[Official] New Reactors design thread.

  • How closed is the distilled water loop? If its 100% closed, you can create the distilled water well before you need it, and speed isn't a critical factor.


    On the other hand if you tend to lose it over time, I can definitely see how you'd want a faster mechanism to create it as needed.

  • How closed is the distilled water loop? If its 100% closed


    It's kinda imperfect. It will gently lose distilled water over time, but it almost seems like a bug that it does.

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

  • Could just a couple of solar distillers keep up with the loss rate of a single reactor do you think? (You see where I'm going with this)

  • It should be able to, the loses are quite small

    145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

    I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


    ---- Minecraft Crash Report ----
    // I just don't know what went wrong :(


    I see this too much.

  • It should be able to, the loses are quite small

    1 inf water pump to a solar distiller that outputs.. would keep it up for a long time.. but might overflow it? would need to know the rate of loss!

  • Searching this thread didn't help much because the term is so common in it, but could somebody please direct me to (or maybe just provide) an explanation of the "running costs" of reactors? I've been puzzled by it for a while. It can't be including the cost of making fresh fuel rods, because then there wouldn't be such a thing as a "zero running cost" reactor, and none of the reactor designs listed in the initial post mention iron or uranium, but I don't see anything else that would need to be replaced in them, even with the "high power high running cost" design.

  • Searching this thread didn't help much because the term is so common in it, but could somebody please direct me to (or maybe just provide) an explanation of the "running costs" of reactors? I've been puzzled by it for a while. It can't be including the cost of making fresh fuel rods, because then there wouldn't be such a thing as a "zero running cost" reactor, and none of the reactor designs listed in the initial post mention iron or uranium, but I don't see anything else that would need to be replaced in them, even with the "high power high running cost" design.


    It's the material cost of anything that has to be replaced every cycle in addition to the uranium and tin (which is now iron in IC2e) for the fuel cells. This includes materials for neutronreflectors, fuel for condensators, and copper plates for dual and quad cells. When this thread was created, multicells required a great deal of copper in addition to the tin and uranium, which has also been changed in IC2e.


    In other words, zero-running-cost reactors refer to reactors that:

    • Do not use neutronreflectors
    • Do not use condensators, and
    • Do not use quad cells in IC2e or either type of multicell in pre-Experimental IC2.

    If you stare at my avatar hard enough, you'll notice that it consists of three triangular rings, interlocked in such a way that if you were to remove any one of them, the other two would be free to float apart.

  • In case people want to put the designs from the first post of this thread into my new planner (see IC2 Experimental Reactor Planner open beta), here are some codes for that:


    "Beginner Reactor 1":
    000D00000000000000000C00000000000000000D00000000000000010101000000000000000000000000000000000000000000000000


    "Beginner Reactor 2":
    010100000000000000010100000000000000000000000000000000000D110000000000000D0C0D000000000000110D14000000000000


    "Beginner Reactor 3":
    0D140D0000000000000C0D0C0000000000000D140D0000000000000D0C0D000000000000010101000000000000010101000000000000


    "0 chamber 1":
    020D000000000000000D020D000000000000000D02000000000000020D000000000000000D020D000000000000000D02000000000000


    "0 chamber 2":
    000D0C0000000000000D030D0000000000000C0D000000000000000C0D000000000000000D030D000000000000000D0C000000000000


    "Mid level 1":
    0202000C000000000002020C0D0C00000000000C0D0C0D0C0000000C0D0C0D0C0D000000000C0D0C0D1400000000000C0D0C0D000000


    "Mid Level 2":
    0D0D020D0D000000001414011414000000000D0D020D0D000000000D0D020D0D000000001414011414000000000D0D020D0D00000000


    "Highest Overall Efficiency":
    0302000C0D110D0C0002030C0D0C0D0C0D0C000C0D0C0D140D110D000D0C0D0C0D0C0D0C0D140D140D140D140D0C0D0C0D0C0D0C0D0C


    "Mid power low running cost" (note: I have personally confirmed in creative mode with IC2exp build 658 that the overclocked heat vents in the lower right will break after almost 800 seconds, followed by a rapid increase in core temperature, so this design doesn't qualify as Mark I any more):
    02020C0D110A110D0C0202150C0D0C0D0C0D02020C0D0C0D0C0D12020C0D0C0D0C0D0C0A0C0D0C0D0C0D0C0D0C0D120A110D0C0D110D


    "High power mid running cost":
    0D02020D000D02020D0C0D0D0C000C0D0D0C0D0C0C0D000D0C0C0D020D0D0200020D0D02020D0D0200020D0D020D0C0C0D000D0C0C0D


    "High power high running cost":
    030C0D140D0D0C0D00000C0D0D0C0D0D030D000D030D0D030D0D0C0C0D0D0C0D0D0C0D000D030D0D030D0D030D000D0C000D0C000D0C


    "High efficiency zero running cost":
    010101010C0D110D1401010101000C0D0C13010101010C0D0C0D11000C000C0D0C0D0C0D0C0D0C0D0C0D0C0D11000C000C0D110D110D


    "High Power No Running Cost":
    01010D0101010D0101010D140D140D140D01010C0D0C0D0C0D0C01010D140D0C0D140D01010C0D140D140D0C010101010D0C0D010101

  • Somebody run down the changes for me, and I'll start updating this.


    As I gather it, if no pressure case surrounds the reactor, it should work the same as 1.4.7 non gregtech reactors (excluding MOX), with fluid reactor mode its instead based on the heat of the reactor, with multiples of 200 hu/t being ideal, but how is Hu/t predicted?

  • Ok the Hu/t thing is pretty basic, and the engineering seems simple (really just a different fuel efficiency equation) though the actual steam mechanics are beyond me, right down to not being able to get more than 100 Hu/t out of the reactor.


    Edit, what about the MOX thing, some people are swearing by it, and some declaring it useless.

  • mox is fun.
    Within a regular reactor the EU output increases as the reactor is hotter. Run at 85% heat for ~4.25x EU output than a regular cell
    Within the fluid reactor the HEAT output increases as the reactor is hotter. Guess where that ends if you don't have failsafes (nuclear control) or coolant cells.

  • Oh now I see, it takes 15 uranium to get the U235for a single rod, so MOX takes 6 uranium per rod to normal fuels 17, even if it lasts half as long its much better per ore.

  • Oh now I see, it takes 15 uranium to get the U235for a single rod, so MOX takes 6 uranium per rod to normal fuels 17, even if it lasts half as long its much better per ore.


    15 uranium to get a single rod? How do you come to that figure? Unless it's been changed within the last few builds (which I see no indication of in the changelog), Enriched Uranium Nuclear Fuel is crafted with tiny piles of U235, so as long as you wash the crushed ore before centrifuging it, 3 ore blocks are enough to make 4 uranium rods. A single mox rod requires centrifuging 27 depleted uranium rods to get enough plutonium.

  • I'll double check, but I swear washing was making plutonium (which makes no sense). If you don't have to use that amazingly shitty thermal centrifuge recipe it works out much better.

  • You also get plutonium from centrifuging (both thermal and gregtech) and pulverising purified ore.


    I'm guessing all of those are *supposed* to be 235.

    The post was edited 1 time, last by Requia ().

  • You also get plutonium from centrifuging (both thermal and gregtech) and pulverising purified ore.


    I'm guessing all of those are *supposed* to be 235.


    Where are you seeing plutonium as an output for purified uranium ore? NEI shows 2 tiny piles of U235 and 5 piles of U238 as the output when centrifuging purified uranium ore. Or do you have a mod that adds plutonium ore?