Posts by LezChap

    Thanks for doing that math on resources Omicron...I still think it's completely feasible, though it'd take a lot of work. I might try for it...after I'm done having fun in creative seeing just how OP I can make these things. :D


    edit: That's under 11 days of UU Generation for me and my setup...minus the Mark I's I have scattered around my base/mining rig using single fuel rods...I wonder how much it'll make...I already have enough uranium (you'll need 4,436 small piles of uranium 235...and I got over 5k in my storage network, and it's increasing every day)...I just need to mine more for the components and reactors themselves.


    edit2: I just checked my plutonium reserves in my storage network...I have 98 full size plutonium, 8 small, with 54 more small ones being refined as we speak, or 105 full size total...so that's 8 of the 14 quad MOX rods I need for my first design. :) Not that I'm going to build it...with machines unable to take more than 8,192 eu/t, I think less ambitious Mark I reactors would be more advantageous in the long run...or at least, for now.


    Is there any other way to control the heat though, e.g. via Nuclear Control? I really don't want to use ComputerCraft.


    I'm not sure how well nuclear control would handle the micro-managing control I have implemented via my Computer. All I've ever used Nuclear Control for was to get information about the reactor TO my computer in 1.4.7. Since 1.5, I've replaced Nuclear Control functionality with Open Peripherals. Also the computer is completely handling the replacing of components when they need replaced before they are destroyed or when they are depleted, as well as inserting them and extracting them based on multiple sets of heat levels, not just on and off. On the 41k reactor I'm testing right now, I'm keeping the heat in the reactor between two values which are 100 units apart...and are less then 1000 units from max heat. I also have 4 modes which detect 4 different heat levels, the first, when the reactor is really cold, is heatup mode where all coolant is removed from the reactor to ensure it reaches heat, and does it as fast as possible. Once I get within a certain margin of my operating temperature, it switches to slowdown mode, where it places all but one coolant cell in the reactor to slow the heatup process so it doesn't overshoot the operating temperature and explode. This reduces the heat generation to the reactor hull from 4000ish to 240 or something like that. Then it has an operating mode, as I stated above. Finally, there's a cooldown mode where it makes sure all coolant cells are in place in the reactor, a overclocked heating unit is placed in the reactor to draw heat from the reactor (at a rate of around 100 heat a tick, for some reason...I thought they only were able to exchange 36 heat at a time?), and the reactor remains shut down so it's impossible to generate any more heat. This is useful because for some reason, when coolant cells are swapped, the reactor ticks over and does its calculations before realizing there's a new cell in the reactor, so it calculates that heat to the reactor hull as if there were no coolant cell present. I've tried to mitigate this by turning the reactor off during coolant swaps, as well as adding a delay before and after the coolant cell is applied before turning the reactor back on. Neither seem to reduce the occurrence of this problem.


    So yeah, I don't know if Nuclear Control has the fine tuning to do that, I don't have that much experience with it. You'd probably need multiple (remote?) thermal monitors, and your control system would be much larger, not to mention the system that swaps components in and out of the reactor when appropriate. You can always go into a creative world, test and find out.


    Aren't surge detectors basically circuit breakers?


    Depends on how they're implemented...


    If you implement it so breakers had a certain power rating (MV, for example) and tripped whenever power exceeded that rating, it wouldn't trip if you accidentally forgot to disconnect a basic machine block (like a macerator) before placing it down and giving it a transformer upgrade. A surge protector, as I described, would.


    In that case, surge protectors should be fairly expensive, but are very useful to place coming directly off your power source. Breakers, however, would be best placed closer to your machines, like transformers are in the current iteration of Experimental...now that I think about it, other than the ability to "reset" it, transformers act a lot like the described fuses/breakers the OP wants...other than you have to be careful when rotating them.

    Yes, but only 4 per cable, since glass fibre is supposed to hold up to 8192 EU/t. If your reactor outputs (just shy of) 32k, then you split it into 4 lines of 8k each, and each of those 4 lines has 4 transformers (for a total of 16) to break the 8k further down into 4x 2k so that it can be accepted by MFSUs.


    Yeah, and if I'm going to split it, I'm have to split it symmetrically...otherwise, it's just going to look bad :P


    Currently testing a MOX reactor with an output of 41,000eu/t...and I have some blueprints for some which should out do Gregtech. >: ) Who needs Gregtech for endgame power? NOT THIS GUY!


    Expect an update later today!

    Yes, that setup would definitely better. You see, your original setup is essentially this one with a whole bunch of components thrown in that do nothing at all. The component vents do not spread heat around, you need actual exchangers for that.


    Already changed :) Not that it makes much of a difference with the amount of Overclocked Heat Exchangers I have in the buffer, and how little they're used.

    Runtimes were changed in build #288. MOX fuel lasts 10,000 seconds and Uranium 20,000 now.


    Then up the estimate to 6billion EU...I was wondering why I was filling more MFSUs then I calculated I'd needed, by a good number.

    Just so long as you're aware that the moment they implement cable behavior, your reactor will instantly melt any single cable... when the e-net gets finalized, you'll need four individual lines of glass fibre coming from your reactor without touching each other, each leading into four transformers. Might be a good idea to come up with a design idea for that, just in case.


    Now that you mention that I should have a plan, I've already come up with one. Instead of coming out the bottom, I'll come out the 4 sides of the reactor chambers, and go underground from there...and split the transformers to the 4 cardinal directions. And won't I still need 15 to 16 transformers to handle the 30-31k output?

    Very impressive system you've got there. A single GT fusionreactor produces about 46000 EU/t, after subtracting the power draw of the processing machines- not even twice what your probably much cheaper (at least in Chrome) MOX setup produces.


    I've never played with GT, so I'm not sure about his machines...but indeed, that's a lot of power.


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    Your heat vent cooling tower isn't as impressive as the rest of your system, though, since the component vents cannot transfer any heat. You have several components that aren't actually doing anything.


    A better plan is what KenKen originally used in his HVC rig- an otherwise empty reactor stuffed with heat vents. Such a 1-chamber reactor can cool 480 heat per second, using nothing but 24 overclocked vents. Since the overclocked vent has the highest heat dissipation rate of any component, there's just no way to dissipate more heat per second per slot. As for cooling them faster, just use a few more- they probably won't cost as much as your component exchangers.


    I thought component heat vents supplies an additional 4 cooling to surrounding components (ie the overclocked heat vent). I'm sure if I looked at things I could design a much better tower...I did say it was probably poorly designed. :S The reason I didn't use component heat exchangers and more overclocked heat vents to cool it is the ME Network would see those heat vents that are supposed to remain in the reactor and pull them out as well. I know overclocked heat vents will eventually cool off on their own, I was just attempting to speed up the process. Would a setup like this be better: http://www.talonfiremage.pwp.b…je0cmlunrby25af8pp5zz2tc0 ?


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    Also, just to make sure, you are accounting for the fact that my cooling towers will never completely cool any cells, correct? I see Fuzzy Busses in your screenshot, so I can only assume that you did. I take it that they're set to extract 75% cooled cells?


    Indeed. I have 2 powering chambers of ShneekeyTheLost's exact design from the Tower of Power (so half of the 4-reactor build) on my survival world running for about a week now. I just didn't set them up in a pretty square stackable fashion...you can see how I laid it out in my basement here. Only modification is I added 2 more transformers since I learned transformers output 2048 total, not 2048 per side.

    Are you using Extra Utilities? The old version (pre-releases) of Extra Utilities crashed IC2 recipes that included wooden planks. Update that mod to the latest version and you'll fix the problem.

    Edit: So I discovered something today while discussing numbers with Omicron...looks like my config files generated a little funky (promise, I didn't realize it!), and I'm getting 4x more EU from nuclear fuels than I should have been...so the numbers below are wrong! :( Divide all EU values by 4.



    So I saw all these awesome reactors...Tower of Power, Decentralized Distribution of Steam (DDoS), the Official Reactor Design Thread...there's so many creative and interesting builds out there. Well, I wanted to one up them. I wanted to power a nation.


    And this is what I came up with. It's nothing fancy, and not really creative...but it's a power horse. Putting out a whopping 6,400eu/t at zero heat, this bad baby is just crying to be abused. And abuse her I did. I pumped her up to 55,500 heat, and with a max heat of 60,000, that placed her at a multiplier of 4.7. Then, when you do the math, that's a reactor putting out over 30,000eu/t. That's no typo! THIRTY THOUSAND! And that's living on the edge, because without cooling, this reactor produces 4,300 heat/second. Given the operating temperature I had her running at, that left me with a 200 heat buffer before exploding...scary.


    Anyways, how about you feast your eyes on my beast! She's running a full 6-chamber reactor, as shown in the design above. To maintain a constant cooling temperature, 20 coolant cooling reactors (designed by Someone Else 37) are needed. On top of that, a special (and probably badly designed, but I wasn't looking for efficiency or speed, just something that'd help them cool off a little bit faster) reactor designed to cool Overclocked Heat Vents had to be produced. The whole thing is controlled by a single computer, which monitors the status of the reactor (heat levels, and components) every 8/10ths of a second. This computer forces the reactor to shut down and inserts an Overclocked Heat Vent to cool it off when it exceeds 55,500 heat, removes coolant cells when it's below 54,500 heat to allow the reactor to reach critical levels. It replaces Coolant cells and Heat Vents when they're around 80% broken, so they can be recharged in the cooling reactors. It replaces the fuel when it depletes as well. It does all this using Open Peripherals...other than the ME Interface to keep a supply of fuel rods handy in an "inventory", and exporting coolant cells and heat vents into obsidian chests (vanilla chests kept breaking around the reactor) surrounding the base of the reactor, AE has nothing to do with the actual maintenance of components in the reactor. It does, however, maintain the transfer of components into and out of the cooling reactors.


    All this power runs underground via a single glass fibre cable. It goes into 15 EV Transformers, wired in parallel and spaced a meter apart. These transformers output 2048eu/t into two MFSUs wired in a serial fashion. The intent is that the first MFSU remains nearly empty while it keeps the second MFSU charged. Wireless Redstone Transmitters are wired to every first MFSU, and the first MFSU's mode is changed to "Emit when Empty." This in turn is received by a Wireless Redstone Receiver in front of the Computer, which detects that an MFSU is requesting power as part of the conditions required to turn on the reactor.


    To test stability, I ran the reactor for a complete cycle before classifying it as "stable enough". You can see the bank of MFSUs I had to place in order to store as much power as that reactor generated. I calculated that the reactor output is in the neighborhood of 3 billion EU per cycle (assuming MOX lasts 5000 seconds, and there's 20 ticks in a second each producing 30,000eu/t). I got a few ideas on how I can tweak around another 1,000 eu out of this reactor, but I wanted to share the progress I made thus far.


    Mod List:
    Computer Craft
    IC2 Experimental (tested in build 299)
    Open Peripherals
    Applied Energistics
    Wireless Redstone
    Iron Chests


    Some things I learned:
    Wireless Redstone doesn't like nuclear explosions...they'll crash your game...or at least they did mine.
    ComputerCraft sometimes was listed in the crash logs as well when a reactor I was testing blew on me.
    Even if you turn the reactor off while you swap coolant cells, occasionally a reactor tick will get by and add between a few hundred and a thousand heat to the reactor. The control program detects this, immediately shuts off the reactor and places the Overclocked Heat Vent in it to cool it back down to a safer temperature. And it's never anything a Overclocked Heat Vent (or two) can't handle, and it tends to keep the reactor running at the top end of the desired range of temperatures you have set in the Control Program.


    If you want to look at the code I used for controlling the reactor...it's sloppy, but it works, and can be found here. Couple that with the following startup program, and you'll be as safe as you can be while completely automating the reactor. And trust me, you want it automated because at the heat levels it obtains, you can't get within 3 blocks of it without starting to take damage, and everything within a block of it will randomly catch fire. Anyways, the startup program:

    Code
    shell.run("MOXControl")
    rs.setOutput("back", false)
    sleep(1.1)
    os.reboot()


    That will run your control program, if you terminate it or it crashes, it'll turn the reactor off instantly, and you have a delay to terminate the startup program before it reboots, running the control program again. This means your control program will almost -always- be running, even if it crashes out for some reason.


    Nothing really new or mind blowing in this reactor...other than the massive power output. It takes tried and true concepts, and applies them in a dangerous situation. Living on the edge man, living on the edge. Just wait till you see my ideas on how to tweak around another 1,000 eu out of this girl.

    You can still use the full 20k...picture this...each machine you run on IC2 power (Macerator, Furnace, Thermal Centrifuge, ect) is upgraded with transformer upgrades to accept 2048eu/t...EV power, right? Now picture a dedicated MFSU for each machine. Running this setup, assuming your machines all -consume- the full 2048 eu/t, you could run 10 machines on your theoretical nuke.


    Also, you can put in enough transformer upgrades to allow your machines to accept HIGHER than EV power (more than 2048 eu/t). Right now I have my Mass Fabricator running off of 3 MFSUs which are kept topped off by a nuclear reactor that produces 6400eu/t.

    The way I make sure I don't fill up my MFSUs is by using two of them in serial...The first one off the transformer has the condition "Emit if empty" and points into the second one. This MFSU should remain empty/nearly empty, if you balance your power output correctly. The second MFSU is what fills up, and is where I draw my power from. I place these outside my "reactor bunker" I build around any reactor that has a possibility of exploding if something derps (like my CRCS reactor). I use wireless redstone to transmit the signal that an MFSU needs power into the bunker to turn the reactor on.


    As for my MOX design...it was completely computer controlled. Every second, the computer would update the current heat, calculate if it was in heatup, operating temperature, or cooldown mode, and react accordingly. It also would detect if the MFSUs needed power, and depending on the mode, turn the reactor on. Finally, it would detect the state of the components (damage value on cooling cells and heat vents, and if the fuel cells were depleted) and swap them out with fresh ones as needed. Anyways, I'm going to try adding more transformers to the build to see if that fixes the exploding transformer problem, then see if I can run the reactor for a cycle or two without it exploding.

    For the same reason, you can ditch all your heat plating and just stuff your fuel rods into a 0-chamber reactor - it makes no difference anymore in your case.


    Except the higher reactor heats are easier to maintain with more heat plating...when a reactor has a max heat of 10,000, and produces 2300 heat per tick, it can only reach about 75% heat and still maintain a one-tick safety margin (for micro-managing control systems). When you up that reactor max heat to 79k, you can get it up to 96% with the same safety margin.

    I personally like the new textures, but I agree that 3D models are out of place in the world of Minecraft. Yeah, they're neat to look at, but meh...I'll stick with my blocks, thank you.

    While there are a couple of uses for Stone Dust (CF Powder, Recyclers, as mentioned...can't think of any more), I agree that it -should- have a recipe to turn it into stone or cobblestone of some sort...wouldn't add any -real- usefulness to it, but yeah...something I think should be added. 4 stone dust (either craft into a lump of stone dust or burn all at once) turns into a stone block in a furnace would be nice.


    OH...I think I got my math down. Transformers output their full voltage on each side...so an EV Transformer can input "8192eu/t" on one side, then can output 2048 on the other 5 sides, for a total of 10,240eu/t...much more than it can supposedly take as input.


    I may have had 6 EV transformers in parallel, but each of those transformers had 2 MFSUs attached to them. Doing the math on that, and they could handle 24,576eu/t...approximately what I first estimated my reactor would be making at top heat values when I read about everyone else getting 7x the 0 heat eu/t at high reactor temperatures. Maybe I misread them, because I wasn't able to get close to 7x. BTW, here was my reactor design: http://www.talonfiremage.pwp.b…n491iq2uty3sltnejjbbd6j2l for those that might be curious.

    I had a glass fibre cable in a straight line off my reactor, with transformers spaced every other block along it...and maybe I found something wrong...I may have forgot to set them to fixed step-down. Did that, and tried again and they all survived at 8195eu/t...so I tried putting all my fuel rods again to reach 17k and they blew...trying to slowly add them and here's what I got:


    10926 = good - lasted at least a minute before bumping up to a higher eu rate.
    12487 = good for about 5 seconds before blowing.


    Doesn't quite make sense to me.


    Oh, and I have 6 transformers on the same line.

    So I tried to make a beast of a CRCS Mox Reactor design...one that when I got up to heat the interface said I was outputting 17k eu/t.


    Back before experimental, as far as I knew, the EV Transformer could take -any- amount of eu and step it down to HV. Not so with Experimental...the new EV Tranformers blow at anything over the listed 8k(ish) eu/t. So much for that design.


    And what really sucks is I came up with a design at the heat level I was on was outputting 8195eu/t, 3 more than the transformers could handle :S