Simple 'A turns into B with C resources, D energy and E time' should (according to my limited knowledge of modding) be relatively easy, though things unravel when you want intermediate isotopes to be added as well.
And where antimatter is concerned, it's worth noting that it can be used for stable power generation if used in small amounts, not unlike liquid fuels in cars. But storing so much energy in a battery is... I wouldn't say physically impossible, but it's definitely stretching the limits of both physics
and usefulness.
The only way to store that much power in a portable cell is to recreate matter and antimatter, store them under high levels of compression and annihilate them when power is needed. But that is far beyond our capabilities, as it requires a full antimatter power plant (reaction chambers, water, heat exchangers, turbines, cooling towers, etc.) to be fit in a device about the size of a modern smartphone, and it would require a vacuum chamber and unspeakably powerful magnets about that same size. And it must be approaching perfect efficiency. And here's the real kicker: the battery needs power to not explode! So when it runs out, kaboom! Plus it'd be about as heavy as a car.
Here's a fun fact about extremes in nature: among the densest forms of energy known to mankind can be found in neutron stars. They have densities of around 10^17 kg/m^3. This means that one teaspoon of neutron star would weigh around three THOUSAND times as much as the whole Empire State Building! That's the kind of material that, when annihilated in a controlled manner, can produce enough energy for an untold length of time. When we remember that 5 metric tonnes of matter contain the energy of a hundred thousand nukes, we can calculate that the annihilation of a tablespoon of neutron star and a tablespoon of its antimatter equivalent releases 4 x 10^13 nukes worth of energy.
TL;DR: Don't carry antimatter in your pocket, or else. "Did I recharge my A-M box this morning? What is that noise? Why are my intestines in orbit?"
+ Added Neptunium, Americium, Curium and Californium
+ Added 21 new fission fuels - TBU-Oxide and 10 non-oxisided and 10 oxidised made from the new materials
+ The fission reactor will now use up fuel cells more intelligently:
+ If the depleted fuel just produced matches the fuel about to be used, the reactor will use up the fuel and run
+ Added Fuel Recycler
* All depleted fuel recycle recipes have moved from the Isotope Separator to this machine
+ Added Americium-241 and Californium-250 RTGs
+ Added Voltaic Pile and Lithium Ion Battery RF storage blocks
+ Added Steam Fusion Reactor
+ Produces Steam/Dense Steam/Superdense steam depending on the reactor's size
+ Added many new Isotope Separator, Decay Hastener and Fission recipes
+ Added EMP bomb (not currently craftable)
* Reaction Generator now only accepts basic Uranium and Thorium as fuel
- Removed annoying message that appeared when placing generators
- Removed many unnecessary IC2 recipes
* Other minor changes to code, recipes and textures
does the EMP bomb affect other modded machines such as ones from EIO, TE, BC ..etc ??
Should do, but from testing it doesn't seem to affect EnderIO cables or capacitors, because they have a funny code structure, which is one of the reasons why they're currently uncraftable. Hopefully I'll be able to solve that problem.
I agree that updating to 1.9.4 would be ideal, followed by a 1,.10.2 version. Mind you, almost all 1.9.4 mods I have tried work on 1.10.2. Heck, most 1.9.4>1.10 'ports' are simply reuploads of the 1.9.4 file with absolutely no modifications. And while I can't guarantee it, I don't believe maintaining both should take more that a few minutes extra per update.
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Others have stated about 1.9.4 instead consider 1.8.9 instead of 1.9.4
Only reason is that Sponge's 1.8.9 branch is LTS (Long Term Service) while 1.10.2 branch is bleeding.
Don't get me wrong I'm not saying not to do 1.10.2 - its great. But for those that play SMP server wise the only MC versions there are to consider is 1.8.9 or 1.10.2.
Trust me, this is not going to be a super quick port - things changed more than ever before from 1.7 to 1.8 and above, so it will take some time. By the time it's done, I imagine almost everybody will be using 1.10.2. On top of that, well... I'd already started.
1.10 is definitely a good idea. No its definitely not going to be a quick port; I'm given to understand that transitioning out of 1.7 is a bit arduous. Take your time sir
New version of the mod available - 1.9a! This is still for 1.7.10, and just fixes an issue with searching for fusion structures and tweaks a few textures and names.
* Fixed Fusion Reactor Core struggling to find its structure with RailCraft installed (or other mods which add custom air blocks)
- Removed Electrolyser Water Cell recipe
* Changed RTG textures
* Name changes and typo fixes
BTW am using the latest v1.9a and it seems to be working as long as you store the Dense Steam in a tank or something but the Fusion Steam Reactor doesn't seem to store steam in it, at least visually that is because once i connect a tank it immediately outputs the correct amount of Dense Steam so it's not a serious problem and you don't have to look into it for now.
I just thought letting know anybody that the Fusion Steam Reactor doesn't void it's internal generated steam if there isn't a tank that is storing it and instead seems to be just a visual bug in the GUI
I did have a read of it, but was very confused about what the issue was. It seemed like you were saying that the steam would be voided if the internal buffer is full, which is to be expected.
it occurs even if the internal reactor tank is empty.
to replicate the issue build a size 3 toroid fusion steam reactor then use DT combo and watch the internal steam buffer tank of the rector, once it reaches 400k it resets back to 0 and so on
it's just a visual bug though so once you connect tank the correct amount of dense steam will be outputted
The reactor has an internal 'fake steam' counter - that is what is being shown by accident. If the reactor doesn't have the potential to generate dense steam (won't ever be able to generate 2000 mB/s of steam), then the 'fake steam' is converted into steam at a 1:1 ratio.
If the reactor produces dense steam (generates 2000 to 400000 mB/s of steam), then the 'fake steam' is converted into dense steam at a 1000:1 ratio.
Finally, if the reactor produces superdense steam (generates over 400000 mB/s of steam), then the 'fake steam' is converted into superdense steam at a 1000000:1 ratio.
All I need to do is instead show the actual steam stored in the internal fluid tank.
oh wow! so 1mb of SuperDense Steam = 1000mb of Dense Steam which equals = 1000mb of Steam for every 1mb of Dense Steam ? that's a lot of steam!!
2 qustions :
is there a way to increase the speed or the amount of Super/Dense that is getting decompressed at once from the config file ? it 's probably because my PC is old but 7 of those really lags my world (again my PC os really old so it's totally cool)
also can i change the amount of steam that is generated per/tick from 400k/tick to 500k/tick (mostly because even numbers bugs me ?
oh wow! so 1mb of SuperDense Steam = 1000mb of Dense Steam which equals = 1000mb of Steam for every 1mb of Dense Steam ? holy crap that's a lot of steam!!
Yep, it certainly is
Superdense will probably be removed in 1.10, but dense steam will probably stay.
is there a way to increase the speed or the amount of Super/Dense that is getting decompressed at once from the config file ? it 's probably because my PC is old but 7 of those really lags my world (again my PC os really old so it's totally cool)
Yep, I'll add a config for that
also can i change the amount of steam that is generated per/tick from 400k/tick to 500k/tick (mostly because even numbers bugs me ?
That number will be hidden now, so it doesn't matter so much
+ Added config option to modify the work rates of Steam Generators and Decompressors
* Vastly improved mechanism to deal with non-vanilla air blocks in Fusion Reactor rings
* Fixed machines acting weirdly when speed and efficiency configs were modified
* Fixed Steam Fusion Reactor showing the wrong quantities in its GUI
* Fixed Americium and Californium RTGs dropping the wrong type of RTG when broken
* Fixed Assembler recipe conflict between Reactor Casing and Reinforced Plating
* Modified Reaction Generator's GUI texture to avoid confusion regarding the fuel it uses
* Fixed active blocks giving wrong blocks when picked in creative mode
* Updated language files - thanks again to Cannon_fotter
* Fixed Steam Fusion Reactor GUI to make clear what type of steam is being produced
* Fixed a few recipes and textures
+ Added general explosion radius config option
By the way, here is my current main 'to do' list, if anyone is interested
Port all to 1.10.2 (registering, rendering, etc.)
Make changes to match latest 1.7.10 version
Add Tesla support
Add IC2 Support - Generators: 1 EU = 25 RF (configurable)
Add fluoride fluids for base fuel materials
Add fluoride fluids for all fuels and fuel materials
Add centrifuge
Redo steam fission with molten salt fluid fuel input and output
Add steam turbine and dense steam turbine
Add synchrotron modules that use radiation - one per corner
Add collider controller - electron/positron/proton input on corner
Particles need to be fired in opposite directions to work
Add collider multi-block experiments - one per corner
While I get on with updating, I'm going to upload some videos on the YT channel. First, videos for versions 1.8 and 1.9, then some more tutorial-like videos, which will remain useful even after the mod updates to 1.10.2.
EDIT: 1.8 video out now:
Also, it seems we have the start of something which I've always thought would be a possibility - the sharing of reactor designs similar to what's done with IC2 and BR designs: Here are some very efficient 5x5x5 reactors from PhiFouX13, one using LEU fuel and the other using LEU-Ox fuel that you may want to use in your world.
EDIT: Looking at the video, I don't think PhiFoux's config's are the defaults, as he has accidentally kept the heat production stats of older versions. Therefore, these designs will most likely not work. However, the point still stands that the sharing of designs could be a big part of this mod
regarding the Particle Accelerator, how do you activate it ? i build 11x11 (says in the GUI) ring and made sure that every Electromagnet (even the bottom ones) is powered using EIO Creative Capacitor + TD Resonant Flux-ducts.
i also made sure that every Supercooler (even ones in the corners) is receiving Liquid Helium from 12 Bedrock Liquid Helium Drums using the Super Fluid Duct but i can't figure out how to to activate it.
redstone signal does not work and i made sure to pump in RF & Electron Capsules into the controller
regarding the Particle Accelerator, how do you activate it ?
A redstone signal into the controller and a supply of electrons should get it running - if it's saying 11x11 in the GUI then it's picking up the structure correctly.
Simple 'A turns into B with C resources, D energy and E time' should (according to my limited knowledge of modding) be relatively easy, though things unravel when you want intermediate isotopes to be added as well.
And where antimatter is concerned, it's worth noting that it can be used for stable power generation if used in small amounts, not unlike liquid fuels in cars. But storing so much energy in a battery is... I wouldn't say physically impossible, but it's definitely stretching the limits of both physics
and usefulness.
The only way to store that much power in a portable cell is to recreate matter and antimatter, store them under high levels of compression and annihilate them when power is needed. But that is far beyond our capabilities, as it requires a full antimatter power plant (reaction chambers, water, heat exchangers, turbines, cooling towers, etc.) to be fit in a device about the size of a modern smartphone, and it would require a vacuum chamber and unspeakably powerful magnets about that same size. And it must be approaching perfect efficiency. And here's the real kicker: the battery needs power to not explode! So when it runs out, kaboom! Plus it'd be about as heavy as a car.
Here's a fun fact about extremes in nature: among the densest forms of energy known to mankind can be found in neutron stars. They have densities of around 10^17 kg/m^3. This means that one teaspoon of neutron star would weigh around three THOUSAND times as much as the whole Empire State Building! That's the kind of material that, when annihilated in a controlled manner, can produce enough energy for an untold length of time. When we remember that 5 metric tonnes of matter contain the energy of a hundred thousand nukes, we can calculate that the annihilation of a tablespoon of neutron star and a tablespoon of its antimatter equivalent releases 4 x 10^13 nukes worth of energy.
TL;DR: Don't carry antimatter in your pocket, or else. "Did I recharge my A-M box this morning? What is that noise? Why are my intestines in orbit?"
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
+ Added Neptunium, Americium, Curium and Californium
+ Added 21 new fission fuels - TBU-Oxide and 10 non-oxisided and 10 oxidised made from the new materials
+ The fission reactor will now use up fuel cells more intelligently:
+ If the depleted fuel just produced matches the fuel about to be used, the reactor will use up the fuel and run
+ Added Fuel Recycler
* All depleted fuel recycle recipes have moved from the Isotope Separator to this machine
+ Added Americium-241 and Californium-250 RTGs
+ Added Voltaic Pile and Lithium Ion Battery RF storage blocks
+ Added Steam Fusion Reactor
+ Produces Steam/Dense Steam/Superdense steam depending on the reactor's size
+ Added many new Isotope Separator, Decay Hastener and Fission recipes
+ Added EMP bomb (not currently craftable)
* Reaction Generator now only accepts basic Uranium and Thorium as fuel
- Removed annoying message that appeared when placing generators
- Removed many unnecessary IC2 recipes
* Other minor changes to code, recipes and textures
* Updated Java and APIs
Click here for the YouTube channel for help and info!
oh may god those Neptunium, Americium, Curium and Californium are really mouthful to pronounce
also does the EMP bomb affect other modded machines such as ones from EIO, TE, BC ..etc ??
Should do, but from testing it doesn't seem to affect EnderIO cables or capacitors, because they have a funny code structure, which is one of the reasons why they're currently uncraftable. Hopefully I'll be able to solve that problem.
Click here for the YouTube channel for help and info!
I agree that updating to 1.9.4 would be ideal, followed by a 1,.10.2 version. Mind you, almost all 1.9.4 mods I have tried work on 1.10.2. Heck, most 1.9.4>1.10 'ports' are simply reuploads of the 1.9.4 file with absolutely no modifications. And while I can't guarantee it, I don't believe maintaining both should take more that a few minutes extra per update.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Others have stated about 1.9.4 instead consider 1.8.9 instead of 1.9.4
Only reason is that Sponge's 1.8.9 branch is LTS (Long Term Service) while 1.10.2 branch is bleeding.
Don't get me wrong I'm not saying not to do 1.10.2 - its great. But for those that play SMP server wise the only MC versions there are to consider is 1.8.9 or 1.10.2.
Just for some food for thought.
Source Link: https://forums.spongepowered.org/t/psa-dropping-1-9-4-support/13374
Trust me, this is not going to be a super quick port - things changed more than ever before from 1.7 to 1.8 and above, so it will take some time. By the time it's done, I imagine almost everybody will be using 1.10.2. On top of that, well... I'd already started.
Click here for the YouTube channel for help and info!
1.10 is definitely a good idea. No its definitely not going to be a quick port; I'm given to understand that transitioning out of 1.7 is a bit arduous. Take your time sir
New version of the mod available - 1.9a! This is still for 1.7.10, and just fixes an issue with searching for fusion structures and tweaks a few textures and names.
* Fixed Fusion Reactor Core struggling to find its structure with RailCraft installed (or other mods which add custom air blocks)
- Removed Electrolyser Water Cell recipe
* Changed RTG textures
* Name changes and typo fixes
Click here for the YouTube channel for help and info!
um can you look into this ?
https://github.com/turbodiesel4598/NuclearCraft/issues/50
BTW am using the latest v1.9a and it seems to be working as long as you store the Dense Steam in a tank or something but the Fusion Steam Reactor doesn't seem to store steam in it, at least visually that is because once i connect a tank it immediately outputs the correct amount of Dense Steam so it's not a serious problem and you don't have to look into it for now.
I just thought letting know anybody that the Fusion Steam Reactor doesn't void it's internal generated steam if there isn't a tank that is storing it and instead seems to be just a visual bug in the GUI
I did have a read of it, but was very confused about what the issue was. It seemed like you were saying that the steam would be voided if the internal buffer is full, which is to be expected.
Click here for the YouTube channel for help and info!
it occurs even if the internal reactor tank is empty.
to replicate the issue build a size 3 toroid fusion steam reactor then use DT combo and watch the internal steam buffer tank of the rector, once it reaches 400k it resets back to 0 and so on
it's just a visual bug though so once you connect tank the correct amount of dense steam will be outputted
Yep, I found my mistake, so I'll explain:
The reactor has an internal 'fake steam' counter - that is what is being shown by accident. If the reactor doesn't have the potential to generate dense steam (won't ever be able to generate 2000 mB/s of steam), then the 'fake steam' is converted into steam at a 1:1 ratio.
If the reactor produces dense steam (generates 2000 to 400000 mB/s of steam), then the 'fake steam' is converted into dense steam at a 1000:1 ratio.
Finally, if the reactor produces superdense steam (generates over 400000 mB/s of steam), then the 'fake steam' is converted into superdense steam at a 1000000:1 ratio.
All I need to do is instead show the actual steam stored in the internal fluid tank.
Click here for the YouTube channel for help and info!
oh wow! so 1mb of SuperDense Steam = 1000mb of Dense Steam which equals = 1000mb of Steam for every 1mb of Dense Steam ? that's a lot of steam!!
2 qustions :
is there a way to increase the speed or the amount of Super/Dense that is getting decompressed at once from the config file ? it 's probably because my PC is old but 7 of those really lags my world (again my PC os really old so it's totally cool)
also can i change the amount of steam that is generated per/tick from 400k/tick to 500k/tick (mostly because even numbers bugs me ?
Yep, it certainly is
Superdense will probably be removed in 1.10, but dense steam will probably stay.
Yep, I'll add a config for that
That number will be hidden now, so it doesn't matter so much
Click here for the YouTube channel for help and info!
New version of the mod available - 1.9b - Again, still for 1.7.10, and fixes more bugs.
+ Added config option to modify the work rates of Steam Generators and Decompressors
* Vastly improved mechanism to deal with non-vanilla air blocks in Fusion Reactor rings
* Fixed machines acting weirdly when speed and efficiency configs were modified
* Fixed Steam Fusion Reactor showing the wrong quantities in its GUI
* Fixed Americium and Californium RTGs dropping the wrong type of RTG when broken
* Fixed Assembler recipe conflict between Reactor Casing and Reinforced Plating
* Modified Reaction Generator's GUI texture to avoid confusion regarding the fuel it uses
* Fixed active blocks giving wrong blocks when picked in creative mode
* Updated language files - thanks again to Cannon_fotter
EDIT: 1.9c is now out - more fixes:
* Fixed Steam Fusion Reactor GUI to make clear what type of steam is being produced
* Fixed a few recipes and textures
+ Added general explosion radius config option
Click here for the YouTube channel for help and info!
By the way, here is my current main 'to do' list, if anyone is interested
Port all to 1.10.2 (registering, rendering, etc.)
Make changes to match latest 1.7.10 version
Add Tesla support
Add IC2 Support - Generators: 1 EU = 25 RF (configurable)
Add fluoride fluids for base fuel materials
Add fluoride fluids for all fuels and fuel materials
Add centrifuge
Redo steam fission with molten salt fluid fuel input and output
Add steam turbine and dense steam turbine
Add synchrotron modules that use radiation - one per corner
Add collider controller - electron/positron/proton input on corner
Particles need to be fired in opposite directions to work
Add collider multi-block experiments - one per corner
Click here for the YouTube channel for help and info!
While I get on with updating, I'm going to upload some videos on the YT channel. First, videos for versions 1.8 and 1.9, then some more tutorial-like videos, which will remain useful even after the mod updates to 1.10.2.
EDIT: 1.8 video out now:
Also, it seems we have the start of something which I've always thought would be a possibility - the sharing of reactor designs similar to what's done with IC2 and BR designs: Here are some very efficient 5x5x5 reactors from PhiFouX13, one using LEU fuel and the other using LEU-Ox fuel that you may want to use in your world.
EDIT: Looking at the video, I don't think PhiFoux's config's are the defaults, as he has accidentally kept the heat production stats of older versions. Therefore, these designs will most likely not work. However, the point still stands that the sharing of designs could be a big part of this mod
Click here for the YouTube channel for help and info!
regarding the Particle Accelerator, how do you activate it ? i build 11x11 (says in the GUI) ring and made sure that every Electromagnet (even the bottom ones) is powered using EIO Creative Capacitor + TD Resonant Flux-ducts.
i also made sure that every Supercooler (even ones in the corners) is receiving Liquid Helium from 12 Bedrock Liquid Helium Drums using the Super Fluid Duct but i can't figure out how to to activate it.
redstone signal does not work and i made sure to pump in RF & Electron Capsules into the controller
A redstone signal into the controller and a supply of electrons should get it running - if it's saying 11x11 in the GUI then it's picking up the structure correctly.
Click here for the YouTube channel for help and info!