Posts by mementh

    carrying capacity of wires is not just based on the metal (outside of superconductors) but size as well. Size of the cable plays more into the power rating than material. Very High voltage lines are aluminum instead of copper for reasons other than capacity.
    and power rating: Volts times amps = watts.


    Which is why I have a slight issue with the setup of IC2 and UE, but it is one I understand so I don't complain about.

    and why i have a hard time as well figureing out how they mix with real world ideas :/ i want to see how it pops and changes diffrent to now..

    They'll warn us, but probably forget first, so warn you in the second build, after everything's blown up :P


    I think that once they do re-implement the explosions, they will probably warn us :P lol

    and that swhat i don't want! so i keep repeating


    WARNING FIRST!!!


    give us a way to see if it would blow up under the current setup ahead of time.. ? add a output to the EU meter saying "overloaded" when you click on something ? that would work. (would only be good if item is on and drawing power/working? or could it measure whe idle)

    I presume and have theorys,
    i think thats why you will still see a 2048 to 512 transformer outputting 2048 because it has 4 sources of 512 going out..


    the question is.. would that burn out a gold wire rated for 512 ?


    I hope player understand to keep it near real life as possable


    IE wire is rated for X volts ( push) and X amps/wattage ( energy ) ... too much of either blow a wire in real life/melts it ( yes i know my understanging is WOEFULLY simple and not up to real electricians )

    Why would you want to turn that off? That's the main attraction of IC2

    yes it is .. but i would not want to upgrade and find/hear explosions first thing..
    I have tried to make sure i have things setup with transformers to get the right power.. but honestly i know i have missed one or two parts...


    having a "red light"/glow/warning once the enet is done and showing whats not setup right but have explosions off would help for doofuses like me who want a chance.


    plus i don't understand yet how it will work so i can't put it in ways i can make sense of.


    Right now i see EU as "amps or watts of some kind" and the batteries and transformers and generators run at diffrent voltages .....


    i would love to have a detailed bring it to basics post of when its DONE and implmented but not blowing up.

    Mementh, when you have time I'd like to see you do a Version II of your reactor walkthrough. It would be interesting to see you tackle the same topic but with your improved knowledge, and a bit more preparation.


    Set a goal for yourself to get it done in < 15 minutes if you think you can be that concise.


    I think "tutorial" is the wrong word for these types of videos. There's a lot of pioneering going on here, and people have to either be a bit more patient as the details are spooned out, or deal with lack of info.

    that is a goal.. i would have to setup the part list ahead of time but this time i know what parts are needed to make the reactor work

    So been playing with the IC2 reactor planner
    IC2 Experimental Reactor Planner open beta


    and i have two designs i would like feedback on.. both are mark 1's stable for parts


    the stable 400 HU/t reactor
    000000000B000000000C0A0A0C0B0C0A0A0C0A01010A0B0A01010A0A01010A0B0A01010A0C0A0A0C0B0C0A0A0C00000B010B010B0000


    benifits:
    stable 100% does not vary so you can get about 300 eu/t about out of it easily.
    hu/t does not vary at all so no risk of loosing steam/water over time?


    cons:
    not that efficent use of uranium
    Uses a few diamons



    and the 1120 "stable" reactor ( suggested by a forum member which i can't remember ATM )
    0303170C0D110D0C1703170C0D0C0D0C0D0C170C0D0C0D140D110D170D0C0D0C0D0C0D0C0D140D140D140D140D170D0C0D1717171717


    Benifits:
    gets about 808.5 eu/t
    uses only 2 more uranium per run ( more effecient )
    no diamonds uses but fills the reactor with parts



    cons:
    FINIKY!!!!!! somehow got it working fully but i don't know how.. fluid exchangers seem to not be happy till they are 995mb full ( does the reactor have a "fluid pressure" as to outputting when one output is full it pushes to another more rather then splitting? )
    requires balancing the coolant.. reactor can't be "too full" ( reactor and setup uses 15 total cans of coolant for the reactor and 11 liquid heat exchangers and 10 more for the fluid regulator/its heat exchanger)


    uses A TON of mats to make






    Is there a better/more effective mark 1 design that outputs more hu/t? if not.. and the 1120 stays stable/i figure out how to make it start off good then i plan to use that.

    This would be a upgraded fluid regulator and fluid distributor ( i don't know if that item would do what i am suggesting but i don't think so)


    It would have the up down left right back forward options the sorter has and be electric!


    it can handle 2 fluids ( for nukes ) and say 6 total fluid directions


    it has a priorty based sorting ( path one set the fluid then direction and ammount per second )


    so direction 1
    east hot coolant 100mb/t


    direction 2
    west hot coolant 100 mb/t


    direction 3
    north Coolant 1100mb/t


    direction 4
    hot coolant 900mb/t ( since it has lower priotity then 1 and 2 it will give all it can but if it say only has 500 mb/t thats all it gets)





    This would in essence be a form of a "pipe" mod replacement ( for those like me that prefer staying with just IC2 but want to have options)

    I'm sorry, but I don't have the patience to watch a 54-minute tutorial video. I found some other posts and figured out how to make it output in Hu/s instead of EU/t (though I haven't quite figured out how to make the fluid port work so I can use an LHE and Stirling Generator), and as far as I can tell the Hu/s output is simply double the amount of heat dissipated by vents, but complications like heat exchangers can cause that value to fluctuate.


    Now in v1.1 I've added automatic simulation as components are added and removed, a "Clear Grid" button, details of heat output, and a code field to make it easier to share reactor designs.


    I wanted to also allow pasting codes/urls from the old reactor planner, but those seem to be encrypted.


    not encrypted just a hash of some type.. you just have to reverse enginere it some :/


    your right on the hu/t to eu/t i think its the flux that happens.. where it will be X hu/t for 20 seconds then Y hu/t for 20 seconds on some .. to know min/max ( would love to have a way to setup rules for fluids like a item sorter)



    000000000B000000000C0A0A0C0B0C0A0A0C0A01010A0B0A01010A0A01010A0B0A01010A0C0A0A0C0B0C0A0A0C00000B010B010B0000
    using your design tool this is the 400 HU/t reactor


    0303170C0D110D0C1703170C0D0C0D0C0D0C170C0D0C0D140D110D170D0C0D0C0D0C0D0C0D140D140D140D140D170D0C0D1717171717
    this
    one is the 1120 one but i am worried it wont be stable long term (
    seems to be but has start up issues that i don't know how they are
    happening or how i smoothed it out) ( this is in the creative world i am
    using)



    it could do with a "refresh" button or to find out why its not always updating/giving full details.. ( notice this on load/part change somtimes )





    Its a good tool so far and i offer MUCH MUCH praise since i know i could not do anything like this!!! congratz!

    EU/t is the normal reactor output that I'm used to from older builds of IC2 experimental, and what it shows in the reactor interface when it's connected to electrical cables (or maybe just when it doesn't have an item/block to make it output other forms of energy), so I don't intend to remove it from my planner. I'm willing to consider adding a display of HU/t output, but I haven't actually looked into how to make it output HU/t (and why - iirc a blast furnace only needs 1 HU/t to maintain operation, so using a nuclear reactor to heat one directly would be overkill, but I'm guessing there are other uses for heat output), so if you could link me an explanation of how that works, that would help.


    I'll go ahead and add live-updating when I have time.

    current modern reactor uses fluid.


    heat the fluid HU/t and a fluid port outputs it to a thermal exchanger which can be used to heat a steam boiler and then turn a turbine or it can be used in a stierling genreator directly.


    steam turbines are more efficient but require 200 hu/t to run


    i had a post a week ago with a video https://www.youtube.com/watch?…=UUD23W0UlDLyLXFMUsKohIkw


    shows you how to setup but i make mistakes as i go and fix later on!

    so i just figure out how we can use a reactor that outputs any value thats not a multiple of 100!


    Fluid Regulators..


    there is a small power requirement.. which might be a loss ( i don't know how much EU/t it takes to move a mb/t of liquid)
    but you can limit it..


    so
    if you have a reactor design that gives say 640 hu/t set it to output
    40 ( unless there is some way to know where on a reactor is "overflow
    only" places)


    Would anyone know the rules for WHERE fluid ports
    are put to determine where priority for fluids coming out is? IE going
    up a side of the reactor bottom (hit priorty) middle ( lower priority)
    top ( less priority)
    top of reactor (absolute least priority)
    Bottom ( highest priority)


    or am i barking up the wrong tree?


    Would anyone have a stable reactor design better then others in the thread so far..


    there is one that WILDY fluctuates between 770 and 914 from what i can see ( first attachment )


    and one that seems stable at 1120 not sure if it really does.. seems to take a long while to get to it



    As it stands anything higher then the 400 eu/t reactor from the front page/setup seems to have some flux which makes any steam setup HARDER ....



    What
    mod can handle this ammount of fluid going through it but sort it so it
    has a priority line ? IE first set of exchangers ALWAYS gets the first
    200hu/t .. second gets the next and so forth and the extra 10-190 goes
    to stirling generators? ( would
    ( seriously i am curious if this is solvable somehow)

    a request:
    don't use EU/t unless it somehow translates to hu/t and i am missing it
    Average HU/t over the life of the reactor cells.. AND min/max


    currently trying to plan out a reactor and don't know how much hu/t it can put out average.. it jumps ALOT sometime s a 120 point jump on my creative world and i would love to be able to play with it to know more.


    also a idea is have it do a live update.. IE keep tract of the reactor as you put in and remove parts to see how it reacts?

    I finally figured it out... i think. but now its trying to get the superheated steam from the steam generator. im using the fluid regulator Chocoahead mentioned, I just took forever to find out that the output was on the block and then had to play with other blocks to get them facing properly, the steam gen is now full of water, and got it producing steam only.... but then I get these explosion effects and my dirt is destroyed all around my gen but im getting power, and gotta play with it to figure out the superheated steam to get proper power levels thank you for everyones helm

    there is a video i made.. about 50 mins long to make a full nuke..


    you need 2 heat exchangers on the boiler.. both 100 hu/t


    Boilet set to 221 pressure and 1 mb/t
    when it reaches 375 C it will be superheated!

    What you are missing is the crazy amount of plutonium you need for that. for that setup you would need 21*3 plutonium or 567 spent fuel rods. To bring this into perspective, it's about 20 complete cycles of the largest nuclear reactors you can make at 20000s per cycle. Even if you where producing plutonium with your replicator (about 350 mb) it takes FOREVER to produce, im not even kidding. ofc you would also need 1134 iron ingots in adition to the superheated steam setup that will probably also consume steam turbines (not right now but likely in the future) for a measly 150 eu/tick.


    Unless you are playing on a server where you have several reactors producing plutonium 24/7 you would never have enought plutonium to make more than a few of those and even then they would still have a large running cost of steel. you would probably be better of making stirling and then its 100 eu/tick.


    It boils down to this, if you have enough nuclear power to produce enough plutonium to make that setup you wouldnt really care about the puny amount of power it produces to begin with.

    steel is cheap... in the long run... and yes it would be better to do stierling or just normal RTG energy ones ( same output)
    but a infinity pool with pump and going into a solar distiller to keep it topped off RTG making steam turbines a viable option.. and as i said once setup its just replacing the rotors every so often .. for me thats chucking the steel into a blast furnace that can be run by another RTG with little cost and a compressor powered by the same RTG


    yes you are right .. its a CRAP TON of plutonium.. but in the long run.. if your playing on just one server not really that much time




    Also consider you are doing the same effect of resources if not MORE to make a nuke in the first place.. !!! this is using the byproducts for energy.. not alot in the "short run" but alot as time goes along!

    Even with miners that an extreme amount you would need about 900 bucket of coolant for my setup. That would require an extraordinary amount of distilled water and a lot of lapis. Making it from water is out of the question (7200 lapis lol) but making 900 buckets of distilled water in excess of what the reactor needs for the steam turbines would be no easy task and it would still cost 900 lapis. And this is for just one reactor producing about 950 eu/tick. I usually want at least two reactors, one with mox and one with regular. I would be stuck boiling water with all my power for days :P

    consider it as a thought experiment and play it out in a creative world? that way you can fix flaws easier?

    Considering i would have 14 heat exchangers i think that would require an enormous amount of hoppers and cans and coolant fluids. However it is an interesting concept as there are more item conduits with dense mode than fluid pipes with dense mode. The speed of the canning machine would have to be about 1 can every 0,75 seconds in my case as my reactor produces almost 1400 Hu per second.


    Correct me if im wrong since im inexperienced with hopper automation but that would require the first Liquid heat exchanger to be full before it puts cans into the next one right?How many cans can you put into a liquid heat exchangers? if they can take an entire stack that would mean i would need 64 cans of coolant for every heat exchanger, which is somewhat insane considering i have 14 of em.


    Also, how would you cycle the empty cans back to the canning machine?


    ejector upgrades and electronic sorting machines would push it back... maybe? will play with it tommorow when i have a chance.. and they do take a full stack of 64 and it would be best to use item buffers ( cheap with 1 ejector upgrade and requires no power) to move out of reactor room and then hopper system to overflow.. and yes it would take a few with 14 of them.. but its presumed you can stop the process and let them build till full stack ( IE just run water no pressure i believe? ) and you would need alot but they are CHEAP to make its the coolant itself thats expensive but not really ( if your building reactors you should have miners running all the time)

    interesting.. solar distiller has changed a bit...


    it can handle 10 buckets? ( thought 1 at a time)
    can eject water now or eject cans.


    also am i the FIRST to realize that 21 pellets of RTG fuel and 4 RTG heat reactors = superheated steam forever?


    maybe this is a bad thing? it would not require a HUGE investment over time? or am i not getting something and missing a point?


    its safer over time.. it has NO chance of a nuke explosion !


    its not too large!


    worst case is a boiler meltdown and a quick replacement...


    what am i missing?

    I havent done a pure ic2 setup yet as i can't fit it in my reactor room, i would have to rebuild the whole reactor room and most of the reactor components. The components that are problematic should not be affected as the only thing they do is remove distilled water from the kinetic steam generators and put it back into the steam generator. The thing i could do is change whats moving around the fluids between the kinetic steam turbines and condenser, however i doubt that will effect the steam generator.


    Also my reactor can't be run with a pure ic2 setup as i don't think they add any way to prioritize where the hot coolant goes. I dont have an even heat production which means the hot coolant have to prioritize the steam cycles before the stirling cycles. With the current setup it sends the first 1200 heat to the liquid heat exchangers responsible for the steam first and the remaining uneven amount that varies a bit is sent to the stirling generators as it doesn't matter if they don't have a constant production.


    I might test it in creative mode and see if i can reach stable operation there thought. Don't want to build another reactor that might not work like i want it to as iv'e built 3 already which is a lot of work in survival :P.

    the uneven deal is a issue.. the only option i can think of requires some hopper setup that can keep one thing full but overflow extras to another spot..


    electronic sorters and item buffers just can't and WONT do that.. they can buffer for a bit.. my idea would be using a canning machine to pump out the hot coolant and a fluid regulator pump in the coolant after use..
    your buffer is only as large as the ammount of coolant you can make and cans ( idea is to use cans to move hot coolant and fluid regulators to move the cold)


    if there was a way of having overflow to a secondary output ( i am sure there is a hopper setup that could do this just don't know how and not ready to search tonight ) then you just make sure the fluid options you want full are first.. then the stirlings are second and everything sorts back!