Posts by JasonS05

    Yeah this was actually done. Heatoutput was reduced and burntime was increased to 20k.

    I see. Looks like the wiki needs some updating then.

    This was addressed as we just buffed the steam vents by +50% cooling capacity.
    Electric steam vents drain power, so that isn't possible with the steam reactor. But a good middle ground where they are between normal and Electric vents seem to be a good solution.

    I think you misunderstood me. I'm not referring to vents that are simultaneously electric and steam, but to the electric/steam versions of the component heat vent specifically. Without this particular heat vent, it is nearly impossible to effectively use the overclocked heat vent in a reactor that involves heat being put into the hull. While the stock component heat vent can still be used, it's insufficient to cool the electric and steam variants of the overclocked heat vent, in addition to not generating any steam in a steam reactor (just wastes heat). Unless electric/steam component heat vents are added, or the hull cooling of electric/steam overclocked heat vents is reduced, I won't be able to use electric/steam overclocked heat vents in reactor designs that put heat into the hull unless I'm willing to put the reactor on a redstone clock to periodically cool the overclocked vents.

    Also, I noticed the ender fuel cells don't behave as described on the wiki. The wiki claims that it interacts with the 8 surrounding neighbors just like a normal fuel cell interacts with it's 4 surrounding neighbors, including reflector interaction, but the in-game planner shows me something quite different from that. Specifically, it interacts with the 8 surrounding components as described by the wiki in terms of heat, but for reflectors it only operates in the 4 cardinal directions. Instead of interacting with reflectors on the diagonals, it interacts at any distance with them as long as they are in one of the four cardinal directions, even if there are other reflectors between the reflector and fuel cell. This means a quad ender fuel cell can achieve 16 efficiency by interacting with 8 reflectors in the horizontal direction and 5 in the vertical direction. This behavior is quite different from what the wiki says, which claims it can achieve a maximum of 11 efficiency by surrounding a quad ender cell with 8 reflectors.

    IC2Classic also released for 1.19.2.
    And it is fully done and well tested.

    Wow, this mod looks awesome! I can't wait to download it and mess around with the new reactor stuff. Also, I've looked through your wiki (or at least the portions relevant to nuclear reactors) and I have a few comments/suggestions:

    The Charcoal Enriched Uranium fuel cell life should be increased from 15k seconds to maybe 18k or 20k. Currently it produces less total EU than a regular fuel cell. I think that to counterbalance its reduced EU output it should produce more total EU per cell. This requires a lifetime greater than 16,667 seconds, so I suggest maybe 18k or 20k.

    There should be electric versions of the heat exchangers to match the increased heat flow required to fully utilize the electric heat vents.

    There should be electric and steam versions of the component heat vent. The overclocked heat vent is difficult to use without the component heat vent if I am to be drawing heat from the reactor hull. Without electric or steam component heat vents I won't be able to use electric overclocked heat vents as effectively as I might otherwise be able to, nor will I be able to make best use of steam overclocked heat vents in a steam reactor.

    The power draw of electric components needs to be increased greatly if there is to be any trade-off in using them other than possibly more expensive resource requirements to craft. I suggest at least 10x increased power draw, maybe considerably more. Otherwise, a resource-rich player will have no incentive whatsoever not to use electric heat vents because they currently have a negligible effect on the efficiency of the reactor.

    I think the steam reactor needs to be usable without other mods. IC2 experimental lets me use the fluid reactor without other mods via the fluid distributor block. This block is a lot more bulky and generally difficult to work with than the pipes of other mods, but that can also be taken as an interesting challenge to work with as it makes arranging the blocks in a coolant cooling facility somewhat similar to arranging components in a reactor. As such, I suggest you add the fluid distributor to IC2 classic so we can move water/steam to/from steam reactors and turbines.

    I also suggest that you make steam turbines produce water and/or low-pressure steam that needs to be condensed into water. This way I can have a closed loop system like with IC2 experimental fluid reactors. If you do this, I prefer that you do not involve distilled water unless you provide a way of producing it that doesn't calcify boilers, or provide a convenient means of de-calcification.

    MOX fuel works exactly like ordinary uranium when in a fluid reactor except that if the reactor temperature is greater than 50%, the MOX fuel generates twice as much heat, and thus double the efficiency.

    If you want to maintain a high reactor heat (in order to get that massive efficiency boost) that doesn't need to be manually generated again every time you start the reactor or replace the fuel, then you need to rely on inter-component heat conduction only. This puts a hard cap on reflectors to just 3 instead of 4 because you need one side available to conduct heat to components. However, it is not possible to remove all of this heat as fast as it is generated because it will be generating 672 heat per second. The fastest that heat can be drawn away from one component is 216 heat per second, which requires that the component be a component heat exchanger with three more component heat exchangers around it. With a duty cycle of 19 seconds off, 9 seconds on, the 672 heat per second generation will be reduced to 216 heat per second. The reactor design shown in your second image will work given this duty cycle, but it has more vents than needed. This reactor design has the exact amount of cooling required for the cycle of 19 off, 9 on:


    While this works, it is very close to melting as the component heat vent adjacent to the MOX fuel will reach 4,824 heat at the end of every 19 second on-cycle, and the component heat exchanger melts at 5,000. So, it doesn't exactly have a wide safety margin.

    If you are alright with having to manually recharge the reactor heat every time the reactor starts up or is refueled, then you can have 4 reflectors around your MOX, but this requires a very precise balancing act and can extremely easily turn your reactor into a crater, even if the setup is perfect. Only do this if you either don't care about safety or absolutely require maximum efficiency. In order to make it stable while running, you must draw the exact amount of heat from the reactor that is being produced, and have a vent setup that can sustain being in a very hot reactor indefinitely (i.e. no under-cooled overclocked heat vents, because they will melt). Again, it will not be possible to cool all the heat produced, because it will be making a whopping 896 heat per second. This means we will again need a duty cycle. But unless you have a very short duty cycle, a simple cycle will not work because you only have 5,000 heat of spare room before your reactor explodes. Anyway, the best design that I'm aware of (the last design on the first post of this thread) cools 640 heat per second and requires a duty cycle of 5 seconds on and 2 seconds off. This means the reactor heat fluctuates by 1280 heat during operation. Given only 5,000 heat of operating room, this means you need to set the temperature within a range of only 3,730 heat to keep it simultaneously above 50% heat and below 100% heat at all times. Plus, every time you shut down the reactor for any reason, e.g. refueling, it will lose all its heat and require you to somehow restore its heat to somewhere in the 3,730 heat wide safe zone. This is made very difficult because as soon as the temperature rises above the magic 50% line, it will start generating 448 more heat than it was while it was below that temperature, and it only takes 11 or 12 seconds to explode at a heat gain rate of 448 heat per second. As such, this is an exceptionally dangerous design. I do not recommend using it unless you have a mod like nuclear control which can give a redstone signal when the temperature is above some threshold. If you do have such a mod, then it will be much safer when running, but when you start it up you'll still have that 10 second time limit to restore all cooling because you'll have to remove at least half of the cooling to get it to rise above 50% heat.

    if you like you can use an online free Minecraft server service or host one yourself if you want to play with friends. I know a service that lets you add whatever mods you want, but because it's a free service it turns off the server after everyone leaves or is AFK for too long, but you can easily reboot it from the website of the service as soon as you want to play again.

    Further explanation would be very useful. I see you have a crash report file here, but you did not explain how the crash happened. Did it happen when you booted the game? When you tried to load the world? Some time randomly while playing? When you did something specific while playing? What version of Minecraft did you use? What version of Forge did you use? What are all the mods you have installed, including specific versions? Perhaps include a .zip of your mods folder.

    Please try to include detail in your posts instead of posting the bare minimum. Giving just a crash report and one sentence almost certainly isn't sufficient information to allow others to help you, and even if all the relevant information is available in the crash report (I don't know if it is, I'm not fluent in crash reports) it's still highly advisable to put in the extra five minutes and write down everything relevant that you know. Failing to do that just means that whoever wants to help you will have to go to extra work to do so, and that means that they're less likely to try to help.

    As far as I know the 1.12 versions are stable and I have used 1.12 experimental IC2 without issues. Because development by the official developers has as far as I know completely stopped you probably don't have to worry about future breaking changes, even if it's still officially unstable. If you use a 1.18 port or something then even if it stabilizes it's still highly likely to be incompatible with the official 1.12 IC2.

    At least some of this should be adjustable in the config file. Look up "IC2 config file" in google to find where it is and then look through the file. It will probably have lots of options, including probably machine explosions and maybe solar panel generation amount. If you want to find a specific configuration quickly you can probably use google again for that with something like, for example, "how to disable machine explosion in IC2 config".

    I have yet another design exceeding 420 EU/t! This one was designed with the purpose of being possibly the highest output pulsed EU reactor. Unfortunately, this means it's pulsed, and it also falls short of the design above in power output by 10 EU/t, but at least it has a slightly improved efficiency of 3 instead of 2.88. Anyway, the reactor is as follows:

    5 seconds on, 1 off

    540 EU/t when on

    450 EU/t on average

    864 heat when on

    720 heat on average (in a fluid reactor this is 1440 HU/t, 28.8mB/t, 7.2 superheated steam generators worth of heat, and 1080 EU/t with superheated steam)

    8 dual uranium cells

    5 quad uranium cells

    4 component heat exchangers

    36 overclocked heat vents

    3 efficiency in EU mode (300 EU per uranium per second the reactor is on)

    7.2 efficiency in fluid mode (720 EU per uranium per second the reactor is on)

    code: erp=EHbhaN7DADaoud/xMybWyxMvLR3cwp6SFO8Gv9+LohhiOUt7FAsD3T6xH3Bdc0AqDJ+y35afQFdKQItX7OED


    If anyone has any better designs (higher EU/t average) please post them here! I'd love to see them.

    Ok, so the last post I made (over a year ago at this point, which really goes to show how dead IC2 is since no one has replied since then) was rather low quality and didn't even include an image of the reactor. Also I've come up with two more designs since then that deserve a post here. For aesthetic reasons I'll be using the EU reactor planner instead of MauveCloud's planner for the images, but remember that these are all intended for use in a fluid reactor and the reactor codes are for MauveCloud's planner, although the last one is actually intended for both reactor types. Anyway, onto the reactors.

    Design 1, max power output:

    19 seconds on, 17 off

    1790.23 HU/t

    35.8 mB/t

    8.91 superheated steam generators worth of heat

    1342.67 EU/t with superheated steam

    5 quad uranium cells

    4 reflectors

    45 overclocked heat vents

    25.44 efficiency (2544 EU per uranium per second the reactor is on)

    code: erp=IO3DJJu16N47AYzFwO6s/w7SnKn4CNY4rks076a2YPthdAxjUyrOBa2nTVydQjLkg8m7TeNBqeurF5dEluUD


    Design 2, maximum convenient power output:

    9 seconds on, 9 off (the number 9 is important here, 8:8, 10:10, and similar will not work)

    1600 HU/t exactly

    32 mB/t exactly

    8 superheated steam generators worth of heat exactly

    1200 EU/t with superheated steam exactly

    5 quad uranium cells

    3 reflectors

    40 overclocked heat vents (the positions off these don't matter at all, just don't let them touch the uranium)

    24 efficiency exactly (exactly 2400 EU per uranium per second the reactor is on)

    code: erp=AIO3DJJu16N47AK+eRsVv4BO6mb6fIf0ASFlJppftdtHk8o6fK0FmmlXr3Ia/HOGgdd7HBRR1S0L1jdmF2UD


    Design 3, maximum power steady state:

    On full time, no cooldown needed ever unless insufficient coolant is supplied/removed

    460 EU/t in EU mode

    720 heat in EU mode

    2.88 efficiency in EU mode (288 EU per uranium per second the reactor is on)

    1440 HU/t

    28.8 mB/t

    7.2 superheated heat generators worth of heat

    1080 EU/t with superheated steam

    6 quad uranium cells

    4 dual uranium cells

    2 reflectors

    4 component heat exchangers

    6 component heat vents

    32 overclocked heat vents

    6.75 efficiency (675 per uranium per second the reactor is on)

    code: erp=bpO6Loyl+lHTR64G4sDhev1oSkJFzMHxoMqJTmGrZDKpBnUpsxlcyhLmn8+Oty1evTBQWAM=


    Design 3 can be modified slightly by replacing one of the two dual uranium cells in the corners with a single uranium cell. The changed fluid reactor stats are as follows:

    1400 HU/t exactly

    28 mB/t exactly

    7 superheated steam generators worth of heat exactly

    1050 EU/t with superheated steam exactly

    6.77 efficiency (677 EU per uranium per second the reactor is on)

    code: erp=bpO6Loyl+lHTR64G4sDhev1oSkJFzMHxoMqJTmGrZDKpBnUpsxlcyhLmn8+MoQLeb8DMWAM=

    I know I'm a bit late to the party, but I've managed to create a reactor design exceeding the usual 420 EU/t design by 40 EU/t. The stats are as follows:

    460 EU/t

    720 heat (in a fluid reactor this is 1440 HU/t or 28.8 mB/t coolant, which is enough to power 7.2 superheated steam generators and produce 1080 EU/t)

    4 dual uranium cells

    6 quad uranium cells

    2 reflectors

    4 component heat exchangers

    6 component heat vents

    32 overclocked heat vents

    2.88 efficiency (288 EU per uranium per second the reactor is on)

    It's a Mark I reactor, so no redstone control is needed and it can be trusted not to blow up under any circumstances unless the internal configuration of components is incorrect or it is used as a fluid reactor and insufficient coolant is supplied/removed.

    The reactor code is 21p7hh6kuf0wnh2km0rszblvbgccpl1uyscgz7fepsrw7v8zt72lujtlhov8un70bya7qsiubc6u8e8

    Here's an image of the design:

    Also, for use in a fluid reactor, it is convenient to have the heat output be a multiple of 100 since each superheated steam generator consumes exactly 100 reactor heat (200 HU/t, 4mb coolant/t). To convert this reactor from 720 heat to 700 heat just replace either of the two dual uranium cells in the corners with a single uranium cell. In this configuration it will power exactly 7 superheated steam generators and produce 1050 EU/t. For even higher power fluid reactor designs (which will require a redstone timer, as I believe this is the highest power EU and fluid design that doesn't need a redstone timer), see here.

    well I know literally nothing about Minecraft and modded Minecraft APIs but it is definitely possible to get the energy client side because the client has to display the energy meter in the block's GUI. Perhaps the client just has to ask the server for the energy amount? Some sort of API wiki/documentation for IC2 would be useful, but I don't know if one exists

    I just realized I was using a totally outdated version of the planner. Here's the code for the latest version (v2.4.2):


    Also, I wrote a short Lua script to go through all the possible on/off cycles and pick out the best ones for this design and it found the cycle of 19 seconds on and 17 seconds off to be best. Testing it in the planner gives an output of 1790.23 heat.

    I managed to improve on the 1777.69 heat design and bump it up by three heat to 1780.69 heat (as reported by the planner; doing the math I get 1780.8 heat for my design and 1777.77 heat for the old design). Here's the code for the improved design:


    This uses a pulse cycle of 21 on, 19 off. This can be improved to a maximum theoretical output of 1800 heat with a pulse cycle of 2025 seconds on and 1791 seconds off assuming infinite heat capacity of the reactor and all components, but unfortunately the OC vents would melt after about 60 seconds so I'm stuck with the 1780.8 heat pulse cycle.

    I ran into the same problem. To fix it, I de-compiled the V3 planner back into Java files using Krakatau (JD-GUI produced java riddled with a thousand errors so I used Krakatau instead), modified the Java files to fix the display issue (in addition to fixing some mistakes made by Krakatau so that it would compile and run without error), and re-compiled it back into a .jar file. I've made the resulting jar file available here.

    Edit: Unfortunately, the file will no longer be available through my google drive so someone else will have to re-upload it to here if they have a copy of it or follow my procedure to create it again and post it here. If you choose to recreate the file, it might be better to use a Java byte-code editor as you simply need to change one byte since the problem is that somewhere in there is a function call roughly along the lines of "Window.IsResizable(false)" which needs to be changed to "true" to make it work on Linux.