I just realized something...
This build is not only feasible but is actually more economical running with GregTech due to not needing all the DCP's for the quad cells, and it is fully capable of running with quad Plutonium cells, assuming you sufficiently expanded the number of cooling cells to be able to accommodate the additional heat generation. At that point, it would actually out-produce a Fusion Reactor.
I... I feel like a man who has just broken the laws of thermodynamics. Part of me is standing in awe, and part of me feels dirty... as though I have somehow blasphemed against the very laws which govern reality by creating something which should not be, wondering of some lovecraftian horror inspired the creation for the purpose of bringing it into this reality to bring about its end.
Part of me hopes that someone will disprove me, that I made an error somewhere and it doesn't actually do what I have seen it do, that I am merely acting on insufficient datum and a more mature reflection will provide some flaw inherent in my design... and part of me is afraid they will merely confirm it...
Maybe... maybe I need to stop. Before I start wondering about the song of the endermen, wondering if there is meaning behind the static, and what that meaning might be...
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I think the largest problem with your design is that you need to manually insert new uranium cells every few hours.
However, I have a fix: Factorization Routers. I guess inventory turtles could do it as well, but I don't know LUA, so that's a bit out of the question for me.
You'll need a total of 18 routers per tower of production reactors- each of which will need a machine filter upgrade. Painful, considering that each filter requires logic matrix takes 20 minutes to crystallize. Note that you can use lines of furnaces to connect the different towers. You'll probably want a Speed upgrade for each as well, but the other upgrades are probably not necessary.
For large towers, this could actually be a significant reduction in cost- as you're completely eliminating the busses that insert coolant into the reactors.
Organize your routers in-world into groups of nine. Make sure that routers in the same group share at least one face with another router in the same group (lines and squares work well), but don't touch routers in the other group.
Connect an ME Precision Export Bus to one router in each group. Have one bus export quad uranium cells, and have the other export fully-cooled coolant cells.
Configure each of these two routers to insert into nearby Item Routers. As a tip, the router is always the last machine listed in the Machine Filter GUI- so just right-click the "all machines in network" button to get it.
Configure the other 16 routers to insert items into all nuclear reactors in the network. But, you need them to only insert into a different specific slot- this is where things get a little more complicated.
Right-click the bottom button on the initial GUI page (the button that says "into South sides" or something similar) until it reads "into slot 0". Do this for all 16 routers.
I'll start with the coolant-inserting routers. It doesn't matter what order you do the following, just that each router has a unique slot. Note that, in addition to clicking the plus and minus buttons, you can type numbers into the router directly, while your mouse cursor is hovering over the button.
Leave the first router at slot zero.
Set the second router to slot 3.
Set the third router to slot 9.
Set the fourth router to slot 12.
Set the fifth router to slot 36.
Set the sixth router to slot 39.
Set the seventh router to slot 45.
And, last but not least, set the eighth router to slot 48.
Do the same on the eight uranium-distributing routers, but set one router to each of slots 1, 2, 10, 11, 37, 38, 46, and 47.
Now, this system will be a little slower about distributing coolant cells. Which could lead to any one of a variety of problems, including missing heat vents, fires, hunger debuffs, or craters. However, I have a solution to this, as well, using yet another mod in place of MFR: Buildcraft 3.
Instead of running a line of RedNet cables along the column of reactors, run a line of pipes of any sort. Personally, I would use Cobblestone Structure Pipes, but others could work as well.
Along the whole length of the pipes, frol the farthest reactor to your on/off switch, run some Red Pipe Wire.
On each block of pipe that touches a reactor, place an Iron And Gate. Configure each gate to "Inventory Full" >> "Redstone Signal" and "Red Pipe Signal On" >> "Redstone Signal".
The mod GateCopy (included in FTB Unleashed, for your information) is very handy here.
On the pipe adjacent to your power switch, place a gate configured to "Redstone Signal On" >> Red Pipe Signal.
As a final note, the cooling can be very easily managed using a pair of routers. You'll need two machine filters, an item filter, a couple speed upgrades, and an Ejector upgrade.
Have your Fuzzy Export Bus inject spent coolant cells into a router with just a machine filter and a speed uprgade, configured to insert items into all nukes in the network. Also make sure that no blocks with inventory slots (ME busses and cables don't count; nukes, chests, routers, and furnaces do) connect the cooling towers to the main production towers.
Have the other router (with all four aforementioned upgrades) extract fully cooled coolant cells from the nukes (the item filter acts like a Precise Bus), and eject them into an ME Interface. I wouldn't use a bus here- the Interface will instantly deal with any items pumped into it, while no import bus can pull more than a few non-stackable items per second.
Edit: Testing indicates that my cooling tower design is virtually incapable of eliminating the last 30 heat or so. Thus, forget all my comments about using routers to pull cooled cells and using precise busses for fully cooled cells. Use a fuzzy bus on each coolant tower to pull cells that are more than 75% cooled, and use another to put them into the routers for distribution into the production reactors.