Big Reactors Help

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cwotter

New Member
Jul 29, 2019
2
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I have created a reactor from the Big Reactors Mod and I have looked online and have not been able to find out how many yellorium fuel rods should be put in the reactor. I have found equations for all the other items but not this. If anyone knows how I can decide it would be greatly apreciated!
 

darkeshrine

New Member
Jul 29, 2019
760
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At minimum, one. It's basically up to you on how you want to build a reactor. There are super efficient ones and not so efficient ones. There's a couple of simulators you could play around with to find out what you want to do. Unfortunately, I can't seem to find links to them as I don't really use them.
 

cwotter

New Member
Jul 29, 2019
2
0
0
At minimum, one. It's basically up to you on how you want to build a reactor. There are super efficient ones and not so efficient ones. There's a couple of simulators you could play around with to find out what you want to do. Unfortunately, I can't seem to find links to them as I don't really use them.
Thanks!
 

asb3pe

New Member
Jul 29, 2019
2,704
1
1
Each of the fuel cell blocks that you placed inside your reactor will take some Yellorium ingots, but I don't know how many ingots per fuel cell. Basically, you just put two ports on the side of your reactor, change one of the ports to the blue color, leave the other one green - now you have an input and an output for your ingots. Just keep dumping Yellorium ingots into the input port until it is full with 64 ingots. At this point all your fuel cells will be full with Yellorium, and you have a reserve of 64 ingots which the reactor will slowly use up over time. As the fuel burns up in the reactor, it will convert to Cyanite ingots and be placed in the blue output slot. If you don't collect those, the reactor will shut down when 64 Cyanite are in the slot so make sure you automate the collection. Of course, you should also automate the input slot as well, then your reactor can operate unattended, pretty much.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
I have created a reactor from the Big Reactors Mod and I have looked online and have not been able to find out how many yellorium fuel rods should be put in the reactor. I have found equations for all the other items but not this. If anyone knows how I can decide it would be greatly apreciated!
This all depends on a loads of variables: Size of reactor, thermal conductive materials used/available, active/passive cooled. If you can supply some of these then data then we could possible help you out with some pointers.
 

Skyqula

New Member
Jul 29, 2019
568
-1
0
So far, the executable jar version from immibis appears to be way more up to date and flexible (and lag-free), but is also apparently far less accurate.

The online one (also referenced in that link) is still pretty useful if you care about precise numbers.

Considering that the Big Reactor algorithm didnt change in over a year they are both equally up to date. With the important note that immibis's is still a work in progress, bugs included, and is therefor inaccurate.

The online sim: http://br.sidoh.org/

Each of the fuel cell blocks that you placed inside your reactor will take some Yellorium ingots, but I don't know how many ingots per fuel cell.
Each fuel rod takes 4 ingots of yellorium and converts that into 4000mB of fluid yellorium. Each 1000mB of fluid cyanite is converted into 1 cyanite ingot. If it cannot output a cyanite ingot then the reactor will keep running untill all fuel is converted into cyanite.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
Considering that the Big Reactor algorithm didnt change in over a year they are both equally up to date. With the important note that immibis's is still a work in progress, bugs included, and is therefor inaccurate.
Sky lemme rephrase it. Its more inclusive and/or flexible (it includes a larger variety of viable blocks)
 

Skyqula

New Member
Jul 29, 2019
568
-1
0
it includes a larger variety of viable blocks

You should realy just say this. Because I woudnt call it more inclusive/flexable either as its missing things like rod controll and fuel settings. Its also missing information and miss using M (mega) instead of m (milli).

That said, if he takes the feedback provided and fixes the bugs, Immibis's sim will defenitly become what you are making it out to be.
 

rhn

Too Much Free Time
Nov 11, 2013
5,706
4,420
333
missing things like rod controll and fuel settings.
Absolute gamebreaker... See no point in using it before this is implemented tbh. So sticking to the online one until then.
 

Pyure

Not Totally Useless
Aug 14, 2013
8,334
7,191
383
Waterloo, Ontario
You should realy just say this. Because I woudnt call it more inclusive/flexable either as its missing things like rod controll and fuel settings. Its also missing information and miss using M (mega) instead of m (milli).

That said, if he takes the feedback provided and fixes the bugs, Immibis's sim will defenitly become what you are making it out to be.

Absolute gamebreaker... See no point in using it before this is implemented tbh. So sticking to the online one until then.
100% concur. Also: see my point-by-point commentary after I tested, which says the same thing.