Could anyone direct me to a tutorial on how to build a safe and or automated nuclear reactor? I remember back in the day you could add in ice automatically to keep a reactor cool but the machines required don't seem to be in this mod pack. Thanks!
Is that an interface mod? I've never used "AE" before lol Looks cool though! Edit: and what do you mean by a cheap component?Just build something like this, but fill in the empty spaces with a cheap component. Then tell AE to insert full fuel cells, and extract empty ones.
Is that an interface mod? I've never used "AE" before lol Looks cool though! Edit: and what do you mean by a cheap component?
Thanks for your help! The only thing I'm still wondering is how the removal and reinserting of the items will work. I've just been using buildcraft pipes this whole time lol I'll have to experiment I guess or just end up putting in stuff manually.That is a screenshot from a java application that allows one to play with reactor designs. It is (sadly) outdated and does not support Ic2exp MOX fuel rods.
I downloaded it from here http://www.talonfiremage.pwp.blueyonder.co.uk/v3/reactorplanner.html
AE is Applied Energistics 2 and is my preferred mod to insert/remove items from inventories. Any of the usual insert / remove with metadata mods (EIO, ExU or ThermalWhatever Item ducts with filters) should work too.
A cheap component would be any kind of rector vent that costs the least amount of copper / iron. Just to fill the empty spaces in the design so that the "insert fuel rods" object doesn't try to fill the reactor with fuel rods and blow it up.
I do not know of any mod in 1.7.10 that can "swap" an item in an inventory, in-place, with a different item, and the only mod I know of can insert/remove objects from specific inventory locations is ComputerCraft (perhaps OpenComputers too).
So the most convenient automated IC2exp reactor consists of a no-empty spaces and all-the-same fuel rods design.
Thanks for your help! The only thing I'm still wondering is how the removal and reinserting of the items will work. I've just been using buildcraft pipes this whole time lol I'll have to experiment I guess or just end up putting in stuff manually.
Thanks for your help! The only thing I'm still wondering is how the removal and reinserting of the items will work. I've just been using buildcraft pipes this whole time lol I'll have to experiment I guess or just end up putting in stuff manually.
4) Chris Becke's layout's actually not bad. Especially if you want a low-efficiency reactor that will output plutonium more quickly.
I've come across several which are higher efficiency. I'm not at home so I don't have my preferred ones close to hand, but just as an example:That was the most efficient reactor with homogeneous fuel cells I could find that didn't require some kind of CC program to shut it down periodically, or coolant cell insertion infrastructure, the first of which I don't trust, and the 2nd requiring more sophistication with the insertion and removal of different things at different locations than I (certainly) know (or could be arsed to learn) how to do.
Awesome! See the whole reason I wanted to start this is because my Mass fabricator is draining power from my MFE faster than my 10 geothermals can in put power. So I thought maybe a nuke could keep the power up while I constantly run the fabricator.Oh, you mentioned "automated".... I put 4 of my one-block 120 EU/t nukes in a row and ran their output into an MFE. 4*120=480 EU/t and the MFE outputs 512 EU/t, so that's a very good match. The MFE will slowly drop to zero under constant power load, but that's fine - it will still output the 480 EU/t from the nukes at that point, which should be close enough that the small power drop isn't even noticed.
Then what you do is run EnderIO Insulated Redstone Conduit from the MFE back to all four of the IC2 Nukes. Right click the MFE and change the Redstone settings on it (upper right corner, I believe) so that the MFE outputs a redstone signal when it is full. Voila! You've just created a fully automated power supply on the EU side. The only thing you need to do is monitor the fuel cells and replace them when they are depleted. If they run non-stop, it takes 20,000 seconds for a Fuel Cell to run out, which is approximately 5.5 hours. With the redstone feedback loop, it is highly likely that the time to deplete will be longer, since the reactors will constantly be turning on and turning off as needed.
I've come across several which are higher efficiency. I'm not at home so I don't have my preferred ones close to hand, but just as an example:
http://www.talonfiremage.pwp.blueyo...k2pp6b8266i8bj55g1m8adh05nlzbpykw84kwczan05q8
According to the simulator it runs a full cycle, requires no cooling/replacements, and takes uranium.
Empty slots aren't an issue, you just throw plating in there. YEah, sorry, its a bad example because of the rods, I forgot that part. But honestly there's a lot of 4+ efficiency reactors out there that fit the bill. I had a hard time finding one that was <= 3 in fact.Yeah - but it has empty spaces and non homogeneous fuel rods (duals and quads) so its impossible to automate without mods that can do swaps or target inventory slots. One could drop one of the duals and replace the other with a quad, and fill in the blank spaces with Component Heat Vents to get a reactor with a total output of 52MEU@260EU/t with the same fuel commitment. Not quite as good, but can be automated.
(http://www.talonfiremage.pwp.blueyo...plryjeoqf2evatqf0mtqop5t7o94ie8sfgvqvnxbdmo00)
I don't recall seeing that one before. Its pretty good as a balance between efficiency and pure output.
It looks pretty good. 3760RF/t isn't that badI don't recall seeing that one before. Its pretty good as a balance between efficiency and pure output.
With a superheated steam setup and a single stirling generator, you'll get a flat-even 1000 eu/t from it. I'd consider this one for sure if I weren't primarily interested in the plutonium atm.
edit: sorry, mathfail. You'll get 940 eu/t from it. I double-dipped 80 hu/s.