Ender IO

Ender IO

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[1.21.1] Chemical conduits not transporting mekanism radioactive chemicals

rux616 opened this issue ยท 5 comments

commented

Is there an existing issue for this?

  • I did not find any existing issues.

Current Behavior

Chemical conduits don't appear to recognize the radioactive chemicals that are the output of Mekanism fission reactors. Neither attempting to get a conduit to pull directly from the reactor or having it pull from a radioactive waste barrel seems to work.

Expected Behavior

I would expect that the conduits would handle the radioactive chemicals just as they do any of the other Mekanism chemicals.

How to Test

  1. build a Mekanism fission reactor
  2. run it for a few seconds to generate some waste
  3. attach a chemical conduit to a reactor waste output port
  4. attempt to move it do one of the machines that handles the waste
  5. observe that nothing seems to happen

Local Environment

  • Operating System: Windows 11
  • Java version: OpenJDK 21.0.7
  • Minecraft Version: 1.21.1
  • Version: 7.1.8-alpha
  • Other Mods: ATM10 modpack (includes Mekanism), ProjectE

Any Additional Information?

No response

commented

i don't think we implemented support to transfer Nuclear Waste from Fission Reactor, Due to Radiation, Nuclear Waste Radioactive, that Mechanic probably needs to be look into further before Implementing Radiation Mechanic, leaking Radiation into the world if broken

commented

Bugger. The capability of the "ender" tier conduits to have multiple fluids/chemicals on the same line is amazing and something I love to utilize when I can, along with the whole multiple conduit types in the same block. Ah well, I look forward to when this gets implemented.

Keep up the good work!

commented

I do believe it's an intended design choice from the side of the Mekanism devs.
Produced radioactive waste should be handled very carefully and/or require very careful planning when going into that part of the mod as it is used for production and crafting of late end-game items (or creative items if it's a custom modpack).
If EIO pipes can transfer the waste and be broken without consequence then it just bypasses an important game mechanic and making it trivial.
Imo anything that can do this is either an oversight or an unintentional bug of some kind.
If the EIO devs wanna implement support for it, all is well! If not, well the pipes should remain inactive for nuclear waste transportation!
Heck it could even be some kind of new upgrade for the pipes or a new kind of pipes even !!
eg. Shielded Conduit Upgrade/Heavy Plated Conduit - Enables the conduits to/Shielded conduits that can transport highly hazardous materials without the risk of contamination!!

Im not judging anyone here or anything, i just wanted to point out this particular mechanic of Mekanism.
It's a classic High risks>High rewards scenario. You take away the risks well, where's the fun in that?

commented

It's a classic High risks>High rewards scenario. You take away the risks well, where's the fun in that?

The problem is that sometimes those scenarios are just plain annoying. It's not particularly difficult to work with radioactive gasses via the standard Mekanism pipes (well, pressurized tubes in this case), but doing it compactly is incredibly painful. That's where other solutions like EnderIO, SuperFactoryManager, and IntegratedDynamics/Tunnels really shine. IMO, the whole radiation mechanic is relatively poorly designed and implemented in that it's something that's absolutely forced on you in its entirety versus an option that can be tuned to provide the difficulty you want. Especially when you can tune and adjust almost every other value in Mekanism.

Anyway, sorry, this is about EnderIO, not Mekanism. ๐Ÿ˜…

Maybe the way forward is, like you said, to have a special kind of conduit that's "shielded" in some way to handle the radioactive chemicals. Or maybe an upgrade on the extract part of the conduit. It could even have an option (off by default) in the config to ignore Mekanism's "if you break the cable, you get a radiation leak" mechanic, too.

commented

I 100% agree with you, it's an interesting mechanic but kinda poorly implemented with no options to fine tune it too!!
I just pointed that out the way i did because it's "common" practice to use something else other than the intended way of a specific mechanic that just bypasses consequences or penalties!

It should be common sense or logic to add options(or proper classes or tags for cross-mod compatibility) for such mechanisms but alas this in not a perfect world we live in.
This something that its totally up to the EIO devs to "patch up" now!