When trying to launch a client that I have just dropped RotaryCraft (And DragonAPI of course) in, it crashes immediately before reaching the splash screen.
It says at the top that it is not a mod bug, idk if thats your mod outputting that response but further down the console, it clearly states that RotaryCraft failed on construction/init.
If you finished reading the log, you'd see that you've got a conflict between arsmagica potions and the freeze potion. Edit the config files for one of the mods and change the id.
Yes Reika I built the wall like the book said 7 blocks long and 5 blocks tall even tried adjusting projector distance from the wall and still nothing worked
I remember someone asked Mithion a while back about why AM2's config doesn't have the potion IDs avalible to edit. The answer was something along the lines of him having set it up so AM2 didn't assign it's potion IDs until after everything else, so conflicts shouldn't actually be possible.
I remember someone asked Mithion a while back about why AM2's config doesn't have the potion IDs avalible to edit. The answer was something along the lines of him having set it up so AM2 didn't assign it's potion IDs until after everything else, so conflicts shouldn't actually be possible.
The issue is more along the line of that working fine as long as people not adding mods after loading the pack and/or mod load order. But yes I think it's silly not to allow a manual override for IDs.
I don't take any warranty for things I state here, but I've got some experience with ReC and proper waste disposal.
a ) Short lived waste goes into the spent fuel container, it will decay (disappear) there over time. Long lived waste is/was accepted but I think I recall reading something this has been changed or is subject to in v8. You are correct about the water mechanics. Also to note: it's the only way I know of cooling the containers, and the heat cannot be used by any other machines. Other mods fluids do not seem to work. Additionalyl: Blowing up a spent fuel container releases radiation entities no matter if it contains waste or not.
b ) The fuel core catches neutrons, the breeder core does not. So yes, you can "accelerate" fuel cores, but please note that you do not get additional fuel efficiency from this since the fuel is used when it gets hit by a neutron, not when emitting. So all you are achieving is "speeding" up the process, potentially requiring less cores to make the reactor efficient. But you are also right that such designs literally beg for a nuclear disaster to happen. You also cannot use neutrons emitted by a spent fuel container to breed plutonium in a breeder, breed tritium with the irradiation chamber or generate heat with the neutron absorber. So basically: Shielding them away is the best use for them.
c ) All those isotopes are quite famous for being terribly hazardous for human beings and have quite a sad history being the boogie men for their ways interacting with human biology (strontium-90 replacing calcium in bones, iodine-131 amassing in the thyroid gland, caesium-137 forming caesium hydroxide being water soluble amassing in soft tissue). They are the main reasons people are in risk of getting cancer after being exposed to nuclear fallout. Since none of them emits alpha-radiation, ramifications to exposure manifest often years later. Special interactions in ReC, though, are unknown to me.
d ) Yes. You should also be right that ruthenium-106 shouldn't go there.
e ) Yes. Encasing it in a some sort of storage construction is highly advised, though.
f ) Yes.
g to i) You are right about the 1-block radius. That's why I advertise encasing them. The material doesn't matter. Having radiation sickness basically means: "Settle your things, and then die." You cannot cure it. You can, although, prevent it by wearing a full hazmat suit which protects you from pretty much anything hazardous ReC can throw at you except direct exposure to radiation entities. If you have those things flowing around it means you've blown up a reactor or a spent fuel container anyways. Rain washes down the radiation, slowly. Setting up a silver-iodine cannon might help, but basically this means you gotta move out.
I use enderio item ducts to carry around the waste. AE does work, too, but pretty much any item transport pipe should. If you are playing without any mods other than Reika's: Even hoppers will do the trick when placed intelligent, and the pneumatic item pump is great to cover greater distances. As for the minecart: the standard chest cart works for transportation.
Edit: Also worth mentioning is, that not only you, but every living thing, is subject to becoming radiation sick. So it might be wise not to drop nuclear waste into your cow farm
Afaik nuclear waste doesn't do any harm as long as it is in some sort of container. That's why hoppers and chest carts work.
Talking so much about nuclear waste: I'm sad there is no 238Pu generated. This could be some nice fuel a fairly low-powered but almost fuel-independent engine. (90 years of power from waste? I take it!)
Thanks for the detailed repose. My biggest concern was that placing waste in standard chests would cause issues. Other than maintaining character of the mod, it seems that ANY chest would work for storage of long term waste disposal. (But I don't play this game because its easy..I prefer the problem solving aspects)
I'm glad you mentioned the spent fuel container mechanics. I did try to convert 2H into 3H with those neutrons with no luck. While testing some theories I did notice something odd. I think (or at least thought i saw) neutrons flying away from my spent fuel container storage even though all cardinal directions (N,S,E,W,Up) are covered with concrete. I have access to the container diagonally, and I wonder...do the neutrons change direction when they contact the water? (as would be expected) Also, is there a white list of blocks that are acceptable for neutron shielding? I think i read somewhere that Steel blocks are better than concrete, but being able to test would be nice. (I suppose I could set up a fuel core with a sacrificial chicken for safety testing.)
I'm glad you mentioned the spent fuel container mechanics. I did try to convert 2H into 3H with those neutrons with no luck. While testing some theories I did notice something odd. I think (or at least thought i saw) neutrons flying away from my spent fuel container storage even though all cardinal directions (N,S,E,W,Up) are covered with concrete. I have access to the container diagonally, and I wonder...do the neutrons change direction when they contact the water?
No, but no block is perfect and they may have simply penetrated the shielding.
Also, is there a white list of blocks that are acceptable for neutron
shielding? I think i read somewhere that Steel blocks are better than
concrete, but being able to test would be nice. (I suppose I could set
up a fuel core with a sacrificial chicken for safety testing.)
Steel is 90%, Concrete at 80%, And bedrock ingot blocks are 97.5%.
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This time the lubricant hose went which given their new flammability and the fact that I have them running like everywhere was much much worse.
edit: so lubricant hose flammability means I can't run it past the fire on a steam engine, experiments in creative suggest that it's only the 4 squares immediately adjacent to the fire and the 1 immediately above that are at risk, is that correct?
now to go find out if that fuel line exploded spontaneously or if it had a fire and lubricant hose combo near it
edit2: seems like the lubricant was the root cause, now I just have to replumb the two effected steam engines
edit3: guess I was wrong about the proximity of fire to hose, more stuff exploded
If this follows vanilla fire mechanics, which I believe it should, then there is a 3x3 are centered on the fire, that goes one below and I believe four above. The fire can spread to this are if there is an air block there, and a flammable block adjacent. So basically you have a 5x5x8 area that fire can light. However, if you block off the air block the fire tries to get to with stone, the flammable block will not ignite.
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Rule of thumb: the harder the better. If you don't use IC2, obsidian makes a cheap and effective neutron shielding. But I feel this is a little exploit-ish, and since you give it the effort to handle nuclear waste properly, you probably don't want to use it.
Other good and cheap materials are granite and hornfel from the Geostrata Mod. But Concrete is perfectly fine if you have the space. The absorption chances stack with every block a neutron has to pass through (multiplicatively), so if you stack 3 layers of concrete (which is basically dirt and cobblestone if you have a grinder and centrifuge at your disposal) you already get 99.2% of absorption. But if you want a really cheap and also quite stylish shielding solution: use water. I don't know the actual absorption rate of water (Reika might be able to give more info on this), but 5 blocks usually suffice, better use like 8 if you don't have a final layer of shielding behind it. Just don't let it get in direct contact with heat sensitive components of your reactor, or else you will lose heat (unless that's a desired effect).
Most of those blocks carry a radiation risk. Only the ones I listed are "guaranteed clean".
Are you guys able to produce sodium ? No mater what my electrolyser refuses to melt salt - 2k at heater, 1,75k at electrolyser ( additional 550C comes from turbine exhaust ), 2MW pumping into VDG.
Edit: nvm, forgot about one piece in this contrapoint :).
So I did some diggin on github (well, it's educational research, no? So boss pays.) ...
AFAICS, concrete has a 60% chance to absorb a neutron (not 80%), and water has a 30% chance. Also, the reflector seems to have 25% chance to reflect, and a 50% chance to absorb if no reflection occurred, resulting in 62.5% of neutrons not passing the reflector.
So you need 4 blocks of concrete (~97.4%) to roughly equal 1 block of bedrock ingots, and 10 blocks of water (~97.2%). So with the method I usually prefer (Reflector+5 Water + 2 concrete) I absorb 98.3%. Well, that's far less effective than I thought. Replacing 2 concrete with 2 steel results in 99.89% absorption. Time to upgrade.
And yes, if the block is generic (none of concrete, bedrock ingot, steel or water), transformBlock from RadiationEffects has a 20% chance of being called IF the neutron is being absorbed. BUT... I don't see how this does anything to blocks that are not plants, mossy cobble or flourite(ore). Please, do correct me if I am mistaken here.
Also, about the actual chance of absorption of generic blocks... IF I understand EntityNeutron.java#L125 correctly, disregarding the handling of non-opaque blocks, flag should always return true (absorption happens) if getExplosionResistance returns 24 or more. This should always be true for obsidian, giving it 100% absorption rate. (which is the reason I don't use it).
On a side note: testing with TNT.... geostrata materials seem to be much more sturdy to explosions than their blast resistance implies. Opal, f.e., is completely unphased by multiple TNT explosions, even if I would expect it to behave somewhat similar to stone. Thus the neutron absorption capabilities are also much higher than expected.
...Why is the radiation code commented out?
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I didn't do it, promise. Ofc, when this code (I've seen it and thought Jesus F. Christ) is executed, there indeed is some serious risk going on there. But if you reimplement that (and I think you should), you might want to have some section somewhere in the handbook explaining neutrons and shielding, or ppl will cry their radiated eyes out about ReC being unsafe etc.... I can draft something for you, if you like.
That actually sparked a bit of an idea for "idiot proofing". ( Obviously impossible to be entirely idiot proof, but another line of defense. )
Have an achievement tied to placing your first reactor core of any type. When a character gains this achievement, also print out a small blurb into chat about the dangers of nuclear power, and that you should reference the book for more info.
That should be non-intrusive enough, and quite trivial to add. Even if it helps with only a very small number of cases, it should be worth it.
Getting a Server crash bug with Thaumic Tinker's dynanism tablet after adding in chromaticraft, wasnt crashing before the addition of CC. Not sure if this is a TT issue or a Chromaticraft issue though so letting you both know. Crashlog: http://pastebin.com/FmWR78vg
Getting a Server crash bug with Thaumic Tinker's dynanism tablet after adding in chromaticraft, wasnt crashing before the addition of CC. Not sure if this is a TT issue or a Chromaticraft issue though so letting you both know. Crashlog: http://pastebin.com/FmWR78vg
I am no expert on this however problem lies with guardian stone stopping entities / fakeplayers...ect doing something. removing guardian stone while tinkering stuff may fix your issue.
I am no expert on this however problem lies with guardian stone stopping entities / fakeplayers...ect doing something. removing guardian stone while tinkering stuff may fix your issue.
If you finished reading the log, you'd see that you've got a conflict between arsmagica potions and the freeze potion. Edit the config files for one of the mods and change the id.
Yes Reika I built the wall like the book said 7 blocks long and 5 blocks tall even tried adjusting projector distance from the wall and still nothing worked
Why would anyone use "35" for an item ID in a mod? That's asking for a conflict lol
it's not an item ID it's a potion effect ID. Ars magica has about 50 different potions so naturally there will be conflicts.
ah gotcha
I remember someone asked Mithion a while back about why AM2's config doesn't have the potion IDs avalible to edit. The answer was something along the lines of him having set it up so AM2 didn't assign it's potion IDs until after everything else, so conflicts shouldn't actually be possible.
This is modded Minecraft, anything is possible.
The issue is more along the line of that working fine as long as people not adding mods after loading the pack and/or mod load order. But yes I think it's silly not to allow a manual override for IDs.
Thanks for the detailed repose. My biggest concern was that placing waste in standard chests would cause issues. Other than maintaining character of the mod, it seems that ANY chest would work for storage of long term waste disposal. (But I don't play this game because its easy..I prefer the problem solving aspects)
I'm glad you mentioned the spent fuel container mechanics. I did try to convert 2H into 3H with those neutrons with no luck. While testing some theories I did notice something odd. I think (or at least thought i saw) neutrons flying away from my spent fuel container storage even though all cardinal directions (N,S,E,W,Up) are covered with concrete. I have access to the container diagonally, and I wonder...do the neutrons change direction when they contact the water? (as would be expected) Also, is there a white list of blocks that are acceptable for neutron shielding? I think i read somewhere that Steel blocks are better than concrete, but being able to test would be nice. (I suppose I could set up a fuel core with a sacrificial chicken for safety testing.)
No, but no block is perfect and they may have simply penetrated the shielding.
Steel is 90%, Concrete at 80%, And bedrock ingot blocks are 97.5%.
If this follows vanilla fire mechanics, which I believe it should, then there is a 3x3 are centered on the fire, that goes one below and I believe four above. The fire can spread to this are if there is an air block there, and a flammable block adjacent. So basically you have a 5x5x8 area that fire can light. However, if you block off the air block the fire tries to get to with stone, the flammable block will not ignite.
I'm a Webcomic lover. Have some banners of my favorites:
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Most of those blocks carry a radiation risk. Only the ones I listed are "guaranteed clean".
Cores already do that.
Personally, I put a fluorite block below my and above my shielding. You get to see flashy color and will also know if any neutron leaked.
Are you guys able to produce sodium ? No mater what my electrolyser refuses to melt salt - 2k at heater, 1,75k at electrolyser ( additional 550C comes from turbine exhaust ), 2MW pumping into VDG.
Edit: nvm, forgot about one piece in this contrapoint :).
...Why is the radiation code commented out?
That actually sparked a bit of an idea for "idiot proofing". ( Obviously impossible to be entirely idiot proof, but another line of defense. )
Have an achievement tied to placing your first reactor core of any type. When a character gains this achievement, also print out a small blurb into chat about the dangers of nuclear power, and that you should reference the book for more info.
That should be non-intrusive enough, and quite trivial to add. Even if it helps with only a very small number of cases, it should be worth it.
Getting a Server crash bug with Thaumic Tinker's dynanism tablet after adding in chromaticraft, wasnt crashing before the addition of CC. Not sure if this is a TT issue or a Chromaticraft issue though so letting you both know. Crashlog: http://pastebin.com/FmWR78vg
I am no expert on this however problem lies with guardian stone stopping entities / fakeplayers...ect doing something. removing guardian stone while tinkering stuff may fix your issue.
There is no guardianstone in place, nor ever was
in that case there is an official github page: https://github.com/ReikaKalseki/Reika_Mods_Issues
Open up a ticket there in case Reika misses your post here.