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Nuclearcraft fission reactor
Nuclearcraft fission reactor





  1. #Nuclearcraft fission reactor update#
  2. #Nuclearcraft fission reactor archive#

I’ve coded and finished up most features, with only neutron moderators and some new reactor coolants remaining. New coolants (distilled water, heavy water, liquid metal, etc.) with unique properties that synergy with certain reactor types (or are just cheap but dangerous).Ī lot has happened in the last couple of weeks. Maybe to make it not a too overpowered version of the reflector, it should also reduce the heat output of neutrons.Ĭombined rods (reflector-absorber, moderator-absorber), which would enable higher efficiency, but can’t be shut of, but switch rod type to absorber if off. Rods effected by a moderator can’t be used to breed. The moderator would not heat the coolant. The neutrons on the breeding rod would generate less heat and there will be some extra durability gained from having larger amounts of neutrons on the rod.įor moderator rods, my simple idea is a rod that just outputs as many neutrons on each side as it has. The basic plan is to have neutrons fill the durability bar of the breeding rod, basically the material absorbing the neutrons. Implementing a breeding system will however be very easy and will not conflict with anything. I also plan to change it, so neutrons don’t get immediately wiped when a fuel rod is toggled off, but slowly decay (but not heating the coolant, so no worries).

#Nuclearcraft fission reactor update#

To make controlling a critical reactor not a flickery mess, I’ve decided it would be best to only update neutron counts every second. Sadly the current reactor designs will probably not be compatible in most cases, because I’ll edit existing fuels into critical ones and probably generally rebalance them to fit the new durability system. Because the efficiency is finite, highest when exactly at the value, having more fuel rods is encouraged for getting higher energy outputs. It’d be better to have an “optimal neutron count” stat for each fuel, rising efficiency the closer to that value the neutron count is. Having fuel consume less durability when outputting more neutrons would probably not be sufficient, as that heavily encourages reactor designs with a single fuel rod running at very high neutron outputs, because the max efficiency is infinite. This would also mean that the current way of how efficiency works would no longer apply, so a new way needs to be added. This is because with criticality comes the option to run fuel rods at almost infinitely high neutron outputs, making it possible to extract almost infinite amounts of power from one rod. No matter what, the way durability works on reactor rods needs to be changed making it not tick down with time but be reduced by the number of neutrons emitted. Measuring and most people probably want to build a safe reactor, I think randomness wouldn’tĬhange much, if anything at all for players. But since archiving the intended neutron count requires

#Nuclearcraft fission reactor archive#

Neutron count of them is kinda irrelevant, you just need to shut them on and off constantly to archive The big drawback of this is, that critical fuels will have no randomness, so measuring the I’ve decided it would be best to stick with the current system, fuels of a factor greater than 1/4 are critical.

nuclearcraft fission reactor

Critical fuels are fuels which neutron count doesn’t simply stabilize at some neutron value, but exponentially increases over time if left untouched.

nuclearcraft fission reactor nuclearcraft fission reactor

The measuring part is the easiest to archive, I’ve even got it working already and made a pull request, so there is a good chance you’ll be able to use it yourself soon.Ĭritical fuels require the most changes to implement, so they are probably the most debatable change. I want to get some feedback on some of the changes I’m planning, before I implement them.

  • Moderation, raising neutron count, but making neutrons unusable for breeding.
  • Allowing non-critical fuels to go critical:.
  • Breeding, new “crafting” system of bombarding material with neutrons.
  • Critical fuels, fuels with a rising neutron count.
  • I plan on expanding the nuclear reactor in GT6 to be a bit more interesting and nuanced.







    Nuclearcraft fission reactor