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Diti

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41

Friday, October 31st 2014, 9:47pm

I feel like you should change the data region around. It is difficult to read headings and values when it is all stored in a text box.
It would be better if that part was a little bit more like the old one with headings that have their own spot in the GUI.
You should also add stats like max temp, melting temp, etc.

If you are feeling really ambitious, add a liquid coolant feature for the 5x5 reactor design. Though this probably isn't necessary because who doesn't keep the reactor's coolant full all the time.

Also, thanks so much for this! I was almost thinking of doing this but I have little experience in Java so that stopped me.

This post has been edited 1 times, last edit by "Diti" (Oct 31st 2014, 9:55pm)


MauveCloud

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42

Friday, October 31st 2014, 10:13pm

I'm not sure quite what you mean by "headings that have their own spot in the GUI" - I put the results in a text area so they could easily be copied and pasted into a forum post.

I can probably add the temperatures for the different environmental effects, though.

I'd like to add handling for the coolant in the 5x5x5 reactor design, but I don't understand it well enough. In mementh's video, he set something up to feed some of the hot coolant back into the reactor (not just the coolant that's had its heat removed by LHEs), which thoroughly confused me.

I've also questioned the value of the whole concept of the 5x5x5 reactor, since mementh's design takes over 4 times the lead as a 6-chamber EU-style reactor, it's insanely complicated to set up, and it produces less than double the EU of the highest-output 6-chamber reactor listed at [Official] New Reactors design thread.

MauveCloud

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43

Thursday, January 8th 2015, 12:19am

I've put up a new version of this that does a better job of complying with the Swing threading policy.

Neglecting to do so was causing more problems than I'd anticipated, such as erratic results when simulating the design mentioned in the following thread, even on my own computer: 5^3 (fluid) reactor issue: Keeps overheating when Reactor Planner says it shouldn't

That thread also revealed that the fluid reactor is sensitive to things outside the reactor, such as Stirling generators filling up their buffers. Things like that would be very impractical to simulate in my planner, so I'd say it's always a good idea to test setups in local creative mode first.

Strangely, none of the designs from the first post of [Official] New Reactors design thread. triggered the erratic results on my computer with the old build, though other computers might have been more susceptible to it. Interestingly, my planner says the "Mid power low running cost" design from that thread will overheat at 1040 seconds even though the old planner says it's stable. I just checked in creative mode, and the overclocked heat vents in the lower right broke as my planner predicted (followed by a rapid rise in core temp, at which point I switched it off instead of waiting for it to explode), though slightly earlier and in a different sequence than predicted, so there are probably still some minor bugs left.

MauveCloud

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44

Tuesday, February 24th 2015, 7:03am

Latest version now makes it possible to simulate at least the internal structures of the two fluid reactors in Blood Asp's design (see The new 5x5 IC² Reactor)

Chocohead

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45

Wednesday, February 25th 2015, 8:57pm

Is there actually a compiled build anymore, or do I have to work out how to compile the source off Github?
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

MauveCloud

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46

Wednesday, February 25th 2015, 9:06pm

Is there actually a compiled build anymore, or do I have to work out how to compile the source off Github?


Sorry, I hadn't noticed it until now, but the release date is messed up (probably because I forgot to sync the source files until after the release). However, the jar for v1.2.6 has the changes I mentioned.

47

Friday, April 10th 2015, 5:26pm

Feature request: display the cooling system's total heat removal per second capacity and the fuel rod's total heat per second generation as separate values. And display the performance data at all times, regardless of whether or not the design is valid.

Talonius' planner showed these separately, and I always made extensive use of the feature because it allowed me to "design by proxy". I could for example just experiment with different fuel rod configurations to find out one that most closely produces a very specific heat value. Or design cooling systems without fuel rods inserted so you are not space constrained, and just see how high you can push it. It also lets you figure out very quickly what the individual performance of each part is without having the wiki open in the background (and still remain unsure because the wiki is outdated in many places).

Right now, in your planner I can only see some data if I make a design that completes a full cycle, and then less than I like. If the design does not complete a full cycle, it won't show me any data at all. That way, I am often left guessing as to what I actually need to do to make it valid. How many extra points of cooling capacity do I actually need? Or if a design is valid, how many points of excess cooling does it have, that I might get rid of by removing parts for a cheaper build? I can't tell if it's one point or a hundred.

Basically, the more numbers you show at all times, the better! :P

MauveCloud

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48

Friday, April 10th 2015, 5:49pm

Chocohead has already posted a GitHub issue about those things, and some more, which I hope to be able to address soon. However, one part of your request could be a problem: heat per second from the fuel rods is not constant when using MOX in a fluid reactor - it depends on the reactor heat.

49

Friday, April 10th 2015, 11:04pm

Yeah, Talonius' planner didn't show that properly either, because it never updated to this new heat-based MOX system. But I'd be fine with seeing the base heat.

Chocohead

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50

Friday, April 10th 2015, 11:21pm

Talonius's flat out didn't update. He disappeared before experimental.
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

MauveCloud

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51

Saturday, April 11th 2015, 6:27am

I discovered a serious bug regarding the condensators: I had somehow failed to notice before that they can accept heat but not release heat (to component heat vents, exchangers, etc.), so my planner doesn't simulate them properly at the moment. However, I'm not sure the old planner handled them correctly either. Consider this design: http://www.talonfiremage.pwp.blueyonder.…k657f0r2dg4jmdc

That shows two of them as having absorbed 13 million heat. Did the condensators get nerfed sometime after the old planner was last updated, or is it assuming I'd have something set up to exchange the condensators once they can't absorb any more heat?

Chocohead

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52

Saturday, April 11th 2015, 1:34pm

They were always designed to absorb heat, but not release it. You had to take them out of a reactor, then cool them down using either reredstone or lapis (normally produced from UU powered by the reactor). If they transfered heat then that'd break the balance of them.
145 Mods isn't too many. 9 types of copper and 8 types of tin aren't too many. 3 types of coffee though?

I know that you believe that you understood what you think I said, but I am not sure you realise that what you read was not what I meant.


---- Minecraft Crash Report ----
// I just don't know what went wrong :(

I see this too much.

MauveCloud

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53

Saturday, April 11th 2015, 5:29pm

That doesn't explain why the old planner seems to show them as being able to absorb over 13 million heat each.

Anyway, I've released v1.3 of my planner, which includes the features you requested and a fix to the condensator bug I discovered while adding those features.

54

Saturday, June 20th 2015, 1:15am

Halp

Havent really figured out how to like...run it. do you install it somewhere?

55

Saturday, June 20th 2015, 1:23am

How does one install or run this thing?

MauveCloud

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56

Saturday, June 20th 2015, 3:31am

Grab the jar from the "Releases" section, and it runs standalone (no installation needed). It will even run under sandboxie or similar software if you want to be extra cautious.

SpwnX

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57

Thursday, July 2nd 2015, 10:44pm

Something someone will ask sooner or later: "You should add GregTech reactor components to the possible components to be simulated".
We need people to document GregTech, help us by joining the FTB wiki team: http://ftb.gamepedia.com/GregTech_6

MauveCloud

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58

Thursday, July 2nd 2015, 11:26pm

I was wondering when somebody would ask for that. I'll start on that this weekend (health and other obligations allowing...).

59

Friday, July 3rd 2015, 4:55am

Could you add the link to the releases page to the main post? https://github.com/MauveCloud/Ic2ExpReactorPlanner/releases

Blackpalt

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60

Friday, July 3rd 2015, 2:26pm

Have to say that this reactor planner is starting to look really good :)

Keep up the good work!
A question that sometimes drives me hazy; am i or are the other crazy

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