I was a little busy last few weeks, so I may sorry for answer delay. As I told the reason for building full scale and secure reactor's infrastructure was an idea to make any future upgrades easy to deployment. There was obviously for me than I don't stay with I-0 setup for eternity :p
Meantime I placed some more Mining IC2' machines on vicinity and I connected them by pipes (BC) to the new facility for processing resources to come from quarry. Any ores has been gathered by quarry are separating from other blocks and are transferring to the autonomous units for storage (queue in chest), next these ores going to flake (macerators), and to smelt onto furnaces of course. At the final stage, metal bars are transferring into desired places for storage, and these materials are ready for any use I will needed.
And it was really helpful except than a problem was appeared. As I've predicted, I need more energy from nuclear plant for running these infrastructure simultaneously. 70 EU/t is good for limited time, so I desire to setup the reactor for better capability, and I imagine about something like these (my new design):
On the grounds reason than I am using fiber cables mostly at my energy network, I wish don't to excess 512 EU/t yet, and new setup should be ready for running soon. This setup is SUC and it demand good supply with ice for safe running: over 1.1 ice blocks per one second. And every excess ice supply makes the reactor safe and more effective, so coolant infrastructure must be building really accurately. I thought some time about a clock for shunting down the reactor (with RedPower is easy to make), but I realize fact that for SUC reactor a clock it is art for art only, because reactors needs to be cooling all the time not stopping for breaks - so, I dropped clock's idea fast for more durable solution.
There is ice production facility who has 4 independent lines.
Every one line has 3 water pumps supporting one snow compressor running with 2 transformer upgrades (512 EU/t) and 4 overclocker upgrades. For reason these pumps has been placed adjoin to the compressor then any empty cells (for make water cells) aren't necessary at all. Next, a snow balls are going to the other compressor for make ice and this compressor has 2 transformer upgrades and even 5 overclocker upgrades as well. Of course everything is connected by pipes (BC) supported by small electric engines (BC-IC2 Crossover Mod) for flows coolant stuff automatically. Average ice production is 3 ice blocks per one second and it fully covering reactors coolant with small surplus, makes the reactor's productivity at 435 EU/t.
This factory is producing ice for one ice hub (chest)
witch NO batteries storing energy for compressors (batteries are for pumps and engines only, supporting by separate 32 EU line) and this facility can be turn OFF automatically when the hub has no space for storing more ice (by splitter). Facility is full autonomous and don't need any manual control. It is switching on when coolant is necessary.
When you looks at my design (first link) you may be wrong to understand real compatibility of reactor setup. The design has predicting minimal coolant stuff necessary to run it as I like, at infinite cycles, and therefore makes its effective 310 EU/t only. BUT, with 3 ice blocks per seconds this same setup is working like this:
It has almost 430 EU/t brutto when it is properly cooled. But it is only one question about how much energy will be draw for make ice, and how many energy will left for use. There is no point for building a reactor whose production goes for cooling itself only (pain with SUC). I will answer. Average energy demand for running coolant facility (includes engines) is 165 EU/t makes reactor's production at 430E/t and gives 275 EU/t netto for real usage. 10k ticks multiply by 275 EU/t makes 27.5M EU netto at full cycle - should be enough for some time :p
And let's talk about reactor's safety a bit. I implemented one really simple and effective solutions for stop reactor when something will goes wrong.
First, my Command and Control room don't changes too much. I like turn ON reactor and forget about it until it has full cycle done and new uranium cell is needed. Then buzzer is calling me to come and to prepare new cycle.
There is security as I mention. On screenshot, at right you can see first circuit. When reactor is turn on (by turn off redstone torch close by to the reactor) than the switch ON signal is passing throughout AND gate with 3 inputs:
- Reactor ON (switch)
- Some ice inside specific chest IS PRESENT
- Battery pack HAS SPACE for store energy
and then the output from AND gate controls the reactor (green cable).
Additional is (at left) a other AND gate:
- Reactor ON
- Some ice inside specific chest IS NOT PRESENT (just it is empty in other worlds)
- Reactor ON signal is NOT BACKing from reactor area (after it has been passed throughout wood blocks close by the reactor (red cable) 300 heat security
The purpose of this is notify me than coolant performance is too small and reactor can heat up badly, but has been turned off already by first AND gate (or by breaking turn ON signal by heat).
Other important thing is coolant injector solutions, and is working like this:
- When is some space into reactor's inventory than iron-AND gate is sending red signal to the next iron-AND gate who is placed over supply chest where is ice supply hub
- when red signal from previous gate is ON and supply chest has items onto its inventory then this gate is sending redstone signal (to the reactor's security circuit also)
- this signal is switching a timer who is forming a pulse every 4 seconds
- pulse is catching by repeater who is sending redstone signal during 64 ticks time delay
This everything is for deliver redstone signal to an engine (powered by IC' energy) who should works for specific time frame and should draw only some of ice blocks (up to 32 ice blocks at 64 ticks engine' job) at one time. Over injecting line there are 3 additionally iron pipes for fast control ice traffic. Without this all, the ice had been overfilled reactor inventory very fast does dead losses and ice wasted by dropping these blocks over reactor. As I had noticed when a stack of blocks onto pipes are spotting an inventory with some space, then a stack can be stored as whole stack only, not partial (it will be lost completely). So, is important to form small stacks. Iron pipes can control traffic and bounce blocks/stacks which can not be placed to the reactor's inventory right now, but a stack has been send and is onto pipes already, therefore bouncing them back to the hub is really necessary.
The reason why this is stopped right now is
Fully charged battery pack with 120M EU waiting for...