U-238 is combined with flourine and gassed to produce less than 5% U235 for reactor use, continuing the process will eventually bring the yield up to 90% (weapons grade).
In my opinion, this would give the electrolyzer something to do. My suggestion is to have the following steps:
- Mine U-238 from the ground (the little green balls, yay)
- Macerate to produce 2 yellowcake (yellow dust, similar to all the other dusts)
- Combine 1 yellowcake with empty cell to produce 1 yellow cell
- Put yellow cell in electrolyzer to produce a fissile cell
- Put fissile cell in furnace to create fuel rod
- Put fuel rod in reactor until they turn into depleted cell
- Combine 1 yellowcake, 1 depleted cell and 1 empty cell to create 2 yellow cells and repeat above (yep, double your load after the first cycle -- normally you would have leftover cake at some point in the cycle, this is to simulate that in the re-enrichment process).
Also, the GUI for the reactor isn't exactly how one works. In a normal reactor, you WANT heat in the system in order to create steam to produce power through a turbine and THEN you cool it. How about a new recipe first, the turbine:
.A.
AEA
.A.
A - Advanced alloy
E - Electronic circuit
Now the reactor...the updater (done every tick or second/configurable) can go through each item in the GUI one at a time and perform certain actions based on what it finds:
**Fuel Rod**
deplete 1 unit
start 'value' at 1
pick a direction and go along that path checking for objects:
- Fuel Rod: deplete this by 1 unit, increase 'value' by 1, pick a direction from here and keep going
- Water Cell: deplete this by 'value' (if unable, add as heat to the reactor hull), done moving
- Piston: if reactor has redstone activation, add 'value' to the reactor hull heat and finish moving; otherwise, ignore this block and keep moving
- Integrated Reactor Plating: add 'value' to the heat of the plating
- Anything Else: add 'value' to the reactor hull heat, done moving
**Integrated Reactor Plating** (IRP)
if the reactor hull heat is greater, it will move up to 50 heat to itself from the hull
if its heat is above 50, look at the 4 adjacent objects (if applicable):
- Water Cell: deplete it by 5 and reduce IRP heat by 5 if able
- Integrated Reactor Plating: balance up to 10 heat between them (it'll end up being 20 since both IRPs will "run" the same algorithm)
- Coolant Cell: deplete it by 10 and reduce IRP heat by 10 if able
- Anything else is ignored
**Integrated Heat Dispenser**
if the reactor hull heat is above 50, look at the 4 adjacent objects (if applicable):
- Water Cell: deplete it by 8 and reduce hull heat by 8
- Coolant Cell: deplete it by 12 and reduce hull heat by 12
- Anything else is ignored
**Coolant Cell**
restore 1 point of depletion
**Turbine**
check each coolant cell adjacent and add up their depletion count as 'deplete'
check each water cell adjacent and calculate how much to restore them as 'restore'
using the lower of the 2 values:
- deplete the coolant cells by this value
- restore the water cells by this value
- create a packet of EU based on this value
**Other objects**
ignored
After each object has been checked for, the reactor will then go through a hull check phase (in order):
- reduce hull heat by 1 plus 2 for each added chamber plus 1 for each water surrounding it plus 0.25 for each air surrounding it
- if hull is above 200 and contains ice cubes, it will use one up and reduce hull by 200 recursively
- if hull is above 500 and contains water buckets, it will turn it into a regular bucket and reduce hull by 100 recursively (yes, just like real life, boiling water doesn't cool things down, just keeps it from going over a specific temperature once the water starts boiling)
- at 4,000, any item not related to reactors (or stated in this area) are destroyed
- at 5,000, Any buckets turn into 3 Tin Ingots (even if you used iron to make them, iron is more valuable), also water surrounding the reactor begins to boil off
- at 6,000, all pistons are destroyed
- at 7,000, Turbines turn into 4 Mixed Metal Ingots (base construction minus a few things due to burn-off)
- at 7,500, Water Cells turn into Empty Cells
- at 8,000, Integrated Heat Dispensors turn into 2 Mixed Metal Ingots
- at 8,500, Coolant Cells turn into Empty Cells
- at 9,000, All Empty Cells are destroyed, and 1 tin ingot is placed for every 4 of them
- at 9,500, Integrated Reactor Platings turn into 1 Mixed Metal Ingot
- at 10,000, reactor goes critical
Values of course subject to change, just as an example. A good hull design would consist of placing Fuel Rods next to each other separated by pistons in order to create as much heat as possible (and when redstone is supplied, the pistons block the rods from reacting with each other, so the reactor produces far less heat, but still there in small amount) and then wick the heat away with IRPs. Then you set up Water cells near the IRPs and IHDs in order to soak up the heat, then put a turbine between it and the coolant cells in order to create the power. The more heat you can produce AND cool each update, the more power your reactor can be....and the setup in the GUI would look very much like real life this way.