Thanx for the links. I'd actually read your CRCS for Utter Noobs earlier in the day. A few numbers that I crunched:
Kenken244's coolant tower design sheds an impressive 568 heat/s but only holds 6 cells, so it's cooling the cells just shy of 95 heat/s. I fumbled around with a few designs similar to it last night and found that they work wonderfully while your cells are cooling down from red heat but once you approach the last few hundred heat in the cell the heat stored in the OCHVs and heat exchangers starts flowing back and forth through the system and actual cooling slows and approaches nil. Normally I'd say to blazes with it, the cell's 99% cooled, and ship it back out but my antiquated version of AE has that bugged import bus that can't distinguish between damage levels. But that's a separate issue.
Your Coolmaster is the type of checkerboard design I was contemplating. Incidentally, why did you block the cell in row 4, column 9? Once you've excluded the two low-efficiency cells in the bottom corners, that design has space for 25 cells but only cools 14 of them at 16 heat/s. The 11 cells around the edges only shed 12 heat/s. Total cooling rate is 356 heat/s but there's no heat stored in components so my ME network works with it.
My reactor design puts out 960 heat/s, so it'll evaporate a pair of 60k coolant cells in exactly 125 s. Instead, let's swap them out at a nice even 120 s with 57600 heat each.
Kenken's cooling tower would cool that pair of cells off in 609 s. In that time, the reactor will have swapped out another 10 heated cells that require cooling so I'll need two cooling towers and 14 60k coolant cells to keep the reactor running constantly. There's an extra 9 seconds building up there but those cells can cool back to zero while I'm refueling the reactor.
The Coolmaster fairs worse. Since the inventory fills top to bottom and left to right the first five cells land in 12 heat/s cooling slots. These take 4800 s, an appreciable portion of a reactor cycle, to cool back to zero. The coolant that lucks into 16 heat/s slots manages it in a mere 3600 s, exactly an hour. So the Coolmaster doesn't start returning fully recharged cells until 3960 s have elapsed, at which point the cell that was swapped out at T=360 and landed in slot 6 finally reaches zero heat. After that it returns two cells every 120 s with pauses for the luckless ones that landed in the 12 heat/s slots. They'll catch up eventually. In 3960 s, the reactor will have swapped out 66 hot cells so I'll need at least 3 Coolmaster towers to keep running full-time, possibly four depending on how those low-efficiency slots play out.
So, total cost for two of Kenken244's design: 1748 Cu, 164 Sn, 552 Fe, 240 Au, 230 rubber, 88 redstone, 4 glowstone and 4 lapis for the cooling towers and another 72 Cu, 510 Sn for the 12 60k coolant cells
Total cost for 3 Coolmasters: 876 Cu, 336 Sn, 819 Fe, 21 rubber, 24 redstone and 6 each of glowstone and lapis for the towers and a minimum of 68 60k cooling cells running 544 Cu and 3060 Sn.
Either way it's a pretty hefty price tag. Granted, those are one-time costs but they're not small costs.
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You aren't going to be able to pull up that much Lapis constantly.
Two points here:
- Are you sure?
- Who said anything about constantly?
Point number 2 first. In 10 cycles, about a day of game play, I'll be able to charge 8700 DI cells with that reactor. Ignoring the costs of running the reactor, that's 1088 U, 4350 Sn and 17400 coal plus refining costs just to craft the cells. And what am I going to do with 8700 U cells?!? At an efficiency of 4 that's 34.8 GigaEU, assuming you could ever build enough reactors to burn it all.
But let's assume that I have some pressing need for effectively infinite U cells. My reactor burns 16 U and 235 lapis to produce 870 U cells. Nothing we can do about the U since we can't fabricate it from UU-matter so my starting efficiency is 6.97 cells/U. Now I need to make the lapis from UU-matter at a cost of 4 UU to 9 lapis for a total cost of 105 UU-matter/cycle, or 105 MEU/cycle. My reactor puts out 43 MEU/cycle after running costs so It has a deficit of 62 MEU/cycle. A smartly built Mark I EA using four quad cells will give you 64 MEU/cycle at a cost of 16 more U cells. So final efficiency after deducting 235 lapis in UU-matter is 854 U cells crafted using 122.75 U, 6.85 cells/U. Net difference of -0.128 cells/U.
Assuming all costs including copper, tin and coal (who in the name of all that's unholy turns UU-matter into coal?!?) including the copper for the dense copper plate to make the quad cells for the Mark I EA are covered by the most extravagant expenditure of UU-matter the final bill is 576 U cells, leaving 294 for a net efficiency of 2.36 cells/U.
So yes, even spending my resources like a drunken sailor I can do this constantly and continuously with room to grow.
Much more effectively though, I can go out and mine lapis, copper, tin and coal. The breeder put out 43 MEU and a quartet of miners runs about 5 MEU after processing the ore. So 8 mine moves later I'll have burnt through that 43 MEU, give or take, and I will have extracted all the lapis in a 36 by 72 by however deep it goes volume. To break even I need just under four stacks of lapis from that effort, or a mere 8 lapis/miner/location. I'll also get the copper, tin and coal I need. Honestly, the only thing I'm likely to run out of is Uranium.
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Furthermore, Lapis is by no means 'mine waste' if you ever bother with anything in IC2. Doubly so if you use Tinkers Construct (which you
probably don't, since you use GregTech).
I can spend the occasional shard on advanced circuits, lapotrons (Is it just me or do these sound like robots you'd expect to find at strip clubs? Vaguely frightening.) and lap crystals but hardly enough to even dent my inventory. Other uses? Seriously, I'd love to be able to do something more useful with it. It's one of the game's under-exploited resources. I added a scuba mod because it used lapis to craft some of the gear.
I'm not exactly using GregTech. I'm using the advanced buffers to get the right reactor components into the right slots. The rest of it is.... not my style. I'm getting the impression that it's one of those love-it-or-hate-it mods. ME buses work fine if you're just moving one component around but you need precision for two or more if you want them in the right place in the reactor core. Any suggestions of something that might work better? I'll definitely give TC a look. Is it a standalone mod or an IC2 add-on?
Thanx,
-S