Maybe make a closed one so that only a few people can edit it to put new designs on it, and use this one as an auxiliary one where people post their designs, and the people who maintain the closed one put the designs on here onto the closed one?
There is no severe inaccuarcy in your planner. The "severe inaccuarcy" that you see is just because you forgot to set the suspending temperature to 10001.
So far, your planner seem to be right. Removing the top-left heat exchanger do cause the reactor to explode in-game with a pulsed redstone control. I just tested that. The reactor exploded after burning the top two vents and some bottom vents. The explosion was not very powerful, though.
That should not have made a difference, considering that my planner defaults to a suspend temperature of 8400, which the simulation claims it never reached - if the simulation says it only got up to 3000 and in-game testing caused it to explode (by hitting/exceeding 10000), I'd call that a serious discrepancy. However, I realized there's another possibility besides a mistake in my planner: something could have wrong with the redstone pulse control you set up in-game (e.g. misconfiguration, unexpected hiccups). Could you please explain exactly what you did to get an 8 sec on, 1 sec off cycle in-game?
something could have wrong with the redstone pulse control you set up in-game (e.g. misconfiguration, unexpected hiccups). Could you please explain exactly what you did to get an 8 sec on, 1 sec off cycle in-game?
A re-creation of my redstone control - I've got a 6-tick pulse extender and a monostable to trigger it, the array of repeaters contain 22 on 4 tick and 1 on 2 tick. That should add up to 90 ticks. The redstone port on the left represents the input for the fluid reactor. I put a lever on the side of the block that has the redstone torch on top to turn off the reactor.
When I was testing it in-game, I sped it up by using the tickratechanger mod. I'm using a singleplayer world, and I was looking at the GUI of the reactor. When I realizes that it's going to explode, it is too late because my game runs at ~600 tps (ticks per second). I am sure that I didn't touch the redstone part when I was testing it. I used the same controls for the design with 2 core heat exchangers and that one runs perfectly.
Slightly changed the design posted by vlad[54rus] and I managed to increase the efficiency. Also changed an unnecessary adv heat exchanger into a normal heat exchanger.
1407.67 HU/t, efficiency 14.66, 1 reflector
Efficient 3 chamber MOX reactor:
436 EU/t at 8400 heat
21.8 MEU per fuel
and why is it necessary?
Highest output from a 0-chamber reactor (i don't think any more is possible):
Highest efficiency without reflectors from a 0-chamber reactor:
Considering reduced Uranium-235 output since version 112_94, this one is preferable for a starter reactor.
I know I'm a bit late to the party, but I've managed to create a reactor design exceeding the usual 420 EU/t design by 40 EU/t. The stats are as follows:
720 heat (in a fluid reactor this is 1440 HU/t or 28.8 mB/t coolant, which is enough to power 7.2 superheated steam generators and produce 1080 EU/t)
4 dual uranium cells
6 quad uranium cells
4 component heat exchangers
6 component heat vents
32 overclocked heat vents
2.88 efficiency (288 EU per uranium per second the reactor is on)
It's a Mark I reactor, so no redstone control is needed and it can be trusted not to blow up under any circumstances unless the internal configuration of components is incorrect or it is used as a fluid reactor and insufficient coolant is supplied/removed.
The reactor code is 21p7hh6kuf0wnh2km0rszblvbgccpl1uyscgz7fepsrw7v8zt72lujtlhov8un70bya7qsiubc6u8e8
Here's an image of the design:
Also, for use in a fluid reactor, it is convenient to have the heat output be a multiple of 100 since each superheated steam generator consumes exactly 100 reactor heat (200 HU/t, 4mb coolant/t). To convert this reactor from 720 heat to 700 heat just replace either of the two dual uranium cells in the corners with a single uranium cell. In this configuration it will power exactly 7 superheated steam generators and produce 1050 EU/t. For even higher power fluid reactor designs (which will require a redstone timer, as I believe this is the highest power EU and fluid design that doesn't need a redstone timer), see here.
I have yet another design exceeding 420 EU/t! This one was designed with the purpose of being possibly the highest output pulsed EU reactor. Unfortunately, this means it's pulsed, and it also falls short of the design above in power output by 10 EU/t, but at least it has a slightly improved efficiency of 3 instead of 2.88. Anyway, the reactor is as follows:
5 seconds on, 1 off
540 EU/t when on
450 EU/t on average
864 heat when on
720 heat on average (in a fluid reactor this is 1440 HU/t, 28.8mB/t, 7.2 superheated steam generators worth of heat, and 1080 EU/t with superheated steam)
8 dual uranium cells
5 quad uranium cells
4 component heat exchangers
36 overclocked heat vents
3 efficiency in EU mode (300 EU per uranium per second the reactor is on)
7.2 efficiency in fluid mode (720 EU per uranium per second the reactor is on)
If anyone has any better designs (higher EU/t average) please post them here! I'd love to see them.