

- #Nuclearcraft fission reactor e2e mod#
- #Nuclearcraft fission reactor e2e full#
- #Nuclearcraft fission reactor e2e mods#
The basic idea is to have a radiation level per player, and a radiation level per world chunk. This should cause no major compatibility issues. There is quite simple solution to this however - instead of radiation taking the player's health down, the player can just be plagued by more and more bad status effects, getting more severe as the player gets more irradiated.
#Nuclearcraft fission reactor e2e mods#
Most of the issues revolved around editing the maximum health, messing with other mods such as Morph and TC. First of all, this was tested out in a recent 'proof of concept' build quite recently, and although the idea seemed to work, the actual mechanics themselves were problematic.

Perhaps a different style of fusion reactor which produces steam rather than RF.ĥ. Multiblock steam turbines, which will have a similar yet different complex building system to fission reactors.ģ.

More efficient, actively cooled fission reactors that use molten salt fuels which produce steam.Ģ. Then, there's all of the stuff previously mentioned that I want to add slowly over time:ġ. I'm going to also remove the random metal components already in the game, as well as the frankly tedious-to-make machine base.
#Nuclearcraft fission reactor e2e mod#
The only crafting metals added by the mod will be Boron, Lithium and Magnesium, and the other base metals from other mods will be used (almost all NC players I've seen have such a mod). I'm going to balance the recipes a bit so that there's less of a focus on lead.

Although there is a '4 RF to 1 EU' conversion rate, since IC2 is generally more difficult when it comes to power generation, although the machines will use that ratio, I'm thinking that the generators should use a ratio closer to '40 RF to 1 EU', but this will be balanced and configurable.Ģ. Mekanism mainly for the gases, JEI as the new NEI, Tesla as another power system and IC2 for cross-compatability. I'm aiming to have at least basic Mekanism, JEI, Tesla, RF and IC2 integration. Here's a little list I want to do for 1.11.2:ġ. In the process of updating, I'll have the opportunity to clean up some of the more ancient code, mess with the recipes, possibly some textures and some other things along the way too. The first thing I'll do is just get the fission stuff updated before Easter, and simply move on from there in the Summer. It's going to take some time, but we'll get there! We are basically now done with 1.7.10, as you may know (apart from bug fixes, etc.), and I'm slowly but surely working towards a 1.11.2 build.
#Nuclearcraft fission reactor e2e full#
This should do 2 things - first, it will stop reactor efficiencies being anywhere near as ridiculous (I haven't done the full testing but I imagine ~1000% is the new limit), and secondly large reactor designs will be much more interesting In addition to this, coolant reactor coolers will be doubly effective when adjacent to water reactor coolers, and simple water fluid no longer has any affect in a reactor (it was a minuscule effect anyway). This effect stacks in the same way as before (additional power increases linearly, additional heat increases quadratically).ģ. Fuel cell compartments will be more efficient if adjacent to a graphite block followed by a fuel cell compartment, as well as being more efficient if simply next to another fuel cell compartment. It will produce additional heat regardless of its position.Ģ. Graphite will only produce additional power if adjacent to a fuel cell compartment. This is a flaw in the system, and the following changes will be made:ġ. The problem was that, particularly in very large reactors, people were installing only 8 or 9 fuel cell compartments, then loading up the entire rest of the structure with graphite and coolant, which could catapult the efficiencies up to around a ridiculous 100000%. I've been testing out some new mechanics in 1.7.10 and will probably make a video highlighting the future changes tomorrow (and might even release a 1.9d 'test version' for people to get used to it if they want to). Right, I've been testing out some new mechanics for the fission reactor, mainly for one simple reason - graphite currently doesn't really work very well.
