Posts by ProgrammerHero

    Added the latest version for IC² 1.118.401. The experimental is still on the way.


    There is a little problem regarding the ChargePads Mod. To craft the second best Charge Pad you need a IC² Nuclear Reactor. When you enable it, it would disturb the balance of Advanced Reactors.


    I've also added a beta ItemAPI so my blocks/items can be accessed from outside, after lots of trying to sort out the ChargePad compatibility problem, this is the only thing I can do (without causing serious problems in the future). I can only hope that ChargePads uses this to fix the recipe.

    So I have been banging my head against this code for the past two days and I can't get the reactor chambers working correctly in the experimental build. It seems that multiblock generators have changed the way they communicate with the (duct tape) e-net - and I'm almost out of ideas. I will see what I can do, but don't expect an experimental build for several days. In the mean time I can assemble what I have of a #401 build, it has a couple of added features and actually works. But I probably won't get to that until tomorrow morning (sorry).


    I know that there are some modders that check in on this thread and if anyone has learned anything about the new e-net and multiblock generators it would be appreciated.

    I am looking into it now. I would guess I have to provide an API for such things (the miscperipherals RTG module has the same issue). So I'm reaching out to other modders to see how best to solve it, and writing an API while I wait to hear back from them. In the mean time, I don't think I can get a solution for you - I very briefly considered doing something like gregtech and adding the blocks to the ore dictionary but that would cause loops that could potentially generate infinite quartz/lapis.

    Alpha 11!!!!1!1!1!!!


    I should note that this is primarily for fixing bugs in alpha 10. New tech, like the heat spikes, gregtech covers, gregtech vacuum freezer, etc. are still under development.


    So after spending far too much time trying to fix the audio problems, I decided to try and fix the reactor icon/skin instead. In doing so, I replaced many places where I was using the IC2 NetworkHelper to sync tile entities with just standard vanilla sync code and all of a sudden I had sound working again. So, here it is.


    Audio should be working correctly now
    Reactor icon/skin display should update correctly when its on/off.


    But probably the coolest thing is, I fixed a bug in the localization code, so localizations are working correctly now. And the first translation has already been applied: ru_RU by Sodiet.


    The mod will even scan through its internal lang folder for new translations each time you launch it, so if you want to build a translation you can test it by dropping it into the jar (/assets/advancedreactors/lang). And if you get a working translation, I would love it if you sent it to the mercurial repo outlined on the first page.

    Just make those small bursts increase the amount of packets output instead of total output.
    For example, a reactor produces 120 EU packets normally. It has a burst and produces 2 packets of 120 EU for some ticks. [240 EU/t], then it goes back to normal.


    Yep, I didn't think I could do that, but then I looked at how transformers work and now I see just how easy that would be to split it into packets.


    It does give me an idea for an "ultra-hardcore" mode where its just one packet and the voltage spikes meaning you need even more safety features, or would that be evil?

    By Random Heat, i mean't random small spikes of internal heat, and the Higher the internal temperature is the higher the Chance of a random heat tick, so you would need to get rid of that extra heat fast. Is kinda realistic (Stray Neutrons making a small chain reaction?) and would give good use to Nuclear control's stuff, so the reactor doesn't go Too crazy , Of course, it would need a config as not to anger people though.


    Should we be scared that this trail is leading us straight toward real-world nuclear physics? As the temperature goes up, we have to account for relativistic vs thermal neutrons and that causes the reaction rates to change..... Unfortunately, my physics degree didn't get too deep into nuclear physics :P so more research may be required.


    I'm still going to try and figure out how best to work this in. I am a little concerned about reactors causing small bursts that ups the output from LV->MV etc for even just one tick and frying the cable/transformer its connected to.


    Also:

    I think perhaps the higher the temperature the Less efficient, but the higher the EU/t (not total EU though) So a max heat Single uranium cell reactor might make like 50eu/t but only lasts for 10 seconds.


    Even though the math is not exact, bonus points :Industrial Diamond: for conservation of mass/energy!


    By Random Heat, i mean't random small spikes of internal heat, and the Higher the internal temperature is the higher the Chance of a random heat tick, so you would need to get rid of that extra heat fast. Is kinda realistic (Stray Neutrons making a small chain reaction?) and would give good use to Nuclear control's stuff, so the reactor doesn't go Too crazy , Of course, it would need a config as not to anger people though.


    That's an interesting idea and I think it could be done relatively easily, one qestion: should the extra heat ticks also generate extra EU? I'm thinking bonus packets might be interesting if not totally unbalanced.

    Updated to alpha 10 for 1.6.2 for all your nuclear engineering pleasure.


    This update also brings with it localization support for (what should be) everything.
    The localizations are held in a separate mercurial repository here if people want to submit translations.


    Also I will note that I have not yet solved the sound issue :(


    But items now have extended details on their tooltips (which are translatable):

    Is there a Random heat tick thing? I not, can you add it to a config so Nuclear control becomes useful? :3


    What do you mean by random heat tick? The reactors do produce environmental effects at high temperatures (like fire, lava, melting...). And the infernal reactor vent also randomly vents bonus heat via fire. Are those the effects you are talking about, or am I missing it?

    Also, some kind of planner for it perhaps? Who ever made the T3 for IC2/GT should make one for this if you cant.


    I will check with Talonius and try to get integrated.

    Are you going to do anything with steam? Perhaps making the reactors require water, then the total heat (not of the hull) that the vents output -5% (Water isnt that efficient ;p).


    I hadn't planned on doing too much with steam, I wanted to rebalance the output algorithm (its currently first-come-first-server, but I would prefer an equal-opportinity approach), but I could try this. If I model such a system after the railcraft boiler its possible these reactors will consume immense amounts of water, it would make the pipe configuration interesting (need lots of input pipes to keep the water level up).


    I will take a look at these after I sort out the last couple of errors in the way of the 1.6 update.

    Nice mod, just 2 days with it and i love it, also i'm reporting a visual glitch, when i turn on a reactor with something that isnt vanilla redstone (like redstone behabiour of mfe, minefactory rednet cable or sending the rs output via computercraft) the reactor seem to keep turned off but it is working.


    Yeah, I noticed this as well myself, I believe I am not correctly syncing some state information across the network but I'm not 100% sure. It is on my radar to try and fix soon.

    Forgive me for asking but I have not seen this answered yet, will your Advanced Machines be updated so the bottom side is the output?


    I am currently running a locally modified version with that change implemented (thanks for providing the source code), but I don't want to be using a forked version and have to worry about updates.

    Updated to alpha 8. Yay!!!


    Once again, I took too long to get you and update - I was working with omurestu to fix all the bugs and balance problems he discovered (many thanks). The new version is much more balanced (especially breeder reactors - which can be significantly hotter now).
    I also managed to get audio working, so reactors make sounds now.


    Two important notes that I highlighted in the opening post:


    (1) The Weeping coolant cell code has changed (in the backend) which broken compatibility with previous weeping coolant cells. The old items are now considered by the game as broken and the game will delete them when you first load alpha 8. I apologize.


    (2) Reactor chamber heat capacities have changed greatly. Especially Containment and Ender chambers which were rebalanced with much less heat capacity. This could cause an explosion if you update while they are hot.


    I also removed a test block I was experimenting with, you will get a single missing block message, its fine (the block was not obtainable).


    It should also be noted that containment values have been buffed. Containment reactor chambers now absorb considerably more of the explosion than they used to. So mush so that 6 containment chambers should be able to completely absorb a high power meltdown (6 chambers absorbs 88.3% of the blast). Meanwhile, 6 Infernal chambers can absorb 92.5% of the blast.