Posts by Talonius



    1: The simulator already does that, note how the '9000 heat' option disables on a 0-chamber reactor due to the 85% max heat mark being only 8500.
    1b: Depleted cells can only charge via pulses from uranium cells. The heat produced is a byproduct of this process.


    2: There's a checkbox near the water supply speed to alternate between "Seconds per water" and "Water per second".. if you want a long delay, set it to "Seconds per water" then give it a high value. (if you're using ice, then set the initcial ice per stack to something low too)


    Request: The simulator will stop the cooldown timer when the temperature reaches the limit set in the Breeder Options. Although if you supply a reactor with water/ice then it will consume them without consideration for this limit. Also, I assume by 'temperature delta' you mean the temperature increment/decrement per tick on the hull itself?

    i dont follow?


    in game i notice the ice doesn't dissapear. or at least i've left a whole stack of ice in there for a good 30 mins with that combination and the numbers never decreased, nor did the heat levels rise. that's why i thought it was relevant.


    SUC items are only consumed after the reactor hull reaches a certain heat level. Ice requires 200 hull heat and cools for 200, water requires 4000 hull heat and cools for 500. If the reactor's hull never reaches that level then the SUC items will just sit there idly on the grid.

    If you want precise timing: this design will blow up in exactly 15 mins, note the fact there's only only 18 empty (air) block around the reactor.


    You could make a reactor with no chambers and 8 plating inside, but you'd need a little water to get the 12 excess heat required for that design. You would have to place the water so it'd flow onto the reactor from outside the reactor's evaporisation range. It'd probably be easier to add one chamber and use air cooling ;)

    It appears that this "4.78 efficientcy" design has brought up something that my planner doesn't look for.


    Fun fact: All radioactive cells except Uranium Cell emit 1 heat into the reactor hull even if the reactor is supplied with redstone current. A design like this is causing the reactor to gain heat even when shutdown.


    I've altered the planner to spot this event.. I hope ;P

    Quick Question:


    How are you calculating the reactor timing? I am
    asking this because this tools timing takes the reactor to literally
    0.1% from meltdown (good but a little scary) and I would like to time
    the reactor for its application. (I usually like to use 8000 as my max temp for most application but I sometimes need to go to 10000 or to the reactor max.)


    The generation timer stops at the point a component melts or the point when the reactor hull reaches 85% maximum heat. The maximum cycles listed also follows this critieria.


    It's not recomended you run a reactor all the way upto the 'Generation Time', instead use it as a guide. If you only run a reactor upto 50% of it's predicted 'Generation Time' then you'll only need 50% of the 'Cooldown Time'.


    Edit: Note, a reactor goes BOOM at 100% hull heat, at 85% is starts producing lava.

    From what I've seen, nothing beats a Mark I-O EE reactor (Efficiency 1.0) in terms of shear EU/t output. You can get close to it's output with an 'ED' reactor or a Mark II but not beat it. Excluding the use of SUC, of course.


    Clicky


    Personally I prefer high efficiency, I'd rather get more out of the uranium over time since I'm rarly in a rush when playing MC.

    I just built this in my world and i've found that it is gaining 5 heat. Im just realizing that it may be because my chamber is too small, and the water doesnt reach 5 faces of the reactor. Am i correct in saying that the water needs to surround it almost completely to cool it evenly?


    As far as cooling goes, only the blocks within a 3x3x3 cube around the reactor block itself counts. External cooling isn't possitional and only partialy filling a reactor chamber with water will not put the top half of the reactor grid in danger.


    4 'Air' (empty) blocks count as 1 cooling.
    1 water block (either still or flowing) counts as 1 cooling.
    1 reactor chamber counts as 2 cooling.
    and the reactor itself has 1 point of cooling on it's own.


    Note that a reactor burning/evaporation range is a 5x5x5 cube, so keep those wood items away ;)

    ChrisWsrn: Thanks, I'll see what I can do to make it appear better on other platforms.



    Scoin86: I have IC2's Reactor code running 'under the hud', the simulator will run through 10,000 ticks (or until the reactor goes critical). Afterwards it will simulate a cooldown period from a point just before a reactor melts a component or goes critical.


    While the simulator at it's core should be 99% acurate, my data gathering code may be slightly off, so if you find something that doesn't look right then show it to me and I'll check if it's a bug.

    Well, the planner has moved due to the URL save code changing, from this point on the saves should be backwards compatible.


    That bug graphics bug with isotopes has been squished and 'damage bars' have been added.


    The old location will still be active for a while to keep links from breaking.


    Reactor Planner


    Edit: Also, checkboxes added in the SUC options for you manics out there with machines chugging out multiple blocks/buckets per second. ;)