No forge hook for this.
I think Pahimar is submitting one to the Forge for EE3, so the redwater poison isn't easily removed. He and LexManos were on his stream a few days ago working on it.
No forge hook for this.
I think Pahimar is submitting one to the Forge for EE3, so the redwater poison isn't easily removed. He and LexManos were on his stream a few days ago working on it.
It costs 774 copper, 189 iron and 108 gold >.>
I think it's a little bit too expensive.
True, it's not cheap. It was just me brainstorming how to get 100+ eu/t with a good efficiency, and how to soak 320 heat/s. Overclocked heat vents are awesome for this, if you can keep them from burning out.
It does have the advantage of having no consumable components, other than the quads, and never building heat any appreciable heat.
I don't like replacing components, thus, this design.
Oh, for anyone looking for some basic reactor designs, here's a quick 160eu/t Mark 1 reactor with 4 efficiency (assuming the multi-cell lifespan bug is fixed).
I am just wondering.
Is it just me or do the quad Uranium Cells run out 4 times as fast?
Nei Seems to support this, as does running two reactors side by side.
If they do, that could mean that running a normal cell is more efficient.
According to my math, anyway.
Thanks Guys.
Ick...just tested your findings, and you appear to be correct.
That's a problem. It means that you lose a lot of the overall power output of a uranium cell over its lifespan, as it's only half or a quarter of what it should be.
I'll have to look at the numbers, but that appears to make the dual and quad cells a lot less viable.
Be advised, we use a generalized "ItemGradual" Class, which always has a 10k damage maximum. Reactor components store their heat in NBT-Data and merely alter the damage value to make the damage bar display accordingly. All reactor items will have damage values from 0-9999, these don't necessaryly translate 1:1 into heat levels.
Think of the damage value as a xxx.xx% display.
(In case of 10k heating cells, the ratio is 1:1, though)
Ah, that makes sense. Thanks!
Oh, in case anyone doesn't feel like doing the math (edited original post to add numbers too):
Basic Cell
0 Adjacent = 5 eu/t, 4 heat/second
1 Adjacent = 10 eu/t, 12 heat/second
2 Adjacent = 15 eu/t, 24 heat/second
3 Adjacent = 20 eu/t, 40 heat/second
4 Adjacent = 25 eu/t, 60 heat/second
Dual Cell
0 Adjacent = 20 eu/t, 24 heat/second
1 Adjacent = 30 eu/t, 48 heat/second
2 Adjacent = 40 eu/t, 80 heat/second
3 Adjacent = 50 eu/t, 120 heat/second
4 Adjacent = 60 eu/t, 168 heat/second
Quad Cell
0 Adjacent = 60 eu/t, 96 heat/second
1 Adjacent = 80 eu/t, 160 heat/second
2 Adjacent = 100 eu/t, 240 heat/second
3 Adjacent = 120 eu/t, 336 heat/second
4 Adjacent = 140 eu/t, 448 heat/second
The numbers and equations above are correct for a standard install of IC2 v 1.106. They were produced through experimental testing.
I just tested them again, and the equations correctly predicted the heat and energy output that I saw in-game, as well as matching the numbers that were mentioned in the stickied thread.
I placed a Quad inside of four reflectors, and the output was 140eu/t according to an EU reader.
For measuring heat, use a 10k coolant cell placed next to the uranium. The damage value, as listed on the NEI tooltip, appears to be the heat it has absorbed. You can see this by putting a button on a nuclear reactor, placing a uranium cell and a 10k coolant next to each other inside, and hitting the button. 4 damage will be produced. Do so with a quad, and 96 heat is produced. Note: This method doesn't work with the larger cells, as their damage value appears not to follow the 1 dam = 1 heat ratio.
The equations I gave also produce the correct value, as mentioned in the stickied thread, for the heat produced by a quad surrounded by 4 reflectors, that is, 448 heat:
a=4 (4 reflectors)
p=3+4=7 (matches thread)
b=16+(8*(4+2))=16+(8*6)=16+48=64
Total=b*p=64*7=448 (matches thread)
After some experimentation (and analysis of the stickied thread), I put together the following summary of the new reactor components. Enjoy!
Cells
(a=# adjacent cells/reflectors)
Basic - Output: 5eu/pulse - Pulses(p): 1+a - Base Heat(b): 4+(2*a)
Dual - Output: 10eu/pulse - Pulses(p): 2+a - Base Heat(b): 8+(4*(a+1))
Quad - Output: 20eu/pulse - Pulses(p): 3+a - Base Heat(b): 16+(8*(a+2))
Total Heat Per Second: b*p
Giving:
Basic Cell
0 Adjacent = 5 eu/t, 4 heat/second
1 Adjacent = 10 eu/t, 12 heat/second
2 Adjacent = 15 eu/t, 24 heat/second
3 Adjacent = 20 eu/t, 40 heat/second
4 Adjacent = 25 eu/t, 60 heat/second
Dual Cell
0 Adjacent = 20 eu/t, 24 heat/second
1 Adjacent = 30 eu/t, 48 heat/second
2 Adjacent = 40 eu/t, 80 heat/second
3 Adjacent = 50 eu/t, 120 heat/second
4 Adjacent = 60 eu/t, 168 heat/second
Quad Cell
0 Adjacent = 60 eu/t, 96 heat/second
1 Adjacent = 80 eu/t, 160 heat/second
2 Adjacent = 100 eu/t, 240 heat/second
3 Adjacent = 120 eu/t, 336 heat/second
4 Adjacent = 140 eu/t, 448 heat/second
Heat Exchangers
Basic - Store: 2500 - Core Transfer: 4 - Side Transfer: 12
Reactor - Store: 5000 - Core Transfer: 72 - Side Transfer: 0
Component - Store: 5000 - Core Transfer: 0 - Side Transfer: 36
Advanced - Store: 10000 - Core Transfer: 8 - Side Transfer: 24
Heat Vents
(Heat Storage: 1000)
Basic - Self Cooling: 6 - Reactor Transfer: 0
Reactor - Self Cooling: 5 - Reactor Transfer: 5
Overclocked - Self Cooling: 20 - Reactor Transfer: 36
Advanced - Self Cooling: 12 - Reactor Transfer: 0
Component - (special) Cools 4 on each adjacent
Reactor Plating
Basic - HullMax: +1000 - Blast Reduction: 5%
Heat-Capacity - HullMax: +2000 - Blast Reduction: 1%
Containment - HullMax: +500 - Blast Reduction: 10%
Neutron Reflectors
Basic - Pulses: 10k
Thick - Pulses: 40k
Condensators
RZH - Heat Absorbtion: 20000 - Refill Amount: 10000/redstone
LZH - Heat Absorbtion: 100000 - Refill Amount: 5000/redstone, 40000/lapis