also how would i disable the water to coolant recipes so i can make heavy water be used instead?
Posts by EnderiumSmith
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industrialcraft-2-2.8.73-ex112-dev.jar
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does not work. and the extractor cant use cells air cells either.
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Here is the update code of the RTG. They have to be able to stack.
public void update() {
if(world.isRemote)
return;
t++;
if(t>=20){
t=0;
if(type==RTGType.NONE)
return;
IBlockState rtg=world.getBlockState(pos);
EnumFacing facing=rtg.getValue(BlockRTG.FACING);
TileEntity tile=world.getTileEntity(pos.offset(facing));
if(tile!=null&&tile.hasCapability(ENERGY, facing.getOpposite())){
IEnergyStorage cap=tile.getCapability(ENERGY, facing.getOpposite());
if(!cap.canReceive())
return;
int energy=type.output*20;
TileEntity tile2;
BlockPos pos2=pos;
do{
pos2=pos2.offset(facing.getOpposite());
tile2=world.getTileEntity(pos2);
if(tile2 instanceof TileRTG){
IBlockState state2=world.getBlockState(pos2);
if(state2.getValue(BlockRTG.FACING)==facing){
energy+=((TileRTG)tile2).type.output*20;
}
}
}while(tile2 instanceof TileRTG);
cap.receiveEnergy(energy, false);
}
}
}
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I dont get any error. I think the machines cannot handle NBT in inputs. Empty cells work but that is no use to me.
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I have worked on this for a while and i have added all the fuels i want to it. Here: https://minecraft.curseforge.com/projects/reactor-stuff
Features:
Glow in the dark ores: they glow in the dark. Ic2 uranium was overridden so it also glows. Note that if you have optifine you have to flip a config option so it uses the otifine glow block model instead of forge's as that is incompatible.
MOX:
The recipes was changed so it uses plutonium nuggets instead of ingots so it fits with the other things. Now you can use it sooner. On top of that depleted mox has a new output: americium
Thorium:
It makes half the heat and EU but has twice the lifetime. Like U238, Th232 is only fertile, not fissile, so what you actually use as fuel is U233 which is interchangeable with U235. Like MOX, thorium fuel makes more uranium than it consumes.
TRIGA:
A modified uranium fuel that will throttle itself down as reactor heat rises so it cannot explode. The downside is that it only has 3/4 the lifespan of uranium.
Depleted Isotope :
This is the breeder uranium from pre-experimental builds. After adsorbing enough neutron pulses it can be centrifuged to get plutonium. Dual and quad bundles take more to mature. If the reactor heat is above 50% it will mature twice as fast, which can be a good way to get plutonium faster.
Elerium:
Elerium crystals can sometimes be found in jungle and desert temples. Elerium fuel makes twice the energy at half the heat of uranium and has 10 time the lifetime. The downside is that it does not fission by itself. It only makes power from neutron pulses. Like depleted isotope, bundles of elerium have increased lifetime, not power. Centrifuging depleted elerium produces lawrencium.
Terminium:
Terminium ore can be found in the end. The ore will sometimes teleport around by swapping place with endstone. Like uranium it comes in 2 isotopes Tr252 and Tr254, with the latter being fissile. It makes twice the power at 50% the lifetime of uranium but it has an interesting quirk: Instead of pulsing neighboring components it pulses random ones. It only pulses components that can accept it and if it pulses a reflector it will pulse itself. If it cannot find a component in a limited number of rolls it will pulse its neighbor like normal. This was quite hard to code since the reactor runs the simulation backwards. Centrifuging depleted terminium produces californium.
Blazonium:
Blazonium can be found in the nether. It makes 4 times the heat at half the lifetime of uranium with 2 potentially dangerous quirk: 1) It pulses every component that shares an axis with it instead of just its neighbors and 2) for every neutron pulse received there is a chance based on how high the reactor heat is that next cycle it will send out an additional neutron burst. yes, in all 4 direction and on a line like its first one. Since its crafted with U238, centrifuging depleted blazonium produces plutonium.
Neutron sources:
Using americium a component that releases neutrons every cycle can be created. It does not run out but unlike reflectors it only pulses a component once even if it is a quad cell. Californium will also make a valid material for it in future releases.
RTGs:
The mod adds its own RTGs which can accept a variety of fuels. It is slightly more efficient than the vanilla one but takes up 18 times the space. They can be stacked on top of each other to transfer energy. They make RF because the EU net is too complicated. The values are: Pu:8RF/t, Am:2RF/t, Cf:3RF/t, Lr:20RF/t.
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universal fluid cells are the only fluid cells. and they work in the compressor.
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filling them is not the problem. i cant use fluid cells as inputs. even if i make the output a random item like iron ingots it still wont take them. i can use them as outputs fine but not inputs.
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i mean the getItemStack(Fluid) used by it. That part works but i cant get it to work with water cells on the input.
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What im trying to do is make a centrifuge recipe that takes 50 water cells and makes 1 heavy water cell and 49 empty ones. I use the method used in getSubItems to get the cells with fluid. I know that works bacause if i set the input to a random item like iron ingots it works but if i set it to the water cells the recipe is not working.
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500 appears to be achieved instantly. i dont know what should i set it to without seeing the other recipes.
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I managed to decompile the code and no there is no multi pulsing. the cells make no difference between singles, quads or reflectors. And running the EU phase first would not make heat calculations harder, but easier since you dont need to look at neighbors a second time.
I guess i could override the vanilla cells to make complex stuff work but cells from other addons would not work then.
Also the block rendering is a backed model. i dont i can override it.
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The fact that uranium cells calculate heat by looking whats around them is quite a roadblock. it means i cant have for example an ender based fuel that pulses random components since it wont produce extra heat. i could add the heat myself but i would need to know how much heat a cell produces which is not possible for cells added by other addons. Another thing i cant do is multiple pulses per cycle. It would be much more convenient if they did the EU run first and remembered how many pulses they got.
Also i dont think i can override the rendering of existing blocks.
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I want to add more nuclear fuels but im not sure how to implement them without seeing the reactor tick code and the uranium code. Also the IReactor interface has no method to get the size of the reactor. Im also not sure how the acceptUraniumPulse methods works. Am i meant to sent it to nearby components and not care about the result? Also if the heat run is done first how am i meant to calculate heat since i might get pulses from components ticked after mine?