Thanks for the kind words!Wanted to say that i really have come to like your mod.
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It is definitively my new favored energy generating mod
What are the changes? From what you're saying, I gather the "new" mechanics are different from the "experimental" ones?I should mention, by the way, that if you have not already built any fission reactors, have made sure they're all turned off or simply want to do some testing, then I highly recommend enabling the new fission reactor mechanics.
There is also some 'experimental' reactor mechanics being added for those who want to test out some of the more unsettled ideas I have about how fission should work in the future - in 1.13, for example
Yeh - take 'new' to mean better and 'experimental' to mean alpha.What are the changes? From what you're saying, I gather the "new" mechanics are different from the "experimental" ones?
Another fine fission mod to borrow inspiration from is ReactorCraft. I actually find its simulation to be the most interesting since its based on actual chain reactions.Yeh - take 'new' to mean better and 'experimental' to mean alpha.
Basically, the new mechanics are only really there to do five things:
1. Before the change, some coolers, such as the quartz and liquid helium, were just appearing in too many of the good designs in testing. Their rules, as well as others, have been changed to make other coolers the better option more often.
- Make coolers that were previously not so great more useful
- Prevent the exploitation of water/diamond coolers
- Allow for more flexible cell/graphite placement
- Fix efficiency calculations
- Make it easier to calculate which fuels can be used in a particular design
2. In the old system, you could just tessellate water and diamond coolers around the inner casing of the reactor without much thought or effort. That is no longer possible - all coolers now have to touch other active coolers or the cells and graphite in some way.
3. There can now be up to four (by default) graphite blocks between reactor cells, which should make cooler patterns a little more interesting. Remember though - only the graphite directly adjacent to cells will generate additional power!
4. For some bizarre reason that I can't understand, I originally had the additional heat and energy generated by graphite be proportional to the number of cells in the reactor, which made no sense. This is no longer the case with these new mechanics.
5. The additional heat generated by graphite is now proportional to the base heat of the fuel, rather than the base energy.
As for the experimental changes... well, so far there isn't much as I've only just introduced the idea, but I will probably start with deprecating fuel rods and just making the fuel pellets what are inserted into the reactor. After that, I may take a bit of inspiration from Big Reactors and try tinkering with making the use and depletion of fuel a continuous process - reactors with more cells would need more fuel in it at any given time to be full and generate the max amount of power. I also want to play with separating moderators and neutron reflectors. Right now, graphite is effectively both. Perhaps different moderators and reflectors should have different stats, too.
Also, in the next version of NC onward, beryllium blocks can be used in place of graphite as a moderator/reflector
I mean, NC already explodes, but its extremely predictable so its OK imoJust please don't borrow it's world destroying explosions.
Yeh, I remember playing with it a while back - was pretty cool. That’s basically what the graphite/beryllium moderation does but in a much simpler way (by just increasing fuel efficiency).Another fine fission mod to borrow inspiration from is ReactorCraft. I actually find its simulation to be the most interesting since its based on actual chain reactions.
I dont think so? IC2e was kinda unpopular for various reasons.Just vaguely wondering... instead of adding the experimental part as a configurable option, should I just release experimental builds alongside the stable builds a la IC2 back in the ~1.6 days?
Totally missed this the first time I read your post... hmm, certainly an idea. So we would have a recipe to turn the 'legacy' controller into the new one?Personally I'd almost prefer if the option is there, but that it gave me the ability to do both ingame. In other words, I'd have both a Controller and an Experimental Controller, so that I could tinker with both systems to compare/contrast.
That's probably simplest yeah. Wouldn't make a lot of sense in a public server (unless it was a testing server) but for people like me who want to provide feedback and comparisons, its the most convenient (assuming the systems can run at the same time, code-wise)Totally missed this the first time I read your post... hmm, certainly an idea. So we would have a recipe to turn the 'legacy' controller into the new one?
Do you think we could just make the 'new' controller what is obtained from crafting? So all of the old, previously made controllers would run using the old rules, and new controllers would use the new rules. As long as I put a warning message on the new controllers for a few versions, letting people know that old designs may not work, we shouldn't run into any issues, right?That's probably simplest yeah. Wouldn't make a lot of sense in a public server (unless it was a testing server) but for people like me who want to provide feedback and comparisons, its the most convenient (assuming the systems can run at the same time, code-wise)
By default, the max a fusion reactor can produce is simply determined by the most powerful fuel combo and the maximum ring size - by default, that's a max-efficiency D-T reaction in a size-24 reactor. It comes to 1600*100*24 = 3.84 MRF/t, which is basically where you were at.Just curious, I only browsed through the first initial pages and the last page, but couldn't find any designs for min-maxing the fission and fusion reactors. Does anyone happen to know the practical max a fission and fusion reactor can produce?
The tooltips, although I agree are more clumsy than a book, should hopefully be just about enough, with a little bit of spatial awareness, to build the basic structures. As for filling fission reactors... well, that's up to the player to figure outIs there a manual for this mod? Or is it all by random guesstimating how to make it work?