It should sepparate reactor efficiency and breeder efficiency. Dunno what its doing atm but the numbers it gives when you put depleted cells in the planner cant be right.
Posts by Rick
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No breeder makes more fuel than it consumes they just increase the amount of uranium cells you get per ore. Look at this page to understand why: http://wiki.industrial-craft.net/index.php?titl…ed_Uranium_Cell
I guess you can figure out why now. Iam gonna sleep.
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you need 9.625 uranium per cycle for your reactor (9 uran cells and you need to craft 0.625 ore into 5 depleted cells you get 3 depleted cells back from those 9 uran cells each cycle). You get 8 uran cells back with breeding thus you consume 9.625-8 = 1.625 uran per cycle instead of the 9 you normaly need. So thats a 5.5x increase in efficiency.
Further each cycle makes 9*3.67*2 = 66.02m eu. This means 1 uran cell makes 40.6m eu which is a efficiency of 20.3 which is nice but nowhere near a max efficiency breeder combined with a 3.67 eff reactor. It would be somewhere over 30 efficiency in that case.
I already asked talonius to provide breeder efficiency (dunno what the reactor planner is doing atm with depleted cells but it cant be right) through i should send him a pm i guess.
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Breeder efficiency is the amount of recharged cells you get per used uranium cell in your breeder. (Btw talonius it would be epic if you can include that in the reactor planner!!). Having 4 depleted cells surounding a uranium cell at 9000 heat gives max possible breeder efficiency.
Keep in mind however that a breeder also produces eu and thus the 'efficiency boost' in a combined system of a breeder and a reactor can vary depending on the efficiency of the reactor. Wont go in on any maths there just search the forum i made a topic about that some time ago.
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New layout idea for the reactors is at the end of the first post. Feel free to share your opinions about it i think its better than the current one.
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not really its not a simple flip of the design its more like a complete redesign. Anyway reducing iron and copper costs by almost 10% is quite nice
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Improved the starting reactor quite a bit:
http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…1501521s1r11r10Quite alot cheaper now XD
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Id like to point out that the reactor at the top of this page that i posted is better in most (not sure why effective EU is so low) ways of the current Mk 5's
Your effective eu is low because it can only run for a short time and has to cooldown for a long time after that. When a reactor produces only 9.42 eu/tick average its way better to make solars. Because its cheaper and they run forever and they are safe. Reactors with just tons of uranium in them do not produce tons of eu you need more to make good designs.
Also your reactor only beated the other reactors in the list by having more efficiency but that more efficiency comes from the depleted uranium cells thus if you would run my 4.1 eff mk5 with a breeder it would actualy more efficient....Without the depleted cells its only 4 efficiency.
The reason why my design (http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…7ps011111101110) makes way more eu average, more eu active and got better efficiency is that the heat is distributed way better. Instead of only running for 1 min like your reactor it runs almost 4 mins before needing cooldown. In the end the average eu/tick is 58,30 eu/tick and the efficiency is 4.1 (without using any depleted cells).
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i can see the CASUC breeders already
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Hello,I would like to show you guys a reactor that makes 22,000,000 EU's ,outputs 110EU/t and has a 15min 39sec cooldown with an efficiency of 2.20. Can and will run 8 times without a problem
Reactor type : Mk II-8 EC
Link :http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…1501521s1r11r10
Thank you for your time.
How big do i have to make those red letters on the first post?
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Thats all related to timing. Ppl can choose for themselves if they want a timing that melts stuff. The reactor planner even shows what component is gonna melt and when. You can redstone a mk5 to melt components or not same with mk4 and mk3. So instead of having 3 categories i will just combine them into 1 and list the timing needed for each reactors since thats the factor that decides whether or not your components melt or not.
Gotta sleep now its getting late and i have to get up early because of my intership :).
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I know that but from a practical perspective you would redstone them anyway (mk3, mk4 and mk5 that is). The only difference would be the timing. Since we dont have many designs of that type i guess merging them into 'reactors that require cooldown midcycle' would be better. Thats what i was thinking about it feels unecesary to sort them to mk3, 4 and 5.
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Finally,a 120 output reactor,that takes +2 uranium,but takes less HD (like 2) and has an effective eu/t ~105 and 24 mins cooldown
THE BEST!!1
http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…1501521s1r11r10Updated first post since stuff like this is happening too often. If you wanna know what changed read first post (everyone should do that). We dont need 5 designs a day that are worse than the reactors in the list. It happens too much that i have to write 'that reactor is beated by this one which is already in the list'. I would be happier with 1 design per week that beats a design in the list.
On a side note what about combining the mk3, mk4 and mk5 part of the first post? I mean they all require cooldown midcycle and there arent many mk3+ designs (mk3 is empty..). There is almost no difference between them since you would redstone them anyway.
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You have designed very expensive reactor. I tried to make it cheaper a bit: http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…1501521s1r11r10
Edit: Now i see i could just edit the post before this one, sorry for double post.
Well this will be my last post before weekend ends then i will be inactive for a week again :). So since its my last post i make it epic:
That reactor design is made obsolete by this one:
http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…1501521s1r11r10 -
I think dezuman's makes that one a bit obsolete. It got higher average eu/tick and same eff but doesnt need redstone timing since its mk2.
Link to dezuman's reactor
http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…7ps011111101110 -
A couple designs of my own devising, hopefully they're new
http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…7ps011111101110
Mk 3, 3.67 eff, 67.71 eu/tick, less resources than the mk 3 on the first postMy attempt at a fast heating breeder
All components 0 to 9000 heat in less than 15 minutes
http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…114010101001010 Heating configuraton (also almost a mk 3 with 3.77 eff)
http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…114010101001019 stableNice finally someone with a serious design thats worth looking into.
Improved to this: http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…7ps011111101110
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Mark V EB (http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…1501521s1r11r10)
This reactor was specifically designed to be a set-and-forget Mark V reactor with good efficiency. With a simple redstone timer circuit that keeps it active for 2 ticks out of every 8, it can be run indefinitely with no heat buildup. It's not a fast reactor (full cycle takes 4x normal), but it's completely safe to AFK from--needing zero replacement parts, and has an decent efficiency at 3.00.
I see no reason to make a 24,77 eu/tick 3 eff reactor. The only reason you want mk3 and higher is because its the only way to get above 3 efficiency. Any mk3+ which got 3 eff or lower is a poor design because there are mk1 and mk2 which do the same and dont need to cooldown midcycle.
Why is this? Well to get higher efficiency you need to put more uranium cells next to each other. But that also means you get less 'bonus' cooling. This is because if 2 cooling components (HD, plating or cooling cell) are next to a uranium cell that uranum cell will produce 2 less heat per tick. For 3 components this is 4 less heat and for 4 components this is 6 less heat. 1 uranium cell thats completely surounded by cooling components only produces 4 heat/tick.Take a look at this: http://www.talonfiremage.pwp.blueyonder.co.uk/reactorplanner…1501521s1r11r10
52,20 eu/tick and 4 efficiency. It makes your design completely obsolete. -
How did he get 1.65???
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Anyone know where to find a rp addon for misa?
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1 very important thing to keep in mind:
Only 1 item will be used from each stack per reactor tick. This means 1 stack of 64 ice will provide only 300 cooling/tick for 64 ticks. To cool 1800 heat you need 6 stacks (6*300=1800).