By Goblin 01
The reactor is based on few mods: Industrial Craft, Red Power, MFFS(Modular Force Field Systems), TubeStuff.
Anything that is need is only quad uranium cells and nothing else. Reactor creates coolcant itself. Its coolcant is lapis, you may already get the idea (LZH condensators cooled by coolcant injector from MFFS.
This is the total schematic of reactor, producing 10k EU / tick,storing total 32 MFSU's. Blucricity is the near heart of not letting the reactor explode, because Retrievers will not function. And also, some energy total is consumed to produce mass, and convert it to lapis. There is also a regulator that dosent let all 3 sections of coolcant run at once.
1 sec = 20 ticks
10000 secs of running reactor times 20 ticks = 200000 ticks
200000 ticks times 2580 EU / tick is.. 516000000 EU. I dont know how many MFSU storage has cus I dont remember but I know that it is 100% safe reactor.
Just trying to download the launcher, and there are not one, not two, but THREE different "buttons" (first one is at the top of the page, not in screen shot) on the download page that are NOT for the TekkitLauncher.
This is why we hate *[email protected]*$(!&%! ads and use Ad Blocker. Crafty, sneaky, time-wasting, frustrating BS.
Tried to look for other threads, couldn't find any..
I'm on a tekkit server with a friend, and we're building a large underground base. We would like to use lamps like the Cage lamps and Lanterns from ProjectRed, and that all of these are powered by reactors/dynamoes. So that we would always need legit energy for them to illuminate, and not a simple minecraft redstone line which basically gives infinite power.
For now we're using a simple steam dynamo from Thermal Expansion, but i cant seem to get the cage lamps or lanterns to light up. We tried both energy conduits from Thermal Expansion and RedNet cables/RedNet Energy cables from MineFactory, and we tried to combine them too.
Does anyone know how to illuminate these light sources using dynamoes/generators/reactors and some sort of cable?
Or maybe some other alternatives?
Thanks a lot in advance!
In voltz, there's many ways to make Jules, however I find that a fission reactor set up right, will generate more than sufficient power for a survival map. By utilizing steam funnels, keeping it drained of toxic waste and setting it up surrounded by enough water that it doesn't need a thermometer to keep it cool, you can generate almost limitless energy. I'm not hating on fusion reactors, however they are extremely expensive to set up in comparison and keeping them fueled can be a chore itself, they also require power to run. If you do set up a fusion reactor, don't plug then in to your grid, they suck up energy more than an old air conditioning unit in tropical whether.
I have been working on a project in Voltz 3.1.2 (1.6.4)
Its a HUGE base which will be for a later project (I'm using creative but making it able to sustain life in survival mode)
I was using coal generators, but wanted to start using nuclear. I built a fission reactor in a secluded, well protected, bomb proof bunker at bedrock and it was working fine. Up until now.
I heard that you have to pipe the liquid toxic waste out, so I put a cobblestone liquid transport pipe and a tank on the bottom of the reactor. about 20 mins later I go back down and toxic waste is EVERYWHERE! The tank didn't fill at all. Since then I have tried many many different orientations, even with the pipe next to the reactor. still the same toxic waste. This is really making me mad. In the older versions of volts all you had to do was build it (which I know I'm doing correctly) and there your done. not anymore. Hate these changes.
Also-what ever happened to fusion reactors in 3.1.2? Kind of a bummer because I use these to power particle accelerators...