Posts by Peppe

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    Second up is my power plants, for these I was concerned about ease of automation, creating a compact array of many reactors and size of the reactor as a whole, so I attempted to keep them in the 2-3 chamber area. They are both hybrids:


    ...
    Lemme know what you think, and I would appreciate any feedback on the designs.


    It is an interesting concept to add block space as a restriction. Since you get 3 chambers columns with the main reactor chamber the fewer extra chambers you add the higher your power density could be.


    What did you use for your automation? Still looks complex with 2-3 fuel types used in each reactor across several slots. With 25 of them though imagine a router for each slot could manage all the reactors well.

    Cool glad people found some use for it. Yeah you can also add more fuel carts or send them around more often. With a decent fuel buffer in the advanced regulator they really should not need much attention.


    I also remembered RP managers handle non stackable items well. You don't get to use ghost items with these, but you could have managers + tubes running all the reactors. My system was testing canvas bags at the time, but it worked fine if there were 8 bags in the filter area then it would allow 8 in the chest and send the rest out.


    If anyone wants to tinker with it in game here is a world save at the railcraft managed reactor.
    http://www.mediafire.com/?u7gt3ebggh9y4nx (FTB Ultimate pack)

    Testing out some automation of the breeder, two 484's, and one 420.


    GT advanced regulator works quite well for the task. Little bit of a struggle to find a good way to stock the mix of fuels in the inventory... settled on railcraft loaders/unloaders for my test.


    Found a bug in Gregtech or Railcraft. I think the ghost items of the advanced regulator are counted as real items by the unloader, so you have to tell it to stock twice as much as what you want.


    Here is an album with shots of the regulator inventory slot numbers for each of the reactors.
    http://imgur.com/a/KCs3Y

    I would not include the iridium plate version of the eff 7 reactor. Look at the other reactors in the gregtech section -- it is poor compared to them. Since it uses iridium plates it is competing with plutonium+thorium reactors and uranium loses in most/all cases currently.


    Maybe set some criteria to be included, so people know what is expected. Like gregtech you are looking at a minimum overall efficiency 12+? or IC2 overall efficiency 3+?
    Hard on the gregtech efficiency because the planner does not calculate it out the way you do in this thread.


    You could add the old IC2 eff 7 from the other thread, but even in IC2 it isn't really a good reactor with an overall efficiency under 3.
    Reactor 6:
    Link: Mark I EA*
    Eu/tick: 140
    Efficiency: 7
    Cost: Iron 238, Copper 718, Tin 128, Gold 50
    Running costs: 88,8 UU
    Credits: Rick
    http://www.talonfiremage.pwp.b…nvtbw3ty0gbfg5qt6blzlk3k0


    A player could drop in iridium plates if they don't want to go right to thorium/plutonium. Even after upgrading to iridium plates Rick's design is a few hundred copper cheaper than the proposed design above.

    I'm not as sure what the 80/cycle version would be useful for. Think you can get some heating cells in there though? Even at just 7k the output would be ~240 per cycle.


    Single isotope, I think this is as hot as it can run (~15k breakpoint -- 220 cells):
    http://www.talonfiremage.pwp.b…lv94upz9rrqmevya3gu7pbjeo


    Edit:
    Moved some things around. Think this is probably the better build. Can run at 16k heat without area damage.
    http://www.talonfiremage.pwp.b…sm9upgcbzzc239mx3b3o7pvr4

    I like it more as a self breeder but... hmm, that's a question of how you want to automate it, and excess output could be spent more efficiently. by mixing thorium positive and neutral designs.


    Let me tweak your tweak to my tweaks, and push the output all the way to 187. That'll power three additional reactors (specifically, I'm thinking two of the thorium negative and one of the thorium positive reactors from page 2, for the highest possible efficiency):


    http://www.talonfiremage.pwp.b…cgzmjz1bj4dihvirgjosu9xj4


    Ninja edited on you.
    Added a little option to the original design with your heat saving layout you can add an isotope and not have to tinker with much else.
    http://www.talonfiremage.pwp.b…hro01oyhz53e3zbhdi9cxui2o


    Sounds good on the other path as well :P


    For the single breeder I got it to 10k as well without much tweaking, so if you need more cells per cycle should be an option with the heating cell path.

    Additional problem, this breeds *exactly* the right amount of uranium each thorium cycle.


    The problem here is, if the reactor runs for even one second with a re-enriched or no cell inside, then the fuel isn't there for the next thorium cycle.


    Though, if you prep two sets of fuel, that gives it a 50,000 second buffer. Even if you lose a whole minute each cycle it'll run for over a year.


    Tweaks on top of your tweaks.


    Breed at ~7k (i do 1k above the 3k breakpoints since temp fluctuates a bit, not sure if it matters).


    A little plating for no damage and sync cooling to baseline heat generation.
    http://www.talonfiremage.pwp.b…85nfprh04hdy97yrd524slvr4


    or run it cold with an extra isotope:
    http://www.talonfiremage.pwp.b…hro01oyhz53e3zbhdi9cxui2o

    This uh. Wow, 648 cooling. Can you take me through how you designed the cooling system? I've never gotten the hang of advanced vents.


    Edit:Oh, I see it. The advanced vent lets you add more component vents. Shit, I need to rethink hybrid reactor designs now.


    I don't recall if i posted this in the other thread, but i had a similar 300 EU/t design.


    No diamond stuff, so UU shows cheaper. 656 Cooling and 5 dual 1 quad uranium cells:
    http://www.talonfiremage.pwp.b…6zlqdnr3f60khgpuu9u6seznk


    The reason i was in the planner though was to work on these thorium things. I thought why not try to combine all you need in 1 reactor.
    http://www.talonfiremage.pwp.b…06sj2jw55muhmr03u500trpq8


    Thorium neutral and breeds 40 cells at 0 degrees, which centrifuges back into the exact amount of fuel needed to run the cycle. So i guess it a gregtech hybrid (plut+thorium) hybrid (power+breeder) design.

    Do the double and quads have a higher chance to return a near-depleted cell?


    Does it scale to 50% for double and 100% for quad?


    Any chance for multiple? If you ran 4 singles you might get 0-4 back at the end of a run. Quads I assume only have a chance to return 1.

    Time to try some Designs ^^ (yeah... were to lazy before, just picked from the List :) )


    Mark I EA+


    http://www.talonfiremage.pwp.b…wh1kc5yjsbu5hj2qkteisvxmo


    One thing to consider when designing is the running cost. The front page efficiency of your design is 5, but jump to the resources need page you should see a 27UU running cost. Which in this design costs 50% of your potential output to replace the reflectors and make a double cell each cycle. Dropping real efficiency to 2.5. At that point you could have just run 4-6 single cells and gotten more power and net efficiency (3+).

    Reactor 7:


    Link: Mark I EA
    Eu/tick: 160
    Efficiency: 4
    Cost: Iron 207, Copper 351, Tin 63, Gold 24Running costs: 9,6 UU
    Credits: INSANEAcyborg


    Shaved off a chamber from the 160 EU Mark 1 EA, reactor design.
    http://www.talonfiremage.pwp.b…fzg5c6rcvepq5eduqujd7vpxc


    The costs above are different than the planner. In the planner the costs change is: +44 copper, but 25 less iron, same gold/tin -- more redstone, rubber. Overall 15 UU cost savings.


    Rest of the stats remain:
    Link: Mark I EA
    Eu/tick: 160
    Efficiency: 4
    Cost: Iron 182, Copper 443, Tin 63, Gold 24
    Running costs: 9,6 UU



    Edit:
    Found a nice progression for the chamber above. You can keep it mark 1 EA the whole time: 160 EU/t -> 240 EU/t -> 300 EU/t
    4 doubles - 160 EU/t, 2 chamber, 9.6 UU to run, efficiency 4
    http://www.talonfiremage.pwp.b…fzg5c6rcvepq5eduqujd7vpxc


    6 double - 240 EU/t, 4 chamber, 14.4 UU to run, efficiency 4
    http://www.talonfiremage.pwp.b…zoljkwz8fruo2o1nkz2l0m0hs


    5 double 1 quad - 300 EU/t, 6 chamber, 24 UU to run, efficiency 4.29
    http://www.talonfiremage.pwp.b…6zlqdnr3f60khgpuu9u6seznk
    or same reactor with 2 doubles and 2 quad - 280 EU/t, efficiency 4.67
    http://www.talonfiremage.pwp.b…2plb6zdhst8g9ympvoq1jmiv4



    For each design most parts stay in the same spot and inner pattern repeats. Only the outer edge of heat exchanges needs to move when adding chambers.

    Tried both the small single chamber designs and neither one warms itself up... there is no excess heat.
    Do you manually get them up to hot? Even if you do, why? they do not hold their temperature once you are done charging.


    Why do it manually when you can just have multiple touch points for the lava cells to fully counter the cooling and build 60+ heat a tick.


    The linked designs only work when charging 4 isotopes and the uranium in/on. When not in use or when it is done charging it will bleed heat and not be ready for the next use.



    Still putting the 64ks together, but it looks like empty it only has 4 extra heat. It will hold at 64k with that, but will take forever to get there.



    Testing in 109.

    Pretty sure you only need 1 stack of Heating Cells. Remove the 2nd stack from your design and you'll see it does the exact same thing. It gets you to the same temp. You're breeding close to the same number of cells if you remove the 2nd stack, and using a LOT less materials.


    Edit: I'm not sure the reactor planner is properly taking into account the materials required to create a heating cell. I took the above design and removed one stack of 43 Heating Cells, and the materials only changed by:
    -11 Copper, -1 Iron, -6 Rubber, -2 Redstone
    So I don't think it's properly calculating the cost of a Heating Cell, plus it's not taking into account how many were added in the design.


    I tried it with one stack of heating cells in game and the reactor cools down and won't hold its heat. Empty or with one rod in - can't test with emptied isotopes, but at best it would hold the temp until the isotopes fill and then cool down. I think ideally you want your breeder always hot and ready to drop in rods to recharge and to do that seems to require heating cells with contact > cooling.


    On my test rig, with the reactor temp holds at whatever the lava stacks are only if there are enough contact points to overcome the system's 60 cooling. The 60 cooling is needed to cool the one control rod with the 4 isotope cells around it when the system is actually recharging.


    At least that is how it tests out in 109. Maybe it changed? It makes sense to me the way it is in game now... the lava cells apply heat to adjacent exchangers and the total applied has to be greater than the system's cooling or the reactor will cool down even with the lava cells running.


    Multiple lava in the small because because you need to have lava * number of cells it touches > than vent capacity or from a cold/empty start it won't heat up.


    Reactor exchanges in spots next to the lava where also needed an extra component to count for the cooling in the component heat vent. Use those plus swapping in/out heat exchangers in the corner till i got that to balance at 60 venting. In active mode the rod + isotopes should create 60 heat, so the venting can keep that cycle stable.


    I guess you could get by with 2 cores on the big breeder, but I like it to heat up fast. With 3 there you can run the big breeder from 21k - 64k just by changing the lava stack size. Used core exchanges next to lava because they are cheap and durable. The other exchangers are the same as the base small design just trying to get the vent cooling to 60.



    I was toying with this design before bed last night to double *edit triple the isotope capacity:
    http://www.talonfiremage.pwp.b…ille1wj3urkjl75dwgl9uzm9l


    The existing 'budget breeder' auto pilot does not work. Maybe it worked earlier, but in 109 there is too much cooling.


    I tinkered with the design to get it working for 16k-22k temps. Stack the two lava cells to 16 to 22 (25 if you got balls of steel) and it will hold that temp even empty.
    http://www.talonfiremage.pwp.b…yjeu8m06u8j5a3s8ojmospjv9


    Calculator says 7x, so guess that is 28 or 35 cells a cycle. NEI not working with isotopes to test.


    Heating configuration: Autopilot 2x lava stacks
    Cells charged per uranium cell: 28? 35? will depend on where you are in the 16k - 22k heat range.
    Efficiency: 1
    Eu/tick: 5
    Cost: Iron 96, Copper 454, Tin 45, Gold 2



    Edit:
    Cool feature: I found it fails gracefully. Works up to 25 lava cell stacks... with some fires in the area :P It runs very close to redline on the reactor heat exchanger parts. Bumping the lava to 26+ just breaks the heat exchangers and the lava stops affecting the reactor and it cools itself down.


    Edit 2:


    Same concept expanded for efficiency:
    http://www.talonfiremage.pwp.b…teav754p1xwkhrbqlbyomzfcw


    Cheaper than the current #2 breeder (no diamonds), and heats up faster. Same as above you can leave it on and empty and it will just hold the heat at 31k-64k depending on what you set it to.


    Heating configuration: Autopilot 31-64 sized lava stack
    Cells charged per uranium cell: Heat range 31-64k = 10x - 21x recharge speed.
    Efficiency: 1
    Eu/tick: 5
    Cost: Iron 180, Copper 1321, Tin 95, Gold 2

    Crash:


    Was setting up a automated 'manned' water mill machine and found some crash with ironchests mod chests with IC2 pumps.


    Seems like pumps will crash the game when using chests from the ironchests mod and some other weird conditions. If i manually start up each segment in this machine it will run solid. If stop it and start all segments at the same time it crashes on the second empty bucket entering the pumps.


    Using vanilla chests the same basic setup is rock solid.


    Forge:
    minecraftforge-universal-1.4.5-6.4.0.397.zip


    Mods:
    buildcraft-A-3.2.0.jar
    forestry-A-1.6.2.3.jar
    industrialcraft-2_1.109.113-lf.jar
    ironchest-universal-4.4.0.193.zip


    Coremods:
    CodeChickenCore 0.6.13.jar
    NotEnoughItems 1.4.3.2.jar


    Saves:
    http://www.mediafire.com/?e24xxf3zbxwe2a0