As the Nuclear system is being overhauled, I thought it would be the right moment to suggest the way it should IMO work.
I know it's partially done already, but I don't want it to go (IMO) in the wrong direction again.
I mean, the Reactor system is really awesome, and I've been hooked for hours, and even nights on my breeders and others Mk IV but ... I've 3 main thing to mention:
1) I kinda dislike the way it used to be exploitable. I mean, breeding depending on heat was a bad Idea, because you just had to keep the heat constant and you were good. In the other hand, I do understand the point of increasing risk to increase gain, but that, IMO, should be the thing that encourage player to keep surveilling his reactor, and not to automate it. Which leads me to my second point.
2) I'm not against automation. I know some will always find boring to have to replace manually components or anything, but ... to keep the fun of switching yourself components and watching it almost constantly running (^^), it should be more attractive, more efficient than doing it in an automated way, as sophisticated your system may be.
3) For the sake of realism, and also to have a nice balance between fuels, I think the way fuels emit energy should be reworked.
So there are my suggestions on how it should work in my opinion.
I: No difference between Heat and EU generated:
The heat generated by the fuel shouldn't just be a "risk", but works as described instead:
a) When Heat is generated, it can be cooled down by the primary circuit, which would transfer the heat to the secondary circuit, and then generate energy. Which means that each Cooling components would basically be a part of the primary circuit, defined by its thermal capacity as it is currently, and its max heat/tick transmission (to the 2nd circuit). THE STEAM GENERATED PER TICK WOULD BE THE SUM OF ALL THE HEAT TRANSMITTED PER TICK FROM THE COOLING COMP. TO THE REACTOR, which means that not only a not safe reactor would explode, but it would waste energy as well. However, they'd have really high max H/t.
The secondary circuit would only be symbolized by the fact that you put water in your structure, get steam from it and then put it your water back.
WATER COULD BE INSERTED DIRECTLY IN THE CORE TO COOL IT DOWN, BUT IT MAY INVOLVES MORE RISK (see below) and less potential efficiency since it would be risky to run it at the same temperature you would run a "normal" reactor)
b) Keeping a reactor hot would still be useful: it wouldn't increase breeding speed, but EFFICIENCY IN THE HEAT/STEAM CONVERSION. If you ask why, google efficiency of thermal machines I guess ^^. [(T(hot)-T(cold))/T(hot)=1-T(cold)/T(hot), with T(cold) and T(hot) being about 293°K and something between 393 and 1500/2000K).
BUT, keeping a reactor hot would mean "producing as much Heat as you consume it by Water", (Idea to discuss: Heat decreasing by itself faster and faster when above 1200K ?)
II: Pulsing = generating Heat and sending others neutrons (aka pulses triggers) arround.
a) To calculate the generated heat, the reactor should work as well:
Each fuel would have its own properties: Heat per radioactive decay/time [HD] , Neutrons per radioactive decay/time [ND] , Heat per Fission [HF] , Neutron per Fission [NF], durability.
First sec: Every single cell has a radioactive decay. Which, depending on the fuel, generates more or less Heat and send more or less Neutrons.
Second Sec: Every single cell has a radioactive decay as well, BUT, those with adjacent cells also have fissions. (and why not something based on "distance" between slots, instead of just adjacent cells ? I know it would be laggier, but the system I'm suggesting would be much more efficient, involving less GUIs for the same energy). So the amount of fissions of a cell would depend on the amount of neutron it would recieve, and so would depend the breeding speed of depleted fuels.
Third sec: same thing, but may (depending on the fuels used and their position) be way more Heat and Neutron generating.
Let's do an example:
: [HD]=2, [ND]=0.75, [HF]=10, [NF]=3 (I didn't tested the values, so it's kinda random, but that would be typically Plutonium). ND and NF are the numbers of neutrons sent PER SIDE. (with distance to other cells in the GUI instead of just adjacent, it would be a number/R², R being that distance)
: [HD]=1, [ND]=0.5, [HF]=8, [NF]=1 (Typically Ura)
: [HD]=0.25, [ND]=0.125, [HF]=6, [NF]=1 (Typically Thorium, with GT)
: [HD]=0.05, [ND]=1, [HFusion]=5, [NF]=0 (Typically, C14, but with a huge concentration)
: [HD]=1, [ND]=1, [HF]=0 [breeding instead], [NF]=0 (Wastes, that may be breeded or used as triggers, even though several wastes/depleted fuel may exist)
[1 surrounded by 4 , because screw the forum to make things looks like GUIs ^^]--> First sec, 2+4*025 Heat generated, Pu send 0.75 Neutron to each Thorium Cell, each Thorium cell send 0.125 Neutron (0.5 in all) to the Pu. Which is still not enough to get one fission, so the second
second (^^) happens similary. But then at the 3rd one, Pu got 1 Neutron at the end of the 2nd second, and each Th cells got 1.5 Neutrons. So each of these fuel has one fission, which emit 3 Neutron for each Th and 4 neutrons for the Pu, PLUS the radioactivity. Fissions releases alot more heat than radioactive decay, and from this test I get that those numbers should be lowered, or be the one for the highest concentration, because even this small setup would be pretty unstable (The Heat Generated would *almost* grow exponentially ... WHICH is the phenomenom called "chain reaction" and which is used in Nuclear Bombs.
So safe reactors would tend to a Maximum Heat/t they would reach after a short time, while unstable could be used like MkV are currently: just for 2 sec and then wait for the whole thing to cooldown ^^.
The risk would still be heat, but explosion wouldn't be the aftermaths all the time:
Nuclear Explosion would happen when the Heat goes over 5000 and when the H/T is over X/tick (dunno how big should X be).
"simple" Core Fusion would happen at 1500/2000/3000 depending on the Core material. See upgrades (below ^^)
Some others things I don't know, but Hydrogen Explosion and Pressure Explosion could happen as well.
(The first would be throwing water directly on a reactor to cool it down, which would create Hydrogen above 1000°K, and then explode when the amount of H2 is too high [BUT you could also pump it before it reach that level, and thus avoiding the explosion and gaining EVEN MORE ENERGY! The second would happen when you don't take the steam quick enough, in case of you put the water directly in. Converting Water into Steam AND H2+O2 would drastically reduce the Heat, making it a good urgency solution, but quite risky in some ways)
You'll say me: "then how could a reactor explode if it meltdown before ?" Because the reactor will "keep running", which just mean "keep producing heat" when it will have melt, unless you cooled it down and shut it down. Which means the Meltdown is the riskier event as it creates flowing Lava and may lead to a Nuclear Explosion.
The point of that Fuel system would be to allow distinctions between fuels such as "trigger" (C14/other "renewable" radioactive isotopes or some wastes), "chain reaction maker" (Pu) "balanced fuel" (Ura) and "safe-and-cheap-but-has-to-be-helped-to-run-properly" (Th).
Upgrades:
The reactors could also have upgrades:
As the thing is going to be MultiBlocks, those upgrades should in my opinion be (apart from size upgrades, for Steam Turbine and Reactor Hull):
Heat-resistant [Alloy from Invar to Tungstensteel in GT, from Refined Iron to Iridium/I dunno what in IC²] Upgrade: Increases the max temperature before meltdown (and so potentially the efficiency)
Carbon Moderator Upgrade: The higher the level, the higher the H/t it can stop. Basically, you can't stop a reactor running if you haven't the necessary tier of moderators, which means the higher the output you want, the higher the Tier of moderators you need, unless you don't care about stopping your reactor (will stop itself without fuel ^^)
Heat Exchanger Upgrade: an expensive thingy that would slightly increase the output, for no risk/consumption more, just the cost of the upgrade.
That's all (I think I didn't forget anything but I'm not sure ^^) for the system I wanted to suggest, but some thing may be awesome as well (but more likely to be in GT than in IC²):
More efficient than water fluid (Molten Salts for instance) that could (in the case of Molten Salts) multiply by something the Neutron Emitted per Fission (since in theory it increases the capture rate of Neutrons by Nucleus) or increase efficiency a lot (CO2).
NUCLEAR TRANSMUTATIONS! Turns materials into some others using the power of Nuclear Reactions! That'd be an awesome GUI-game ^^.
The final word: I know such a system would be kinda laggier, but as I already told, more efficient = less reactor = less lag as well ^^.
Also, did I mention already that for each Fuel, each properties has to be multiplied by its Concentration ? (so you can make 5% Pu cells or 50%, if you're a mad scientist ^^)