Well, I didn't realize how difficult it would be to make a 512 EU/t reactor. Anyway, what are these changes coming up in 1.5 that are messing with nuclear reactors?
but plutonium acts as a double uranium cell with double lifetime. this way, the energy of a plutonium cell is more than doubled, and it is even a good idea to make the quad-cells, as one would produce 64 mio EU at 160 EU/t.
and neutron reflectors were never that efficient... even the ones without iridium
EDIT: did a few calculations, a quad plutonium cell with 4 reflectors produces 320 EU/t and 128 million EU over its lifetime.
EDIT2: compared with a quad uranium cell, it gives an extra 25 million EU. since uu-matter costs just 16.6 million and it takes 1 uu-matter to craft plutonium out of uranium, it's even a good idea to make plutonium through this way.
Yeah, and that quad reflector quad plutonium setup is also completely and utterly uncoolable.
1504 heat/sec is more than twice of what the best internal vent system can possibly manage. And cooling cell or condensator setups would require you to drop one reflector.
Basically, the "hybrid effect" of extreme overscaling when combining some of Greg's fuel cell types and sizes was a bug, not intended design. In 1.5, Greg fixed that bug, meaning that hybrid reactors now give you the exact same EU/t as you would get if you used the individual cells with appropriate amounts of reflectors. Instead of, you know, up to 75% more. It sucks - I too am a big fan of hybrid reactors and think it helped lift this extremely underused EU generation method back into usage - but what can you say? It was never meant to be.
There was also a general rebalancing of both plutonium and thorium. Some parts were nerfs, some parts were buffs. Overally, none of the old cell layouts work anymore (most of them will detonate spectacularly if you try). The summary of changes is as thus...
Plutonium:
- Now produces less heat. Previously had a base 9 standard heat curve, now has a custom flatter curve that behaves somewhere between base 8 and base 5.5 depending on what efficiency you're using. For comparison, uranium runs at base 4.
- Now pulses twice per tick. It will thus charge isotopes twice as fast, consume normal reflectors at twice the rate, and scale up in efficiency far more quickly (as of my last test, Greg was still tweaking this feature, so details might change).
Thorium:
- Now produces less heat. Previously had a base 1 standard heat curve, now has a base 0.8 standard heat curve.
- Received a -50% lifetime nerf. Still the same EU/t, but it simply only lasts 25,000 instead of 50,000 seconds. Thus total EU per cycle was halved as well.
I made a spreadsheet tracking and comparing the changes.
The result is that you can make
very efficient setups using dual plutonium for the centerpiece and thorium as cheap, cool-running reflectors. But it will also run so searingly hot (even after the heat changes) that such setups can only use a small number of cells and won't have high EU/t. The rule of the thumb now is: uranium = highest power output, plutonium = highest efficiency, thorium = best breeding fuel, cheap reflectors and large-grid '
thorium sink reactors'.
It also means that unfortunately, a new efficiency metric is needed, as plutonium now scales differently from other fuel types and thus makes accurately comparing reactors based on classic cell value efficiency impossible.
I've been thinking of basing it off the value of a freshly bred isotope, but for some reason nobody aside from Peppe seems interested in even discussing the topic. Seems like people would rather continue using the reactor planner numbers, which have been wrong for the past half year already...
Oh well. Hope that answers some of your questions, Spartan