As a note i will not be changing anything from your mods, i will just be removing some unneeded mods and editing configs to make it run better for other users. Also it will be a public pack. Thanks for the heads up. Did i miss anything else?
Damn, this mod has become so difficult... I see some recipes and mechanics have changed since the last time I played it in 1.6.4. The water generator, for example, I remember making one of those relatively early. Now it's almost endgame. To craft it you need Spring Steel Ingots, which require a blast furnace with a temperature of 1150*C. To reach that amount of heat with a friction heater you need the power of 6 Alternate Current Generators. SIX!. Those generators also require magnetized shaft cores, so you also need magnetizers, which also need another form of power generation with high speed. So yeah, you get all the required resources to craft the six AC Generators, time to cook right? Well nope. I crafted all that just to watch my last shaft junction explode because it can't hold more than 4 generators as input, and there isn't even a way to configure that limit. Now all those machines are useless and I have to start again. Apparently, you can't cook Spring Steel ingots with anything less than a performance engine (you probably need 3), which also require ethanol, silicon and many more common resources.
Rotarycraft used to be my favorite tech mod. It has so many cool things, and the mechanics are really interesting and unique, but it has become so frustrating. The progression system is too unclear, I keep breaking stuff and making machines that I'll never use. Some formulas aren't even in the in-game manual, and you have to read the wiki if you don't want to waste lots of resources in something that won't work as you think. I really like the mod, just like everything you do, Reika, but the balance changes are turning it into GregTech. I guess I'll stick to Thermal Foundation for now.
The issue is that the manual is core to the mod. Old solutions aren't working nowadays because they were making people skip core parts of the mod, like the Hydraulic Engines. If you're trying to go around Jet Fuel for the Spring Steel, you'll spend a bunch of other resources with Performance Engines, and might not even get there. I suggest you try going linear first: Progress up to Gasoline Engine, use it with a couple gearboxes (I suggest the diamond investment) to get it to 64 kiloRad/s to magnetize a shaft core, then progress around AC Engines until you get the Microturbine, and use the Microturbine to produce Spring Steel (Or Sintered Tungsten). End with a Gas Engine for beauty. Once you get used to the changes and embrace the regular progression, you'll find a lot of Engines can be ignored if you're willing to invest in some others, and choose gearboxes properly. You don't have to produce everything, but then again, you can't automate everything (like AC Engines/Magnetizer shaft exchanges), so play around, you'll find a bunch of fun things again. And don't build Magnetostatic Engines, they are no longer the be-all end-all to skipping progression xD.
Don't drop a good mod because it's trying to make you see all the steps. Also, Bedrock rods help with the shaft junctions.
The issue is that the manual is core to the mod. Old solutions aren't working nowadays because they were making people skip core parts of the mod, like the Hydraulic Engines. If you're trying to go around Jet Fuel for the Spring Steel, you'll spend a bunch of other resources with Performance Engines, and might not even get there. I suggest you try going linear first: Progress up to Gasoline Engine, use it with a couple gearboxes (I suggest the diamond investment) to get it to 64 kiloRad/s to magnetize a shaft core, then progress around AC Engines until you get the Microturbine, and use the Microturbine to produce Spring Steel (Or Sintered Tungsten). End with a Gas Engine for beauty. Once you get used to the changes and embrace the regular progression, you'll find a lot of Engines can be ignored if you're willing to invest in some others, and choose gearboxes properly. You don't have to produce everything, but then again, you can't automate everything (like AC Engines/Magnetizer shaft exchanges), so play around, you'll find a bunch of fun things again. And don't build Magnetostatic Engines, they are no longer the be-all end-all to skipping progression xD.
Don't drop a good mod because it's trying to make you see all the steps. Also, Bedrock rods help with the shaft junctions.
Oh, the Magnetostatic Engines! I forgot about them. I remember they were a bit OP in 1.6.4, specially if you had Extra Utilities with those new RF Generators. I see they've been nerfed. Right now I'm trying to skip the progression a bit with Electricraft, which has a much better energy storage system than the Industrial Coils, and you can output a lot of power with a good batery. So you can progress directly from AC Engines to microturbines? I haven't checked those yet, I thought they needed tungsten.
Anyway, I understand all the steps needed to get the hydrokinetic generators. Once you're able to craft them, you can produce huge amounts of torque with just lubricant. The problem is that those steps aren't very clear, and you realize many things by experimentation. Sadly, experimenting in RotaryCraft isn't cheap. Thanks for the tips
You are never able to stack more than 4 engines at a time. If you need 6 engines, and hook them up? Yes, it will fail -- it limits to 4. You are forced to go to better engines. That is the design.
(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?
The RotaryCraft manual needs a way to close it but remember what page you were on. Botania's book does this, and the Chromatic Lexicon has a button that specifically does this. When will the RoC one get this feature?
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Hi Reika, I have a bug report for you. The EU Splitter in Electricraft explodes when I'm giving it more than 8 EU/t in combination with the IC2 Classic mod (IC2 Exp machines don't explode in general). I presume the reason is that your "getSinkTier()" method tries to return a dynamic tier value instead of just returning Integer.MAX_VALUE to allow all voltages. The EU Splitter also doesn't drain the source block that provides EU (Also persistent in IC2 Exp), because "injectEnergy()" returns the injected amount instead of 0, but this would cause trouble as it doesn't have an internal buffer. How about making it work like a normal transformer with one input side and 5 output sides, step-down without a redstone signal and step-up with redstone signal, and transform from "infinite" EU/t to 8192 EU/t? Should be pretty simple it looks like.
Also, the EU battery in Electricraft is broken as it doesn't work like described in the book, as it can only ever provide power in the UP direction and only while provided with a redstone signal (by looking at the code and verifying it in the game). It also doesn't drain when providing energy from the same reason as the EU Splitter, where you return the amount provided instead of 0 ("injectEnergy()" expects the leftover energy to be returned). Could you also make the EU battery behave like the regular IC2 storage tiles with only a single, rotatable output side, and maybe some redstone interactions like the "Emit if full" and those kind of options that exists in IC2?
Hi Reika, I have a bug report for you. The EU Splitter in Electricraft explodes when I'm giving it more than 8 EU/t in combination with the IC2 Classic mod (IC2 Exp machines don't explode in general). I presume the reason is that your "getSinkTier()" method tries to return a dynamic tier value instead of just returning Integer.MAX_VALUE to allow all voltages. The EU Splitter also doesn't drain the source block that provides EU (Also persistent in IC2 Exp), because "injectEnergy()" returns the injected amount instead of 0, but this would cause trouble as it doesn't have an internal buffer. How about making it work like a normal transformer with one input side and 5 output sides, step-down without a redstone signal and step-up with redstone signal, and transform from "infinite" EU/t to 8192 EU/t? Should be pretty simple it looks like.
Also, the EU battery in Electricraft is broken as it doesn't work like described in the book, as it can only ever provide power in the UP direction and only while provided with a redstone signal (by looking at the code and verifying it in the game). It also doesn't drain when providing energy from the same reason as the EU Splitter, where you return the amount provided instead of 0 ("injectEnergy()" expects the leftover energy to be returned). Could you also make the EU battery behave like the regular IC2 storage tiles with only a single, rotatable output side, and maybe some redstone interactions like the "Emit if full" and those kind of options that exists in IC2?
These changes would make me so happy
I had problems with Electricraft batteries too. I had one battery connected to an induction generator on one side, and a cable on top connected to an induction motor. Sometimes, when I rotated the motor it started working even tho there wasn't any redstone signal on the battery, but it was smoking like if there was more than one energy source. I moved the battery and it started working fine again.
(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?
Can some Fusionreactor expert explain me why this reactor part dont work?
I just want to change the direction of the plasma to build the pentagram shaped fusion reactor,
the central reactor works fine:
It's incomplete. A full circle must be completed for the Toroids to become functional.
If you're trying to do what I think you are, you will need to make some modifications, and do things in a very specific way to get it to work. I also haven't done the math to see if it would be too big or not, nor have I tried to make it myself yet, so it might just be impossible.
Reika is the terrible wire melting mechanic still in V17? I've had a single player world dormant since last year I've been waiting to play again... If it's still in V17, please please add an option to turn it off :S
Is there going to be any way to feed more than 4 sources into an induction motor? Maybe a new upgrade above tungsten that is an endgame difficulty recipe... It's rather jarring to play through RoC and ReC and then find that ElC is completely useless in the nuclear stage of the game
It's incomplete. A full circle must be completed for the Toroids to become functional.
If you're trying to do what I think you are, you will need to make some modifications, and do things in a very specific way to get it to work. I also haven't done the math to see if it would be too big or not, nor have I tried to make it myself yet, so it might just be impossible.
PS: Pentagon, not pentagram:)
Which kind of modification?
How do you build your "different" fusion reactors?
Which kind of modification?
How do you build your "different" fusion reactors?
thnx for response
I don't have the image I'm thinking of off hand, but the first that springs to mind was simply that it didn't have the outside sections connected, meaning it couldn't complete a ring, so Next never gets updated to true.
There might also be issues with the angles if you're not careful. It can be a bit finicky in certain spots. ( For example, in 1 location you might get away with turning 2 steps instead of 1...but in another spot that doesn't work. I never did work out exactly what is happening here, so I haven't been able to predict/design around it. )
There's also the part where it might end up too big, though I think you'll be ok there. There are a couple of spots that limit the size, but I think the smallest hard limit is the CheckCompleteness max number of parts: 60.
Some things to remember:
The setting of hasSolenoid comes from the solenoid, goes +14 in the X, then -2 in the Y. The block at this location is the start, it then uses the aim of that block to go around the circle, setting hasSolenoid to true whenever it finds Toroids.
If you need to go out further than the above ( Say you are doing a simple ring that is bigger than normal ), you can use Plasma Injector blocks to carry the check from its normal location, out to your ring.
The solenoid check has a max part number of just 38. Anything over that, and you will have to manually spin toroids to update them 1 by 1 starting from the on right after the last one with hasSolenoid = true. ( This uses the fact that turning a Toroid causes an update, during which they will attempt to copy the hasSolenoid from the opposite direction of their Aim. )
If you're not careful with your designs, you can easily create spots that run way hotter than others. The basic design actually does this quite a bit, but custom ones can get really bad. This means it can get extremely difficult, even completely impossible, to keep neutron absorbers from melting short of sticking bedrock ingot blocks in the way, removing the bulk of your energy production. Try to avoid straight lines to help cut this down.
Injector multiblocks have no directionality in themselves. Feel free to turn them however you need: It can even shoot straight back out the pipes, or straight forward. The injector block can face however you want inside the multiblock. Additionally, there is no need to place the injectors inside the loops. You can place them outside, facing in. They do need to enter a toroid that is facing a cardinal direction though.
Plasma has a maximum taxi-cab distance of 100 blocks before it dies, from the point of creation. Make sure when placing injectors further out, that they never exceed this limit anywhere in the ring. ( Double checking this, it helps to test each of the furthest injectors individually. If you just turn everything on, you can't really see if the plasma is only making it 3/4 of the way around. )
As of 16d, and versions for quite awhile before that, there is an issue related to fusion reactors that will cause escalating lag. The more powerful the reactor, the faster this goes from unnoticeable, to completely unplayable. ( One of my designs was able to turn a flat test world with nothing else, to a full minute of lag between say clicking a lever, and the lever actually flipping....in a matter of seconds. Upgrading my CPU didn't seem to make a difference. Best I could find, this was a code limit, not processing speed limit. )
Make sure you have the show nbt data config setting on. ( I forget the exact name, but it's in dragonapi.config and is the only thing that mentions NBT data. ) Press TAB while hovering over a Toroid to get the details. There are typically only 4 things that matter whether or not plasma gets turned by toroids:
hasSolenoid must be 1b
Next must be 1b
Charge must be > 1000
Fluid Tank must have >0 mb of LN2
The only exception I know to this, is if the toroid is turned too much compared to the plasma.
There are more possible turns of the toroids than is strictly needed. For example: SSE1 and SSE2, both target a block -2x, +1y. So, sometimes you can make tighter than normal turns. Just remember earlier where I said that plasma in certain spots can only turn a certain amount: So this doesn't always work perfectly. Conversely, feel free to also stick multiple of the same in line. You don't have to turn the plasma at every step. ( I recommend never doing this in line with your injectors though. Those are natural hotspots, and so extending this makes those spots even hotter. )
Neutron absorbers can be stacked vertically to help spread the heat. The same with boilers, which can also be stacked more than 1 deep. Staggering your absorbers also helps immensely with keeping them from overheating. However, the max distance a bit of heat can effectively travel is I think 5 blocks. Outside of that, you can have room temperature boilers, but your absorber will still instantly melt...the heat just never makes it over there in time.
I strongly recommend having COFHCore installed, so you can use the /cofh killall command while testing. This works with plasma, radiation and neutron. ( FE: /cofh killall plasma )
For steam lines to your HPTs: It is critical to keep these as short as possible with larger reactors, otherwise it could take literally years to get your reactor up to full power, or even never be able to turn on that last HPT. It's also helpful to not connect the HPTs when you first start it up. Let an enormous amount of steam build up, then connect the lines. Voila: All HPTs start working in a matter of seconds instead of hours+.
During testing of the number of HPTs you can run: You only need to build stage 1. All stages use the exact same amount of steam, the higher stages just get more power out of that given steam.
That covers what I can think of off the top of my head. If you have any more specific questions, feel free to ask. I'll try to remember to post if I remember anything else.
I will save your text and use them to experiment with the reactor, but it's much more complex than i thought.
This are some very useful tips which will help me alot.
do you think this Reactor is a possible design in survival mode without any debug modes or similar?
i thought it would be an interesting alternative to the standard fusion reactor.
Yea, there's definitely a lot more to the fusion reactors than most people realize:)
That is indeed the 1 I was thinking of. The main issue I can see with it, is whether or not finish the loop will add too many parts. It's hard to say from just that image, I would have to start building it to see. Try placing the rest of the toroids, and see if that will come out to more than 60. If it's close, you can probably find some places to shrink things a bit to make it work.
As of most recently, when I tried to install Reactorcraft, Rotarycraft, DragonAPI, and Electricraft into the FTB Infinity Evolved modpack, during the load stage it crashes and just reopens the FTB launcher. It does nothing else. Can anyone confirm which mods are doing this or how I could fix this?
sure thing
As a note i will not be changing anything from your mods, i will just be removing some unneeded mods and editing configs to make it run better for other users. Also it will be a public pack. Thanks for the heads up. Did i miss anything else?
The issue is that the manual is core to the mod. Old solutions aren't working nowadays because they were making people skip core parts of the mod, like the Hydraulic Engines. If you're trying to go around Jet Fuel for the Spring Steel, you'll spend a bunch of other resources with Performance Engines, and might not even get there. I suggest you try going linear first: Progress up to Gasoline Engine, use it with a couple gearboxes (I suggest the diamond investment) to get it to 64 kiloRad/s to magnetize a shaft core, then progress around AC Engines until you get the Microturbine, and use the Microturbine to produce Spring Steel (Or Sintered Tungsten). End with a Gas Engine for beauty. Once you get used to the changes and embrace the regular progression, you'll find a lot of Engines can be ignored if you're willing to invest in some others, and choose gearboxes properly. You don't have to produce everything, but then again, you can't automate everything (like AC Engines/Magnetizer shaft exchanges), so play around, you'll find a bunch of fun things again. And don't build Magnetostatic Engines, they are no longer the be-all end-all to skipping progression xD.
Don't drop a good mod because it's trying to make you see all the steps. Also, Bedrock rods help with the shaft junctions.
Oh, the Magnetostatic Engines! I forgot about them. I remember they were a bit OP in 1.6.4, specially if you had Extra Utilities with those new RF Generators. I see they've been nerfed. Right now I'm trying to skip the progression a bit with Electricraft, which has a much better energy storage system than the Industrial Coils, and you can output a lot of power with a good batery. So you can progress directly from AC Engines to microturbines? I haven't checked those yet, I thought they needed tungsten.
Anyway, I understand all the steps needed to get the hydrokinetic generators. Once you're able to craft them, you can produce huge amounts of torque with just lubricant. The problem is that those steps aren't very clear, and you realize many things by experimentation. Sadly, experimenting in RotaryCraft isn't cheap. Thanks for the tips
You are never able to stack more than 4 engines at a time. If you need 6 engines, and hook them up? Yes, it will fail -- it limits to 4. You are forced to go to better engines. That is the design.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
The RotaryCraft manual needs a way to close it but remember what page you were on. Botania's book does this, and the Chromatic Lexicon has a button that specifically does this. When will the RoC one get this feature?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Hi Reika, I have a bug report for you. The EU Splitter in Electricraft explodes when I'm giving it more than 8 EU/t in combination with the IC2 Classic mod (IC2 Exp machines don't explode in general). I presume the reason is that your "getSinkTier()" method tries to return a dynamic tier value instead of just returning Integer.MAX_VALUE to allow all voltages. The EU Splitter also doesn't drain the source block that provides EU (Also persistent in IC2 Exp), because "injectEnergy()" returns the injected amount instead of 0, but this would cause trouble as it doesn't have an internal buffer. How about making it work like a normal transformer with one input side and 5 output sides, step-down without a redstone signal and step-up with redstone signal, and transform from "infinite" EU/t to 8192 EU/t? Should be pretty simple it looks like.
Also, the EU battery in Electricraft is broken as it doesn't work like described in the book, as it can only ever provide power in the UP direction and only while provided with a redstone signal (by looking at the code and verifying it in the game). It also doesn't drain when providing energy from the same reason as the EU Splitter, where you return the amount provided instead of 0 ("injectEnergy()" expects the leftover energy to be returned). Could you also make the EU battery behave like the regular IC2 storage tiles with only a single, rotatable output side, and maybe some redstone interactions like the "Emit if full" and those kind of options that exists in IC2?
These changes would make me so happy
I had problems with Electricraft batteries too. I had one battery connected to an induction generator on one side, and a cable on top connected to an induction motor. Sometimes, when I rotated the motor it started working even tho there wasn't any redstone signal on the battery, but it was smoking like if there was more than one energy source. I moved the battery and it started working fine again.
Wow... You are like a Walking Black Hole. Lol...
One question, when will the mods update in curseforge web site? Or if they are already updated, where can I download them?
Thank you for responding and I hope prompt answer.
PD: Since October last year, the mods are not updated in curseforge and I see that they have modified and added many things to the mods. What's up?
17a is still on the test server getting tested.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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?
the central reactor works fine:
It's incomplete. A full circle must be completed for the Toroids to become functional.
If you're trying to do what I think you are, you will need to make some modifications, and do things in a very specific way to get it to work. I also haven't done the math to see if it would be too big or not, nor have I tried to make it myself yet, so it might just be impossible.
PS: Pentagon, not pentagram:)
Reika is the terrible wire melting mechanic still in V17? I've had a single player world dormant since last year I've been waiting to play again... If it's still in V17, please please add an option to turn it off :S
Is there going to be any way to feed more than 4 sources into an induction motor? Maybe a new upgrade above tungsten that is an endgame difficulty recipe... It's rather jarring to play through RoC and ReC and then find that ElC is completely useless in the nuclear stage of the game
Which kind of modification?
How do you build your "different" fusion reactors?
thnx for response
I don't have the image I'm thinking of off hand, but the first that springs to mind was simply that it didn't have the outside sections connected, meaning it couldn't complete a ring, so Next never gets updated to true.
There might also be issues with the angles if you're not careful. It can be a bit finicky in certain spots. ( For example, in 1 location you might get away with turning 2 steps instead of 1...but in another spot that doesn't work. I never did work out exactly what is happening here, so I haven't been able to predict/design around it. )
There's also the part where it might end up too big, though I think you'll be ok there. There are a couple of spots that limit the size, but I think the smallest hard limit is the CheckCompleteness max number of parts: 60.
Some things to remember:
The setting of hasSolenoid comes from the solenoid, goes +14 in the X, then -2 in the Y. The block at this location is the start, it then uses the aim of that block to go around the circle, setting hasSolenoid to true whenever it finds Toroids.
If you need to go out further than the above ( Say you are doing a simple ring that is bigger than normal ), you can use Plasma Injector blocks to carry the check from its normal location, out to your ring.
The solenoid check has a max part number of just 38. Anything over that, and you will have to manually spin toroids to update them 1 by 1 starting from the on right after the last one with hasSolenoid = true. ( This uses the fact that turning a Toroid causes an update, during which they will attempt to copy the hasSolenoid from the opposite direction of their Aim. )
If you're not careful with your designs, you can easily create spots that run way hotter than others. The basic design actually does this quite a bit, but custom ones can get really bad. This means it can get extremely difficult, even completely impossible, to keep neutron absorbers from melting short of sticking bedrock ingot blocks in the way, removing the bulk of your energy production. Try to avoid straight lines to help cut this down.
Injector multiblocks have no directionality in themselves. Feel free to turn them however you need: It can even shoot straight back out the pipes, or straight forward. The injector block can face however you want inside the multiblock. Additionally, there is no need to place the injectors inside the loops. You can place them outside, facing in. They do need to enter a toroid that is facing a cardinal direction though.
Plasma has a maximum taxi-cab distance of 100 blocks before it dies, from the point of creation. Make sure when placing injectors further out, that they never exceed this limit anywhere in the ring. ( Double checking this, it helps to test each of the furthest injectors individually. If you just turn everything on, you can't really see if the plasma is only making it 3/4 of the way around. )
As of 16d, and versions for quite awhile before that, there is an issue related to fusion reactors that will cause escalating lag. The more powerful the reactor, the faster this goes from unnoticeable, to completely unplayable. ( One of my designs was able to turn a flat test world with nothing else, to a full minute of lag between say clicking a lever, and the lever actually flipping....in a matter of seconds. Upgrading my CPU didn't seem to make a difference. Best I could find, this was a code limit, not processing speed limit. )
Make sure you have the show nbt data config setting on. ( I forget the exact name, but it's in dragonapi.config and is the only thing that mentions NBT data. ) Press TAB while hovering over a Toroid to get the details. There are typically only 4 things that matter whether or not plasma gets turned by toroids:
hasSolenoid must be 1b
Next must be 1b
Charge must be > 1000
Fluid Tank must have >0 mb of LN2
The only exception I know to this, is if the toroid is turned too much compared to the plasma.
There are more possible turns of the toroids than is strictly needed. For example: SSE1 and SSE2, both target a block -2x, +1y. So, sometimes you can make tighter than normal turns. Just remember earlier where I said that plasma in certain spots can only turn a certain amount: So this doesn't always work perfectly. Conversely, feel free to also stick multiple of the same in line. You don't have to turn the plasma at every step. ( I recommend never doing this in line with your injectors though. Those are natural hotspots, and so extending this makes those spots even hotter. )
Neutron absorbers can be stacked vertically to help spread the heat. The same with boilers, which can also be stacked more than 1 deep. Staggering your absorbers also helps immensely with keeping them from overheating. However, the max distance a bit of heat can effectively travel is I think 5 blocks. Outside of that, you can have room temperature boilers, but your absorber will still instantly melt...the heat just never makes it over there in time.
I strongly recommend having COFHCore installed, so you can use the /cofh killall command while testing. This works with plasma, radiation and neutron. ( FE: /cofh killall plasma )
For steam lines to your HPTs: It is critical to keep these as short as possible with larger reactors, otherwise it could take literally years to get your reactor up to full power, or even never be able to turn on that last HPT. It's also helpful to not connect the HPTs when you first start it up. Let an enormous amount of steam build up, then connect the lines. Voila: All HPTs start working in a matter of seconds instead of hours+.
During testing of the number of HPTs you can run: You only need to build stage 1. All stages use the exact same amount of steam, the higher stages just get more power out of that given steam.
That covers what I can think of off the top of my head. If you have any more specific questions, feel free to ask. I'll try to remember to post if I remember anything else.
WOW, didn't Expect this wall of Text
Thanks for your effort.
I will save your text and use them to experiment with the reactor, but it's much more complex than i thought.
This are some very useful tips which will help me alot.
do you think this Reactor is a possible design in survival mode without any debug modes or similar?
i thought it would be an interesting alternative to the standard fusion reactor.
Yea, there's definitely a lot more to the fusion reactors than most people realize:)
That is indeed the 1 I was thinking of. The main issue I can see with it, is whether or not finish the loop will add too many parts. It's hard to say from just that image, I would have to start building it to see. Try placing the rest of the toroids, and see if that will come out to more than 60. If it's close, you can probably find some places to shrink things a bit to make it work.
As of most recently, when I tried to install Reactorcraft, Rotarycraft, DragonAPI, and Electricraft into the FTB Infinity Evolved modpack, during the load stage it crashes and just reopens the FTB launcher. It does nothing else. Can anyone confirm which mods are doing this or how I could fix this?