Posts by OCAdam

    Well then something in my browser is heavily limiting the speed. And has only been doing so for about a week. I'm willing to guess the hundreds of Java updates that seemingly come in every day or so...

    Edit: Did some small testing and found that before running the program, my Firefox.exe was running about 44000K (40000K before having the window open at all). After starting a reactor test, this jumped to a max around 96000K. Stopping the reactor test only reduced the memory to 88000K. Closing said window only has reduced memory down to 52000K. So somewhere down the line of the program, I've lost 12000K in memory. At least, until I close Firefox entirely.

    Vendan said something about the program being limited by the browser being used. So, I'm thinking that if I was able to run it from my computer without using any web browser in the way, it'd go the fastest (that 100 ticks/sec mentioned). My browser is limiting the program, and the browser is being limited by my internet most of the time. Thus, my internet connection is limiting the program. Or so I am thinking. But the only code I know even halfway decently is C++, not Java.

    If you're ending up with a negative Breeder, I'd suggest simply removing a few of the Cooling Cells in order to make this an equal Breeder.

    http://test.vendaria.net/index.php?reac…CCHCCHCCCHCCCHC

    All I did was remove 2 HDs and their (singly) connected Cooling Cells. This provided just enough heat/tick increase to get it to be at 0h/t.

    I don't really mess with Breeders though, so I could be entirely wrong. Theoretically it'd work though. Also, Vendan fixed the issue with Iso Cells making for incorrect energy and such.

    http://test.vendaria.net compute output energy wrong when you use isotope cells. it correctly increase pulses of uranium cells which lead to increased heat production but it also add energy production. but as i understand reactor guide from ablaka isotope cells dont increase energy production. only heat production.

    this http://test.vendaria.net/index.php?reac…XXXXXXXXXXXXXXX should produce 5EU/t not 10.

    I don't believe any of my designs are breeders as shown. However, yeah, that one could be used as a positive Breeder (+7h/t, 1 iso) or a negative Breeder (-16h/t, 2 iso's).

    Interesting... My design was using a specific pattern that generally worked across a wide variety of situations, so I didn't think too much about fully optimizing it like what you seem to have done. However, looking at the pattern some... I have optimized this pattern a bit for the situation and found I can get the same 30h/t and actually free up a slot while using 2 fewer HDs.

    http://test.vendaria.net/index.php?react…CCCHCCCHCCCHCCX

    Now to add this into the modified version of that reactor design...

    Edit: Added another Mark II design.

    You can run just a Cooling Cell on all four sides of the U Cell and it'll be a Mk1. This is what I mean (although I doubled up the design; link below). It's the simplest reactor design and requires extremely small amount of resources. Once you get the hang of the math and algorithms of the reactor design, you'll start being able to pump out some resource efficient and U Cell efficient designs.

    http://test.vendaria.net/index.php?reac…XXXXXXXXXXXXXXX

    I'm pretty sure the reactor ticks and game ticks are separate... so the first number was more correct.

    Edit: Reactor ticks are basically 1 second long. So yeah, the correct units were originally used.

    Double Edit: Misread a few lines. Reactor PULSES are 1 second long. So actually, Vendan is correct at 20 ticks/sec. 3.422M EU produced theoretically.

    TBH i think that there are many good designs here but I think that the point was that His reactor needs extra no external cooling noted by the fact that in water it will have -21 heat production.

    I can't tell for sure because the E means pretty much nothing in terms of a Mark I reactor (both in this thread and Alblaka's tutorial posts). If it had said Mark I-IC specifically, then yes, I'd have also worked on a design fitting to the internal only cooling method. Well... I could still look into my own design that fits that anyways as well...

    Extending this bug in order to not cluster up the forum with basically an extension of the bug. Included a screenshot showing a reactor 'cube.'

    R - Reactor
    C - Chamber

    Layer 1
    RC
    CC

    Layer 2
    CC
    CR

    This allows for both reactors to make 6 chamber reactors... even though really there are only 3 facially adjacent chambers. Guess chambers connected even by just a vertex are considered adjacent right now.

    Edit: Was using the forum search to find this thread and didn't manage to realize this was under IC1's section. So uh... oops?

    (Note: I have no clue if someone else designed one of these before. I don't really look at too many reactor designs, so forgive me if there's a replica here!)

    -------------
    Mk I Designs:
    -------------

    Display Spoiler

    Mark I-O-C

    http://test.vendaria.net/index.php?reac…XXXXXXXXXXXXXXX

    Display Spoiler

    EU/t: 35
    Efficiency: 2.33
    Uranium Cell : 3
    Intergrated Heat Dispenser : 13
    Coolant Cell : 19
    External Cooling: Water
    Excess Heat: -1/t

    One of my original designs with 3 chambers and keeping to the Mark I category. Not the best efficiency I had for resources, but it's safe.


    ---

    Mark I-O-C

    http://test.vendaria.net/index.php?reac…HCHXXXXXXXXXXXX

    Display Spoiler

    EU/t: 35
    Efficiency: 2.33
    Uranium Cell : 3
    Intergrated Heat Dispenser : 12
    Coolant Cell : 18
    External Cooling: Water
    Excess Heat: +/-0/t

    Slightly better in the resources department versus the previous reactor design, it's still safe and does basically the same thing as the previous. However, it could be used to be a cooling reactor with the few excess slots that aren't connected to the HD network I have setup.

    ---

    Mark I-O-C

    http://test.vendaria.net/index.php?reac…XXXXXXXXXXXXXXX

    Display Spoiler

    EU/t: 35
    Efficiency: 2.33
    Uranium Cell : 3
    Intergrated Heat Dispenser : 9
    Coolant Cell : 18
    External Cooling: Water
    Excess Heat: +/-0/t

    The best design I have right now using the 'corner' setup of uranium. It uses far fewer HDs than past designs and can easily be used for a cooling reactor with 4 open slots that are disconnected from the HD network. A good way to be a reminder to not use the 2 slots next to the HDs could be placing some reactor plating. Removing the 3rd chamber makes this into a Mark II-EC (where E is actually 19).

    ---

    Mark I-O-C

    http://test.vendaria.net/index.php?reac…XXXXXXXXXXXXXXX

    Display Spoiler

    EU/t: 20
    Efficiency: 2.0
    Uranium Cell : 2
    Integrated Heat Dispenser : 6
    Coolant Cell : 0
    External Cooling: Water
    Excess Heat: -3/t

    I know, it's a ridiculously simple design. However, I just felt like showing that really, with just some water external cooling, you don't need very much resources to have some reactor farm. So, have fun with it. Have fun!

    --------------
    Mk II Designs:
    --------------

    Display Spoiler

    Mark II-4.7C

    http://test.vendaria.net/index.php?reac…HHCCCCCCCHCXXCH

    Display Spoiler

    EU/t: 50
    Efficiency: 2.5
    Uranium Cell : 4
    Intergrated Heat Dispenser : 14
    Coolant Cell : 32
    External Cooling: Water
    Excess Heat: +7/t

    Not exactly a great reactor design for high efficiency in the Mark II category, nor very safe in what I think is a generally safe Mark II reactor. I like having at least 10 cycles without incident generally.

    ---

    Mark II-1B

    http://test.vendaria.net/index.php?reac…HCCHCCCCHCCHHCC

    Display Spoiler

    EU/t: 60
    Efficiency: 3.0
    Uranium Cell : 4
    Intergrated Heat Dispenser : 18
    Coolant Cell : 32
    External Cooling: Water
    Excess Heat: +31/t

    A pretty unsafe reactor as well, but still in the Mark II category (lasts 645 seconds longer than one cycle). The efficiency is starting to get into the better range, but for the safety of the surrounding area, it might be a good idea to run a redstone clock to make this into a 50/50 runtime reactor. Doing so would make this a Mark II-EB (actual E approaches infinity).

    Modified:

    http://test.vendaria.net/index.php?reac…CCCHCCCHCCCHCCX

    Display Spoiler

    EU/t: 60
    Efficiency: 3.0
    Uranium Cell : 4
    Intergrated Heat Dispenser : 16
    Coolant Cell : 33
    External Cooling: Water
    Excess Heat: +30/t

    Modified the previous design after looking a bit with how to further the right side reactor pattern. Not only does it increase cooling by 1 (thereby lasting 1333 seconds after a full cycle), it also allows for a single spot for cooling unconnected from the HD network.

    ---

    Mark II-9.7C

    http://test.vendaria.net/index.php?reac…HCHCCCCCCHCHCHC

    Display Spoiler

    EU/t: 50
    Efficiency: 2.5
    Uranium Cell : 4
    Intergrated Heat Dispenser : 15
    Coolant Cell : 35
    External Cooling: Water
    Excess Heat: +4/t

    Worked some more on another design and ended up getting a safer design under the Mark II category. Wouldn't take much to have a decent redstone circuit to make it an Endless type Mark II.

    ---

    Mark II-11.6C

    http://test.vendaria.net/index.php?reac…HCCHCCCCHCCHCXC

    Display Spoiler

    EU/t: 50
    Efficiency: 2.5
    Uranium Cell : 4
    Intergrated Heat Dispenser : 13
    Coolant Cell : 35
    External Cooling: Water
    Excess Heat: +4/t

    This particular reactor uses fewer HDs while keeping to the same number of Cooling Cells as the last reactor. Also, it lasts a few more cycles than the last, even with the same excess heat, so the pattern efficiency is much better. I quite like the time it lasts, so I might actually use this design here and there.

    ---

    Mark II-9.8C

    http://test.vendaria.net/index.php?reac…CCHCCCXCCCHCCHC

    Display Spoiler

    EU/t: 60
    Efficiency: 2.0
    Uranium Cell : 6
    Intergrated Heat Dispenser : 13
    Coolant Cell : 34
    External Cooling: Water
    Excess Heat: +5/t

    Just made another reactor in about a minute. Haven't actually run the sim to do the calculation more directly of the total cycles it could do, but a bit of quick math tells me it does a very small amount above 9.8 cycles before reaching 10k heat.

    -----------------
    Mark III Designs:
    -----------------

    Display Spoiler

    Mark III-0.6C

    http://test.vendaria.net/index.php?reac…CCHCCHHCCHCCCCH

    Display Spoiler

    EU/t: 80
    Efficiency: 2.66
    Uranium Cell : 6
    Intergrated Heat Dispenser : 16
    Coolant Cell : 32
    External Cooling: Water
    Excess Heat: +55/t

    Very unsafe, but lots of power. I'd rather use the previous mark II design just because that had a higher efficiency while being able to have a 50/50 redstone clock making it an E type reactor. This, on the other hand, would require a 25/75 clock.

    ---

    Mark III-0.2B

    http://test.vendaria.net/index.php?reac…CHCCCHHCCHCCCCH

    Display Spoiler

    EU/t: 100
    Efficiency: 3.33
    Uranium Cell : 6
    Intergrated Heat Dispenser : 20
    Coolant Cell : 26
    Reactor Plates: 2
    External Cooling: Water
    Excess Heat: +116.8/t

    I'm not much for the idea of burst power due to the time inefficiency (and thus, less energy produced over time), but a few reactors I have designed are quite fun to figure out to create something that, with a good redstone clock, could run infinitely (in this case, it'd need a 50 to 120 ratio to be endless). Doing so would effectively make this run at 29 EU/t.

    -----------------------
    Mark I Coolant Designs:
    -----------------------

    Display Spoiler

    Mark I-O-C

    http://test.vendaria.net/index.php?reac…UCHXXHHXXHCCCCH

    Display Spoiler

    EU/t: 40
    Efficiency: 2.0
    Uranium Cell : 4
    Intergrated Heat Dispenser : 18
    Coolant Cell : 16
    External Cooling: Water
    Excess Heat: -1/t

    With 16 open slots, this reactor can be used to cool off a number of reactor components relatively quickly while still producing a decent amount of power for the efficiency. All 16 slots are connected to the HD network, which assists in the cooloff rate for each component.

    ---

    Mark I-O-C

    http://test.vendaria.net/index.php?reac…HXXHCCCCHXCHHCX

    Display Spoiler

    EU/t: 40
    Efficiency: 2.0
    Uranium Cell : 4
    Intergrated Heat Dispenser : 18
    Coolant Cell : 16
    External Cooling: Water
    Excess Heat: -1/t

    Basically the same design as above, but just shifted over here and there. Removing the power production of the reactor allows for an extra 48 cooling/tick, so if necessary, remove the power production and cool away!

    http://test.vendaria.net/index.php?reac…HCHXXXXXXXXXXXX

    This reactor design also fits to the 2.33 Mk I-O-C specification. While it's not as resource friendly as the above design (takes 3 more HDs), it's got an even heat distro and 0 excess heat, thus taking 3 less coolant cells.

    http://test.vendaria.net/index.php?reac…XXXXXXXXXXXXXXX

    While not a Mark I design, it's a 2 chamber Mk II-EC (19 cycles if I do my little bit of math right). It has an excess of just 1 heat/tick, uses 9 HDs, and 18 coolant cells. Just add a third chamber and it's a Mk I-O-C though! So there, even higher resource efficiency and still keeping in the 2.33 efficiency of the uranium cells.

    (Note to self: make a thread with a bunch of my designs...)

    Edit: Well, Vendan's post came in before I finished making mine... so my references are to be 2 posts above. That and his design is pretty much optimal. Only other way to get an equal reactor to that is a y-axis flip of that design.

    I'm pretty sure this time you've got it down, but still a bit of bad math. I count 6 reactor chambers, not 5 (you have a 6*9 grid, and 6*3 is standard no chamber reactor). So, 48 heat/tick, but with 36 coolants, 6 chambers, and the reactor itself, that alone looks to be making -1 heat/tick, unless I've got my own math wrong. Add water and you've got -21 heat/tick total (20 from the water where that 3*3*3-1-6 = 20).

    With each core producing 3 pulses, 4 cores, and 2 elements surrounding each, I got 96 heat/tick as well. Your water cooling then reduces heat by 20 per tick, the reactor chambers 12, reactor itself 1, the 35 coolants for another 35... that adds up to 68. This leaves 28 heat/tick left. Unfortunately your algorithm might need to work a bit more before it comes up with the correct heat/tick value.

    That threw me off at first, but yeah, just grab it off of Microsoft's site for the English version.

    This program makes for a nice little testbed of reactor designs...

    Edit: Are the various types of external cooling methods implements, or are the buttons just... there? It seems that none and water have no difference for some reason, unless things are just acting up on my system.