[Official] New Reactors design thread.

    • Official Post

    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).

    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.

  • 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..

    • Official Post

    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.

    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 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.

  • 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.

  • 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.


    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?

  • Nuclear jetpack reactor

    EU/tick 200
    Efficiency 3.00


    Don't know about running costs as I have no idea how to calcualte it or what t is :D

  • 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:

    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.

  • 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?

  • Hi folks. Here is my MOX reactor build:


    Simulation data:

    Reactor hull temperature: 8 480,00

    Total EU output: 140 544 000 (702,72 EU/t)

    Efficiency: 17,57

    Cooldown: 43 seconds


    382,67 Copper

    24 Diamond

    48 Gold

    716 Iron

    8 MOX Fuel

    24 Redstone

    72 Rubber

    124 Tin

    Only 5 reactor chambers are needed.

  • Remember this 1570 EU/t MOX design? I've managed to increase output even more!

    Reactor Code:


    Outputs 1671 EU/t at 84.96% heat.

    Total output: 334.247.200 EU.

    Efficiency is low, only 11,94 MEU per fuel rod.

    • Official Post

    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)


    2x Bi MOX, 6x Refl, 480 EU @7500 heat (24.0 Eff)


    1x Quad MOX, 4x Refl, 560 EU @7500 heat (28.0 Eff)


    • Official Post

    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.

    • Official Post

    Ok, another:

    3x Quad, 1x Bi MOX, apx 1330 EU @8400 heat (19.0 Eff.)


    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!

    • Official Post

    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)


    You can also swap out 1 Bi MOX for 3 reflectors:

    3x Bi MOX 3x Refl, 1280 heat @ 51%


  • “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.

    • Official Post

    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.

  • 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.