goingnuclear-0.512-1.jar
Curse Maven Snippet
What's new
0.512-1 (beta test)
Physics engine v2 (sim/engine, pure Java, 76 unit tests)
- Reactor point kinetics with six delayed neutron groups and a prompt-critical jump, reactivity in dollars, eight axial nodes with power shape and axial offset, per-node enthalpy with boiling, DNBR and film boiling, cladding oxidation with hydrogen production, core melt fraction.
- Primary loop, steam generator and turbine, electrical system (off-site power, batteries, diesels), reactor protection system with trips and alarms, containment pressure, source term and INES level.
- Time compression of the slow decay-heat regime only when the core is uncooled; the engine state is saved with a data version.
- The reactor controller drives the engine (coolant, flow and fuel come from the game), trips the reactor on a protection signal and keeps the two-stage explosion rule.
Reactor Creator
- Builds the reactor step by step with an animation, rewritten for the new physics.
Control desk
- New PLANT page (button in the title bar): reactivity, period, rod reserve, xenon worth, boron, axial offset, thermal power, DNBR, void, hot and cold leg, steam generator level, steam flow, electric output, INES, trip and alarm lamps.
Items and creative tab
- One creative tab "Create: Going Nuclear" with a banner behind the title and the Geiger counter as its icon.
- Reactor nozzle accepts items through a standard item handler: Create droppers, deployers, belts and hoppers can feed fuel.
- New anti-radiation pill bottle and injector models and textures; the injector has a first-person animation.
- New OP item Purification Core: removes your dose and sickness, washes away contamination puddles and sweeps fallout (eight uses, one minute recharge).
Effects
- Heat haze, creaking metal, a growing hum, sparks and steam wisps around the reactor structure and hot machines; an alarm at the control desk.
Not tested in game yet: the engine integration, the builder animation, the effects, the new tab, the Purification Core and the new models. Planned and not started: the boiler, 3x3 turbine multiblock and turbine vent chain, updated Ponder scenes, a new control desk model.
0.512 (beta test)
Reactor overhaul, milestones M0 to M2
- New pure Java reactor model (
simpackage, no Minecraft code, 15 unit tests): point kinetics with delayed neutrons and a prompt-critical branch, reactivity in dollars, Doppler, coolant and void feedback, xenon, iodine and samarium, decay heat fitted to real data, boil-off of the water inventory, core damage stages, hydrogen. - The reactor controller now uses the new model (config
useNewModel, default on, the old model is still there). Rods move at a finite speed (rodSpeed), a scram drops the shutdown bank, a cold core has a shutdown margin and becomes critical at a normal rod position, a loss of coolant boils the vessel dry and melts the core. - Output of a plant is 2.2 million stress units at 100 percent (six steam turbines, one sixth each), configurable with
baseSUandsuScale. - Time compression for slow processes (
timeCompression, default 120). - Saved reactors get a
DataVersionand the model state; reactors from older builds continue roughly where they were. - Documentation in
docs/: RECON, DESIGN, REGISTRY.
Earlier in this beta line
- Reactor 5x5x6 with one configurable nozzle block, steam generator and steam turbine (bucket wheel), control desk, radiation system, fallout with wind, explosions with shockwave, flash and fallout map, radioactive caverns, anti-radiation pills and injector.
Known limitations: the xenon peak after a shutdown comes about 8 hours of real time later instead of about 11; the model is a point model (no xenon oscillations in space); the new model is tuned only by unit tests and needs playtesting; Python asset generators are still outside the repository.
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