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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Is it possible for an overflow error of some kind to occur if some amount of steam in steam lines is exceeded?

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Just for the record, this gradual molten sodium loss in the solar tower powerplant is still occurring. This tank in the image was full a couple of days ago.

    If there is any information I can give or any tests/changes I can do, I'll be more than happy to.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Whatsapp2»

    My experimental thorium reactor is almost self sustainable, only needs hot CO2 to start the reaction. FLiBe fuel needs to be provided continuously.

    Hot beryllium Fluoride is used in 6 heat exchangers and 18 boilers.


    Btw, I can show you pictures of my self sustainable Sodium Reactor, it can run THREE High-Pressure Steam Turbines. Only disadvantage is you need A LOT of materials, but is worth the effort.




    =o That sounds amazing actually. I currently have a self-sustaining solar tower powerplant running a low pressure turbine that powers my lab and the neighborhood, but the whole system has a gigantic hit on frame rate (from 90~120 to 30~35fps) so a self-sustaining option with fewer moving parts and hopefully less hit on client performance sounds very appealing.


    Also Reika do you happen to know why my powerplant has such a heavy hit on client performance when it's in view? If you'd like I can take screenshots so you can see what all it entails.


    edit: for now, here's a video tour

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»

    People may have already noticed that the MCF website will be archived in a bit less than a month; this means that this thread will be moved to another site, once I find a suitable replacement.


    It seems so random that they've decided to archive it, when what seems like virtually all mod authors have their threads here.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Do you happen to know what specific parameters are needed for the Turbine.ogg file in ReactorCraft to be read and used correctly? I wanted to edit the sound file to loop without the small "clip" at the beginning and end, and I can't get the resulting .ogg file to function. The result I get currently is all sound in the game no longer working lol

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Ornithopter1»

    I do have fastcraft, but not optifine.


    I don't use fastcraft, but I do use optifine and I don't have any such issue.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Quote from Ornithopter1 >>

    Hello Reika, I have noticed an odd "bug", I seem to recall that the Turbine Flywheel voided steam. On the current version of Reactorcraft, this does not seem to be the case, and I have not found a way to deal with the steam, I have tried using a condenser, but short of completely covering the roof of the building housing the turbine in them, they fail to keep up. I have gotten some pretty interesting rendering bugs due to excessive steam, and wanted to see if this was either an actual bug with the flywheel, or if there was a potentially more elegant solution to the problem outside of spamming condensers.

    (edit: For Clarity, I have added the mods to FTB's Infinity evolved: Expert pack along with Ore excavation and Iron backpacks)

    While I haven't had the need to use a turbine flywheel, my setup has the exhausting face of the turbine mostly met with blocks to nearly eliminate the exiting steam blocks. Once in a while a rogue steam block finds its way around the turbine, for which I have a "smoke stack" at the top of the powerplant that the occasional steam block can vent through. I haven't experimented with the flywheel, but I would recommend doing something similar to mine if you're using water for your boilers.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Solar Tower Update:

    I reduced the number of solar mirrors on the tower cycling molten sodium, so that the heat exchanger driving the boilers isn't at maximum input capacity. Since doing this, I haven't noticed any loss in total working fluid. I'll keep monitoring it and update as I find new information, but hopefully this helps you a bit.


    edit: Something I noticed while running the heat exchanger at maximum input tank capacity, is that every few ticks of operation it would skip one entirely. I don't know if this is related at all to the loss in fluid, but it's not skipping any ticks of operation in this current configuration and I also don't appear to be losing fluid.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Do you have any plans on implementing a setting for adjustable or toggleable rendering LOD for rotarycraft and reactorcraft machinery? I like that I can at least hold sneak to disable LOD on demand, but I wish there was a configuration for it of some kind.


    I don't know how difficult this might be to implement, and I'm also not sure if the setting exists already and I just haven't found it.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Quote from Reika >>

    I am building one of these in my world; that might yield further info.


    Some images for further reference of my configuration:




    Overhead view of the secondary solar tower powering the primary one's cycling equipment

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Update to testing configurations with the Solar Tower molten sodium cycling equipment:
    Latest configuration did not prove to reduce or eliminate loss of working fluid. I don't have any ideas remaining of what I could test, but if anyone has a suggestion I could try it.

    Here is a picture of my latest configuration:

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Trellinane»


    Any updates on moving up to 1.12.2?



    Quote from LostInLava»

    Assuming, of course, he even wants to update and there is something concrete to update to.




    Last I heard, the latest version(s) of minecraft have been moving far too rapidly code wise to make it feasibly worth porting to, at least without being driven utterly mad. Reika gets this question constantly, and I'm pretty sure he's answered it on quite a fair number of occasions but to my knowledge that's his view on it still. If you want a concrete answer, search this thread for the times he's answered the question, or just be content with what he offers.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Reika»


    People already expect - really, demand - that of ethanol and lubricant as it is, and for the same reasons.



    That's kind of ridiculous, and yeah I can definitely understand not supporting it for that reason. All I wanted was to be able to use the connectivity functionality of TD fluiducts to manage my steam lines. lol


    Also those screenshots always look amazing, I'm excited lol

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Quote from Silfryinext

    This, especially because having steam as the forge fluid would allow for conversions to it, and for things like RailCraft boilers to produce it.


    The steam used by ReactorCraft turbines is already an entirely different type of steam from Railcraft steam. There's even a machine of Reika's which lowers the pressure of ReactorCraft steam to be able to function in Railcraft systems, so this is irrelevant.

    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)

    Is there any hope for Thermal Dynamics fluiducts (such as the Superlaminar fluiduct shown in the image) connecting to steam grates so they can be used for transferring steam instead of Steam Lines?

    Posted in: Minecraft Mods
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