Posts by Requia

    Gregtech Reactors


    All of these reactors are for Minecraft 1.4.7 and Gregtech 2.79a-2.82c. Attempting to build them in a later version of Gregtech will result in craters.

    That fusion reactor isn't going to build itself, and all this can help you get there.

    Gregtech rules:

    • Just because iridium reflectors don't wear out doesn't mean they aren't crazy expensive, reactors that rely on them should be significantly better than reactors with no reflectors at all.
    • Overall efficiency is not included, because gregtech UUM is expensive and because lava centrifuging isn't.
    • The cost of Thorium multicells was dropped to 1 copper for a dual and 5 copper for a quad (from 8 and 40 respectively) in Gregtech 2.79a, costs will be adjusted from the reactor planner to reflect.

    Terms:
    Hybrid=A reactor running both plutonium and thorium.
    Thorium Cycle=50,000 seconds
    Plutonium Cycle=20,000 seconds


    Small Thorium Reactors

    These are small reactors meant to run off thorium, either to slowly fill your MFSUs early in the game, or to power a remote site for 14 hours between refuels without the need for long distance power transfer.

    Thorium efficiency is listed as half the efficiency listed in the planner. This is done because of the assumption that the thorium is coming from centrifuging depleted uranium, and it allows for comparisons with breeding that uranium for use with conventional reactors instead.


    Dirt Cheap Thorium Reactor

    • EU/tick: 32
    • Cost: Iron 58, Copper 174, Gold 8
    • Running Cost per Thorium Cycle: 10 copper
    • Efficiency: 2
    • Credit: Requia


    Low Power Thorium Reactor

    • EU/tick 80
    • Cost: Iron 114, Copper 388, Gold 40.
    • Running Cost per Thorium cycle: 20 Copper
    • Efficiency 2.5
    • Credit: Requia


    Hybrid Reactors

    These reactors use both plutonium and thorium, available from centrifuging re-enriched uranium (8 re-enriched gets 1 plutonium, 4 thorium, and 3 depleted cells).

    Efficiency is measured assuming all isotopes come from this method, and is based on the power output compared and marked with excess isotopes if the balance is uneven, such as +8t for 8 extra thorium per thorium cycle, or +1p for 1 extra plutonium per thorium cycle.

    Special credit for all these designs go to Brickedkeyboard, as he laid much of the grounwork on isotope arrangements.

    Thorium Neutral Reactor

    EU/t: 367
    Efficiency: 14.68
    Cost: 505 copper, 246 iron, 40 gold.
    Running Cost: 25 copper per thorium cycle.
    Credit: Peppe

    Thorium Negative Reactor

    This reactor require four more thorium per thorium cycle than centrifuging the plutonium provides.

    EU/t: 420
    Efficiency 14+1p
    Cost: 757 copper, 293 iron, 62 gold
    Running Cost: 30 copper per thorium cycle

    Thorium Positive reactor

    This breeder uses plutonium faster than it does thorium.

    EU/t 484
    Efficiency 12.9+8t
    Cost: 780 Copper, 319 iron, 54 gold
    Running Cost: 26 copper per thorium cycle


    Self Breeding Hybrid Reactor
    Produces enough re-enriched uranium to run itself!

    • Credit: Peppe
    • Eu/t: 367
    • Cost: 661 Copper, 308 Iron, 30 gold.
    • Efficiency 14.68
    • Breeding Efficiency 100% (all fuel makes high output EU).
    • Breeding speed: 1250s

    High output Hybreeder :
    This outputs 367 EU/t, and over 230 re enriched cells per thorium cycle! Slight problem that it will not maintain heat while off, but the high EU, high efficiency, and enough re-enriched isotope to run 4 additional reactors makes up for it.

    • EU/t: 367
    • Credit: Peppe
    • Efficiency: 14.68
    • Breeding efficiency: 100%
    • Breeding Speed: 216s
    • Cost: Copper 859, Iron 326, Gold 28

    Breeders

    Some notes on breeders

    • Because breeding needs vary greatly, only a small number of the good designs out there will make the list, which should contain a design in every class of breeder.
    • Heating cells can be stacked. Check that you have the right number of heating cells (select additional options and mouse over).
    • All breeders on this list are stable and will maintain heat while off.
    • To heat a breeder up rapidly, remove the isotopes and cooling cells and wait. Make sure the isotopes are removed and the redstone signal is off before doing this.


    Stable Cheap Breeder

    • Efficiency: 96.8%
    • Speed: 358s/uranium
    • Cost: Iron: 127, Copper 647, Bronze 24, Tin 49
    • Credit: Gorzak

    High Efficiency Safe Breeder

    Very High Speed Breeder

    • Efficiency 98.8%
    • Speed 60s/uranium
    • Cost: Iron 237: Copper 1879, Tin 75, Bronze 47, Gold 18.
    • Credit: Gorzak

    High speed Vanilla Breeder

    This is a speciality breeder meant for a lack of automation tools, it produces its re-enriched uranium in just under 20 minutes (1120 seconds), so it can be run off a 20 minute timer (easy to build with vanilla redstone), and outputs enough to run most of the above reactors in one or two of its subcycles, keeping the manual workload for vanilla IC2 to a minimum.

    • Efficiency: 97.1%
    • Speed: 93s/uranium
    • Cost: Iron 239, Copper 915, Tin 92, Bronze 27.
    • Credit: Requia


    High Efficiency Safe Breeder

    This breeder won't cause radiation damage, if you need to hang around without a hazmat suit, this breeder will let you do it.

    • Efficiency 98.2%
    • Speed 179s Uranium
    • Cost: Iron 162, 1724, Tin 57, Bronze 35
    • Credit: Gorzak/Skavier470

    This is me replacing Rick's thread, because he hasn't updated the list since november, and has stated he no longer has the time.

    Rules:

    • Overall
      efficiency, will be considered in addition to power and efficiency,
      this means taking into consideration the energy for the UUM running
      cost.
    • Other mods will be allowed, please specifically state if
      another mod is needed to run the reactor, it may be a bit before I get
      aorund to making other sections.
    • Breeders will be judged on
      percentage efficiency and average time per uranium produced, note that
      this means there are diminishing returns on efficiency as heat
      increases.
    • If submitting a cheaper breeder, correct for an error
      in the planner that causes stacks of heating cells to be calculated as
      the cost of one heating cell. Add 1 Iron, 11 copper, 6 rubber, and 2
      redstone per heating cell past the first.
    • No LZH/RZH based reactors unless you show me a video of the automation system working.
    • Every possible step is taken to ensure these reactors are safe. But management of this thread and contributors assume no responsibility if you taunt Finagle by not shielding your reactors (note that the more powerful the reactor, the bigger the explosion), or prod Murphy by not triple checking your component arrangement is the same as reccomended.

    Terminology:

    Reactor pulse = 1 reactor pulse is 1 second.
    Cycle = 10000 reactor ticks. Uranium cells last for 10000 ticks.
    Efficiency = Total power produced per cycle/Uranium used*2,000,000
    Overall efficiency = The efficiency after taking into account the UUM cost of materials that must be replaced every cycle.
    Breeder Efficiency = How much of the theoretical maximum of 8 cells per uranium brick the breeder gets.

    At the current time, all reactors on the list are mark I. This isn't a rule, just an apparent end result.

    Update (- Aroma1997):

    Since the material on here is still up-to-date, but the Reactor Calculator website is no longer available, I added the Reactor Codes, that can be pasted into MauveClaud's Reactor Planner. In case the Reactor Code is missing or not working, you can also just copy the part after the "?" in the reactor URL and paste that into the Reactor Planner. That will work as well.

    Beginner reactors:
    These reactors are focused on being cheap stepping stones to real power.

    Beginner Reactor 1:

    • Eu/tick: 35
    • Efficiency: 2.33
    • Overall Efficiency 2.33
    • Cost: Iron 54, Copper 84, Tin 10, Gold 4
    • Running costs: 0 UU
    • Credits: SSD
    • Reactor Code: 21p07vymkf0uikpgt9bni9a1ayweh15q780niff6poo9y3vq5jsbhwb56jjz5ivas5m97ss5d0m75z4

    Beginner Reactor 2:

    • Eu/tick: 60
    • Efficiency: 3
    • Overall Efficiency: 3
    • Cost: Iron 68, Copper 149, Tin 19, Gold 12
    • Running costs: 0 UU
    • Credits: Rick
    • Reactor Code: c6k4hnevkn3unnhjkshicbnu7ufi056mpkgjxtpas1ctcuxv1bsecj9onbptv22uptv5le562o

    Beginner Reactor 3:

    • Eu/tick: 100
    • Efficiency: 3.33
    • Overall Efficiency 3.33
    • Cost: Iron 98, Copper 186, Tin 25, Gold 22
    • Running costs: 0 UU
    • Credits: Zombie
    • Reactor Code: 21p0axsp4l073uhxj0vluhyyum4k6qvj0sqr867wl4ylcn4qdoix3yd83b78y8enonfoolys5g23280


    High end 0 chamber reactors


    These
    reactors are more expensive, but still rely on just one chamber,
    suitable for medium term temporary power at a mining site.

    0 chamber 1:

    • Eu/tick: 120
    • Efficiency: 2
    • Overall efficiency, 1.78
    • Cost: Iron 80, Copper 228, Tin 10, Gold 16
    • Running costs: 48 Copper
    • Credits: Lightone
    • Reactor Code: 21p08kzjjkbkqn08ftchye615hos5ykxle0brm0w37gozge38wubdvmhokuftdzickl5rndv6338irk

    0 chamber 2:

    • Eu/tick: 120
    • Efficiency: 3
    • Overall efficiency: 2.46
    • Cost: Iron 108, Copper 260, Tin 24, Gold 16
    • Running costs: 80 Copper
    • Credits: Rick
    • Reactor Code: uw3icxclbi9uy9735vg3bmrj58082xiti4uhy2ylse3lptvywp1kfrggb83mbkghko5bd69s0


    Mid Level Reactors

    Another stepping stone on the way to full sized beasts.

    Mid level 1

    • Eu/tick: 160
    • Efficiency: 4
    • Overall efficiency 3.78
    • Cost: Iron 207, Copper 351, Tin 63, Gold 24
    • Running costs: 32 Copper
    • Credits: INSANEAcyborg
    • Reactor Code: 21p3ti0xdirko6vdvx9fcgo3gud8hy2301u04xjizkf7n2tysb0hi3toq796klia30emh5avt7y27eo


    Mid Level 2

    • Eu/tick: 170
    • Efficiency: 3,4
    • Overall Efficiency 3.23
    • Cost: Iron 148, Copper 492, Tin 33, Gold 64
    • Running costs: 32 copper
    • Credits: Sliderpro
    • Reactor Code: 21p2owqhe7cm1g6fl9zjnt7sdzkor6ejjstwqyqxcym3y0ae9jp79auaypbma551q3chbbgt5euuccg

    Full size reactors
    These are high end reactors, each with a sepcific niche they fill.

    Highest Overall Efficiency:

    • Eu/tick: 280
    • Efficiency: 4,67
    • Overall Efficiency, 4.23
    • Cost: Iron 331, Copper 769, Tin 99, Gold 64
    • Running costs: 96 copper.
    • Credits: Zombie
    • Reactor Code: 21p7ert9ijcuxwt69z1qp40yjn0aduw9gwk2pp6b8266i8bj55g1m8adh05nlzbpykw84kwczan05q8

    Mid power low running cost

    • EU/tick: 300
    • Efficiency: 4.29
    • Overall Efficiency: 4.07
    • Cost: 764 Copper, 109 tin, 2 bronze, 368 iron, 38 gold, 5 diamond
    • Running Cost: 56 Copper
    • Credits: Unknown
    • Reactor Code: 21p7efq5pfule0nu29supojfxd8k9lf3do237rnw0mpwoezd1nxksl6ucaceovy6uixc92gxt2grpxc


    High power mid running cost:

    • Eu/tick: 360
    • Efficiency: 3
    • Overall Efficiency, 2.78
    • Cost: Iron 300, Copper 724, Tin 64, Gold 48
    • Running costs: 96 copper.
    • Credits: Lightone
    • Reactor Code: 21p7gt721nc1rlniiwup3u8mge15p7ok6nzx3dm9lx4a017gypeys5qjxtmtrlpa5vaaiko7uk9cpa8


    High power high running cost

    • Eu/tick: 420
    • Efficiency: 3
    • Overall efficiency: 2.46
    • Cost: Iron 316, Copper 983, Tin 65, Gold 60
    • Running costs: 280 copper.
    • Credits: SSD
    • Reactor Code: 76vnu9dcqvnj22jlwa4jtqq2ljgpuq9hz1wpiyjp8vtdslza80m00drdsvntps8fdm4xmr3ydlhc


    High efficiency zero running cost reactor

    • Link
    • EU/t: 230
    • Efficiency 3.83
    • Overall Efficiency 3.83
    • Cost: Iron 279, Copper, 625, Tin 91, Gold 34
    • Running cost: 0
    • Credit: Requia
    • Reactor Code: 21p7e3jkm0c4dhbb6l2jl9uphd243o3ks32ua7moh5ovdbv81jhvdhheyzur5eeyrtsv4eaje4cem80

    High Power No Running Cost

    • EU/t: 285
    • Efficiency 2.71
    • Overall Efficiency 2.71
    • Cost: Iron 246, Copper 657, Gold 64, Tin 68
    • Running Cost: Nada
    • Credit: RaGan
    • Reactor Code: 21p7e3jkm99fnzigp1spbj10clbc2o1i4hrjnd7z8fdygtmwr17q6f88ujakr199k7lxppmsrqj9fy8

    Well I think thats sort of the point. It does everything really well but uses more power. You can turn down the power consumption multipliers in the options if it really bothers you that much :P

    Its a repalcement for two devices (drill and chainsaw) saving one inventory slot does not make up for such a massive change in consumption. The energy blast built in might be worth while, but well, gregtech recipes, a solid gold house would be cheaper.

    My proposed rules/outlines, a rough outline for feedback before the thread goes up (looking like this quarry is gonna take a while):

    Reactors will be judged based on overall efficiency and overall output, that is, the assumption that the reactor is powering a fabricator for UUM to replace its own components, insanely high copper running cost setups beware!

    Breeders will be judged based on percentage efficiency (that is, a 100% efficient reactor will produce 8 re-enriched uranium per uranium brick, this means a 4:1 reactor is 75% efficient, a 20:1 reactor is 95% efficient, while a 84:1 is 98.8% efficient, formula is (n-1)/n) and the average time per re-enriched cell. Submissions must include corrected costs to deal with the heating cell resource cost bug, I'm not doing the math myself.

    Special purpose reactors get to ignore the normal judgement rules, a case must be made for what said purpose is (IE, a reactor meant to power miners does not necessarily need to avoid massive copper consumption, what it needs is a minimum of non stackable parts).

    I will be considering gregtech reactors in their own section afterall, this do to realising how incredibly bad the rest of the internet is at reactor design, and I want to spread a single link around that will combat the stupid, it'll depend on if Greg feels I'd be stepping on his toes, I PMed him to ask. Judgements will be different here, as near unlimited copper will be assumed (cost of lava centrifuges, at 1 per 80 copper per cycle, will be added to the setup cost of the reactor), and thorium based breeders are always 100% efficient (no uranium needed for the active isotope), judgements will be made on whether or not the output rate of a breeder is actually sane, I don't believe anybody is capable of using 1 re-enriched uranium every 50 seconds.

    Even with cheap copper that breeder is wasteful. Since you can get thorium from coal ore, a 4:1 and 400:1 thorium breeder have exactly the same efficiency (100%), unless taking a rock cutter to coal is impossible for some reason, and you have no excess thorium in your setup, you should only pay for a big enough breeder to power your production reactors. For example the 20 thorium/2 plutonium reactors Bricked was bouncing around take a 40:1 thorium breeder to run, which can be done for just 186 copper. At 250 copper (still a zero chamber with basic plating) you could feed *three* of the things.

    Oh, I know what I did wrong.

    I took down the source teleporter as soon as I finished the villagers, so I could take it back to base. This unlinked the two of them. When the chunk loaded they weren't linked and that must have kept them from spawning.

    I really need to just stop trying to use teleporters without a chunkloader.