Is this the most efficient Thorium breeder with 0 running cost?

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Harvest88

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Jul 29, 2019
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This I played with the Good Reactor designs from the IC2 forum http://www.talonfiremage.pwp.blueyo...4lrf80kocw68x9h28lwb60rh1iponmgy991vqf1zk30po So is it the best I'll squeeze out of every Uranium without burning copper for a dual or quad? I don't care about the power output as all I want is the most efficient breeder and nor the quicker speed as I don't want to make 1.6k depleted isotopes every 26 hours just to keep the IC2's fastest breeder running 24/7.
 

Harvest88

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Yea I'm after efficiency only as my 40 head bore is boring away 24/7 just need to get more enders for that RC anchor that finally worth using. But thanks anyway for the design. So I guess my modified IC2 speedy breeder is probably the most efficient way.
 

abculatter_2

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This one is cheaper and more efficient, as well as has a little bit of excess cooling, which will ensure that it remains at a safe temperature:
http://www.talonfiremage.pwp.blueyo...4lrf80kocw68x9h28lwb60rh1iponmgy991vqf1zk30po

You should be able to remove one of those vents, though it won't matter much either way. The heat plating is in a bit of excess, though I once had a perfectly safe reactor blow up in my face, for what I presume was because of some bug related to having exactly 0 net heat. So, better safe then sorry, I would say, even if these reactors are one of the least explosive possible.
 

Harvest88

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Alright it's the same thing what's I have and I need the reactor filled up so the RP2 regulator can put the istopes in the right places and make sure there'll only be 4 in it at all times.
 

Peppe

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Why do you have 120 vent cooling for something that creates 15 heat?

When the heat in the reactor goes above the stack size of the cells they turn off, so you only need enough cooling to balance out the heat from your thorium cell w/ isotopes.

Heating cells and vents will always do their jobs, so the breeder can stay hot, but be off if you don't need more enriched cells. I usually use a build craft gate to control a breeder, have it emit a redstone signal when the inventory is full. When it is not full the reactor will automatically be off.

I don't have a design saved for a single thorium, but here is a design using two single thorium cells that breed up to 8 isotopes at max speed:
http://www.talonfiremage.pwp.blueyo...gpe69kupudbqd18nzjp1szd5e16y0ofesuhehupt19fk0

If you go down to single thorium cell you be able should shave off some chambers and use cheaper plating.
 

Omicron

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I'm still favoring the self-breeding hybrid reactors... because the most cost-efficient breeder is having no separate breeder at all ;)
 

Harvest88

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Why do you have 120 vent cooling for something that creates 15 heat?

When the heat in the reactor goes above the stack size of the cells they turn off, so you only need enough cooling to balance out the heat from your thorium cell w/ isotopes.

Heating cells and vents will always do their jobs, so the breeder can stay hot, but be off if you don't need more enriched cells. I usually use a build craft gate to control a breeder, have it emit a redstone signal when the inventory is full. When it is not full the reactor will automatically be off.

I don't have a design saved for a single thorium, but here is a design using two single thorium cells that breed up to 8 isotopes at max speed:
http://www.talonfiremage.pwp.blueyo...gpe69kupudbqd18nzjp1szd5e16y0ofesuhehupt19fk0

If you go down to single thorium cell you be able should shave off some chambers and use cheaper plating.
Oh wow good one, it's +0.9 recharge per tick so I'll redesign to that since I can shave down my heat vents and add more heating cells to my current reactor. Then I'll have spare heat vents for HVC reactors once I figured out the automation for quick heat vent replacing for my future plutonium reactors.
 

jumpfight5

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I'm still favoring the self-breeding hybrid reactors... because the most cost-efficient breeder is having no separate breeder at all ;)
I would ask you for a guide on this one, but it's going to be overhauled in 1.5, right?
 

Omicron

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Nope, both IC2 and GregTech are still in the "barely stable Beta" phase.

Besides, Peppe is much better at this reactor stuff than I am!
 

Harvest88

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I would ask you for a guide on this one, but it's going to be overhauled in 1.5, right?
Yea a 50% cut off on lifespan but they'll still be a better breeder "fuel" than uranium with effective breeder designs but not probably hybirds anymore.
 

Peppe

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I would ask you for a guide on this one, but it's going to be overhauled in 1.5, right?
Yeah, 1.5 Greg is changing how thorium and plutonium work, so what works/is most most efficient will likely change. Whatever the changes, if a multi-fuel type reactor is ends up the best again then you will still need slot level inventory management.

The critical part to managing these reactors is putting the correct fuel in the correct slot. Each reactor has 3 types of fuel and each type needs to go into one or more specific slots. There are some slot specific inventory tools available, but GT advanced regulator seemed to do it in the least space. It only has 9 storage slots, so supplying the fuel in the right ratio is the next challenge.

I posted a setup of the breeder + 3 production reactors in this thread:
http://forum.feed-the-beast.com/thr...to-power-matter-fabricator.16327/#post-186188
Save is also in that thread.

To provide a specific inventory level I used railcraft. RP2 managers could also do the job, but RP2 does not use ghost items. Golems don't handle multiple non stackables well. AE emitters are slow to change, so you get more of a range near your target level rather than your target level.

For slot specific inventory management some alternatives to advanced regulator (9 slot):
turtle + inventory upgrade (any number of slots)
router (1 slot)
advanced buffer (1 slot)

If you are going big into nuclear then a router setup might work well. You would need 8-9 routers per type of reactor, so the more of that type you run the bigger the benefit.
Turtles always work. You could even use an AE export bus next to the turtle for each type of fuel and let the turtle pulse a certain bus when it needs a type of fuel.
 
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Harvest88

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All I have is an Andvanced Buffered wired to the reactor for power and putting that Thorium in that 37 slot and then a ruglator make sure there only 4 delepted istopes and no more. All of them and the reinrich uranium are putted out and in by corresponding buses for fastest fueling to get most out of each cycle.
 

jumpfight5

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Jul 29, 2019
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Yeah, 1.5 Greg is changing how thorium and plutonium work, so what works/is most most efficient will likely change. Whatever the changes, if a multi-fuel type reactor is ends up the best again then you will still need slot level inventory management.

The critical part to managing these reactors is putting the correct fuel in the correct slot. Each reactor has 3 types of fuel and each type needs to go into one or more specific slots. There are some slot specific inventory tools available, but GT advanced regulator seemed to do it in the least space. It only has 9 storage slots, so supplying the fuel in the right ratio is the next challenge.

I posted a setup of the breeder + 3 production reactors in this thread:
http://forum.feed-the-beast.com/thr...to-power-matter-fabricator.16327/#post-186188
Save is also in that thread.

To provide a specific inventory level I used railcraft. RP2 managers could also do the job, but RP2 does not use ghost items. Golems don't handle multiple non stackables well. AE emitters are slow to change, so you get more of a range near your target level rather than your target level.

For slot specific inventory management some alternatives to advanced regulator (9 slot):
turtle + inventory upgrade (any number of slots)
router (1 slot)
advanced buffer (1 slot)

If you are going big into nuclear then a router setup might work well. You would need 8-9 routers per type of reactor, so the more of that type you run the bigger the benefit.
Turtles always work. You could even use an AE export bus next to the turtle for each type of fuel and let the turtle pulse a certain bus when it needs a type of fuel.
Well that was impressive. I like the use of RC. I may have to try this. Does the time it takes the cart to get around the loop affect it at all? And what about those BC gates attached to the reactors? What do they do?
 

Harvest88

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Well that was impressive. I like the use of RC. I may have to try this. Does the time it takes the cart to get around the loop affect it at all? And what about those BC gates attached to the reactors? What do they do?
those gates can only desects if it empty or full and that's about it. But people use them on full mode so the reactor is set to turn off should something melt or something.
 

jumpfight5

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those gates can only desects if it empty or full and that's about it. But people use them on full mode so the reactor is set to turn off should something melt or something.
So that answers the time cart problem as well. I need to get into gates, the fact that they cost two diamonds per laser has deterred me from using them mid game :p
 

Peppe

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Well that was impressive. I like the use of RC. I may have to try this. Does the time it takes the cart to get around the loop affect it at all? And what about those BC gates attached to the reactors? What do they do?

The cart is on a holding track and sent around every 60-90 seconds. A full cycle of fuel is buffered at each advanced trans-locator, so for most of the reactors the cart technically only needs to go by once every 14 hours to restock it.

For the breeder reactor it needs depleted cells every few minutes, so that is why i set the timer to whatever I did -- didn't make it exact or anything. A single cart looping around every minute or two is pretty lightweight. If you build something similar for real probably good to cover/seal the tracks to prevent any mobs blocking the cart.

The BC gates are a little safety/control feature. They are iron and gates set to: redstone signal if the inventory is full and if a redstone signal is on.
Inventory full check will shut the reactor off if anything ever melts. The redstone signal i believe for the test is hooked up to a lever, so you can turn all the reactors on/off. It might be hooked up to the bank of MFSUs as i also played with stopping the reactors when storage was full.

Overall the 4 reactors run at ~1700 EU/t and to startup would use ~15 uranium ingots. If it is on all the time on average to keep running should be ~12 uranium ingots every 14 hours.
 
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jumpfight5

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So I'll have it off when it's filled the MFSU and if its not full. This is the kind of energy I like. You have to think about it and have a lot of work, including multiple mods and using the energy or other types of energy (Blutricity) to automate it.