Good I thought that was how they worked but couldn't find any factual information on it.Tesseracs don't have power limit, so hooking one right on the machines would be your best option to use the excessive power you get from it.
Good I thought that was how they worked but couldn't find any factual information on it.Tesseracs don't have power limit, so hooking one right on the machines would be your best option to use the excessive power you get from it.
As far as I can tell, @Reika has a doctorate in, like, everything? So he may become sad if he sees you transforming his neutrons into neutrinos all willy-nilly.Did some experimenting in creative on the nuclear reactor.
Neutrinos do cause a chain reaction in reactor blocks they hit, so I could see two designs being useful. If you just want to get something working a solid square with ~2 boiler outer edge works well -- if the temperature is not consistently above 100 on all boilers you have too many -- not sure if there is a benefit to being far above 100. Dipping below 100 I think would be wasting heat, but basically ensures 100% safety.
a design reika showed was a 7x7 setup, with 4 2x2 blocks of fuel cores surrounded by boilers.
B- boiler
F fuel core
BBBBBBB
BFFBFFB
BFFBFFB
BBBBBBB
BFFBFFB
BFFBFFB
BBBBBBB
tried it myself, runs stable, have yet to check output.
Yeah; things are changing so much he'd spend more time writing about it than implementing stuff. He should hire me as his official documenter.reikas response to the lack of documentation is that he is still working on the mod a fair bit.
presence of a manual will help though.
This is no longer true, hence why I added the ReactorCraft handbook.Yeah; things are changing so much he'd spend more time writing about it than implementing stuff. He should hire me as his official documenter.
That looks fantastic, wish I'd seen his setup myself rather than bother everyone. I wonder where control rods and coolant cells will factor in. Maybe only if you expand that design a bit more (fractally)?
At 400 ticks, probably. Try at 0 ticks, like I have in my world.determined that spawner controllers are useless (enough torque/speed to get the delay to "400" is still slower than the thing spawns on its own, or no noticable difference.)
Yes, and they make more waste, too.2) probably. reika, do plutonium pellets burn faster and hotter?
I believe the way that one is set up you wont ever need coolant cells/control rods, just make sure all those boilers are well-watered and you have the turbine capacity to use the steam .
you can also swap boilers (I recommend one of those middle ones between the fuel cores) for irradiation chambers or breeders
middle 9 blocks: F- core, B- boiler, C- irradiation or breeder
FCF
CBC
FCF
or if you have a 3x3 block of fuel cores instead of the 2x2 I have shown you can simply do the middle section with irradiation chambers. (each block is still a 2x2 group of fuel cores)
on to your questions
1) the above design uses a stack of fuel pellets (2x2x4 clustersx4 pellets per core) for a full load.
I think you can drop to a single 2x2 unit and need 16.
2) probably. reika, do plutonium pellets burn faster and hotter?
3) yep. above has 33 boilers in it, and they all run hot enough to produce steam.
when I have time I will do some tests to get better answers for you.
I recommend loading a superflat creative world and just trying stuff out. start small, work your way up, make a few radioactive craters.
You clearly don't try to power everything with rebalanced industrial coils. Or I'm clearly not gearing one correctly. ( I *think* I tried 8x1024 gearing for speed; I forget.)At 400 ticks, probably. Try at 0 ticks, like I have in my world..
Take the power out as shaft power? Then to RF.Is it crazy that I can actually have a use for something that apparently produces unlimited amounts of power? Actually more than one at that. The only thing really holding me back is the highest pipe output I have found in monster is the enderIO one at 20k RF/t and even that isn't enough...
They are subject to light level rules only. What is the spawn limit set to?Speaking of the spawner controllers, are they subject to the vanilla spawning mechanics as well? They don't seem to spawn when I'm not online and/or around (making running the boilers on blaze rods an exercise in futility).
I'm not sure about the spawn limit. I'm checking with the person running the server now.They are subject to light level rules only. What is the spawn limit set to?
Looks like spawn limit for rotarycraft is 128. I had some torches in there (they were spawning regardless), but I removed them and retested with the same result of no spawns when the chunk was not player-loaded.I'm not sure about the spawn limit. I'm checking with the person running the server now.
We're running 17b, if that matters. I hadn't seen anything in the changelogs about updates to the controller, but I may have missed something.
The chunk does need to be loaded, yes. That should be fairly obvious.Looks like spawn limit for rotarycraft is 128. I had some torches in there (they were spawning regardless), but I removed them and retested with the same result of no spawns when the chunk was not player-loaded.
I assumed that was a given. The chunk is loaded via a chicken chunks chunkloader.The chunk does need to be loaded, yes. That should be fairly obvious.
As far as I know, there is no difference. Also, in my own experience, chunkloaders work fine on spawner controllers.I assumed that was a given. The chunk is loaded via a chicken chunks chunkloader.
My previous statement was to differentiate force-loaded chunks (via chunkloader) from player-loaded chunks (standing next to it). My apologies for not communicating that more clearly.
Okay. I'll play with the setup and see which part is breaking down, then, with the assumption that it is not the controller.As far as I know, there is no difference. Also, in my own experience, chunkloaders work fine on spawner controllers.
@Reika: Does your steam "disperse" at all? It would be interesting if a given block of steam had a chance to divide into two smaller blocks, with the chance proportionate to how confined an area its in (check x/y coords 2-3 blocks each direction). If a block disperses into two blocks, one block would move to the side one meter, therefore likely missing your turbine.
As a result, creating steam into the open air would be less effective than in a walled-in pipe. CPU/GPU considerations might be mitigated in two ways: steam should completely dissipate after it moves X blocks (20?) or disperses recursively Y times (4?).
You should likely consider killing the steam after X block movements anyway just to save machine resources, or make it configurable.