Mod Feedback [By Request] RotaryCraft Suggestions

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Pyure

Not Totally Useless
Aug 14, 2013
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@Reika: Regarding the requirement to have reactors chunkloaded, have you ever had a world that wouldn't load because a reactor wasn't chunkloaded?

I don't quite understand how the reactor can continue to run when the chunk isn't loaded, but regarding the buildup of neutrons, could they be given a finite lifetime? For instance neutron entities should self destruct after 2 seconds? Given their speed they would still cover an area, but couldn't pile up?
I'm hazarding a guess here.

I don't think the problem is that a reactor runs when its unloaded, I think its an issue when it (including its various infrastructure) is half-loaded.
 
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Demosthenex

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Jul 29, 2019
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I'm hazarding a guess here.

I don't think the problem is that a reactor runs when its unloaded, I think its an issue when it (including its various infrastructure) is half-loaded.

As I understood it, it continues to make neutrons which pile up and on next load of the chunk operate normally (ie: tons of neutrons = tons of heat = boom). But if the neutrons had a life timer, perhaps they couldn't do that.
 

Demosthenex

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Jul 29, 2019
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@Reika: Also, I know a fix is pending for the long term waste storage containers. They appear to prevent you from storing short term waste in them, which is fine.

Can you confirm if the short term containers also exclude long term waste? It looks like I can put anything in them.
 

Demosthenex

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Jul 29, 2019
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@Reika: Also, I know a fix is pending for the long term waste storage containers. They appear to prevent you from storing short term waste in them, which is fine.

Can you confirm if the short term containers also exclude long term waste? It looks like I can put anything in them.

Replying to myself...

It appears you can place any waste into the short term container, however you can ONLY extract (via pipe, conduit, etc) the long term waste. So it makes a one way filter.
 

Goof

Active Member
Feb 18, 2014
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This would be better handled by providing a better incentive to handle waste properly, rather than relying on players good natures, and in fact...it sort of is.

IIRC its been established that you can actually create power/steam from the nuclear waste.

I remember trying this in either V2 or V3, neutrons created from waste containers refused to interact with fisson cores, breeder cores or those things you make tritium in (can't remember their name :S). Could be that Reika changed them since then though, but might be something to think about if you can't get such a setup to work in V6.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
I remember trying this in either V2 or V3, neutrons created from waste containers refused to interact with fisson cores, breeder cores or those things you make tritium in (can't remember their name :S). Could be that Reika changed them since then though, but might be something to think about if you can't get such a setup to work in V6.
That's a shame, it was a pretty neat emergent mechanic.
 

1M Industries

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Jul 29, 2019
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Aaaaaaaah. That makes sense, though it surprises me that waste doesn't bugger off once it hits the void. Would it cause background radiation problems if I used non-RoC (let's say, for instance, Ender IO or TD) transport methods to shunt the waste into an XU trash can?
Waste + trash can = win. It just goes away.
 

Demosthenex

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Jul 29, 2019
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Waste + trash can = win. It just goes away.

So cheaty. I'm trying to do it right, and with finite water no less!

Turns out a decent water supply on a liquid spiller (it's back!) supplying the north face of the container is more than enough. Also the reduced lifetime of the waste is a godsend.

I think that I'll be able to manage all the waste from a small reactor with just one spent fuel container in water, pulling the long term waste from it to a large pool of waste storage containers.
 

Lethosos

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Jul 29, 2019
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Might want to do it in a lead-encased area. In fact, Reika can check for instances of ore/block/ignotLead from other mods (like Thermal Expansion) and use that as your traditional containment system.
 

Demosthenex

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Jul 29, 2019
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Might want to do it in a lead-encased area. In fact, Reika can check for instances of ore/block/ignotLead from other mods (like Thermal Expansion) and use that as your traditional containment system.

To my knowledge it uses steel blocks @ 90% block. It would be great if lead blocks were supported at 99% or similar.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Might want to do it in a lead-encased area. In fact, Reika can check for instances of ore/block/ignotLead from other mods (like Thermal Expansion) and use that as your traditional containment system.
Lead is not checked because checking the OreDict repeatedly is not performant.

I remember trying this in either V2 or V3, neutrons created from waste containers refused to interact with fisson cores, breeder cores or those things you make tritium in (can't remember their name :S). Could be that Reika changed them since then though, but might be something to think about if you can't get such a setup to work in V6.
That's a shame, it was a pretty neat emergent mechanic.
I do not remember breaking that.

Waste + trash can = win. It just goes away.
Cheater. :p

@Reika: Regarding the requirement to have reactors chunkloaded, have you ever had a world that wouldn't load because a reactor wasn't chunkloaded?

I don't quite understand how the reactor can continue to run when the chunk isn't loaded, but regarding the buildup of neutrons, could they be given a finite lifetime? For instance neutron entities should self destruct after 2 seconds? Given their speed they would still cover an area, but couldn't pile up?
They do not tick after a chunk unloads, so that is not going to do anything at all unless you have an unshielded reactor.
 

1M Industries

New Member
Jul 29, 2019
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Ok, having a bit of an issue with chromaticraft. How am I supposed to make boosted shards? I know is has something to do with liquid chroma, but that is it. Also, oddly enough, I have confirmed that kuro crystals are really uncommon. All other types have 17+ cave crystals in the mineral extractor's range, but kuro has 4, reliably.
 

Reika

RotaryCraft Dev
FTB Mod Dev
Sep 3, 2013
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Toronto, Canada
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Also, oddly enough, I have confirmed that kuro crystals are really uncommon. All other types have 17+ cave crystals in the mineral extractor's range, but kuro has 4, reliably.
https://github.com/ReikaKalseki/ChromatiCraft/blob/master/World/CrystalGenerator.java#L52

Code:
   @Override
   public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
     chunkX *= 16;
     chunkZ *= 16;
     for (int i = 0; i < PER_CHUNK*this.getDensityFactor(world, chunkX, chunkZ); i++) {
       int posX = chunkX + random.nextInt(16);
       int posZ = chunkZ + random.nextInt(16);
       int maxy = 64;
       if (world.provider.isHellWorld)
         maxy = 128;
       int posY = 4+random.nextInt(maxy-4);
       Block id = ChromaBlocks.CRYSTAL.getBlockInstance();
       int meta = random.nextInt(16);
       if (this.canGenerateAt(world, posX, posY, posZ)) {
         world.setBlock(posX, posY, posZ, id, meta, 3);
         MinecraftForge.EVENT_BUS.post(new CrystalGenEvent(world, posX, posY, posZ, random, meta));
         //ReikaJavaLibrary.pConsole("Generating "+ReikaDyeHelper.dyes[meta].getName()+" Crystal at "+posX+", "+posY+", "+posZ);
       }
       int r = 3;
       for (int k = -r; k <= r; k++) {
         for (int l = -r; l <= r; l++) {
           for (int m = -r; m <= r; m++) {
             world.func_147479_m(posX, posY, posZ);
           }
         }
       }
     }
   }

int meta = random.nextInt(16);

int meta = random.nextInt(16);
 

Lethosos

New Member
Jul 29, 2019
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Lead is not checked because checking the OreDict repeatedly is not performant.
I didn't say that you should do that explicitly. I know a bit of coding, y'know. :p

Anyways, it's not hard to detect existence of lead in other mods; you just have to catch the modIDs at initialization via oreDict reflection (or somehow, I have yet to dig into that pile myself.) Then if it exists, pass them on to an activated section of neutron code so it recognizes them.

Sent from my SGH-T769 using Tapatalk 2
 

1M Industries

New Member
Jul 29, 2019
537
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https://github.com/ReikaKalseki/ChromatiCraft/blob/master/World/CrystalGenerator.java#L52

Code:
   @Override
   public void generate(Random random, int chunkX, int chunkZ, World world, IChunkProvider chunkGenerator, IChunkProvider chunkProvider) {
     chunkX *= 16;
     chunkZ *= 16;
     for (int i = 0; i < PER_CHUNK*this.getDensityFactor(world, chunkX, chunkZ); i++) {
       int posX = chunkX + random.nextInt(16);
       int posZ = chunkZ + random.nextInt(16);
       int maxy = 64;
       if (world.provider.isHellWorld)
         maxy = 128;
       int posY = 4+random.nextInt(maxy-4);
       Block id = ChromaBlocks.CRYSTAL.getBlockInstance();
       int meta = random.nextInt(16);
       if (this.canGenerateAt(world, posX, posY, posZ)) {
         world.setBlock(posX, posY, posZ, id, meta, 3);
         MinecraftForge.EVENT_BUS.post(new CrystalGenEvent(world, posX, posY, posZ, random, meta));
         //ReikaJavaLibrary.pConsole("Generating "+ReikaDyeHelper.dyes[meta].getName()+" Crystal at "+posX+", "+posY+", "+posZ);
       }
       int r = 3;
       for (int k = -r; k <= r; k++) {
         for (int l = -r; l <= r; l++) {
           for (int m = -r; m <= r; m++) {
             world.func_147479_m(posX, posY, posZ);
           }
         }
       }
     }
   }
Well then. FU TOO, Random.nextint!
 

Demosthenex

New Member
Jul 29, 2019
772
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0
They do not tick after a chunk unloads, so that is not going to do anything at all unless you have an unshielded reactor.

Can you store the unix epoch time the neutron is spawned, and on update check if > 2 seconds has passed? If so immediately delete without interacting? That'd even fix the chunk loading issue.

Add four bytes to each neutron isn't that big, and querying the time is negligible....
 
Last edited:

Demosthenex

New Member
Jul 29, 2019
772
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0
Another potential bug: I'm using comparators on reservoirs to trigger actions on circuits (ie: reservoir is low, turn on grinder circuit). I've consistently observed where the comparator output isn't updated to reflect the state of the reservoir until I mouse over it with WAILA or right click to see contents. Somehow the reservoir is not updating it's state in regard to the comparator.

It also appears the fluid compression chamber doesn't work with comparators, which isn't such a huge problem because I can cache the quantity to detect in reservoirs, but I have to be able to rely on the reservoir updating it's signals (ie: out of water, emergency SCRAM).
 

Sulhythal

New Member
Jul 29, 2019
6
0
0
Not a suggestion, really. But I just wanted to say "Thanks for a great mod!" Reika.

For awhile, I confess, I was one of those who just imitated what others had done, because the power transmission and the like didn't make sense to me. I mean, I read the words. I understood them. But it just didn't really mesh.
But, I wanted access to some of the things the higher tiers gave. So, I started with the fundamentals, borrowed other peoples setups for things, looking up how others had done this, or that.

And then, at one point, I wanted to do something that...I couldn't find out how anyone else had done it. My Google-fu failed, and turned up nothing. I was stuck. I was kind of frustrated.

And between one build and the next, just a few minutes apart. It was like my brain said "Dude, you're embarrassing me, stop." And it meshed. I could figure these things out for myself. It really was simple math, nothing terribly complex at all. I don't know why I didn't get it before. Just out of practice, I suppose, or just needed to be hands on for a bit with other peoples designs so I could learn it that way.

Either way, I'm having MUCH more fun coming up with my own designs, and having to actually think about things, than I ever did copying other peoples, so Thanks for a mod that actually made me think again.

I'm heading to Reactorcraft next. I wonder how many craters I'll leave, and how brightly they'll glow at night...
 

1M Industries

New Member
Jul 29, 2019
537
0
0
Not a suggestion, really. But I just wanted to say "Thanks for a great mod!" Reika.

For awhile, I confess, I was one of those who just imitated what others had done, because the power transmission and the like didn't make sense to me. I mean, I read the words. I understood them. But it just didn't really mesh.
But, I wanted access to some of the things the higher tiers gave. So, I started with the fundamentals, borrowed other peoples setups for things, looking up how others had done this, or that.

And then, at one point, I wanted to do something that...I couldn't find out how anyone else had done it. My Google-fu failed, and turned up nothing. I was stuck. I was kind of frustrated.

And between one build and the next, just a few minutes apart. It was like my brain said "Dude, you're embarrassing me, stop." And it meshed. I could figure these things out for myself. It really was simple math, nothing terribly complex at all. I don't know why I didn't get it before. Just out of practice, I suppose, or just needed to be hands on for a bit with other peoples designs so I could learn it that way.

Either way, I'm having MUCH more fun coming up with my own designs, and having to actually think about things, than I ever did copying other peoples, so Thanks for a mod that actually made me think again.

I'm heading to Reactorcraft next. I wonder how many craters I'll leave, and how brightly they'll glow at night...
From my experience: make a test world, build your reactor design, and let it run for a while. I have had 20+ craters, and well....1 stable reactor.