This explains why the field buffer seems to increase slower and slower the closer to 100% it gets, but as you said, it is a bit confusing that some of the energy you put in is simply wasted. I really would like some way to recover the rf that doesn't go into the buffer, and I'd also like my own reactor to stabilize somewhere a bit higher than 33%. Maybe make the diminishing returns start at say 80%, like the temperature load factor?
Its not wasting energy thats just the way its intended to work. The more charge the field has the more energy it "consumes" i just need to modify the gui so it reflects the amount of energy thats actually being used.
Thats something i will look into before the next release.
Love the job you did with the Chaos Crystal. I've never felt so utterly creeped out. On that note, there's a thing about the Chaos Crystal and matter transporters from Practicalities that you might want to address. After all, I'm not so sure you intended for their explosions to be portable and reusable ... seriously, I feel like inadvertently created a wmd.
Thanks for letting me know about that! It will... "take care of it" in the next update.
p.s. for your own safety i would not recommend trying this again when you update.
I have just discovered that changing the amount of fuel in a draconic reactor doesn't update some of its stats properly. Specifically: If you put 8 blocks in, start it up, wait for the field strength and saturation to max out, shut it down, take most (but not all) of the fuel out, and then restart it again, the field strength/saturation values will both be very far above 100%. As such, the temperature will be 0 instead of 2000, so you can break it while active and it won't explode (technically, it's at NaN, but the gauge in the GUI says 0). It will also generate negative amounts of power. There should probably be a check for that to reset those values if they are above the max, below the min, or at NaN. Fun fact: it'll generate an infinite amount of energy while the temperature is at NaN, but it spams your logs with errors, so I wouldn't recommend it.
Additionally, starting up the reactor doesn't seem to update the GUI slots properly, as they are still clickable when the reactor is charging/online (assuming you don't close the GUI). This means you can insert/extract fuel while the reactor is running, and if you extract all of it, it will start producing negative power again. There should probably be a check for this too so that clicking the slots does nothing unless the reactor is offline. The reverse of this is true as well; shutting down the reactor doesn't make the slots clickable, and re-opening the GUI is required in order to remove fuel.
I will look into that before the next update.