Good to know this "You also only need 1 preheater btw. Each 1 can feed something like 50 injectors.1" and this "The injectors can be squished in tighter, actually overlapping 1 block."
I also tried to do it with the other solenoid removed and it didn't bend the plasma and removing 1 magnet makes it not work at all
WOW!!
And i thought i was beeing creative by "supercharging" my reactor from the side.
Ahem... would you consider sharing the method/tricks needed to make those modular reactors?
Sorry for late responses, I don't come here much lately. It's also been awhile since I've done anything in Reikas mods, so I might have forgotten some specifics/etc.
Each of the internal pieces ( the Injector block, and Toroid blocks ), have a direction built in, that points "forward" in the reactor.
In the case of the injector, if you are on the injection side, it points 2 blocks to the right.
In the case of the toroids, it depends on the rotation. You can find the table used on the github somewhere, but it's essentially 3 possibilities: 2 right; up 1, 2 right; Up 2. Then there are the rotations of this to fill it out.
The injector and Toroid are interchangeable for most all purposes. The catch being that you need a toroid every now and then, else the plasma will become "escaped" and can not fuse. ( This is to prevent reactors without any toroids working just as well as reactors with them. )
The above is very important for the next 2 concepts:
First is the checking for completeness. Basically, there is a check to make sure that the reactor makes a complete loop of some fashion.
This is done with a check that starts at a toroid, and simply goes to the "next" spot forward, following the above rules. This continues up to a certain number ( something like 100, but I don't remember exactly. ) If it ever reaches the first toroid, it succeeds and sets the reactor to be complete. ( Note, there are some specifics that can cause issues with this. If it SHOULD be complete, but isn't, start spinning toroids all the way around. Eventually it will update and work. ) If it fails to ever reach the first one, then it is not complete and the plasma will not be bent.
Second is "hasSolenoid", which is setting whether or not a solenoid is present and powered. IIRC it starts by going 14 blocks East, and 2 blocks North of the solenoid. Then, it follows the previous rules for going around the reactor and setting "hasSolenoid" on each of the toroids. ( If you have the setting in the config turned on to show NBT data when holding TAB, this is a great way to see where any issues are. You'll see hasSolenoid=true for awhile, then change to false at the problem. )
You can see in 1 of my bigger toroids where I used Injector blocks to take the solenoid check over to where the toroids actually are.
For a Toroid to bend plasma, there are 5 factors:
hasSolenoid must be True.
hasNext ( the completeness check ) must be True.
Coolant must be > 0.
Charge must be > some number I don't exactly recall, though it's relatively small.
Finally, the angle can not be too great. ( This prevents making a super small reactor, though I DID manage to make a smaller one, thanks to several Toroid rotations having the same location for the Next piece, meaning I could skip certain rotations. Plus, not having injectors inside the torus, so it was pretty much all toroids turning. )
The final limitation is that plasma will only live for something like 100 blocks ( taxi cab ) from the injector. ( Distance from that is, so half way around the reactor must be within the 100 blocks taxi cab, not total distance traveled around. )
There was also a bit of a limitation before from a bug though. I have no idea if it was ever fixed. It seemed to be something to do with packet limits on sound easily being exceeded by the reactor. Once this happens, it causes increasing server lag that very quickly gets to be extreme. ( Like a minute plus just to flip a lever. )
Now, if you're going to run quite a few injectors, you need to put some thought into your design and cooling. For example, the reason 1 of my reactors looks kind of like a diamond, is you don't want straight lines where lots of fusion can occur. ( Neutrons from fusion, just like from fission, travel straight N/S/E/W ) This would cause extreme hot spots that easily melt.
Also remember that neutrons ignore boilers ( so you can place the boilers inside of the absorbers as well. ) Heat then travels up to I think 3 blocks from an absorber, including up and down. ( Technically, there's no limit as heat is just shared from 1 to another...but the specific temperatures and functions means more than 3 doesn't do anything. ) On top and below an absorber you need to use more absorbers, not boilers, since you have to put water in the bottom, and steam out of the top. Watch out for steam pipe loops, as they can cause performance issues.
That should cover the bases, but if you have more specific questions, just let me know. I'll get to them...eventually