Posts by ProgrammerHero

    How about making the Explosion in multiple stages? Kinda like a shockwave which increases the explosion Radius every tick until 100 is reached?


    That's an interesting idea, but I'm concerned about possible side effects. It seems to me that coding it like this would destroy inventories and then subsequently destroy all the dropped contents on the next wave, unless I misunderstand how minecraft explosions work.


    Well the (integrated) server was just busy processing for a long time, it'd eventually finish.


    Is there any way to check this? When I run it in eclipse I cannot step through the explosion code, it just hangs so I can't verify which step causes the error.

    He probably want to make explosion code for this nuclear reactors.


    Yes


    In IC2 for 1.5.2 I have noticed that the game cant handle explosioin powers over 100ish. My nukes used to be set around 140, now I have had to tune it back to 80.


    What happens when you explode one of these super-nukes? Does your game hang? Also, that could be part of the problem, in my tests it looks like small explosions (~20ish) work, but larger ones fail - I had a failure as low as 28 once.



    Did someone say "Multiblock Nukes"?
    ;D


    I'm a little tempted.

    I'm trying to create an IC2 explosion in code similar to the way nukes and reactors explode. Currently, I'm using java reflection to get access to the class and cause the explosion. The problem I'm having is sometimes the explosion goes off correctly (usually when its small), but when its large it encounters critical problems. In those cases it constructs the explosion correctly but when it tries to execute it the game hangs.


    The exact details of what I'm seeing is: The explosion object is created, the execute message is sent. Blocks drop in the world as if they were destroyed - but the original blocks remain there. And all entities stop ticking - mobs stop moving, tileentities become unresponsive, and the game has to be forcibly shut down. (for small explosions this does not happen).


    So I was wondering if there is an officially supported way to creating one of these explosions? Also, I have tried using a normal TNT explosion, but when that one gets large it creates a square blast instead of a sphere.


    Any advice/tips would be appreciated. Thanks

    Just an update that I wanted to post here: Advanced Reactors has been accepted into a mod testing server for some other not-so-big-name mods. I will be field testing more extensively with several other modders/youtubers on the server which will hopefully give me the extra boost I need to fix the last remaining bugs. It also means that a mod spotlight may be in the works (due to technical limitations, I may not be able to record videos, but others can - I will keep you posted). I am also looking forward to review and scrutiny from other mod developers and hope it will help to add better content.


    Also,

    In a7, all 3 tiers of reactor have the same initial max heat values (the default 10k)

    I'm still trying to figure out what I did to break this.


    Heat still loops after 32k, but only when there's a component in the reactor that removes heat from the reactor itself

    Yeah there was a casting error that I missed when I fixed the 32K max heat bug. It will be fixed in the next version.

    Updated to alpha 7


    Any type of reactor plating does not work as intended in your reactors. It does add the extra heat capacity, but it keeps adding it again every second.


    Yup, this was me failing to understand the intricacies of reactor plates. Heat calculations are fixed now. One thing I did notice is Nuclear Control sometimes reports the wrong maxheat (for one second only) when turning the reactor off, it doesn't cause a problem it goes right back to normal on the next update - nothing will explode.


    Another bug regarding temperature. If a reactor heats up past 32767 heat, it loops back around to -32768. Are you using a short to store heat values for your reactor?


    Yup, I changed it to an int, I didn't realize you get the maxheat that high.


    From what I can tell, ender chambers only vent heat when the reactor produced heat during the previous reactor tick


    You have it right here, this is programmed as intended and the recent changes Greg made to thorium are kind of unexpected. The code behind the chamber is actually to emit heat every tick when energy is produced, not heat (although that's not really much different), and since thorium only outputs energy every fifth tick the chamber only works every fifth tick. Fixing this would require me to make the chamber vent heat every tick (as you suggested) regardless of energy production which is OP as you can just turn your reactor off and it will cool back down to 0 on its own (and quite fast I might add).


    All that being said, the easiest "fix" would be to put a single uranium cell somewhere in your reactor. The resultant heat will make little to no difference and the reactor will be considered "on" at all times. This thorium discovery you have made makes me think the ender chambers are too powerful as-is. I might be making them more expensive soon (cause really, they're quite cheap right now).


    That coupled with the fact that they are resource intensive to run makes them a choice to avoid nearly all the time.


    I agree, thats why I don't use condensators in my reactors. They're designed to be high maintenance and I want to respect the IC2 model with my condensator.

    I would love to see something to replenish LZH/RZH/QZH? condensers via pumping the required materials into a machine that attaches to the side of your reactors.


    Having to manually recharge those is an intended function of IC2. That being said, I found a request on a different thread for a machine that could replicate reactor layouts and as an unintended side effect it would probably end up replacing damage condensators - this device is something I am considering adding.

    I apologize for the excessive delay.


    Updated to Minecraft 1.5.2, IC2 327


    I noticed a bug, should be fairly easily replicatable. Break a reactor before you have removed all the of the chambers.\


    EDIT: I know what's causing it; it's when you break the REACTOR with chambers attached to it. I don't think it knows what to do to the orphan chambers (like how Ic2's pops them off).


    These two reports are in fact just a stupid little bug I made, sorry. Its fixed in alpha 6. The reactor chambers were trying ask their reactor core if they should drop - but the reactor core didn't exist, that's where the NPE came from. Reactor chambers will drop if their reactor core disappears or if they are in an invalid configuration (multiple cores).


    One of the previous requests for easier use on lead has been implemented. If you are using lead plates instead of copper plates for reactor chambers, there is now a config option that makes dense lead plates require 4 lead (normal lead plates if GT is installed) instead of 8.


    Things should all work as expected however gregs planner cannot account for the extra slots the new reactors use, as well as the effect the chambers have.


    Yes. Components have not changed, so heat and energy production will be calculated correctly. However total space will not be and also reactor meltdown will be off as advanced reactors tend to have higher heat tolerance and can last longer (not all of them).


    Once again I apologize for the delay.

    I am still reading, sorry to take so long, I'm busy with other things too.


    Lead is not nearly as common as copper, so maybe a dense lead plate should just be 3 or 4 lead?


    How about a config option to switch between 4 lead and 8 lead (the only two options). It will only affect lead plates - copper plates will always be 8.
    Also, what mod are you using to generate/use lead? I haven't used mods with lead in a while and all I remember was Thermal Expantion that generates moderate amounts and uses almost none at all.


    As for copper config separated from lead config, I think it really should be one or the other. Having them both in the same world kinda breaks consistency.

    Updated to alpha5, sorry it took so long, I was working on The new Advanced Reactors website.


    I would say that you shouldn't make the maximum inventory size of the tier 1+2 reactors smaller than the 'classic' reactor, especially seeing as they are also more expensive


    If you compare the recipe for the lowest level reactor core to the classic one, you will see its actually cheaper (by about 1/2 stack of copper). It was deliberately made cheaper because it is smaller.


    unless you also plan on buffing the eu/t generated by a given uranium cell


    While I cannot buff the uranium cells, I can buff the reactor cores, I may make them scale the total output slightly (based on tier) but one of the goals with this mod is to eliminate those high power, early game reactors that IC2 allows.
    Like one of my favourites


    Your obsidian reflectors are quite well balanced against the vanilly reflectors, but with GT making them require berylium vells, your reflectors throw balance right out of the window


    I haven't played much with GT reflectors so I didnt' notice that. Thanks for the heads up, I will tune the recipe accordingly.


    I see your point about the vanilly reactors. Also, server owners could just add the custom-recipes mod, and make a recipe for standard reactors that they find balanced


    Yeah, the custom recipe mods would be an easy way to circumvent this, so *for now* I have added a compatibility config setting that can be used to re-enable classic reactors. Remember that classic chambers don't work on advanced reactors and vice versa - its a technical limitation of IC2. For the record, I don't really like the idea, but I figure if I give people the option and nobody likes it I can take it out later (by default the old recipes are disabled).


    It'd be awesome if you could make a back-port


    The problem with a back-port is there is no Nether brick items or Nether quartz in 1.4.7

    Is 1.115.304 for 1.4.7 or 1.5.1?

    The mod (and IC2#304) is for 1.5.1 only. I don't have a 147 version, sorry.


    and could you please add a config option to also keep the old reactors

    As for re-enabling classic reactors, I could throw in that config option (just so people have the choice). Its gonna be strange to use it like that though as my reactors are not balanced against classic reactors - they expect classic reactors to be gone. As such, the cheapest advanced reactor (just a level 1 core with no chambers) is quite a bit more restrictive than a level 1 classic reactor. It also means that classic reactors become an evolutionary dead end, there's no way to "advancify" them.


    If people want the option to keep classic reactors, I will add it (but recommend not using it).


    I'm working on some stuff to publish the next build. I'm hoping tomorrow.

    However, could you add a configuration that changes all copper components in the mod to its lead equivalent?


    Thats a good idea (sorry for the delay). I have a config option in my latest build now that lets you swap copper for lead (just for reactor chambers). The alternate recipe will be 8 lead -> 1 dense lead plate, or 8 lead plates (GregTech) -> 1 dense lead plate. And the mod makes sure lead is available before it changes the recipe.


    Also maybe possible support for Applied Energistics Certus Quartz?


    This is something I'm quite hesitant to do. The decision to use Nether quartz was because it must have a very very high heat tolerance to survive those conditions. And AE (and even XY) quartz don't have that property. To quote from the AE FAQ page:

    Quote

    Are XY Craft Quartz and AE Quartz compatible, and what about Nether Quartz?
    No, they are all different, XY Quartz, AE Quartz, and Nether Quartz can be used to make the basic tools, however most uses of quartz for ME Blocks / Items use specifc types of quartz as they require specific properties of each type of quartz.

    And I wholly agree with that, so I have no plans to add AE quartz.

    As of right now, numbers go like:


    Basic reactor chambers are the same as always.
    Heat Capacity Reactor Chamber adds 500 each to the max heat but reduce the blast resistance by 5% each.
    Containment Reactor Chambers add 10% blast resistance each, but decrease the max heat by 200 each.
    Infernal Reactor Chambers add 750 max heat each, and add 10% blast resistance each.


    Reactor cores go like:
    Type A (tier 1) max heat 10,000 (same as before), 0% blast reduction
    Type B max heat 12,000, 5% blast reduction
    Type C max heat 14,000, 15% blast reduction


    Items:
    Quartz Condensator can absorb 50,000 before breaking.
    It can be repaired (doesn't show up in NEI yet):
    Condensator + redstone = +4000 durability
    Condensator + quartz = +20,000 durability


    Obsidian Neutron Reflector has a durability of 50,000 (standard thick reflector is 40,000)
    Thick Obsidian Neutron Reflector has a durbility of 200,000
    (these things can outlast uranium cells)


    The Infernal Reactor Vent can vent up to 16 heat per reactor tick. And it can expel 10 bonus heat by spawning a fire nearby or 40 bonus heat by spawning something worse(what could it be). The bonus heat is expelled randomly with a higher chance if the vent is more damaged.


    I hope that helps.

    Updated to alpha 4: Steam powered!


    Steam output when Railcraft is installed? If so, make the reactor require water. Or maybe a seperate Nuclear Firebox + Nuclear Boilers.


    Steam output Added!
    The IC2 config option enableSteamReactors toggles them (I felt there was no reason for a new config option)
    As of right now, it just mimics everything IC2 does, so they don't require water input.
    I did however notice that the steam distribution algorithm (based off IC2) doesn't equally distribute steam to all outputs (like boilers do), so I plan to change that.
    I ran several tests of advanced reactors vs classic reactors and EU output and steam output are consistent.


    I also updated compatibility with GregTech Thorium/Plutonium cells as well as GregTech coolant cells.
    The Th/U/Pu cells all now have the same restrictions: tier 1 reactors can only use single cells, tier 2 can use up to dual cells, and tier 3 can use quad cells. As for coolant cells, standard coolant cells are always usable, but GregTech coolant cells are more complex components, so tier 1 reactors can only use single cells, tier 2 can only use up to triple cells, and tier 3 can use up to hex cells.

    Being the new guy on this one, I have no problem covering this case. I think I found the solution too, I was able to get this code working:


    It does have an embedded assertion that the Lazurite plate is in position 1 in the list (position 0 is the Lapis block for me). So unless there's something odd I'm missing, I will have this fix in alpha3 soon.