0D0C0D0C0C0D0D0D0C0C0D020D0D0200020D0D02020D0D0200020D0D020D0C0C0D000D0C0C0D
Output: 380 EU/t, 1200 HU/t
Efficiency: 2.92, 5.77
Components:
- 38 Heat Vents -> 26 Overclocked, 12 Component
Mats:
- 455 Iron
- 410.67 Copper
- 104 Gold
- 86 Tin
- 26 Uranium Fuel
Code: 06060C0B0B09140914060C0D0C000C0D0C0D0C0D0C0D0C0D0C0D140B0C0D0C0D0C0D0C0D0B0D0C0D0C0D0C0D14001409140914091409
Output: 1040 EU/t @ 7500 heat
Efficiency: 17.33
Components:
- 41 Heat Vents -> 16 Component, 15 Overclocked, 6 Plain, 4 Reactor
- 8 Component Heat Exchangers
Mats:
- 487 Iron
- 432.67 Copper
- 129 Tin
- 92 Gold
- 48 Rubber
- 16 Restone
- 12 MOX Fuel
You can squeeze a little bit more efficiency using Iridium Reflectors, but those are hilariously expensive compared to the increase in efficiency.
EDIT: Upon closer inspection, Korlus' fluid reactor design (minus the reflectors) is slightly cheaper than the 12 Uranium Rod design I initially listed. Cheapened it further for the lower heat demand and updated the spoiler block.
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Hello, I wish to put here one of my designs with ask about stability of that - as far reactor planner only showed - when simple cycle is setted up, that few components has orange and yellow bars upon it; and as Im standing just before running one, nothing bad seems to happen - all exhangers seems to keep around stable meta numbers. It uses four quad thorium cells surrounded by iridium reflectors. All builded in MC 1.7.10 with GT 5.9.31 and IC2Ex 2.2.826
It gives around 900Hu/s; only steering for that is for now temperature switch from Nuclear Control 2, switching off reactor at 6k *C. After all, it will be still usable with Uranium, MOX and Naquadah, or shall I check someting different for those materials?
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Hi folks. Here is my MOX reactor build:
0A0C0A14140A0C0A00140A140A0A140A14000A0C0A05050A0C0A000A0C0A05050A0C0A00140A140A0A140A14000A0C0A14140A0C0A00
Simulation data:
Reactor hull temperature: 8 480,00
Total EU output: 140 544 000 (702,72 EU/t)
Efficiency: 17,57
Cooldown: 43 seconds
Materials:382,67 Copper
24 Diamond
48 Gold
716 Iron
8 MOX Fuel
24 Redstone
72 Rubber
124 Tin
Only 5 reactor chambers are needed.
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Remember this 1570 EU/t MOX design? I've managed to increase output even more!
Reactor Code:
060C060C060C060C060C0D0C0D0C0D0C0D0C050C0D0C0D0C0D0C050C0D0C0D0C0D0C0D0C140C0D0C0D0C0D0C140D140C050C050C140Drh2130rid00
Outputs 1671 EU/t at 84.96% heat.
Total output: 334.247.200 EU.
Efficiency is low, only 11,94 MEU per fuel rod.
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SO, I've spun around to Minecraft IC2 again.
3 more designs for MOX reactors:
6x Bi MOX, 960 EU @7500 heat (16.0 Eff)
000C120C000C0505050C0D0C0D0C0D0C0505120C0D0C0D0C0D0C050C0D0C0D0C0D0C0D0C120C0D0C0D0C0D0C0000110C000C000C0000
2x Bi MOX, 6x Refl, 480 EU @7500 heat (24.0 Eff)
0023230000000C110023050523000C0D0C11002323000C0D0C0D0C000C000C0D0C0D0C000C0D0C0D0C0D0C0D0C000C000C000C000C11
1x Quad MOX, 4x Refl, 560 EU @7500 heat (28.0 Eff)
002300000C000C11002306230C0D0C0D0C1100230C0D0C0D0C0D0C000C0D0C0D0C0D0C000C0D0C0D0C0D0C0D0C110C000C000C000C11
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Remember this 1570 EU/t MOX design? I've managed to increase output even more!
Reactor Code:
060C060C060C060C060C0D0C0D0C0D0C0D0C050C0D0C0D0C0D0C050C0D0C0D0C0D0C0D0C140C0D0C0D0C0D0C140D140C050C050C140Drh2130rid00
Outputs 1671 EU/t at 84.96% heat.
Total output: 334.247.200 EU.
Efficiency is low, only 11,94 MEU per fuel rod.
what about this change? The simulator doesn't like it, but it seems stable in game. Slightly more efficient, not sure if slightly lower, same, or higher power.
060C060C060C060C060C0D0C0D0C0D0C0D0C050C0D0C0D0C0D0C060C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D120A0C000C120C0A12 -
Ok, another:
3x Quad, 1x Bi MOX, apx 1330 EU @8400 heat (19.0 Eff.)
0605130C0A120D0C0A06000C0D0C0D0C0D12060C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D120A120D120D120A12
This thing is a heat trampoline... simulator says it will SLOWLY cool off. it can jump UP 0.4% while it does so... so be careful
I don't think you can get more than 684 heat cap into a reactor without running out of space to have the glowing stuff. If someone else has a better vent plan, I want to know!
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A possible fluid MOX reactor? Again, simulator's acting a bit weird on my designs, haven't gotten a fluid reactor back together after the last couple blew up...
4x Bi MOX, 1280 heat @ 51%
(640 Sterling / 960 Steam EU/t)
0505000C09140D0C0A05050C0D0C0D0C0D14000C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C130C0D0C0D0C0D0C130B0A140D140D0C130B
You can also swap out 1 Bi MOX for 3 reflectors:
3x Bi MOX 3x Refl, 1280 heat @ 51%
0505230C09140D0C0A05230C0D0C0D0C0D14230C0D0C0D0C0D0C0D0C0D0C0D0C0D0C0D0C130C0D0C0D0C0D0C130B0A140D140D0C130B
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“My last couple of fluid reactors blew up” doesn’t exactly inspire confidence in your designs.
Do people actually run reactors in survial without Nuclear Control safety shutoffs? I can see doing it in Creative. I’ve blown stuff up in creative because I cut corners while testing, but I can’t see doing it in actual play.
I’m currently constructing my first survival fluid reactor, thorium based, and I intend 4 separate shutoffs for the reactor. Manual, temperature, excess steam, and distilled water shortage. I don’t think any but the excess steam will actually happen, but I can imagine screwing something up that might end up in a catastrophic runaway if I don’t have an automatic shutoff.
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I... don't put enough safety controls in my systems. And I haven't used Nuclear Control, probably why.
It would be awesome if there were controls built in... but the list of "it would be awesome" is very long
EDIT: The fluid reactors were in creative. They're STILL more of a pain to build than a "dry" reactor, even in creative, ESPECIALLY if you are trying to test / debug steam designs.
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Definitely. The reactor shell is no big deal, but all the support stuff with heat exchangers and turbines triples the amount of work involved in the block setup. Though there’s an argument to be made that placing all those internal components in the reactor is more work than the rest combined.
I will say that nuclear control is really easy, and actually easier with a fluid reactor than a EU reactor, since it’s easier to place Project Red wires on the surface of a cube than on the cross-shape of an EU reactor. Simplest setup is monitor on an access hatch, NOT gate, AND gate with a lever, wire on a redstone reactor control spot. Or you can go with a NAND gate instead, but then the lever is reversed from what you’d expect.