About
Atomic science is a tech mod focused on nuclear physics. Featuring a mixture of reactors, processing systems, and useful machines. The main goal of the mod is to create a realistic system while building enjoyable gameplay.
Feature List
- Radiation exposure mechanics
- Thermal & Environmental effect mechanics
- Radioactive material map
- Steam collector & turbines blocks
- Fission reactor blocks
- Fusion reactor blocks [WIP]
- Particle acceleration blocks [WIP]
- Fuel processing machines
- Radioactive waste recovery mechanics
- Fuel rods & items
- Protective armor
Radiation System
Atomic science is built with a strong radiation system mirroring real life mechanics. This offers a dynamic of gameplay options and interesting interaction in the mod.
The system works by tracking radioactive material and sources in the map. Based on the sources it will build up a map of radiation per block. This value decays over distance and can be blocked by walls. Allowing for environment based interaction and protective systems to be used.
Radioactive Material
Atomic science features a well-rounded material system to track radiation. This system allows radioactive material to be placed anywhere on the map. This includes blocks, items, and entities based on interaction with the environment.
Reactors
Unlike other mods, atomic science focuses on free-build reactor designs. Each block has its own purpose and place in the reactor. This allows a player to build their reactor in any way. What makes the reactors unique is that no multi-block is involved in the process. This means the reactor is not just one large machine but a series of small systems. Each system interacts with the next system and builds behavior that can be used.
Thermal System
To better support creative building reactors do not directly affect the environment. Instead, heat is released via the thermal system into the world. This allows the reactors to be programs in a very simple nature. Without the need to check all blocks in an area nor to understand the environment.
The bonus to this is that heat can be cached to reduce CPU usage. As well that heat can be transferred through the environment in a thread way to reduce lag. All while ensuring that the environment generates effects such as melting blocks, steam, and other cool mechanics.
Steam System
With the thermal system any heat source can generate steam. All that is required is that water is heated to a set energy level. Once this is done steam will slowly generate to be collected. This means that any mod can interact with the system. As well use the steam to power machines that support the fluid. This includes mods like Railcraft, Thermal Expansion, IC2, and Greg Tech. In addition to this the mod provides turbines to directly convert the steam to power.
Tutorial Videos
Outputting fluids with wrench https://www.youtube.com/watch?v=tfn-gOGNOaA
Basic Reactor Setup https://www.youtube.com/watch?v=5BRKl2sxtEo
Modpack Policy
See our modpack policies on our official site
http://www.builtbroken.com/pages/modpack.php
FAQ
Q: Radiation system? Can I use this for my post-apocalypse world?
A: Yes, but its not recommended due to memory and file size issues.
Q: Does the map system use extra memory?
A: Yes, but its very very low and normally will not cause effects. As the radioactive material is localized in most cases. Which means that only a few chunks of data will exist. Most servers should only see a 100MB increase in ram and a small increase in save file size. To better help with this radioactive material does decay over time.
Q: Is this the same Atomic Science made by calclavia?
A: Yes, this is a direct continuation of the mod. Though it will not stay a 1:1 port and will be expanded with fresh content.
Q: Do you have permission to continue the mod?
A: BBM received rights to continue all mods by Calclavia. Why? We use to work on the orginal mod with calclavia before he quit. Much of the 1.6.4 rewrite and eventual port to Resonant induction was conducted by members of our team.
Q: Why revive the mod?
A: Why not? The plan has always been to continue the mod. Sadly due to the collapse of the UE team it got abandoned for a long time.
Q: Nuclear Physics is a continuation of the mod?
A: Sorta, its based on the original mod but is not the official mod. We have talked to them and are happy to see people make mods featuring the same concepts.
Q: Will you update to <insert minecraft version>
A: Maybe, the mod will be developed for the version it is released for at the moment. Any additional versions will be selected if time allows.
Q: Will you backport to older versions?
A: No, unless there is an extremely high demand its not going to happen. This is due to the time limits our team has at the moment. If we get more members we might consider supporting more versions.
Love this mod, but the radiation HUD is annoying to have all the time, could you add an item that when held displays the HUD and otherwise it's hidden? I know this mod is still in very early development stages but I really like it.
So how do I remove the radiation levels from myself in this latest version and is there documentation on this mod I can find?
In future versions, will the particle accelerator be used to achieve antimatter and, therefore, craft the ICBM antimatter bomb?
Hey can you make this work with ICBM again for 1.12.2 for the anti matter bombs can be crafted with anti matter
In reply to HighPingHawks:
That would be a change on the ICBM side, so you didn't have to bost in both places
BRUH YOU BROUGHT BACK THIS MOD?
This mod was the best back in it's day, along with ICBM IM REALLY HYPED
I seem to be having difficulty containing radiation in my reactor housing.. kind of a facility scheme, two blocks thick with stone brick outside, granite/diorate inside based on the level. (Two levels. Rod level and below it a nice "safe" fuel making room). Are there more "effective" materials, or do the ones I chose just not block much/any radiation? I'm assuming doors block no radiation.
Also, a thought.. maybe in the future we can get some iodine capsules to consume to kill some of the fallout.
In reply to methwalker:
More materials are planned, metals do a good job right now. However, it is meant to not be perfect using distance alone as the best insulation.
In reply to DarkGuardsman:
Understood, and understandable.
Thanks for writing back, and thanks again for bringing this mod back to life.
I am really excited to include this mod in my next pack. Is there any way to let pack devs designate a whitelist or blacklist of blocks that can be used as the casing, and their values? This will let us determine how expensive the reactor setup is... and whether it is early or late game technology to fit our pack progression.
Out of curiosity, can the top-left corner HUD displaying radiation be disabled in any way?
Hi, do the uranium processor machines(centrifuge, etc) have a node for wires and other external power sources? I haven't found a way to power them with my Immersive power sources, and basic components dosen't seem to exist anymore.
In reply to baddie_PRO:
I would say basic components has not updated in 6 years.... as for nodes if you are on 1.12 it should work with any FE power source. We use thermal expansion for testing in our dev environment and it has some support for IC2 power.
In reply to DarkGuardsman:
thank you, I'll give it a try
Steam turbine doesn't work with Aroma core and TATW installed, it freezes the game.
Log: https://pastebin.com/RVL0JUp3
In reply to xxTFxx:
Should post issues to the ticket system on github not the comment section.
Also looks like the problem is on TATW side https://minecraft.curseforge.com/projects/tatw as we post the IC2 connection event, it then catches our event and crashes somewhere inside its own code. Seeing as we have built in IC2 support tatw shouldn't even be running on our code. I see a few similar issues in there comment section and issue tracker.
Absolutely loving it, I remember playing with this so far back in the day, the particle accelerator just amazed me way back when and still does now. Not to mention the sound it makes, very daunting. Thanks for keeping this mod up to date, it is a gem. Can't wait for when it is fully fleshed out!
Is it supposed to generate that much power? Im using power converters with 2 RF inputs and and 5 EU EV outputs with glass fibre cable and the Eu output is 8192Eu/t
This is insane! With only 7 turbines generating power it generates more than my 2 nuclear reactors (wich generate 2300eu/t each)and 12 combustion engines together!
Edit, just added another converter with 2 rf inputs and 3 ev outputs and got 11.300Eu/t!
In reply to credelle:
Power scale is based on Mekanism and not IC2. As well you are running it through another mod's converters so there is a possibility the conversion are scaled. That being said there are configs to change all aspects of the power ratio.
When should I start expecting beta releases for 1.12.2?