Hi folks,
Big Reactors is one of the main mods I use on the 1.7.10 server I play on with my friends. Recently, we moved to a new 1.9 pack and we had to drop BR (and other mods) since there is no updated version of it.
For the fun of it, and to maybe use it on our server, last week I started to work on porting BR to 1.9 and so far things are looking good. I shared a couple of pics of it around and I was asked if I plan to release it to the public if/when the work is done.
Since this started as a for-fun project that if all goes well I can use on my server there are currently no such plans but if there is really such interest I can try and see if I can maintain the public version updated.
It's my understanding the Erogenous Beef (the author of Big Reactors, https://github.com/erogenousbeef/BigReactors) has stopped working on the mod and it's licence is basically "do what you want with it" so there should be no problems on that front (but correct me if I'm wrong!)
So what do you guys think? Do you miss Big Reactors as much as I do or do you fell that other mods have replaced it on 1.9.0 ?
The Meaning of Life, the Universe, and Everything.
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Really wanting Big reactors and more unique tech mods for 1.9.4, especially to go along with RFTools dimensions and enderIO. I would love though to see the reactors use more fuels and have a way to stop yellorium from spawning, never cared too much for the Yellorium/Cyanite/Blutonium motif. would love to see actual use of Uranium/Depleted Uranium/Plutonium and possibly more fuels with different stats, and to have the proper implementation of meltdowns if temperature gets out of hand as was originally planned. Small reactors would be incapable of meltdowns due to their limited output, but the bigger you build them the more careful you would have to be and the better you would have to cool them. passive reactors would need more/better coolants when they got bigger, and Active Reactors would need to have a minimum amount of Water input to keep then cool without some sort of system to regulate the fuel rods.
Hi TyoAtrosa!
most of what you have written is already on our todo list for what we plan for the next version of Big Reactors after we have it running on 1.9.0 and then 1.9.4
We would like to change the way to add fuel to the reactor by introducing "real" fuel rods that you have to craft and insert in the reactor (using the current access ports probably)
Meltdowns and similar fun things are in there too and, if I'm not mistaken, you could already disable the generation of yellorium ore in the 1.7.10 version of BR. I'd like to add problems related to radiation from spent fuel or the reactor itself
At the moment, the plan is as follow:
stage 1) porting BR 1.7.0 as it is to MC 1.9.0 and add support for Testa API
stage 2) porting BR 1.9.0 to 1.9.4 (or 1.10)
stage 3) changes to fuel, adding radiations and melthdowns
We are also thinking about replacing the old textures with new ones ore adding the new ones as a resource pack
All suggestions are very appreciated so keep them coming
The Meaning of Life, the Universe, and Everything.
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as far as the fuel issues, the way big reactors looked for me and the way i always thought of them was as using molten salt fuels instead of solid fuel rods, especially with the way it converts the solid fuel to a liquid when in use anyways. i would prefer a way to use liquid fuel directly, maybe by adding a Liquid setting to the access ports so that we can pump liquid fuel directly into and out of the reactor as it's running and adding proper mechanics to the liquid fuel thats already present. it would be very useful as i could literally melt down my yellorium/Uranium in a Tinkers Smeltery and pump the liquid fuel in directly, maybe even use the liquid fuel in the refining process for producing blutonium/Plutonium or better fuel mixes. Radiation Effects would be awesome, especially with improvements to the fluid fuels since i could literally just dump my liquid radioactive waste into a moat around my base. It would probably actually make handling fuel easier to have the fuels usable directly from a liquid state and probably adding a fuel melting stage to the reactors start up time where it slowly ramps up as the fuel is being melted when it's inserted in solid form.
It would also be cool to add Liquid Florine Thorium as a fuel source, with less power output but also Much less radiation and risk of explosion in the event of a meltdown, since LFTRs can't actually maintain critical mass in the event of a meltdown. Thorium could be produced by running blaze powder through a Reprocessor as a good source of renewable backup power.
liquid fuels would also add the ability to create breeder reactors intended for creating specialty fuels and compounds by using specific mixtures of fuels, similar to alloying metals in a tinkers smeltery. maybe even some enriched plutonium for nuclear weapons or Depleted Uranium/Titanium alloy for weapons.
Interesting ideas, but it sounds like your mixing to much Mechanism and Deep Resonance in to fairly straight forward mod. My opinion.
not really, just because one mod has a feature doesn't mean it's the same, though in this case it's completely different. It's actually largely features that would have originally been in the mod but where cut due the project getting dropped supposedly, and a few based on real world applications of nuclear reactors.
edit: Actually any of the ideas i've proposed wouldn't really change the way the mod is used all that much, you could still build basic reactors and use then the same as before, with a few changes that most people already do anyways to make them work better.
It's actually Really hard to make a Liquid Salt Reactor blow up, and even when they do, it's not like a nuke, it's more of just flooding the area with Irradiated Steam that cane be cleaned up without too much trouble.
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Anyways, I would love to help out on this project if i can at all, I am slowly trying to teach myself java so i can work on a mod of my own, and Big Reactors has always been my go-to for Whole base power and Powering my RFTools Dimensions.
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LFTR or Liquid Florine-Thorium Reactors, Actually use a molten salt of Thorium and Florine as the fissile fuel material instead of as coolant. the coolant can be water or other suitable coolant as LFTR is designed to run at temps in the 700-800 degree range. they run cooler than standard uranium based reactors but have the benefit of using incredibly abundant thorium as a fuel source, as well as being able to use still radioactive nuclear waste to produce energy.
that's why i made the comparison, because when you look at the Fuel rods in the big reactors, they are filled with liquid fuel instead of solid fuel rods suspended in a tank of coolant. Traditional reactors use solid rods that are raised and lower into a Neutron Absorbing damper usually made of materials like tungsten carbide in order to regulate the speed of the reaction to boil water or other liquid coolants for steam to run a turbine. Liquid reactors actually flow liquid fissile material through coils in a tank of coolant, which is then used to boil water for steam. they operate at lower temps but also are far less likely to spread radioactive isotopes in the event of a catastrophic failure. Even if the Coils cracked, the coolant is a separate material from the water used for steam, similar to how active Big Reactors work.
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Thought of another thing that would be super useful: Vertical Ports and Horizontal Fuel Rods. just add a shapeless recipe to switch between them so we can orient reactors exactly the way we want.
Given how I implemented the block state tracking I think that would be easy to have Vertial Ports. The orientation would be based on the position of the Port in the multiblock with no need of re-crafting them
I also like the idea of horizontal Fuel Rods but that would also need horizontal Control Rods. I've not yet decided how to render the rods so I'll try and see if I can get a good effect with both orientations
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just thought of a suggestion that might be useful if you could do it, and that is redoing the fuel rods and control rods to connect similar to wires do from certain mods, automatically aligning themselves when placed like logs do and forming corners and bends when they detect other fuel and control rods. this would also allow more freedom with control rods, as if you place all of your fuel rods in a loop you could regulate them all with one control rod, at the expense of needing to be more careful with regulating your tempuratures. good for reactors using Liquid Thorium, BAD IDEA for anything using uranium or plutonium. I'll make a quick mock up in paint to demonstrate my idea shortly.
Edit:
Sorry for potato drawing, not the most artistic tool in the barn.
Hey if you'd like any help I'd gladly oblige. And I have confirmation that he is no longer working on the mod so indeed it is confirmed as "dead" in that term until you release a full working version.
Thank you for the confirmation about the state of mod. We definitely need feedback on our ideas and suggestions for when we move on to change things a bit in the mod when the port to 1.9.0 / 1.9.4 (or 1.10) is complete
EDIT: new official mod thread:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2731713-extreme-reactors-a-big-reactors-port-to-mc-1-9-4
Hi folks,
Big Reactors is one of the main mods I use on the 1.7.10 server I play on with my friends. Recently, we moved to a new 1.9 pack and we had to drop BR (and other mods) since there is no updated version of it.
For the fun of it, and to maybe use it on our server, last week I started to work on porting BR to 1.9 and so far things are looking good. I shared a couple of pics of it around and I was asked if I plan to release it to the public if/when the work is done.
Since this started as a for-fun project that if all goes well I can use on my server there are currently no such plans but if there is really such interest I can try and see if I can maintain the public version updated.
It's my understanding the Erogenous Beef (the author of Big Reactors, https://github.com/erogenousbeef/BigReactors) has stopped working on the mod and it's licence is basically "do what you want with it" so there should be no problems on that front (but correct me if I'm wrong!)
So what do you guys think? Do you miss Big Reactors as much as I do or do you fell that other mods have replaced it on 1.9.0 ?
Let's see if I can make a pool
Zero no Ryouki
Big reactors was my favorite way of generating RF. Good luck.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Mine too!
Thank you! It's looking good so far
Just an update: we got power
Resisting Star Trek joke...
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Really wanting Big reactors and more unique tech mods for 1.9.4, especially to go along with RFTools dimensions and enderIO. I would love though to see the reactors use more fuels and have a way to stop yellorium from spawning, never cared too much for the Yellorium/Cyanite/Blutonium motif. would love to see actual use of Uranium/Depleted Uranium/Plutonium and possibly more fuels with different stats, and to have the proper implementation of meltdowns if temperature gets out of hand as was originally planned. Small reactors would be incapable of meltdowns due to their limited output, but the bigger you build them the more careful you would have to be and the better you would have to cool them. passive reactors would need more/better coolants when they got bigger, and Active Reactors would need to have a minimum amount of Water input to keep then cool without some sort of system to regulate the fuel rods.
Hi TyoAtrosa!
most of what you have written is already on our todo list for what we plan for the next version of Big Reactors after we have it running on 1.9.0 and then 1.9.4
We would like to change the way to add fuel to the reactor by introducing "real" fuel rods that you have to craft and insert in the reactor (using the current access ports probably)
Meltdowns and similar fun things are in there too and, if I'm not mistaken, you could already disable the generation of yellorium ore in the 1.7.10 version of BR. I'd like to add problems related to radiation from spent fuel or the reactor itself
At the moment, the plan is as follow:
stage 1) porting BR 1.7.0 as it is to MC 1.9.0 and add support for Testa API
stage 2) porting BR 1.9.0 to 1.9.4 (or 1.10)
stage 3) changes to fuel, adding radiations and melthdowns
We are also thinking about replacing the old textures with new ones ore adding the new ones as a resource pack
All suggestions are very appreciated so keep them coming
Z
as far as the fuel issues, the way big reactors looked for me and the way i always thought of them was as using molten salt fuels instead of solid fuel rods, especially with the way it converts the solid fuel to a liquid when in use anyways. i would prefer a way to use liquid fuel directly, maybe by adding a Liquid setting to the access ports so that we can pump liquid fuel directly into and out of the reactor as it's running and adding proper mechanics to the liquid fuel thats already present. it would be very useful as i could literally melt down my yellorium/Uranium in a Tinkers Smeltery and pump the liquid fuel in directly, maybe even use the liquid fuel in the refining process for producing blutonium/Plutonium or better fuel mixes. Radiation Effects would be awesome, especially with improvements to the fluid fuels since i could literally just dump my liquid radioactive waste into a moat around my base. It would probably actually make handling fuel easier to have the fuels usable directly from a liquid state and probably adding a fuel melting stage to the reactors start up time where it slowly ramps up as the fuel is being melted when it's inserted in solid form.
It would also be cool to add Liquid Florine Thorium as a fuel source, with less power output but also Much less radiation and risk of explosion in the event of a meltdown, since LFTRs can't actually maintain critical mass in the event of a meltdown. Thorium could be produced by running blaze powder through a Reprocessor as a good source of renewable backup power.
liquid fuels would also add the ability to create breeder reactors intended for creating specialty fuels and compounds by using specific mixtures of fuels, similar to alloying metals in a tinkers smeltery. maybe even some enriched plutonium for nuclear weapons or Depleted Uranium/Titanium alloy for weapons.
Yeah that would be awesome! As a fan of big multiblock machine I'd love to add a new structure to refine / process ores into fuel (solid or fluid)
Radiations wise, today I was talking with my partner in crime about adding different tiers of casing / glass to block differnt types of radiations
Interesting ideas, but it sounds like your mixing to much Mechanism and Deep Resonance in to fairly straight forward mod. My opinion.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
not really, just because one mod has a feature doesn't mean it's the same, though in this case it's completely different. It's actually largely features that would have originally been in the mod but where cut due the project getting dropped supposedly, and a few based on real world applications of nuclear reactors.
edit: Actually any of the ideas i've proposed wouldn't really change the way the mod is used all that much, you could still build basic reactors and use then the same as before, with a few changes that most people already do anyways to make them work better.
It's actually Really hard to make a Liquid Salt Reactor blow up, and even when they do, it's not like a nuke, it's more of just flooding the area with Irradiated Steam that cane be cleaned up without too much trouble.
Anyways, I would love to help out on this project if i can at all, I am slowly trying to teach myself java so i can work on a mod of my own, and Big Reactors has always been my go-to for Whole base power and Powering my RFTools Dimensions.
LFTR or Liquid Florine-Thorium Reactors, Actually use a molten salt of Thorium and Florine as the fissile fuel material instead of as coolant. the coolant can be water or other suitable coolant as LFTR is designed to run at temps in the 700-800 degree range. they run cooler than standard uranium based reactors but have the benefit of using incredibly abundant thorium as a fuel source, as well as being able to use still radioactive nuclear waste to produce energy.
that's why i made the comparison, because when you look at the Fuel rods in the big reactors, they are filled with liquid fuel instead of solid fuel rods suspended in a tank of coolant. Traditional reactors use solid rods that are raised and lower into a Neutron Absorbing damper usually made of materials like tungsten carbide in order to regulate the speed of the reaction to boil water or other liquid coolants for steam to run a turbine. Liquid reactors actually flow liquid fissile material through coils in a tank of coolant, which is then used to boil water for steam. they operate at lower temps but also are far less likely to spread radioactive isotopes in the event of a catastrophic failure. Even if the Coils cracked, the coolant is a separate material from the water used for steam, similar to how active Big Reactors work.
edit: link to interesting post on LFTR : http://liquidfluoridethoriumreactor.glerner.com/2012-what-is-a-lftr/
Thought of another thing that would be super useful: Vertical Ports and Horizontal Fuel Rods. just add a shapeless recipe to switch between them so we can orient reactors exactly the way we want.
Given how I implemented the block state tracking I think that would be easy to have Vertial Ports. The orientation would be based on the position of the Port in the multiblock with no need of re-crafting them
I also like the idea of horizontal Fuel Rods but that would also need horizontal Control Rods. I've not yet decided how to render the rods so I'll try and see if I can get a good effect with both orientations
Quick test on the Power Taps
just thought of a suggestion that might be useful if you could do it, and that is redoing the fuel rods and control rods to connect similar to wires do from certain mods, automatically aligning themselves when placed like logs do and forming corners and bends when they detect other fuel and control rods. this would also allow more freedom with control rods, as if you place all of your fuel rods in a loop you could regulate them all with one control rod, at the expense of needing to be more careful with regulating your tempuratures. good for reactors using Liquid Thorium, BAD IDEA for anything using uranium or plutonium. I'll make a quick mock up in paint to demonstrate my idea shortly.
Edit:
Sorry for potato drawing, not the most artistic tool in the barn.
Hey if you'd like any help I'd gladly oblige. And I have confirmation that he is no longer working on the mod so indeed it is confirmed as "dead" in that term until you release a full working version.
Hi MonzterAssassin!
Thank you for the confirmation about the state of mod. We definitely need feedback on our ideas and suggestions for when we move on to change things a bit in the mod when the port to 1.9.0 / 1.9.4 (or 1.10) is complete