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Beacons are pretty power hungry. You could plop down a large array of them if you want to create a large power draw, and connect it with a power switch to easily toggle it on and off.
I would have to place something like 24k beacons to stress the system fully. why even mention it at that point.
There are many prints with the reactor and steam all built on land and the water is piped from banks of offshore pumps, sometimes even through tanks. Building on a lake is just easier. No trees, rocks and cliffs to remove and no ore patches which will be covered by the plant. The footprint of a multi-core reactor is not exactly small and more or less needs to stay the way it was designed. Building on a lake makes that easier to do while also removing the need for pipes to carry the water to the heat exchangers.
Here's a cute one[www.factorio.school] which can be built right on the shore or have the water piped in. There are plenty to chose from, either to build directly of for inspiration on the myriad ways water can be handled for the reactors.
One steam turbine needs 60 water/sec converted to steam. One offshore pump give 1200 water/sec. Every offshore pump will feed 20 steam turbines.
One steam turbine uses 5.82 MW worth of steam, each heat exchanger creates 10 MW worth of steam. 291 heat exchanges exactly feeds 500 steam turbines.
One reactor makes 40 MW worth of heat, one heat exchanger uses 10MW of heat. One reactor exactly feeds 4 heat exchanges.
As long as you remember to apply the reactor equivalence for neighbor bonuses, there are no other things you need to know to "math it out" perfectly.
From realism standpoint it is not really feasible, because all that used up steam is supposed to go somewhere, and it would save energy to use it in water pre-heating recuperator and/or condense steam back to water in a cooling tower (that is an actual purpose of NPPs cooling towers), so that water losses of practically any power plant are minimal, mainly because you don't just put lake muck in your boilers, but rather distilled demineralized water, unless you want them to calcify and break. But then again, factorio isn't a realistic simulator, so gameplay overrides realism wherever neccessary.
You can science it pretty easily, from what I've seen. A failure on your part is not mental deficiency on the dev's part.
Also, I think it's fairly likely that next year, we'll get fluid revamp they had to scrap in order to get version 1.0 released. So, it may not be such a great idea to try and design something that depends too much on the fine details of how the current system operates.
https://www.youtube.com/watch?v=Qw_NzPuccxk
https://www.youtube.com/watch?v=yA21zrqMMq0&t=3s
You can also keep a save file of finished bases that you stopped playing because UPS was starting to drop. Build you blue print there and disconnect all your other power sources to give it a load test. If it works add the blue print to your library.
https://factoriocheatsheet.com/
Pay close attention to the numbers. You don't want to be using one less pump than you actually need because you cut off the remainder. It's not that hard to figure out.
But back to topic, it was not very hard to calculate the ratios and the fluid which fits in a pipe, as some people already showed here too.