Posts by Sapient
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It seems like Thorium fuel rod produces much more heat than it should. This reactor blow up in a few seconds after turn on.
http://www.talonfiremage.pwp.b…4jde9kst81f8q8vifv4a8otmo -
I see no problem with that. The used machine has no GT version of it and works quite different internally. Also IC2 can be powered by GT cables, so there should be no reason to change that besides cosmetic ones.
Ok. No problem. Thx for answer.
Do u plan to add Graphene Cables, and some way to make Graphene itself?
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Blood Asp, do u plan to add to GT cables ability to connect IC power sources? In case of disabling IC cables at all, what should i do? Make pair of transformers to each Nuclear reactor / Kinetic generator?
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Wait, how is plutonium so hard to get in early and mid game (other than Blood Asp's plan to remove it from default oregen)?
I mean 1 Plutonium mix vein contains about 100-150 blocks of Plutonium Ore, which could be converted to 200-300 plutonium Ingots. That's only 70-100 Pellets of RTG and can produce only 220-320 eU/t. We need to explore 3-4 of plutonium mix veins to get same eU/t by RTGs as just one hot MOX reactor.
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or you might be able to set up some MineTweaker processing recipes to provide alternate ways to obtain it.
You right, I can tweak it by myself and will do so if no other choice. But i think it would be better if default mod config would make fluid reactor same profitable as complex it is.
RTGs is even better, you right again, but there is not so easy (in early and mid game) to get number of plutonium needed to produce same amount of eU/t as simple reactor. But in late game that must be good choice.
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I can't explain that. I'm having trouble believing it, even for an old build. Are you sure you were really using MOX fuel? According to my newer planner, using MOX in that design in a fluid reactor preheated to 84% should explode at 117 seconds.
Edit: I tried your design myself in creative mode with IC2 build 658, the latest Forge, and no other mods, using MOX and preheating to about 61% before putting in the central advanced heat vents that are directly adjacent to fuel rods. Several components failed after a few minutes, starting with the advanced heat vents above and below the central fuel rods. Shortly after that, the gui switched to EU output mode, then it exploded.
You were right, hot fluid mox reactor produce more hU than same cold one. 84% heated = 201.72% hU production. BUT, same normal reactor (without coolant) 84% heated = 440.00% eU production. So most efficient way to use MOX fuel is hot normal reactor. And because of U235 is too expensive to make uranium fluid reactors profitable, it is useless at all.
All fluid reactor infrastructure, cumbersome, resource expensive, are useless because simple hot MOX reactor is more profitable. It produces 55.83% more eU per one Uranium 238 Ingot.
That was exactly the reason i asked Blood Asp to change U235 recipe.
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Sorry, I think I used the wrong terms. I meant to say you should use the button to run the reactor for 1 reactor tick in each of steps 1 and 3; 1 reactor tick equals 1 second, thus variation in the number of redstone ticks that the button is active for (10 or 15 depending on whether it's a stone or wooden button, and there are 10 redstone ticks per second) is very unlikely to distort the result.
But how can u explain my stable for a long period results, same to cold and heated fluid reactor?
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That's because the heat output of the fluid reactor directly relates to the vent cooling, and that design already makes full use of the vents it has. That doesn't prove the MOX fuel itself isn't generating more heat. To see what I mean, use this much simpler design:
http://www.talonfiremage.pwp.blueyonder.…jgt7j6grfpo5wjk
Use MOX instead in a fluid reactor with two redstone ports, one with a lever and one with a button.
1. Use the button to run the reactor for one cycle, and check how much durability the 10k coolant cell has lost (using F3+H).
2. Pull out the coolant cell and use the lever to run the reactor until it reaches at least 50% heat, then stop it with the lever.
3. Put the coolant cell back in, run it for one cycle with the button, and check how much durability it lost this time.
When I tried that in creative back in April (although it might have been with a dual fuel rod rather than quad), I found that the durability loss on the coolant doubled once the reactor heat hit 50%.I am not sure u get same results with full reactor cycle. Short time experiments may be incorrect because we cant be sure it works same amount of ticks every time.
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In a fluid reactor it does increase hU production once it's heated up enough, though last I checked it was a threshold for higher hU rather than a linear progression like mox in an EU reactor.
I checked it today with industrialcraft-2-2.2.658-experimental.
This reactor
http://www.talonfiremage.pwp.b…zkp9ynvk4yranpdd9x31o2t4w
with MOX fuel produce same 800 hU/t at 84% heat as at 0% heat. -
1. You can also use hot mox in a fluid reactor. That gives you even more output.
Mox fuel does not increase hU production during heating up, only eU. So its no reason to make hot fluid reactors.
3. I can't change any IC2 reactor calcuations. Only the uranium spawning in the world can be rebalanced.
I don't ask about it. But u coud change recipe of U235 to make it cheaper. For example 100% (instead of 20%) chance of tiny pile U235 from U238 dust.
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What is the point in using MOX then if Uranium ones give better power output, especially with hot MOXes being the most efficient they can be?
I am not sure i understand u, but ill try to explain what am i talking about (sry for my English btw).
1. Hot MOX reactor
http://www.talonfiremage.pwp.b…zkp9ynvk4yranpdd9x31o2t4w
warmed to 84% produce 880 eU/t or 176 000 000 eU total. It uses 10 MOX fuel rod, so its 17 600 000 eU per 1 fuel rod.
To craft 1 MOX fuel rod we need 6 U238 ingots, so its 2 933 333 eU per ingot.2. Cold fluid Uranium reactor
http://www.talonfiremage.pwp.b…o5rxib37ctz65wx2yvwj87e9s
produce 1280 hU/t or 960 eU/t, 384 000 000 eU total. It uses 12 Uranium fuel rod, so its 32 000 000 eU per 1 fuel rod.
To craft 1 enriched uranium fuel rod we need 6 U238 + 1/3 U235 ingots (4 of 6 U238 will return back after thermal centrifuging depleted fuel rod). To craft 1 U235 we need 45 U238 (centrifuge 1 U238 dust -> 20% chance of tiny pile of U235 dust), so 1/3 U235 = 15 U238. Total its 6-4+15 = 17 U238 ingots per 1 enriched uranium fuel rod needed, so its only 1 882 353 eU per ingot. Almost 45% less than MOX.I dont think it is normal, because fluid reactor requires much more infrastructure to produce eU. It should be more efficient than normal, even with MOX fuel.
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Blood Asp, could you please rebalance U235 production somehow to make cold fluid reactors (on uranium) more profitable than hot MOX?
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