Spreadsheet updated to GregTech 3.07i. As always, check my numbers just in case I messed up.
Plutonium changed again, completely. Greg says that was the last tweak he's making until completely reworking the entire reactor game mechanic in a future update without ETA.
What was changed: The multipulse system is gone, instead plutonium is a 1:1 copy of thorium multiplied by 10 (with the exception of runtimes, those are still different).
Pros:
- Plutonium now outputs a lot less heat. Like, almost down by half in some cases. Should allow for a lot more EU/t from reactors involving plutonium.
- Scaling is no longer different in hybrid setups, meaning you can use good old cell value efficiency to compare hybrid reactors again.
Cons:
- No more crazy efficient setups.
In other news, the bug that made thorium reactors behave oddly got fixed. They no longer show any divergent behavior.
Also, can someone help me confirm a bug, likely IC2 related?
I tested the following combinations:
- IC2 #312, GregTech 3.05g
- IC2 #312, GregTech 3.07i
- IC2 #349, GregTech 3.07i
And in all three combinations, depleted isotopes got recharged instantly in a zero-heat reactor. One reactor tick, boom, any depleted isotope neighbouring any kind of fuel cell instantly becomes a fully recharged isotope. This kind of messes with the concept of breeding reactors just a tiny little bit, as you can imagine