I think the helm should draw a BIT more power for food...on a helm with 5k energy, running for 5 minutes on q-sprint doesent empty it....
Posts by Gorni
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A large chest of stone at 12.5% scrap rate would turn 54 stacks of cobblestone into 6.75 stacks (432) of scrap. Through the conversion to glass and panes, you get 18 stacks (1,152) of scrap, over 2.5x returns.
Protip: make cobblestone pipes, same conversion, but just 1 glass for 8 items instead of 3.
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you think you will include it in the next release?
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The issue is that the helmet probably discharges too fast. means if it should be empty it just jumps to full energy again. (and i mean really full without a health bar) instead of staying empty. meaning you never have to charge it. An initial charge of a few K eu is enough to have it running forever. While it is very convenient it is overpowered. so much killer thinks about disabling the food ability of the helmet.
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because of a discussion in the IR forum i tested the Q-Helmet refill bug and it still is present in 1.3. Did you forget to fix that or didn't you mind at all or didnt you find a fix yet?
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Loved that design the first time i saw it. Made myself one on Industrial Rage:
http://i.imgur.com/3Cnkb.png
http://i.imgur.com/MrE2q.png
http://i.imgur.com/dEmh9.png -
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Painters now have 32 uses total (with no increase in dye costs). DOES NOT WORK! Painters go down as if they had 32 loads but at the 16th block they instantly go from half full to empty. Tested with TMI and selfcrafted and different colors!
No other problems were found.
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Changelog:
-Reactors shouldn't redirect BC-Pipe input into invalid slots (causing stuff to be ejected right away) anymore Works, but input just works on reactor itself. pipes do NOT connect to chambers. (6 chamber no way of input)
-Same for Mass Fabricator works
-Performance fixes for ElectricBlocks Can't really test
-NPW crash fix for Reactor Don't know about that.
-Overhaul of Scrapbox procentages, gl trying to farm diamonds Deinitly less diamonds: http://i.imgur.com/2jMY4.png
-Recyclers can recycle any material again worked with all i've tested.
-Suddenly... HOES! suddenly a full armory of wooden items...scrapboxes yay!
-Increased stability of the Enet. Can't really test
-Tools now no longer use up remaining points of energy if the energy is to low to actually perform an action (mainly applyable for mining laser) Works
-Chainsaws and miners can harvest String from web.finally! works
-Breaking the Tip of a miner's mining pipe will now drop mining pipe and not the invalid tip-block. works
-Fixed wrenches causing obscure drops upon apllying to cables. can't wrench any cables anymore, guess thats wanted.
-Increased SMP-network efficiency dk bout that
-Fixed bugs causing nearby Quantumsuits to influence each other in SMP no smp here
-ElectricBlocks display now doesn't exceed the exspected values (since they actually CAN store slightly more energy then maximum displayed) no problems seen
-Added fix for equipped pumpkin crashes no crashes observed
-Nuclear Reactors don't access diagonally adjavent chambers anymore (damn bugs) works
-Teleporting costs are now slightly less influenced by range. don't really know about them
-PersonalSages will now give out text messages if you cannot access them, as well as being unwrenchable if there is still content within (to prevent accidental losses) with text message, nice
-Fixed rare "Unlimitd Battery" bug never experienced
-Theoretical support of lang-files for translations never used them
-Optimized teleportation code in regard of server loading chunks no smp here
-Trade-O-Mat is now easier to use no idea, but i cant see any problems
-Solar Panels are now far less CPU-costly while determining sun visibility
-Solar Panels are now aware of weather influences worked for me
-Solar Panel recipe was changed to use Circuits insteadof Cables again works
-Nuclear Reactors now provide 2x the energyworking
-Water Buckets are much less powerful cooling ingridents for reactors now works
-HDs won't sit on their last point of damage forever anymore (making them craftable after cooling down, again)
-You don't take falldamage anymore if you have RubberBoots equipped and fall into a ladder
-Running Macerators give off smoke particles works
-Compressors can now be combined with Pumps to create snow from infinite water sources. works
-Watermill recipe now gives 2 Watermills (as it was actually intended in first place) works
-Generators and GeoGenerators now consume fuel(and produce energy) x2 as fastworks
-Fuel was recalculated and should be actually a valid way of increasing energy gain works
-Using saplings for crafting plantclumps gives 2 of them (to compensate for the amount of energy saplings can produce by burning works
-You only need 1 plantclump for a fuel cell anymore works
-Fixed Quantum Helmet recipe
-Added config toggle for CTRL or WW Quantum Speed
-Fixed Electrolyzer GUI works
-Backpacks shouldn't be accounted as armor by minecrafts engine anymore (Do not absorb/take damage) works
-Mining Laser got slightly rebalanced (will probably get a more intensive redo in future). Most modes use less energy now. yay rocketjumps
- CF Sprayers can now be used to "fill up" Scaffolds by rightclicking them. The foam will EXCLUSIVELY fill the scaffoldblocks (will drop scaffold). Easier to use for building stuff. nice stuff
-You can now use Sand (rightclick) to instantly those pesky foam blocks who continously deny to harden. works
-Painters now have 32 uses total (with no increase in dye costs).
-UUM Recipes for black/borwn dye and resin added.
-QunatumSuit Speedboost is now capped (still extremely fast, but cannot become faster then the speed at which the engine loads chunks)
-Mining Pipes don't suffocate anymore works
-New config options to modify all generator outputs (either with direct numbers (EUt) or %) not testedWill check rest when i get home.
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Wayne?
Gorni:
To mention it, the armor "bar" is ENTIRELY independant from the actual armor system. It basicly only takes the damage value of the itemslots and compares them against their maxdamage, multiplied by fix values. You could equip a instantly breaking dirt-armor and it would display a full armor bar.
Lowfocus is not meant to break anything but a single block. Hmm.. probably gotta give it range 0.1 (should travel the first frame/block, but not destroy anything but the first block)Oh okay, so it does not really give out the real armor. good to know.
Hmm i think its the strenght of the beam that is the problem. you just manage to kill 2 sand blocks if you target the border of one, so the beam will reach the second without to travel far. If you try the same with stone, it doesent work. But its not really a bug i would take a lot time to fix. since no one will massfarm sand with the bugged low-focus laser.
@darenton: Wayne means as much as "I don't mind that at all." or in other words... i dont give a fuck.
Btw did anyone play 1.0 by now? Just played it and took a look on the memory usage. That thing goes up like a rocket! without anything built....
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Changelog:
-Backpacks shouldn't be accounted as armor by minecrafts engine anymore (Do not absorb/take damage) But shows as armor in the armor bar.
-Mining Laser got slightly rebalanced (will probably get a more intensive redo in future). Most modes use less energy now. If you use low focus on sand you can manage to break 2 blocks... dk if intended or not avoidable, explosive: YAY rocket jump!
- CF Sprayers can now be used to "fill up" Scaffolds by rightclicking them. The foam will EXCLUSIVELY fill the scaffoldblocks (will drop scaffold). Easier to use for building stuff.works great!
-You can now use Sand (rightclick) to instantly those pesky foam blocks who continously deny to harden.love it!Tested most of the stuff, no big bugs or problems found. I like it!
Oh and btw when do we get to hear of that new big secret project? XD -
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Now you know something about nukes do you? When you decide to light your bbq grill with lighter fluid as opposed to lighter fluid plus gunpowder...obviously the latter will have more effect. We all know hydrogen burns, you throw a bunch of it compressed on the back of a nuke, obviously it will be bigger. That doesn't mean the energy produced is more than was required to make the thing.Ehm right... and you are sure you understand the difference between burning hydrogen with air ( 2 H2 + O2 => 2 H2O) and fusing 2 Cores into a new one ( Deuterium + Tritium => Neutron + Helium)?
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D + T => n (14.1 MeV) + He(3.5 MeV) This means 1 kg of this fuel gives out 100 GWh (thermal energy).
Oh and guess why almost every nuke today uses a fusion booster. Not really because you get less energy than you put in.No perpetual motion there.
Your turn. -
before posting meaningless BS, pls take a second to get acquainted with actual research. and take a look at the iter project. thx
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kentington, i love that addon and the interfsce is cool. definitly gonna check that out this evening.
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My main issue with a "preheat" stage is that a) it's part of the actual reactor operation cycle, not a preheat stage, b) it takes only a few tenths of a second to heat the plasma (if even), and c) when the reaction shuts down, plasma heat is lost on the order of tenths of seconds again. There's really no realistic point in simulating heatup and cooldown.
Then again, I'm not entirely sure if you're suggesting simulating preheat and cooldown ... so take this criticism accordingly.What i meant is not like a preheat of the reactor before starting, more like charging the internal power storage for the 1M eu shot to heat it up in no time. (like you said) cooldown wasnt planned as well, since i know the amount of fuel inside and the mass of the plasma is so less that, although the temperature is pretty high it doesent contain that much specific heat. And this is as well the point why a fusion reactor is on a very instable state while working. just a small misplaced fuel etc and there goes your plasma.
ITER is an experimental reactor, and therefore has shot-lengths that are finite. Everything that I have heard leads me to believe that the goal is for a commercial reactor to be a continuous run device. Now, if the fusion reactor in Minecraft is supposed to be an "experimental" class device, that's fine. But if it's supposed to be a "futuresight" commercial device, it really ought to be continuous.
Yep i planned it more like an experimental reactor.Something else to consider to increase complexity and decrease "availability" of fusion is that neutron blankets have to be changed often on a fusion device (est. at once every 2 years for a commercial device). The blankets will be so radioactive that they will be unsafe to handle without significant protective equipment.
Would be a nice idea, like you have to take platings out and replace them with fresh ones. nice idea on how to make it not so easy once built.
I stand corrected on lithium breeder walls (I don't work on fusion reactor wall research, used to work on plasma core and core-edge interface research).
me neither, all i got is from reading stuff i found about the projects running. My place is more like the chemical research.Also, you're more than welcome to take my suggestions and incorporate them in the OP. Tier 4 powerplants would be a cool addition.
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Comments in RED
Btw: I included some changes (Plating/Lithium recipe) into my 1st post i hope this is okay with you.I'm going to nitpick with you here a little.
You don't ever heat up a nuclear fusion reactor vessel (unless you want a toxic cloud of gaseous metallic products). You heat the PLASMA contained inside the magnetic containment field within the vessel. In order to do this, you have several stages:
Ignition: This can be done in many ways, usually it's done by bleeding a rarified gas into the vacuum vessel (the reactor chamber has to be brought to a complete vacuum) then using a massive inductive coil to run a current through the gas.
Heating: The now warm plasma (not yet achieved the 40 or so keV required) is then bombarded with intense RF waves and high energy neutral beams to come up to fusion temperature.
Fusion: Theoretically, with proper confinement, the plasma will now self-heat thanks to fusion alpha particles.(I never wanted to heat the reactor vessel itself, i know the fact that no material will hold 150M°K)
Magnetic confinement fusion reactors don't use "cells" or "rods" like a nuclear fission reactor, putting the fuel into a cell and then playing around with reactor configs like our already existing IC2 reactor makes zero sense.
Never wanted to do it like this, just mix the fuel in the cell insert the cell into the reactor => fuel will be put in no playing with coolant as in the nuker planned.
In "real life," a commercial magnetic confinement reactor will be a continuous run device with D-T or D-D fuel pumped in, and thermalized alpha particles pumped out. Separating waste alphas from the reactor plasma is not hard to do, and the reactor doesn't have to shut down for that to happen.
Yes thats true, it could be continous theoretically but they plan on 400-1000second cycles (varying from reactor to reactor plan), and i liked the idea of a not continous system for such a huge amount of power. I needed some restrictions to not make it absolutly overpowered. For the fuel: DT Fusion is much more efficient thats why i have chosen this, you could include the option for DD fusion with the gain of tritium with less power output. (but thats a bit easy for the first tritium) and i wanted that you need to have a working nuclear reactor before being able to make a fusion reactor.
Reactor plating for a fusion reactor is different from reactor plates for a fission reactor. I feel like a different formula should be used accordingly. This would be far closer to (but not entirely accurate) a fusion reactor plate:
CCC
CAC = U
CCCC = Carbon plate; A = Advanced Alloy; U = Uncured Ceramic Plating
Sending Uncured Ceramic Plating through a Furnace (preferrably an induction furnace at 100% heat) will create a Ceramic Plate, which can be used for heat shielding on a fusion reactor.
You mean this kind of reactor plating instead of nuke plating i used in the recipe? Good idea... i like this reactor to be fucking expensive. As it is much more complex than a fission reactor.
Finally, while it is possible to breed Tritium from Lithium, that's not the purpose of Lithium in a fusion reactor. Lithium is used (in advanced fusion experiments) as a regenerating liquid wall capable of heat-shielding any components that are directly exposed to plasma flow.
Gotta correct you there a bit: http://www.iter.org/mach/tritiumbreeding ( the supply of Tritium in the Earth's crust is limited, estimated currently at twenty kilos. A second source of Tritium fortunately exists: Tritium can be produced within the tokamak when neutrons escaping the plasma interact with a specific element—Lithium—contained in the Blanket. This concept of 'breeding' Tritium during the fusion reaction is an important one for the future needs of a large-scale fusion power plant.) since i took most of the model of the ITER reactor i took this too.
PS: Fusion reactors don't have enough energy contained inside their plasma to do anything beyond obliterating their internal carbon plating and damaging the reactor vessel from the subsequent outgassing. There's no solid or solid-like material in one to burn a hole in the ground with, and there's certainly not enough energy within the reactor chamber at any given point in time to create epic boom with water.
Absolutly true.EDIT: Here's a better formula for obtaining lithium:
Obsidian -> Macerator -> Obsidian Dust + Water -> Igneous Solution -> Electrolyzer -> Lithium Dust
I like this idea of getting Lithium. far more than mine. -
could theoreticly be done, but aint realistic since you need to cool it down after a shot to vent the produced Helium...
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thx for the comment. About the 2048 eu/t would be a great idea since it would cut the running time of the reactor down to aproximately the duration of the real test reactor they are building (400 seconds / Reactor Pulse).