The wiki I found the advanced nano stuff on added those in 2011...
I think that got removed in favor of quantum armor, or are from an addon?
The wiki I found the advanced nano stuff on added those in 2011...
I think that got removed in favor of quantum armor, or are from an addon?
Minor bug: heating cells resource cost is calculated incorrectly. It shows the same cost increase for 1 heating cell as 64.
Coal chunk is filler, reactor plating is empty. The water and lava makes constant cobblestone, and the miner keeps mining it out hoping for the ore, but never gets past it. Runs at 2 EU/t (steel drill) or 20 EU/t (diamond drill, generates cobble faster without needing to build more multiblock structures).
I use the cobblegen feature!
Nor will I ever be installing redpower* or buildcraft at the same time as IC2. I hatehatehate having different electricity types in the same world. (maybe Gregtech).
*At least, not the bluelectric stuff, volcanoes would be nice.
Compromise: Diamond drills don't cobblegen, steel ones do?
Competing resources. Efficient breeders cost upwards of 1000 copper, 2000 for the expensive ones (though I am becoming increasingly convinced that the 84:1 and 92:1 designs are pointless, as they produce marginal gains). If you're burning 200 copper a cycle saving up will not exactly be easy.
It might be a decent extreme long term plan (IE, long after the breeder is set up), though I've never seen a 7 that could get better than effective 140 EU/t, so you'd need a couple reactors to match a 265 Mark I (no continual resource consumption, low efficiency, good for 2.5 billion EU with my current uranium supply), which means even faster copper consumption (and the copper for a third reactor).
Aaaand I posted the wrong reactor, again. Apologies to anyone scratching their head over that.
The problem is there's not really a practical way to *not* use a storage system (maybe you could wire a specific machine right up to the power plant, such as the fabricator, but the whole workshop?)
The output to mass fabricator thing on slow grinders doesn't seem to work?
Nice idea but we also need a better way to get ITNT
I have 3 stacks of ITNT. Was 4, but I wanted to try using it as a weapon against the wither (this doesn't work).
The coal+redstone-->gunpowder recipe is quite nice in this regard.
http://www.talonfiremage.pwp.b…a7dyn97k6ms0wbsvmflto8su8
Not sure if its an issue with both the planner *and* my calculations (I checked by hand) or if I somehow put an extra uranium cell in it, but I just lost this reactor.
This is a feature that would be totally useless without additional mods.
Edit: Suggest it for gregtech? That would support it.
84:1, cheaper than the high efficiency already listed
http://www.talonfiremage.pwp.b…asbyyvqdrblgfn7kdqo6zpw8k
92:1 (requires additional mods to automate cell replacement), slightly more expensive.
http://www.talonfiremage.pwp.b…b0uvljfawhrabkhbspnxq8ltv
Edit:Replacing with non melty reactor.
The cheapskate on the front post doesn't appear to actually get 28:1, since it takes a full thousand seconds to warm up (note that at 28:1 the recharge should only take 1428 seconds, this is a big error), and cools off once deactivated (more venting than heating cells provide in that config). Might work with additional mods removing the re-enriched and adding new depleted constantly, assuming that much is available at one time.
http://www.talonfiremage.pwp.b…b0uvljfawhrabkhbspnxq5rwf
This is a little cheaper (albeit bulkier) and stays hot forever once warmed up.
I think you overweight efficiency. Consider what a moderate efficiency breeder does to the equation.
At 28:1, every now becomes worth a whopping 7.71 cells. Building that breeder is worth more than moving all the way from efficiency 1 to efficiency 7. As such, copper consumables should be considered far more heavily than efficiency, since if you don't consume copper, you can build that breeder much more easily.
Quotecan you still achieve a better reactor (net EU output/ ) than a tradition passive cooled reactor that requires no input?
The max efficiency you can get is 7, that's doable with passive cooling only (and impossible with LZHs, as the uranium can't be surrounded on all 4 sides). At best you could scale up to a very large 8 quad cell setup at efficiency 6. Just be prepared to spend over ten stacks of copper a cycle scaling that high.
Other running costs are copper, iron, tin, and coal for reflectors, copper is the only significant one though, dense copper plates are not cheap.
You don't have to spend UU. That's just an option for how to get the copper/redstone/lapis. I'm pretty sure its just there for the sake of quickly comparing the cost of different setups too.
The UUM cost is probably what it takes to build a the ores etc that the reactor is ultimately made out of from UUM instead of mining them.
The other consumable is copper. For neutron reflectors and dual/quad cells. I went through some pretty insane copper levels before I realized that uranium efficiency isn't everything.
There's a thread on automated SUC via component extraction, though it uses coolant cells and a second reactor to cool them, might want to check it out. But there are plenty of designs that will manage good power without anything fancy like that.
My experience with meltdowns is that a single thick wall of reinforced stone plus a reinforced door has not resulted in the destruction of stone separated by another 3 blocks of air make sure the containment chamber is not close enough to the reactor to melt. Disclaimer: I've only had one meltdown and I suspect that explosion size is variable, personally my containment chambers are underground for exactly this reason. You can shore up the weak spot where the wire comes out with more CF, a sprayer will cover wires.
I would suspect that this needs to be a Moon Mod thing, and not an IC2 thing. IC2 ores generate just fine in mystcraft ages, and there's no particular effort for compatibility there on the part of the IC2 devs that I'm aware of.
Do heating cells produce heat all the time, or only when the reactor is turned on?
It is 120, but they're borrowing real world numbers (where 120 is actually pretty low for a load), so the LV/MV/HV comparison doesn't really work, since the EU system is made to be for a game from the ground up.