Display MoreHello all,
I'm basically a novice nuclear engineer - so far I've had no mishaps because I tend toward safe designs, so when I screw up I'm able to avoid catastrophe. I've been reading the threads here and experimenting on my own, but I still have some questions:
1) Aside from the expense of crafting them, is there ever a reason not to have more chambers? Even if the slots are not used, it would seem that a reactor with more chambers will have a higher heat capacity and integrity. If I am using a plan for a smaller reactor, the main change would simply be a shorter cooldown time. Is that true?
2) Is there a way to remove chambers? I tried wrenching one and all it does it open up the interface.
3) If individual chambers cannot be removed, how does one go about moving a reactor? I would presume you need to wrench the generator itself, but if you have chambers on every side and they cannot be wrenched, how is that possible?
Thanks in advance for your advice and helpful suggestions.
2+3) Use a pick-axe or mining drill. (Don't worry, they drop chambers not machine blocks when mined) The rest will fall when you wrench the reactor itself.
1) You are mostly correct here... though the cost to create is a big deciding factor (since you're not that far from making another reactor if you already have 2 chambers). About the only other reasons you wouldn't "want" additional chambers is if you're running a breeder (since their heat is usually more finely tuned). Or the CA-SUC reactors since you can't connect to the chambers, and have to connect directly to the reactor core.
- Usually (standard) reactors that have fewer chambers are Mark 1 to begin with, so don't require any cooldown and don't produce any heat [aka perfectly safe]. Meaning that adding more hull integrity / heat capacity wouldn't actually DO anything. Though sometimes you'll see some Mark 2 designs that become Mark 1 with just the addition of an empty chamber.