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Re: [0.14] Reactors

Posted: Mon Oct 17, 2016 7:21 am
by GotLag
Supercheese has added Reactors compatibility to it, so you can just update to the latest version (1.1.5) instead.

Re: [0.14] Reactors

Posted: Tue Oct 18, 2016 2:39 am
by AlphaLima
OdinYggd wrote:
No-Waste Nuclear
Loving those screen, what mod is that?

Re: [0.14] Reactors

Posted: Thu Oct 20, 2016 8:03 am
by Mattyrogue
AlphaLima wrote:
OdinYggd wrote:
No-Waste Nuclear
Loving those screen, what mod is that?
Looks like Nixie Tubes by Justarandomgeek.

Re: [0.14] Reactors

Posted: Tue Oct 25, 2016 3:35 pm
by fps_holland
Power Plant C

Image

Re: [0.14] Reactors

Posted: Wed Oct 26, 2016 6:12 am
by Optera
fps_holland wrote:Power Plant C
Nice setup. 8.4GW if I didn't miscount. Does it work completely without cooling towers?

@GotLag
Using your unmodified 1.4.3 build, I noticed a ~1°C difference between coolant temp signal and actual fluid temp on nearly all reactors.
expected coolant Temp signal 99
expected coolant Temp signal 99
Coolant Temp.png (1.54 MiB) Viewed 11031 times
I'd also like to have a little more precision on temperature signals. I know it's not pretty multiplying temp by 100 before rounding it to int.

Re: [0.14] Reactors

Posted: Sat Oct 29, 2016 12:51 pm
by GotLag
Updated to 1.4.5, with rewrite of heat tracking for improved performance and stability - instead of multiplying the momentary energy change by the time until the next full update, it tracks the actual change since the last. Also added a custom sound - now active reactors produce a Geiger counter sound instead of generic machine hum. Idle reactors still just hum.
Optera wrote:I'd also like to have a little more precision on temperature signals. I know it's not pretty multiplying temp by 100 before rounding it to int.
The fluid temperature signal doesn't get multiplied, only rounded.
What advantage or utility would "a little more precision" provide?

Re: [0.14] Reactors

Posted: Sat Oct 29, 2016 1:01 pm
by Speadge
just installed on a bobmod-install (with UraniumPower):

Code: Select all

  17.855 Error Util.cpp:57: Path __Nucular__/graphics/icons/uranium-ore-icon.png does not match any mod.

Re: [0.14] Reactors

Posted: Sat Oct 29, 2016 1:06 pm
by GotLag
What other mods do you have installed? That error is from another mod being stupid and using a hard-coded path when it detects uranium-ore.

Edit: the full list of mods please

Re: [0.14] Reactors

Posted: Sat Oct 29, 2016 2:38 pm
by steinio
Hello,

i installed you mod to try it out and researched some fancy stuff.

What i spotted is that all your items are scattered around in different item groups and not in your Reactor group.
I suggest to put all your stuff in that group for easier handling.

Greetings steinio

Re: [0.14] Reactors

Posted: Sat Oct 29, 2016 3:18 pm
by GotLag
I think the current locations are sensible:
Reactors, cooling towers and turbines are in the energy subgroup alongside vanilla boilers and steam engines
Uranium ore is in the same subgroup as iron ore and copper ore
Uranium products (fuel, spent fuel, plutonium, depleted uranium) are in their own subgroup in the intermediate products tab (where you'll find steel, plastic, batteries and science packs, for example)

Re: [0.14] Reactors

Posted: Sat Oct 29, 2016 6:11 pm
by steinio
w/o text

Re: [0.14] Reactors

Posted: Sun Oct 30, 2016 1:49 am
by slothman320
Ok how do I seperate the uranium slurry? I'm not seeing the option to do that anywhere. The tips for the refinement process really needs what buildings are associated with it.

Re: [0.14] Reactors

Posted: Sun Oct 30, 2016 1:55 am
by GotLag
In an assembler.

Edited into guide.

Re: [0.14] Reactors

Posted: Sun Oct 30, 2016 11:00 am
by Speadge
GotLag wrote:What other mods do you have installed? That error is from another mod being stupid and using a hard-coded path when it detects uranium-ore.

Edit: the full list of mods please

Code: Select all

{
    "mods": [
        {
  "name": "base",


        {
  "name": "blueprint-string",


        {
  "name": "fluid-temperature-combinator",


        {
  "name": "TheFatController",


        {
  "name": "ambientjamsmod-tangerinemusiclabs",


        {
  "name": "AutoDeconstruct",


        {
  "name": "auto deconstruct loot",


        {
  "name": "autofill",


        {
  "name": "Bergius_Process",


        {
  "name": "BetterFluidColors",


        {
  "name": "BetterIcons",


        {
  "name": "Bio_Industries",


        {
  "name": "Blueprint_Flipper",


        {
  "name": "bobconfig",


        {
  "name": "bobinserters",


        {
  "name": "boblibrary",


        {
  "name": "Bottleneck",


        {
  "name": "BridgeRailway",


        {
  "name": "circuit-network-switch",


        {
  "name": "Crafting_Speed_Research",


        {
  "name": "EmdotHUDCombinator",


        {
  "name": "Equalizer_Chests",


        {
  "name": "EvoGUI",


        {
  "name": "Expanded_Robot_Tech",


        {
  "name": "filtered-deconstruction-planner",


        {
  "name": "Flare Stack",


        {
  "name": "Foreman",


        {
  "name": "Generic_Logistic_Chest",


        {
  "name": "Inventory Sensor",


        {
  "name": "ItemCount",


        {
  "name": "K&L-Inserters",


        {
  "name": "landfill-blueprints",


        {
  "name": "Larger Inventory",


        {
  "name": "Menu++",


        {
  "name": "ModuleInserter",


        {
  "name": "MoreLogisticsSlots",


        {
  "name": "nixie-tubes",


        {
  "name": "original-music-hd",


        {
  "name": "PipeMeter",


        {
  "name": "Plasma Shotgun Shells",


        {
  "name": "ProgressiveRunning",


        {
  "name": "RailLogicSystem",


        {
  "name": "RailTanker",


        {
  "name": "Red Alerts",


        {
  "name": "reverse-factory",


        {
  "name": "RoboCharge",


        {
  "name": "robotic-combinators",
  "enabled": "false"

        {
  "name": "tree_collision",


        {
  "name": "upgrade-planner",


        {
  "name": "UraniumPower",


        {
  "name": "VehicleSnap",


        {
  "name": "VoidChestInstant",


        {
  "name": "Warehousing",


        {
  "name": "Waterfill",


        {
  "name": "WaterWell",


        {
  "name": "Wind_Turbine",


        {
  "name": "bobenemies",


        {
  "name": "bobores",


        {
  "name": "SmartTrains",


        {
  "name": "steinios_logistic_sensor",


        {
  "name": "bobtech",


        {
  "name": "Signals",


        {
  "name": "bobplates",


        {
  "name": "angelsinfiniteores",


        {
  "name": "bobassembly",


        {
  "name": "bobelectronics",


        {
  "name": "boblogistics",


        {
  "name": "bobmining",


        {
  "name": "bobpower",


        {
  "name": "GDIW",


        {
  "name": "Aircraft",


        {
  "name": "angelsprocessing",


        {
  "name": "bobelectronics_gfxtweak",


        {
  "name": "bobwarfare",


        {
  "name": "GDIW_Bergius",


        {
  "name": "longer-belts-redux",

        }
    ]
}
does that help?
the error doesnt occur with UraniumPower only

Re: [0.14] Reactors

Posted: Sun Oct 30, 2016 12:09 pm
by GotLag
Thanks, it's Angel's Infinite Ores. Bug report submitted.

Re: [0.14] Reactors

Posted: Tue Nov 01, 2016 12:49 pm
by GotLag
Updated to 1.5.0, with hopefully final structural change to fuel processing. All processing steps except MOX creation now take place in a chemical plant, reprocessing requires acid and produces uranium slurry instead of DU. Breeder cycle now produces plutonium directly, in addition to that extracted in waste reprocessing. The result of this change is to make breeders produce more plutonium.

As a result, (including reprocessing and using MOX):
  • fission-only will produce limited power and lots of depleted uranium
  • breeder-only will produce limited power and lots of plutonium
  • a balanced/circuit-controlled mix of the two will produce large amounts of power (almost two reactor cycles per unit of uranium slurry) and no residue
A sample setup using generating power entirely from fission, with a breeder reactor switched on only as needed to balance plutonium/depleted uranium, and forced to full throttle via override signal:
Image
Image

Re: [0.14] Reactors

Posted: Tue Nov 01, 2016 1:58 pm
by slothman320
So if depleted uranium is gone how do we make depleted uranium ammo?

Re: [0.14] Reactors

Posted: Tue Nov 01, 2016 2:15 pm
by GotLag
DU is not removed.

Separating uranium slurry produces DU.

Re: [0.14] Reactors

Posted: Wed Nov 02, 2016 6:34 am
by Thellra
I love this mod, I just registered to let you know how much I appreciate it.

Just updated to have the shutdown signal and I really appreciate all of your hard work on this.

Re: [0.14] Reactors

Posted: Wed Nov 02, 2016 6:44 am
by GotLag
Thanks!