goingnuclear-0.512-2.jar
Curse Maven Snippet
What's new
## 0.512-2 (beta test)
**Heavy bug hunt**
- Control desk: the overview's labels (k-effective, neutron flux, fuel, coolant...) showed through every other tab (shadowed text is drawn in front of later fills); the overview is now drawn only on its own page and its tooltips no longer pop up over other pages. The inventory caption no longer sits on the slots, the frequency slots have frames, values that round to zero no longer show as "-0", and the header carries the logo emblem.
- Energy was not conserved in the steam chain: a generator made hot liquid from the coolant temperature alone, even from a nearly cold reactor, and a whole reactor could only ever be cooled up to about 5 % of full power, so every reactor above that boiled its vessel dry. Generators now take their share of the heat the core really makes (full power = turbinesPerPlant x generatorMaxOutput); heat nobody takes still boils the vessel water away.
- A hot start (Reactor Creator) searched the critical rod position with the default design, then the real rods, fuel and graphite were applied: k jumped to about 1.003, the power ran to 40 % and the reactor scrammed. The design is applied first now, and the rounding of the rods to whole percent is trimmed with boron.
- The primary pressure followed the core temperature only and reached 155 bar just at the full power outlet, so between about 10 % and 25 % power the low-pressure trip scrammed the reactor. A pressuriser now brings the pressure up while heating up, holds 155 bar at any power and lets it rise 1.2 bar per kelvin of overheating.
- Closed water loop: condensate that no pipe takes from the top of a turbine flows back through its Steam Blower into the tank behind it, so a plant no longer runs dry once its water has turned to steam.
- Reactor Creator: a 2x2x2 lead tank and a 2x2x2 water tank under the blower and turbine, filled through the multiblock controllers; the reactor starts at 5 %, what this one unit carries for good.
- Lead Tank windows rendered black (the copied Create models had no cutout render type).
- New: seven pixel-art paintings (Atomic Cog, Cooling Towers at Dusk, Cherenkov Blue, Atomic Age, Plant Blueprint, Radiation Area, The Elephant's Foot), also in the mod's creative tab.
- Development only: `dev.AutoShot` tours a test world and saves screenshots of the desk and every model (inactive in production and without the flag file).
**Reactor physics pages and mod logo**
- New `sim/engine/ReactorPhysics` (pure Java, 14 new unit tests, 102 in total): the six-group inhour equation solved by bisection (stable period, -80 s after a scram), startup rate 26.06/T, k = 1/(1-rho), subcritical multiplication, shutdown margin, estimated critical rod position, Doppler/moderator/void/boron coefficients in pcm, fission rate, Maxwellian fission cross section, N-235, macroscopic cross section, neutron flux and density, the loop heat balance Q = m cp dT, subcooling margin, linear heat rate with peaking, pellet centre rise q'/(4 pi k), Carnot limit, Way-Wigner decay heat and the analytic iodine-xenon (Bateman) solution after a trip with peak time, peak worth and xenon dead time.
- The engine's reactor period now comes from the inhour equation (it was a one-group estimate); a test checks that the simulated power grows with exactly that period.
- Control desk: two new tabs, KINETICS and THERMO, show the formulas with their live values, the six delayed groups, the power on a log scale and the 48 hour xenon forecast with the restart limit. The title and tabs of the header no longer overlap, and the open tab is marked.
- Mod list logo: a brass Create cog with a radiation trefoil and the "Create: Going Nuclear" title (pixel art, no blur); updated mod description.
**Fixes after the visual revamp**
- Creative tab background was missing (purple and black): the asset chain deleted it; all asset scripts now run from one ordered script.
- Lead Tank now shows its liquid through the windows (Create's tank renderer is bound to the lead tank too).
- Smart placement: the Steam Blower faces a turbine next to it, otherwise its back goes against the clicked block (on a tank it blows up); the turbine lines its shaft up with a neighbouring shaft, else with the clicked side, else along the view.
- Turbine: when its water outlet is blocked it stops taking steam instead of losing the water.
- Lead Tank: no runaway hot-liquid use after it ran dry.
- Generator: with direct return the cooled coolant goes only back to the reactor, never into the hot-liquid pipe.
- Reactor: generator reports kept their time as a long (float lost precision on long-running servers); the hot-leg temperature is cached.
- Turbine model is an open 3x3 duct: turbines placed in a row along the shaft look like one long multi-stage turbine.
**New steam chain** (replaces the first chain of this beta: hot coolant pipe, boiler, 3x3 turbine, vent)
- **Steam Generator** now makes **Hot Liquid** (new fluid, bucket) from the hot coolant of the reactor and hands the cooled coolant back.
- **Lead Tank**: Create tank mechanics (multiblock) in lead grey, takes only Hot Liquid, burns what touches it while it holds some.
- A normal Create tank on top of a lead tank: its water turns into steam after 30 seconds.
- **Steam Blower**: takes steam from the tank or pipe behind it and blows it into the turbine in front of it.
- **Steam Turbine** rewritten: one block hit box, a three block wide jet engine with a spinning fan, inertia, Create stress, steam only from a blower.
- Heat sink and back pressure of the reactor come from the generators; new config keys (generatorEfficiency, generatorMaxOutput, hotLiquidPerWater, waterToSteamTicks, steamPerWater, turbineMaxSteam, blowerThroughput, generatorDirectReturn).
- Ponder "From Reactor Heat to Rotation" shows the new chain. Control desk: tabs MAIN, PLANT, CORE, POWER.
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