As a continuation to my previous thread on ReactorCraft fission reactor designs, I've reached the point in my game where I will be working on them again. Much has changed from the previous thread here:
http://forum.feed-the-beast.com/threads/reactorcraft-fission-reactor-designs.47199/
I'm on the final version for 1.6.x, 25z. I understand there are some changes already in place for 1.7.
In the last thread I experimented with a variety of reactor layouts and measured their output. This time I'd like to discuss the rules that govern reactors, and share with everyone so we can make better reactors!
The rules / pseudocode I have read so far, and will try to keep updated as we discuss:
EDIT: I should mention I'm reading Reika's public source code from
https://github.com/ReikaKalseki/ReactorCraft
To that effect, he has some incredibly clean code which makes excellent use of object inheritance to remove redundant code. I don't actually know Java, but I can interpret much of it.
To respect his efforts, I also made sure to ask as a courtesy if I could share a detailed discussion with everyone. He's been very open about his mods, and a responsive author!
http://forum.feed-the-beast.com/threads/reactorcraft-fission-reactor-designs.47199/
I'm on the final version for 1.6.x, 25z. I understand there are some changes already in place for 1.7.
In the last thread I experimented with a variety of reactor layouts and measured their output. This time I'd like to discuss the rules that govern reactors, and share with everyone so we can make better reactors!
The rules / pseudocode I have read so far, and will try to keep updated as we discuss:
- Boiler
- Requires > 100 C heat to boil water, boiling can happen at 101 C
- Each tick consumes 5 C of heat to convert 200mb water to 1 M^3 of steam
- Coolant Cell
- Requires a reservoir of water on top
- Each tick:
- Reduces it's temperature by (temperature - ambient)/8 without
requiring water (?) - With water it will
- Remove (temperature - adjacenttemp)/2 heat from an adjacent block
- 1 in 6 chance to consume the water
- Doesn't refill until next tick so doesn't cool all adjacent blocks
- Reduces it's temperature by (temperature - ambient)/8 without
- Fuel Core
- 1 in 20 chance to fire neutron per tick (average 1 / sec)
- Creates 20 C heat per neutron interaction with uranium fuel
- Creates 30 C heat per neutron interaction with plutonium fuel
- On neutron interaction always fire 3 new neutrons randomly
- If air block next to it, lose ((temp-ambient)+1)/32 C heat per tick
- Transfer (temp-adjacenttemp)/16 to adjacent blocks per tick
- Neutrons
- Absorption chance when hitting a block
- 90% chance on steel block
- 60% chance on concrete block
- 30% chance on water or flowing water
- 20% chance on other opaque blocks, can cause side effects (lava, sickness, death)
- 25% chance of neutron interaction with uranium core
- 30% chance of neutron interaction with plutonium core
- 25% chance of reflection against neutron reflector
- If not reflected, in 25z always absorbed in 25z
- 50% chance of absorption in 1.7 versions
- Absorption chance when hitting a block
EDIT: I should mention I'm reading Reika's public source code from
https://github.com/ReikaKalseki/ReactorCraft
To that effect, he has some incredibly clean code which makes excellent use of object inheritance to remove redundant code. I don't actually know Java, but I can interpret much of it.
To respect his efforts, I also made sure to ask as a courtesy if I could share a detailed discussion with everyone. He's been very open about his mods, and a responsive author!
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