Reika, sorry if this has been asked before. I was just wondering if you were thinking about trying to add the ability for us to try and design LFTRs (Liquid Fluorite Thorium Reactor) given the abundance of fluorspar in world gen?
The Meaning of Life, the Universe, and Everything.
Join Date:
10/9/2013
Posts:
142
Member Details
I can't seem to get the rotary craft belts to work… Is there a known bug or am I just an idiot? I've used a full stack of belts to link the two hubs, and they are at the same height and lie on the same plane. (the wheels are lined up).
I'll work as hard as I can to post the ReactorCraft tutorial as soon as I can (maybe today), so everyone can start making his own reactor
Unfortunately rl works are pushing my attention elsewere in these days
really looking forward to it, me and my buddy work in the nuclear field and are really interested in seeing what you guys can do with this
are we going to be able to model both a PWR and BWR system? or is it just going to be one of them
also if you guys are trying to make this as realistic as possible i can definitely provide some feedback to keep improving the mod, we already love the fact that the reactor isnt just a simple 1 block structure like in IC2. makes it so you can literally build a nuclear plant and have different buildings set up for ur systems
only thing i would like to see so far would be the making of a radiation protection suit? dont know how difficult this would be but it would be nice to have one so that it can help mitigate the effects of the radiation poisoning since thats how it would be in real life, basicly if you go into the core building without it on you should almost die due to the radiation if the reactor is running
Did it mention java.lang.IndexOutOfBoundsException? That may just be the result of a typo ([3] instead of [2]).
Possibly? I searched the log from the server and it shows nothing of the like... I just realized I was searching the Forge log. Deeeeeerrrrp. >.<
And I believe I found it!
[INFO] A mod tried to access an invalid slot 39 for Reika.DragonAPI.Base.CoreContainer@43447c54
That popped up in my client side chat log. No real worries cause it didn't seem to cost me any resources (maybe I lost a bucket or two of water... Not that big of a deal. XD) and there wasn't any performance drop either, but still good to fix, eh? lol
EDIT:
I fixed the Grinder issue. Turns out it was shared with every "non-vertical-accepting", "non-double-sided" power receiver. So, woodcutter, fermenter, filling station, friction heater, compactor, magnetizer, borer, air gun, heat ray, arrow gun, light bridge, projector, scaleable chest, and coil winder were all affected.
Woot! I "helped"!
Also, just curious, what was the cause? Missed a closing paren? XD
Also, kinda sadface that I can no longer run my Grinder for free... Once I update again. I try to avoid too frequent updates since the modpack I'm running has to be re-downloaded each time as a monolithic packages, which annoys people.
And speaking of the scalable chest, what exactly is the use? I mean, I guess you could store stuff in it then cut the power to act as a kind of safe or something... Also, how does it's volume increase? Like, is it some sort of hammerspace aperture? It confuses me deeply, but begs me to use it, but the continuous power requirement kinda makes me say "meh". So yeah... lol @_@
Also also, any love for water gauges inside machines like the Extractor?
Oooooooh! I had this weird idea from when I watched an old clip on farming equipment. Imagine for a second a shaft inside a fluid pipe, with a screw wound around it. As long as there is power being transmitted through the shaft it could also either push or pull fluids to/from a machine (at a rate dependent on shaft speed).
Thus, if such a system was provided for an engine, it could serve as the power output shaft and the fuel/lube intake line (in such a scenario the engine would have to be primed, but could run more-or-less afterwards in an uninterrupted manner).
Alternatively, it could provide power to a pump and take fluids away (at a slightly higher pressure but slightly slower rate).
Since the shaft would encounter resistance due to fluids (bonus points if viscous fluids increase the power loss), it would be less effecient at transmitting power, since energy would be "wasted" moving fluids, but it'd make up for it by saving resources vis a vie not requiring a separate fuel/lube line. So good for smaller setups but a bad idea for a long transport line.
Just a thought, anyways. I like the idea of integrated functionalities. It makes for neater setups. Things like pipes with control wires running in them, power and material transport in one line, or, for an odd example, a sunlamp for crop growing and zombie torching (but you more or less already have that with the Beam Mirror).
(I should probably stop posting the ideas that come to me, but eh, you're free to ignore me.)
Oh, and before I forget, is the shaft junction supposed to not be able to switch input sides (ie. to a different point of the T, so f.e. the bottom could fork it left and right) or did I just miss something about it in the guide book? I can rotate it and switch it between combine and split mode, but I can't seem to make it do what I'd like it to.
only thing i would like to see so far would be the making of a radiation protection suit? dont know how difficult this would be but it would be nice to have one so that it can help mitigate the effects of the radiation poisoning since thats how it would be in real life, basicly if you go into the core building without it on you should almost die due to the radiation if the reactor is running
Radiation suits are designed for going into an area that has had a spill or for handling fuel; I strongly suspect that the radiation levels in a running reactor are far too high to survive even with a suit.
Reika, sorry if this has been asked before. I was just wondering if you were thinking about trying to add the ability for us to try and design LFTRs (Liquid Fluorite Thorium Reactor) given the abundance of fluorspar in world gen?
Could you explain why the conversion rate depends on data fetched from Buildcraft? I am not an expert on such matters, but I was unaware that MJ values for various operations in Buildcraft changed very much. Does it change often enough that this could not simply be a single value in the config file?
I do conversions not based on standards or some value but based on realistic scaling. In the case of BuildCraft, I assumed fuel was gasoline, then calculated the amount of real-world energy in one bucket of gasoline (1 cubic meter). Then I use BuildCraft data from the IronEngineFuel class to calculate how long this lasts; this gives me a power value for the combustion engine, a value of 336.7kW. Knowing - also from the IronEngineFuel class - that the amount such a setup produces is 6MJ/t, that then means that 1MJ/t = 56.28kW.
Also, could you explain what you mean by 'realism' in this case, and why Thermal Expansion is more "magitech" than other mods you provide support for?
Redstone Flux is a lot harder to pin down with a real-world equivalent (whereas MJs are equivalent to real joules, with some conversion factor). That said, the crucible idea is probably usable.
To solve this problem, I'd recommend setting the standard for power based on the Rock Melter and the Igneous Extruder as being equivalent, as you suggested. I'm familiar with both mods, and this makes sense - it puts the power production of the various RF-producing Dynamos as being in the vicinity of your redstone-powered Electric Motors (after all, the conduits do work on the same principle as redstone energy), and puts the power consumption roughly in line with other parts of the mod.
Let's calculate right now:
First we need the amount of rock (mass-wise) in one block of stone (of course real rock varies, but we are going to use the density parameter in DragonAPI).
Now, we need to know the amount of energy it takes to raise that mass of rock to its melting point. DragonAPI has the heat capacity for rock at 0.8 kJ/kgK and the melting temperature at 1200C. Assuming we are doing this in a 25C biome (plains, forest, ocean, swamp...), we have the following:
Now, we know in ThermalExpansion (I would fetch this from the classes) that it takes 240K RF to melt one block. Thus:
Remember how BuildCraft MJ = 56.28kW? This then has a conversion ratio of 1MJ = 5.12RF. If you also have a way of converting between RF and MJ (in some other mod that uses the 10x ratio), you have a significant exploit.
If you're worried about infinite-power loops, I'd recommend also adding in some inefficiency - power loss - in converting back and forth.)
That only helps with a true self-powering loop. If it is just a ratio imbalance, it just makes the exploit marginally less powerful. I am not about to implement a 49% power loss.
As a enthusiast of both Rotarycraft and Thermal Expansion (Which I consider a far superior alternative to Buildcraft in every respect, although I do miss its oil/fuel dynamics somewhat), and noting RF's current rise as the next "universal power system" to replace Buildcraft's, I eagerly hope for the day when these two fantastic mods may be compatible.
It is because of BuildCraft that I got into modding; I do not want to see it made obsolete and phased out.
Possibly? I searched the log from the server and it shows nothing of the like... I just realized I was searching the Forge log. Deeeeeerrrrp. >.<
And I believe I found it!
[INFO] A mod tried to access an invalid slot 39 for Reika.DragonAPI.Base.CoreContainer@43447c54
That popped up in my client side chat log. No real worries cause it didn't seem to cost me any resources (maybe I lost a bucket or two of water... Not that big of a deal. XD) and there wasn't any performance drop either, but still good to fix, eh? lol
Oh, that. That is a bug in some other mod; Some inventory-editing mod crashes when you try to open non-inventoried machines' GUIs. Slowpoke crashed several times due to that bug during the stream.
And speaking of the scalable chest, what exactly is the use? I mean, I guess you could store stuff in it then cut the power to act as a kind of safe or something... Also, how does it's volume increase? Like, is it some sort of hammerspace aperture? It confuses me deeply, but begs me to use it, but the continuous power requirement kinda makes me say "meh". So yeah... lol @_@
You only really need the power input when accessing it. Its inventory space scales up as the power input does, up to 560 slots.
Oooooooh! I had this weird idea from when I watched an old clip on farming equipment. Imagine for a second a shaft inside a fluid pipe, with a screw wound around it. As long as there is power being transmitted through the shaft it could also either push or pull fluids to/from a machine (at a rate dependent on shaft speed).
Thus, if such a system was provided for an engine, it could serve as the power output shaft and the fuel/lube intake line (in such a scenario the engine would have to be primed, but could run more-or-less afterwards in an uninterrupted manner).
Alternatively, it could provide power to a pump and take fluids away (at a slightly higher pressure but slightly slower rate).
Since the shaft would encounter resistance due to fluids (bonus points if viscous fluids increase the power loss), it would be less effecient at transmitting power, since energy would be "wasted" moving fluids, but it'd make up for it by saving resources vis a vie not requiring a separate fuel/lube line. So good for smaller setups but a bad idea for a long transport line.
Just a thought, anyways. I like the idea of integrated functionalities. It makes for neater setups. Things like pipes with control wires running in them, power and material transport in one line, or, for an odd example, a sunlamp for crop growing and zombie torching (but you more or less already have that with the Beam Mirror).
I am not about to rewrite the power system and liquid transmission system.
However, that gives me an idea - hydraulic power transport. Use one of these augers with power input and pump the fluid; another one down the line (or perhaps a turbine of sorts) can take that pressure and convert it to power.
Oh, and before I forget, is the shaft junction supposed to not be able to switch input sides (ie. to a different point of the T, so f.e. the bottom could fork it left and right) or did I just miss something about it in the guide book? I can rotate it and switch it between combine and split mode, but I can't seem to make it do what I'd like it to.
Use the screwdriver normally; it rotates the machine. Four of the states are mirror images.
However, it has no vertical input-outputs, as that would raise the number of possible states to 192.
---- Minecraft Crash Report ----
// Everything's going to plan. No, really, that was supposed to happen.
Time: 10/12/13 15:33
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: Reika.RotaryCraft.RotaryCraft
at cpw.mods.fml.common.LoadController.transition(LoadController.java:156)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:473)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:808)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: Reika.RotaryCraft.RotaryCraft
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:61)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)
at sun.reflect.GeneratedMethodAccessor4.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:201)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:181)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:112)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:511)
... 10 more
Caused by: java.lang.NoClassDefFoundError: Reika/DragonAPI/Base/DragonAPIMod
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 37 more
Caused by: java.lang.ClassNotFoundException: Reika.DragonAPI.Base.DragonAPIMod
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:97)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 41 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
I am not about to rewrite the power system and liquid transmission system.
However, that gives me an idea - hydraulic power transport. Use one of these augers with power input and pump the fluid; another one down the line (or perhaps a turbine of sorts) can take that pressure and convert it to power.
That would be awesome for long-range high power transmission, I imagine... Which I will admit is possibly a weak area in the mod. No offence.
Use the screwdriver normally; it rotates the machine. Four of the states are mirror images.
However, it has no vertical input-outputs, as that would raise the number of possible states to 192.
So you can do this:
But not this?
(Coil is input, Grinders are output. Stated for posterity.)
Radiation suits are designed for going into an area that has had a spill or for handling fuel; I strongly suspect that the radiation levels in a running reactor are far too high to survive even with a suit.
Read the OP.
...What is that?
That was fixed in v8.
Use NEI for the recipe; the wall needs to be 2-7 blocks away.
I do conversions not based on standards or some value but based on realistic scaling. In the case of BuildCraft, I assumed fuel was gasoline, then calculated the amount of real-world energy in one bucket of gasoline (1 cubic meter). Then I use BuildCraft data from the IronEngineFuel class to calculate how long this lasts; this gives me a power value for the combustion engine, a value of 336.7kW. Knowing - also from the IronEngineFuel class - that the amount such a setup produces is 6MJ/t, that then means that 1MJ/t = 56.28kW.
Redstone Flux is a lot harder to pin down with a real-world equivalent (whereas MJs are equivalent to real joules, with some conversion factor). That said, the crucible idea is probably usable.
Let's calculate right now:
First we need the amount of rock (mass-wise) in one block of stone (of course real rock varies, but we are going to use the density parameter in DragonAPI).
Now, we need to know the amount of energy it takes to raise that mass of rock to its melting point. DragonAPI has the heat capacity for rock at 0.8 kJ/kgK and the melting temperature at 1200C. Assuming we are doing this in a 25C biome (plains, forest, ocean, swamp...), we have the following:
Now, we know in ThermalExpansion (I would fetch this from the classes) that it takes 240K RF to melt one block. Thus:
Remember how BuildCraft MJ = 56.28kW? This then has a conversion ratio of 1MJ = 5.12RF. If you also have a way of converting between RF and MJ (in some other mod that uses the 10x ratio), you have a significant exploit.
That only helps with a true self-powering loop. If it is just a ratio imbalance, it just makes the exploit marginally less powerful. I am not about to implement a 49% power loss.
It is because of BuildCraft that I got into modding; I do not want to see it made obsolete and phased out.
Was this v8? I changed the way flywheels work in that version.
Oh, that. That is a bug in some other mod; Some inventory-editing mod crashes when you try to open non-inventoried machines' GUIs. Slowpoke crashed several times due to that bug during the stream.
No, a lack of "when you lose connection, set power = 0" code.
You only really need the power input when accessing it. Its inventory space scales up as the power input does, up to 560 slots.
Most already do; the Extractor GUI has no space for one.
I am not about to rewrite the power system and liquid transmission system.
However, that gives me an idea - hydraulic power transport. Use one of these augers with power input and pump the fluid; another one down the line (or perhaps a turbine of sorts) can take that pressure and convert it to power.
Use the screwdriver normally; it rotates the machine. Four of the states are mirror images.
However, it has no vertical input-outputs, as that would raise the number of possible states to 192.
That would be awesome for long-range high power transmission, I imagine... Which I will admit is possibly a weak area in the mod. No offence.
RotaryCraft does not have a problem with long-range transmission - belts can accomplish that - but with routing power in complicated patterns (like you could wind a conductive pipe around corners and between rooms). Seeing as fluids can be, this might fix that. Maybe.
But not this?
(Coil is input, Grinders are output. Stated for posterity.)
Correct. There is no configuration for that shape of junction. Adding that would merely double the possible states to 48, but still a problem. (If we were to add that AND vertical-axis support, the total number of states would skyrocket to 768.)
Also, as I said, realism is going to present an issue with Thermal Expansion, especially with it having gone magitech. The best value I can think of is with the amount of energy required to melt 1 block of stone in the magma crucible, but that is highly unlikely to line up with the 10RF = 1MJ convention.
I noticed that you used one bucket = one cubic meter (one block); what if you used one bucket = 5 gallons instead? (a lot lower; it looked like you calculated about 250 to 1 instead of 10 to one).
Unintentional but unfixable. Vanilla recipes are hardcoded, and I am not going to overwrite vanilla recipes.
I thought forge now took anything that was in the ore dict as cobblestone (I don't know the exact tag) as compatible with the vanilla recipes (i.e, forge now, as I understand, adjusts the vanilla recipes for you). Am I wrong?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Anyway, I jsut noticed the Isotope Centrifuge is producing depleted uranium dust only, possibly a bug?
No, it has a 92% chance of producing depleted dust, and a 8% chance of producing fuel dust. This is intentional and realistic (natural uranium is 99.7% U238).
I noticed that you used one bucket = one cubic meter (one block); what if you used one bucket = 5 gallons instead? (a lot lower; it looked like you calculated about 250 to 1 instead of 10 to one).
Not realistic. A bucket fills one block (albeit only mostly). One block is one cubic meter.
I thought forge now took anything that was in the ore dict as cobblestone (I don't know the exact tag) as compatible with the vanilla recipes (i.e, forge now, as I understand, adjusts the vanilla recipes for you). Am I wrong?
Correct. There is no configuration for that shape of junction. Adding that would merely double the possible states to 48, but still a problem. (If we were to add that AND vertical-axis support, the total number of states would skyrocket to 768.)
Dinger, though totally understandable. I hate going through iterations of essentially the same thing only slightly different. I guess a system of bevel gears would suffice to make it into the kind of junction I require. Maybe that multidirectional clutch could do it... Many possibilities.
Also, what I mean by long range is over 2km, which is the average distance between my expansions (I connect them with a rail line or nether portals, sometimes both). Can belts do that easilly?
Dinger, though totally understandable. I hate going through iterations of essentially the same thing only slightly different. I guess a system of bevel gears would suffice to make it into the kind of junction I require. Maybe that multidirectional clutch could do it... Many possibilities.
Also, what I mean by long range is over 2km, which is the average distance between my expansions (I connect them with a rail line or nether portals, sometimes both). Can belts do that easilly?
Yes, though you will need about a stack of belt hubs.
Also, there is no - and never will be - interdimensional power or fluid transport.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
"In a LFTR, thorium and uranium-233 are dissolved in carrier salts, forming a liquid fuel. In a typical operation, the liquid is pumped between a critical core and an external heat exchanger where the heat is transferred to a nonradioactive secondary salt. The secondary salt then transfers its heat to a steam turbine or closed-cycle gas turbine."
Basicly you melt down Th-232 and U-233 and dissolve them in a molten salt. The Th-232 becomes Protactinium-233 and eventually breaks down into more U-233. There is an issue where Pa-233 can become U-232 but some consider that a design feature as it would make removing the U-233 for weapon making a very dangerous task.
"In a LFTR, thorium and uranium-233 are dissolved in carrier salts, forming a liquid fuel. In a typical operation, the liquid is pumped between a critical core and an external heat exchanger where the heat is transferred to a nonradioactive secondary salt. The secondary salt then transfers its heat to a steam turbine or closed-cycle gas turbine."
Basicly you melt down Th-232 and U-233 and dissolve them in a molten salt. The Th-232 becomes Protactinium-233 and eventually breaks down into more U-233. There is an issue where Pa-233 can become U-232 but some consider that a design feature as it would make removing the U-233 for weapon making a very dangerous task.
really looking forward to it, me and my buddy work in the nuclear field and are really interested in seeing what you guys can do with this
are we going to be able to model both a PWR and BWR system? or is it just going to be one of them
also if you guys are trying to make this as realistic as possible i can definitely provide some feedback to keep improving the mod, we already love the fact that the reactor isnt just a simple 1 block structure like in IC2. makes it so you can literally build a nuclear plant and have different buildings set up for ur systems
only thing i would like to see so far would be the making of a radiation protection suit? dont know how difficult this would be but it would be nice to have one so that it can help mitigate the effects of the radiation poisoning since thats how it would be in real life, basicly if you go into the core building without it on you should almost die due to the radiation if the reactor is running
I'll shut up about making more Jet Fuel now.
Best guess? A lot of ammonia and some other nasty sulfur-y stuff. I hardly remember the lab, let alone the events therein. Dx
Possibly? I searched the log from the server and it shows nothing of the like... I just realized I was searching the Forge log. Deeeeeerrrrp. >.<
And I believe I found it!
That popped up in my client side chat log. No real worries cause it didn't seem to cost me any resources (maybe I lost a bucket or two of water... Not that big of a deal. XD) and there wasn't any performance drop either, but still good to fix, eh? lol
Woot! I "helped"!
Also, just curious, what was the cause? Missed a closing paren? XD
Also, kinda sadface that I can no longer run my Grinder for free... Once I update again.
I try to avoid too frequent updates since the modpack I'm running has to be re-downloaded each time as a monolithic packages, which annoys people.
And speaking of the scalable chest, what exactly is the use? I mean, I guess you could store stuff in it then cut the power to act as a kind of safe or something... Also, how does it's volume increase? Like, is it some sort of hammerspace aperture? It confuses me deeply, but begs me to use it, but the continuous power requirement kinda makes me say "meh". So yeah... lol @_@
Also also, any love for water gauges inside machines like the Extractor?
Oooooooh! I had this weird idea from when I watched an old clip on farming equipment. Imagine for a second a shaft inside a fluid pipe, with a screw wound around it. As long as there is power being transmitted through the shaft it could also either push or pull fluids to/from a machine (at a rate dependent on shaft speed).
Thus, if such a system was provided for an engine, it could serve as the power output shaft and the fuel/lube intake line (in such a scenario the engine would have to be primed, but could run more-or-less afterwards in an uninterrupted manner).
Alternatively, it could provide power to a pump and take fluids away (at a slightly higher pressure but slightly slower rate).
Since the shaft would encounter resistance due to fluids (bonus points if viscous fluids increase the power loss), it would be less effecient at transmitting power, since energy would be "wasted" moving fluids, but it'd make up for it by saving resources vis a vie not requiring a separate fuel/lube line. So good for smaller setups but a bad idea for a long transport line.
Just a thought, anyways. I like the idea of integrated functionalities. It makes for neater setups. Things like pipes with control wires running in them, power and material transport in one line, or, for an odd example, a sunlamp for crop growing and zombie torching (but you more or less already have that with the Beam Mirror).
(I should probably stop posting the ideas that come to me, but eh, you're free to ignore me.)
Oh, and before I forget, is the shaft junction supposed to not be able to switch input sides (ie. to a different point of the T, so f.e. the bottom could fork it left and right) or did I just miss something about it in the guide book? I can rotate it and switch it between combine and split mode, but I can't seem to make it do what I'd like it to.
It is closes to a BWR reactor.
Radiation suits are designed for going into an area that has had a spill or for handling fuel; I strongly suspect that the radiation levels in a running reactor are far too high to survive even with a suit.
Read the OP.
...What is that?
That was fixed in v8.
Use NEI for the recipe; the wall needs to be 2-7 blocks away.
I do conversions not based on standards or some value but based on realistic scaling. In the case of BuildCraft, I assumed fuel was gasoline, then calculated the amount of real-world energy in one bucket of gasoline (1 cubic meter). Then I use BuildCraft data from the IronEngineFuel class to calculate how long this lasts; this gives me a power value for the combustion engine, a value of 336.7kW. Knowing - also from the IronEngineFuel class - that the amount such a setup produces is 6MJ/t, that then means that 1MJ/t = 56.28kW.
Redstone Flux is a lot harder to pin down with a real-world equivalent (whereas MJs are equivalent to real joules, with some conversion factor). That said, the crucible idea is probably usable.
Let's calculate right now:
First we need the amount of rock (mass-wise) in one block of stone (of course real rock varies, but we are going to use the density parameter in DragonAPI).
Now, we need to know the amount of energy it takes to raise that mass of rock to its melting point. DragonAPI has the heat capacity for rock at 0.8 kJ/kgK and the melting temperature at 1200C. Assuming we are doing this in a 25C biome (plains, forest, ocean, swamp...), we have the following:
Now, we know in ThermalExpansion (I would fetch this from the classes) that it takes 240K RF to melt one block. Thus:
Remember how BuildCraft MJ = 56.28kW? This then has a conversion ratio of 1MJ = 5.12RF. If you also have a way of converting between RF and MJ (in some other mod that uses the 10x ratio), you have a significant exploit.
That only helps with a true self-powering loop. If it is just a ratio imbalance, it just makes the exploit marginally less powerful. I am not about to implement a 49% power loss.
It is because of BuildCraft that I got into modding; I do not want to see it made obsolete and phased out.
Was this v8? I changed the way flywheels work in that version.
Oh, that. That is a bug in some other mod; Some inventory-editing mod crashes when you try to open non-inventoried machines' GUIs. Slowpoke crashed several times due to that bug during the stream.
No, a lack of "when you lose connection, set power = 0" code.
You only really need the power input when accessing it. Its inventory space scales up as the power input does, up to 560 slots.
Most already do; the Extractor GUI has no space for one.
I am not about to rewrite the power system and liquid transmission system.
However, that gives me an idea - hydraulic power transport. Use one of these augers with power input and pump the fluid; another one down the line (or perhaps a turbine of sorts) can take that pressure and convert it to power.
Use the screwdriver normally; it rotates the machine. Four of the states are mirror images.
However, it has no vertical input-outputs, as that would raise the number of possible states to 192.
It really does help to read through the original post...
That would do it. lol
So not a good option for mass automatically produced "stuff" storage?
Ah well. :<
That would be awesome for long-range high power transmission, I imagine... Which I will admit is possibly a weak area in the mod. No offence.
So you can do this:
But not this?
(Coil is input, Grinders are output. Stated for posterity.)
Yes I'm using v8b
If you have the power production capability...
RotaryCraft does not have a problem with long-range transmission - belts can accomplish that - but with routing power in complicated patterns (like you could wind a conductive pipe around corners and between rooms). Seeing as fluids can be, this might fix that. Maybe.
Correct. There is no configuration for that shape of junction. Adding that would merely double the possible states to 48, but still a problem. (If we were to add that AND vertical-axis support, the total number of states would skyrocket to 768.)
...Then flywheels need to be rewritten again.
This is not all that surprising but is going to take time.
I noticed that you used one bucket = one cubic meter (one block); what if you used one bucket = 5 gallons instead? (a lot lower; it looked like you calculated about 250 to 1 instead of 10 to one).
I thought forge now took anything that was in the ore dict as cobblestone (I don't know the exact tag) as compatible with the vanilla recipes (i.e, forge now, as I understand, adjusts the vanilla recipes for you). Am I wrong?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I recommend BandiCam if you can get the non-demo version (demo stops recording after 10 minutes).
No, it has a 92% chance of producing depleted dust, and a 8% chance of producing fuel dust. This is intentional and realistic (natural uranium is 99.7% U238).
Not realistic. A bucket fills one block (albeit only mostly). One block is one cubic meter.
Yes.
Dinger, though totally understandable. I hate going through iterations of essentially the same thing only slightly different. I guess a system of bevel gears would suffice to make it into the kind of junction I require. Maybe that multidirectional clutch could do it... Many possibilities.
Also, what I mean by long range is over 2km, which is the average distance between my expansions (I connect them with a rail line or nether portals, sometimes both). Can belts do that easilly?
The multiclutch is one-input one-output.
Yes, though you will need about a stack of belt hubs.
Also, there is no - and never will be - interdimensional power or fluid transport.
"In a LFTR, thorium and uranium-233 are dissolved in carrier salts, forming a liquid fuel. In a typical operation, the liquid is pumped between a critical core and an external heat exchanger where the heat is transferred to a nonradioactive secondary salt. The secondary salt then transfers its heat to a steam turbine or closed-cycle gas turbine."
Basicly you melt down Th-232 and U-233 and dissolve them in a molten salt. The Th-232 becomes Protactinium-233 and eventually breaks down into more U-233. There is an issue where Pa-233 can become U-232 but some consider that a design feature as it would make removing the U-233 for weapon making a very dangerous task.
Here's a link to the wiki page if you're interested. http://en.wikipedia....thorium_reactor
ReactorCraft already has a breeder reactor, and does not have (or even simulate) U233. I question if it is needed for ReactorCraft.
Check your configs. It appears to be failing to instantiate one of the items.
I just think piping around a radioactive molten salt for power gen would be fun. Your call though.
I do not add things - especially to ReactorCraft, which is just an addon to RotaryCraft - unless they have significant use.
Fair enough. It would duplicate current features while adding little more than variety in choice for nuclear power gen.
Then add GregTech as he added one a few updates ago.
Digital Reality Private Pack - 200+ Mods, Dedi Server
Nice i currently am working at a PWR