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Sneak peek:
Contractors came in and poured the concrete for the new indoor swimming pool:
Ok it is not a swimming pool, but what will eventually be my nuclear power plant Tried to base it as much as possible on RL power plants.
I intend to pack a whole lot of IC2 nuclear reactors running Uranium down into one of the pits(just the simple 100EU/t single block setups I used last). The probably some MOX setups into the other pits(come to think of it a MOX reactor would probably evaporate the water, hmm).
I have actually been contemplating incorporating Bigreactors into this very reactor build(or adjacent to it) to get the whole steam/turbine part of it(which is a crucial part of a real reactor ofc). Not sure if I am going to do it or not.
I have never touched Mekanism before but it looks very interesting it I surely intend to try it out. But atm I kinda feel like I need to get the basics done first(Real ME network, proper RF production, BC laser rig, crop farms, mob spawner, Enchanting etc.). Mekanism can then be a late game project I suppose along side with many of the GT stuff.
I am going to be using some very simple and stable reactor setups where the only thing that needs to be replaced is the fuel rods. And I am probably also going to use Nuclear Control to heat monitor them just in case(mostly for the challenge/fun of the automation).
Yeah it would be awesome with some blue glowing water. Just not sure how to achieve that. There is no blue light. Just blue blocks that emit white light. I suppose I could use Spring Water, but without being able to form infinite sources of the stuff it will be a pain to gather enough of it. I would have to cheat in enough of it somehow. Or run a Quarry+ with pump for a long time I suppose. Found several sources of it already in my desert quarry world.
I have actually been contemplating incorporating Bigreactors into this very reactor build(or adjacent to it) to get the whole steam/turbine part of it(which is a crucial part of a real reactor ofc). Not sure if I am going to do it or not.
I have never touched Mekanism before but it looks very interesting it I surely intend to try it out. But atm I kinda feel like I need to get the basics done first(Real ME network, proper RF production, BC laser rig, crop farms, mob spawner, Enchanting etc.). Mekanism can then be a late game project I suppose along side with many of the GT stuff.
I am going to be using some very simple and stable reactor setups where the only thing that needs to be replaced is the fuel rods. And I am probably also going to use Nuclear Control to heat monitor them just in case(mostly for the challenge/fun of the automation).
Yeah it would be awesome with some blue glowing water. Just not sure how to achieve that. There is no blue light. Just blue blocks that emit white light. I suppose I could use Spring Water, but without being able to form infinite sources of the stuff it will be a pain to gather enough of it. I would have to cheat in enough of it somehow. Or run a Quarry+ with pump for a long time I suppose. Found several sources of it already in my desert quarry world.
Your right I forgot spring water was so hard to come by. I wish the whole colored lights thing was implemented already. GLSL colored lights and shadows arent that hard for simpler games, though I admit I dont know whats it is like to code into a beast like minecraft.
Your right I forgot spring water was so hard to come by. I wish the whole colored lights thing was implemented already. GLSL colored lights and shadows arent that hard for simpler games, though I admit I dont know whats it is like to code into a beast like minecraft.
I will experiment with replacing the Quarried stone blocks down in the pits with some similar bluish blocks and see if that creates the effect perhaps. Railcraft actually have some in the same "series" of building blocks made from Ice I think. And ofc lower the lights enough to make it all gloomy down underwater, and then only light up the above water walkways etc. Right now it is completely over saturated in light with the Wrathlamps so I can see what I am doing
Its been a while. But hope it hasn't slipped anyone's attention that Dragon Age Inquisition has been released
Chose to prepare for that by replaying DA:O, expansion and all DLCs etc. to brush up, so been out of the game for a while when it comes to Minecraft. But decided that I needed a diversion and looked up MC again today.
I decided that I wanted to try and implement Big Reactor Turbines into the nuclear reactor build, as IC2 reactors have no "steam aspect" on their own. And I would like to try and keep it somewhat realistic. So before I even loaded the main world, I started my creative test world to test different reactor/turbine setups.
And once already sidetracked I, it just got worse Hated how I had no good ComputerCraft scripts for regulating actively cooled reactors. Browsed the web but was not impressed with what I found. So what the heck, I decided to make my own.
At first my engineering training(what I remember) kicked in and immediately identified that there was need for a feedback regulator. After some attempts at it, it proved rather difficult however. First of all the reactor have quite a bit of lag time from regulation to reaction, but on its own it could easily be handled with the proper regulator. Trying to regulate the reactor on the steam buffer however proved very difficult due to the buffers tiny size. This in addition to the lag time and the fact that the minimum adjustment that can be done is 1%, would cause any any adjustment to instantly empty or fill the buffer completely, resulting in extreme oscillations. So kinda gave up on that idea...
Instead I came up with this:
Despite the name, this is not a regulator. The script will scan the control rod "band" until it finds the point where the steam production is maxed out. This does cause a slight dip in steam production when it scans below the limit, which is why I have designed the script to not do it continuously. Instead the script will on startup find the point of "maxed out steam production" (where the steam users can no longer accept more steam, this would be the sum of the steam settings of your turbines) and then adjust the Control rods a maximum of 1% above that. Once this is found and everything is dialled in, it will wait for a set period until it will do the scan again to test if there have been any changes to the system(The length of this period can be changed at the top of the script, default is 10 mins).
If you attach a 3x2 Advanced monitor you will also get all the relevant information about the reactor that I could think of, including what the script is doing. There is no touch functionality, it is purely informational.
Computer, reactor and monitor can be attached by cable or directly adjacent and will automatically be detected.
What the script does NOT do:
The script does not regulate based on temperature. It is your own responsibility to design your reactors to be of adequate size/cooling to stay in desired temperature range once the reactor reaches the set limits of your turbines.
It does not regulate the turbines. It is your own responsibility to design your turbines so the coils, blades and steam/t match up so you get optimum RPM. I recommend this: https://docs.google.com/spreadsheet...TUxOUGxMRlpERWtPMmtGT213bmc&usp=sharing#gid=1
Bugs: for some mindbogglingly reason the "getActive" returns true at all times for the reactor, causing the ON/OFF to always be in ON position, despite the reactor being turned off manually. If anyone got a clue why I would be grateful to hear it
Fixed, forgot () at the end.
PS: Did I mention that I once again spend the entire day noobing with ComputerCraft instead of building
Fyi, search ic2 forums for 5x5 reactor and you'll find they have a active-cooled mechanism for several months now.
I wouldn't look into it too far however; its extremely complicated and the output doesn't exceed anything I can create with a regular passive-cooled MOX reactor.
It helps to know just a bit of programming first ofc. Doesn't really matter what, just so you know the logic behind loops, if's variables and whatnot.
Next step I would recommend looking at some other peoples simple code snippets. Don't try and decypher anything complex to begin with, I personally get lost quite easily when trying to steal other peoples code But it is a good way to easily figure out the "grammar" of LUA. For example how to format your different loops etc.
You are welcome to take a peek at my pastebin page if you like, lots of VERY simple things there http://pastebin.com/u/rhn
Other than that I can't recommend enough to simply just try stuff. Start with something simple, like controlling something with redstone signals.
If you have CC <1.5 then I recommend playing with Bundled/Rednet cables. Having 16 channels for redstone signals is marvellous! Sadly for CC 1.6 compatibility got broken(might be fixed with new versions of MFR/Project Red/whatever).
One tutorial that I found really useful is this one on touch screen:
Good bit of starting code with descriptions.(I posted a link to the script in the comments of the video).
OH forgot most important thing: Program your scripts outside Minecraft! it is so much easier. You can use pastebin to easily load them ingame.
On a computer/turtle ingame you can simply:
The <pastebincode> is the bit after the http://pastebin.com/ once you have the script saved on the site. <programname> can be anything you desire. If you name the program "startup" the computer will automatically run this program every time the computer is loaded.
I personally program all my scripts directly on pastebin. Once you save the code it actually have proper code recognition(if you choose LUA), but sadly not while editing.
Its been a while. But hope it hasn't slipped anyone's attention that Dragon Age Inquisition has been released
Chose to prepare for that by replaying DA:O, expansion and all DLCs etc. to brush up, so been out of the game for a while when it comes to Minecraft. But decided that I needed a diversion and looked up MC again today.
Bugs: for some mindbogglingly reason the "getActive" returns true at all times for the reactor, causing the ON/OFF to always be in ON position, despite the reactor being turned off manually. If anyone got a clue why I would be grateful to hear it
Well I am really a rookie at programming, but I do seem to recall from my VERY limited experience with html and C that you had to compare if something was true or false. Like "if something == true then". But that will just throw an error in lua and you apparently just do "if something then". And if "something" happens to return true, then it reads "if true then" and it runs the if condition. Or maybe I could be remembering wrong, been many years since I had courses in programming and it was very basic
But for some reason the getActive always returns true. Have a suspicion that it is a bug from the move from passive to active reactors. The documentation that I could find says the following:
Returns true if the reactor is active (consuming fuel and generating power), false otherwise.
InThayne found the getActive bug for me. I forgot the () at the end lol. So the if statement was testing if the getActive was returning a value not what the value was. Bug fixed
I played around with many different reactor designs in creative myself before finally building my first turbine. Ive increased the fuel burn rate by 4 so efficiency actually matters unlike the default settings and yet I think its still too forgiving. Anyway what I have learned is that having your turbine consume slightly more steam than your reactor produces results in near perfect efficiency without any complicated Computercraft stuff. Having excess steam in the reactor causes the heat to rise quickly which increases fuel burn rates. Since theres really no feasible use for all that power, Ive been feeding most of it into an MFR mining laser and the bit thats left over gets stored up and is more than enough to power my other machines. I like it.
That is true that the full steam buffer will increase temperature. But as long as you don't cross the 1000C mark it doesn't do a whole lot to fuel efficiency. For the setup I posted a screenshot of above, once the steam buffer fills up temperature increases by 150C and fuel rate by 0.001mb/t.
I don't mind that tradeoff for it being able to automatically find the correct control rod settings for me.
I have been working on a lot of random things, but thought that there was one small thing in particular that I would share as a mini guide.
If you are using any of the newer packs, you most likely have ComputerCraft 1.5+. This means(at least for 1.6 packs) that you have lost the compatibility between your CC computers and "Bundled cables" (such as MFR rednet cables/Project red Bundled cables). For any of the uninitiated these cables allow you to run 16 "colours" of redstone signals along the same cable, allowing for some complex contraptions. Due to an API change the ComputerCraft computers can no longer output these 16 colours of redstone signal directly unto a single attached cable.
Without this function all our scripts become somewhat limited in that a computer can only output as many distinguishable redstone signals as you have free faces on the computer for individual cables. So that easily drops very low when you factor in Modem, network cable, disk drive and whatnot. But there is a solution!
The computers can output redstone signals of varying signal strengths(0-15), equal to redstone signal decaying over a length of vanilla redstone wire. So in essence we can actually send out 16 distinctly different signals out of one single side/cable! Now if we could just translate the 16 different redstone signal strengths into Bundled cable colours.... Cue the MFR Programmable Rednet Controller!
The MFR Programmable Rednet Controller is basically a ton of Redstone circuits rolled into the same block, with a ton of added features. Among them is exactly the function we need: Tell if a redstone is equal in strength to a set value and if true then output a redstone signal on a defined colour channel.
Here I have set up a simple example of a CC computer running a small loop of outputting a redstone strength of 1, 2, 3, 1, 2... on colour channel "white" to the back of the PRC(The front is easily distinguished by the big open hole(not shown)). At the top I attached 3 lamps on each their colour channel.
Now all that is left is to "program" the PRC:
Simply choose the "Equals" function. Then on the input side(left) select Input side(this case I/O B(ack)) and colour channel, and select the second value for a constant for the Redstone strength you wish to contribute to a given colour. On the right side you then select the output side(Up in this case) and colour channel(white).
Now a Redstone signal strength of 1 coming from the computer results in the PRC sending out a Redstone signal on "White".
Continue this process by clicking next for a new page for each other signal strength you wish translated to a given colour channel.
Example:
Signal strength 2 = Orange
Each PRC is by default limited to 6 circuits(pages), meaning you can only correlate 6 signal strengths to colours per PRC. But the PRCs can be upgraded with Logic Expansion Cards for more circuits(pages)(largest upgrade adds 5 circuits and a max. of 6 upgrades can be slotted), or you can use multiple PRCs in parallel to each handle part of the colour "spectrum".
Limitations:
Sadly there is one major limitation to this method: Only one signal can be on at one given time! If you need several signals on at the same time, you will need to add several lines from the computer sadly... Same PRC can still handle it for you though if programmed correctly and proper sides/colours used as inputs.
Example:
45 possible channels, 3 simultaneous signals. Just remember to pick the Orange and Pink I/O's on the left side in the GUI for the relevant signals. (And add extra output cables to the PRC if you really need 45 channels )
In addition, if you absolutely need 16 colour channels, you fill find out that you will need to use signal strength of 0 as well. This leads to at least one signal being on at all times. Unless that fits your build I would recommend using 2 cables from the computer if you need more than 15 channels.
If you are using any of the newer packs, you most likely have ComputerCraft 1.5+. This means(at least for 1.6 packs) that you have lost the compatibility between your CC computers and "Bundled cables" (such as MFR rednet cables/Project red Bundled cables).
Technically I believe CC updated the "intermod API" or whatever behind bundled cables because the old one was bad in some way. But this meant that other mods using it had to adapt to it. Sadly so late in the 1.6 "lifetime" most of the mods supplying the cables had moved to 1.7 and therefore no update with the new compatibility was released.
I would think it is all fine and dandy in 1.7 versions of MFR/Project red(if such things exist yet). It is merely a problem is you play 1.6 packs with CC1.63+. CC<1.58 works just fine, but ofc then there are CC changes that some other mods made use of that you miss out on...