NuclearCraft - A Modern Physics Mod

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Pyure

Not Totally Useless
Aug 14, 2013
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I think my original reason for this was because, unlike big/extreme reactors, there is not an axial symmetry to reactor designs in general, making fluids rather tricky to use. You can, however, actively cool fission reactors using the Active Fluid Cooler, and pump various fluids into it. It does use up the fluid that gets given to it, so although it is far more effective, it can be very expensive.

...Perhaps to shake things up a bit, maybe I'll consider fluid cooling for the steam reactors.
I think everyone's hoping you'll do fluid cooling for steam reactors :) Its a staple of fission for Big Reactors (optional), IC2 (optional), ReactorCraft (required), etc.

You don't even really need to make proprietary "hot" versions of fluids from other mods if that's annoying.

If you prefer adding blocks, it could be something like...
  • Cryotheum goes into Reactor
  • Reactor produces NC-Hot Coolant and cryotheum dust
  • NC-Hot Coolant goes into Turbine (or Heat exchanger, turbodiesel's preference)
  • Turbine produces power and NC-Cold Coolant
  • Cold Coolant and Cryotheum dust craft into Cryotheum
  • Cycle complete (closed loop)
Reactors would need to be able to output fluid (you're considering this anyway)
Reactors would need to be able to output a different itemstack (cryotheum dust when cryotheum consumed, etc)
A machine (compressor or something) would be able accept a fluidstack and itemstack and convert it back to the original cold coolant.

You'd lose the interesting gimmick of designing the cooling systems though, or have a weird overlap if you wanted to do both the blocks and the fluid cooling.
 
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Pyure

Not Totally Useless
Aug 14, 2013
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Maybe a thermal dissipation tower? Hot coolant in at the bottom, water in the middle, steam out the top.
At question is the matter of the various coolant types rather than, for the most part, the cooling/heating mechanic itself.

If you're not already familiar, NC has several cooling blocks that interact in interesting ways depending on how they're organized in the reactor structure. Its like Big/Extreme Reactors except that instead of fluids that promote radiation to different degrees, you have things like "Block X will reduce heat Z amount if its surrounded by Block Y".
 

turbodiesel4598

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Jul 29, 2019
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Version 2.4a of NC now out - just some small changes and additions but changes and additions nonetheless. Will get a video out shortly :)

Changelog:
* Fission Controller will try to show details of structure issue
* Fixed Fission and Fusion GUIs not updating correctly

* Fusion Plasma will leak from unpowered Electromagnets

+ Added extra ore configs
* Minor recipe fixes and tweaks
 

KingTriaxx

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Jul 27, 2013
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I haven't dug any deeper in than using the Nuclear Furnace so far, and that was back when it was the best thing around for smelting. Just a thought for active cooling.
 

Nuclear_Creeper0

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Mar 30, 2017
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Why is that whenever I find a mod that seems awesome like this one... I'm playing a HQM or Challenge pack which I can't add mods to unless I change the recipes to something balanced. Maybe make the base block require like RTG Fuel.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Why is that whenever I find a mod that seems awesome like this one... I'm playing a HQM or Challenge pack which I can't add mods to unless I change the recipes to something balanced. Maybe make the base block require like RTG Fuel.
Yeah that's usually my solution too, tweak the base block(s). It won't be perfect but at least you don't feel like you're completely cheating the pack.

Another thing you can do is tweak the configs to change how much power the mod produces if you feel its out of scale with the rest of the pack.

This is definitely one of my favorite nuclear mods. There's something awesome about going through the various fuel isotopes, seeing what byproducts its going to generate, and determining which reactors you'll want to make to leverage all those properly.
 
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Nuclear_Creeper0

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Mar 30, 2017
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Yeah that's usually my solution too, tweak the base block(s). It won't be perfect but at least you don't feel like you're completely cheating the pack.

Another thing you can do is tweak the configs to change how much power the mod produces if you feel its out of scale with the rest of the pack.

This is definitely one of my favorite nuclear mods. There's something awesome about going through the various fuel isotopes, seeing what byproducts its going to generate, and determining which reactors you'll want to make to leverage all those properly.
The problem is this mod can output all kinds of Energy which AoE separates from each other so its overpowered anyway. One reactor for all your energy. VS you need RF, EU and Joules to finish the pack. So I can't add it.
 

Pyure

Not Totally Useless
Aug 14, 2013
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Waterloo, Ontario
The problem is this mod can output all kinds of Energy which AoE separates from each other so its overpowered anyway. One reactor for all your energy. VS you need RF, EU and Joules to finish the pack. So I can't add it.
You could still make it output a trickle of power if you were so inclined, but that wouldn't be a very fun way to un-OP it for that pack :)
 

turbodiesel4598

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Jul 29, 2019
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Why is that whenever I find a mod that seems awesome like this one... I'm playing a HQM or Challenge pack which I can't add mods to unless I change the recipes to something balanced. Maybe make the base block require like RTG Fuel.
That is probably the easiest way of solving the problem, yes. CraftTweaker support for all the machines has also been added, so that's an option if you want to go deeper with the customisation. I am about to start recording a vid that goes through how the CT support works, and I'll also put a tutorial-style file into the GitHub rep.

The problem is this mod can output all kinds of Energy which AoE separates from each other so its overpowered anyway. One reactor for all your energy. VS you need RF, EU and Joules to finish the pack. So I can't add it.
The EU issue can be fixed by setting the generator RF -> EU conversion rate to 0, basically meaning that no EU can be extracted from the generators (I just realised that the title for that particular config option is quite unclear, so I'll get that sorted out). And when it comes to Mek Joules, I thought that it could be converted to and from pretty much any form of energy - is that not right?
 

Nuclear_Creeper0

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Mar 30, 2017
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That is probably the easiest way of solving the problem, yes. CraftTweaker support for all the machines has also been added, so that's an option if you want to go deeper with the customisation. I am about to start recording a vid that goes through how the CT support works, and I'll also put a tutorial-style file into the GitHub rep.


The EU issue can be fixed by setting the generator RF -> EU conversion rate to 0, basically meaning that no EU can be extracted from the generators (I just realised that the title for that particular config option is quite unclear, so I'll get that sorted out). And when it comes to Mek Joules, I thought that it could be converted to and from pretty much any form of energy - is that not right?
Yes they can be converted to all energy forms regularly but that is disabled in AoE.
 
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turbodiesel4598

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Jul 29, 2019
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Pyure, you pretty much hit the nail on the head with what I am initially planning:
  • [Coolant] goes into one of many Coolant Heaters inside a Fluid Fission Reactor
  • Heater produces general Hot Coolant and [Coolant by-product]
  • Hot Coolant goes into Heat Exchanger
  • Heat Exchanger heats Water into Steam, Hot Coolant becomes Used Coolant
  • Steam goes into multiblock Steam Turbine to produce Energy and Water
  • Cold Coolant can be sent back into the Reactor or recombined with a Coolant by-product to produce the original Coolant
There will also be the option to simply send Water into the Heater to form Steam that could be sent straight to a Steam Turbine system, which is obviously easier and so would be less efficient.
The coolant by-product can't just be something like cryotheum dust, because otherwise you could, say, produce a bunch of hot coolant from destabilised redstone, then convert it into cryotheum with cryotheum dust, so it will have to be a new item. Hopefully that should be easy to deal with, as I can just attach metadata, or more likely NBT data, to a general by-product item that keeps track of what type of coolant it came from.
EDIT: Actually, the above would not actually be a problem if the by-product is exactly equal to the materials required to make the coolant in the first place. So for example, in the case of cryotheum, that would just be 4 dust per bucket.

The actual Fluid Fission Reactor will use Molten-Salt Fission Fuels and have a customisable internal structure similar to that of the standard solid-fuel Fission Reactor. The heaters positions within the structure will determine how efficient they are, and different coolant types will prefer different heater positions. It will also be possible to use different combos of fission fuel at the same time. A Molten-Salt Centifuge will also be added, effectively as a combined fluid version of the Isotope Separator and Fuel Reprocessor.

So we end up with a multiblock Fluid Fission Reactor that has an active internal structure of Heaters and Molten-Salt Containers, a (possibly) multiblock Heat Exchanger and a multiblock Steam Turbine :)
 
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turbodiesel4598

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Jul 29, 2019
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Version 2.5 has been released! Changelog below. This will probably be the final major release for a little bit, as adding the molten salt reactor will take some time - I need to add ~150 new fluids and all of the functionality discussed above, but I'm sure it will be worth it :)

* Made machine GUIs a little fancier
* Added Fusion Reactor GUI option to force inputs to differ

+ Added Dissolver
+ Added Univeral Bin to dump excess resources

* Made Active Fluid Coolers use much less coolant
+ Added Reactor Door and Trapdoor

+ Added Sulfur - drops from Coal Ore
+ Added Fluorite - drops from Lapis Ore
+ Added a bunch of other new materials

* Fixed CraftTweaker fission recipe support
* Fixed potential crashes with fluid transfer
* Minor recipe tweaks
 

Nuclear_Creeper0

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Mar 30, 2017
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Version 2.5 has been released! Changelog below. This will probably be the final major release for a little bit, as adding the molten salt reactor will take some time - I need to add ~150 new fluids and all of the functionality discussed above, but I'm sure it will be worth it :)

* Made machine GUIs a little fancier
* Added Fusion Reactor GUI option to force inputs to differ

+ Added Dissolver
+ Added Univeral Bin to dump excess resources

* Made Active Fluid Coolers use much less coolant
+ Added Reactor Door and Trapdoor

+ Added Sulfur - drops from Coal Ore
+ Added Fluorite - drops from Lapis Ore
+ Added a bunch of other new materials

* Fixed CraftTweaker fission recipe support
* Fixed potential crashes with fluid transfer
* Minor recipe tweaks
A molten salt reactor?
How about a Salty Reactor?
salt.jpg

Powered With Salt from the world.
It produces 80 million RF/t. And only takes a piece of dirt to make.
 

turbodiesel4598

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Jul 29, 2019
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Fixed :)

EDIT: Turns out there is a rather big bug that, for whatever reason, didn't appear in inital testing. I am archiving 2.5 until I can sort it out. Sorry!
 
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