NuclearCraft

NuclearCraft

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Fusion plasma persists for non-powered, cold reactors.

Thutmose opened this issue ยท 13 comments

commented

I had a reactor which was cooled all the way down, yet the plasma persisted in it

the following should probably be changed to exclude the powered check:

https://github.com/turbodiesel4598/NuclearCraft/blob/master/src/main/java/nc/tile/generator/TileFusionCore.java#L307

I think the complete check might also be an issue?

commented

Ah, I see, so the ring was incomplete, then the core went below 8 MK, then the ring was fixed and the plasma persisted?

commented

yep

commented

For some reason the line I think you were referring to has moved - are you saying that the plasma is persisting even if the reactor is allowed to cool back to below 8 MK?

commented

Ya, the line does seem to have moved, but yes, I had a reactor that cooled all the way down, yet still had plasma in the ring. It had an electromagnet burn out, but even when that was replaced, the plasma still persisted
https://github.com/turbodiesel4598/NuclearCraft/blob/master/src/main/java/nc/tile/generator/TileFusionCore.java#L300
I think it was this line that I had originally looked at?

commented

ya, we noticed the reactor had run out of fuel from the sudden lag spike on the server :D

commented

I guess you'll now have to start listening out for explosions instead...

commented

ahh, those I already have to listen for. The boomrocks(Gravelers), boomseeds(Pinecos) and boombags(Weezing) tend to make rather large ones at inconvienent times and places.

commented

At least there are no Voltorbs or Electrodes...

commented

ahh, there are those as well, but they only spawn currently if you place too many vanilla "Tech" blocks (furnaces, hoppers, droppers, dispensers, etc) around.

I really need to start adding default compat configs for modded blocks for that.

commented

That sounds dangerous!

commented

Ok, I think I have fixed the problem - now the plasma will appear when the reactor starts processing, and will be removed either when the fuel runs out or the reactor is too cool and the ring is complete, whether or not it was previously broken.

On top of that, I have also fixed the little bug where the colour of the text in the GUI flickers while the reactor uses up the next batch of fuel :)

commented

Thanks, it was a bit strange that the plasma persisted even when it was repaird, cool and out of fuel :D

The original reason why the electromagnet burned out was that the fuel ran out for the reactor, which made the power for the electromagnets run out, and then the plasma burned one of them.

commented

I think the only reason I never noticed the issue is because I've never actually let a reactor sit and cool down before :P

And yes, usually my reactors get damaged by the same thing... the penalty for this has changed a bit now, as the previous plasma mechanics were insanely laggy. The unpowered electromagnets will now have a small chance of exploding every tick if in contact with the plasma, and the plasma will no longer place fire inside itself - this was what was causing the lag as the fire and plasma were rapidly replacing each other all over the place.