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Roadmap.md

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Big Reactors Roadmap

What is this?

This is a tentative plan for the development of Big Reactors. It serves as something of a TODO.

Nothing that you see in this file should be taken as gospel. It's a collection of notes. In the course of implementing a feature, if something doesn't work out as nicely as described here, I will not hestitate to do what's fun rather than what's planned.

Technical Debt / Fixes

  • Update the wiki!

Known Issues

  • WR-CBE receivers do not activate redstone ports in input mode correctly if they are placed directly next to the input port. Workaround: Place one tile's worth of redstone (or another mod's redstone wire) between the receiver and the input port.

  • Setting the dormantChunkCacheSize Forge setting to something other than 0 (which is the default) will cause Big Reactors to break in strange and unusual ways. This setting is not supported.

TODO - 0.4: The 1.7.10 Update

  • Add an IMC API for coil and reactor interior blocks to proof out the IMC handler system

TODO - 0.5: The Exotic Coolant Update

Internals

  • Coolant fluid pairs can be registered in a registry, allowing different types of fluids to be used as coolants
  • Rebalance reactor interior list so it's not just a race to enderium
    • Make blocks mostly good at either generating energy OR moderating radiation, not both
    • Moderators improve as they become more transparent to slow radiation
    • Generators improve as they become less transparent to slow radiation

Multiblock Turbine

  • Optional explosion during severe overspeed conditions
  • Redstone port.
  • Different types of rotors and blades, made of different metals
  • Additional very-high-end coil parts that extract Gratuitous Amounts of Energy

Heat Exchanger

  • Big multiblock machine which converts exotic coolants into steam
  • Absorbs heat from exotic coolants into heat buffer, transfers buffered heat to water tank to create steam
  • Has "special steam" modes which create compressed steam (x10 energy), ultradense steam (x100 energy) and steamium (x1000 energy)
  • Primary fluid inlet accepts all mapped fluid pairs from coolant registry

Multiblock Reactor

  • Coolant manifolds inside reactor add extra surface area - must be adjacent to casing, other manifold or fuel rod
  • Coolant inlet accepts all mapped fluid pairs from coolant registry
  • Add reactivity penalty to control rods, so a reactor with high control rod insertion is less efficient than a smaller reactor with lower insertion. Encourages right-sizing designs.

TODO - 0.6: The Fueling Update

Gameplay

  • Finish the RTG for mid/early-game power. Refactor the TE framework to operate via composition.

Reactor Mechanics

  • Blutonium: give it different properties than yellorium.
  • Blutonium: Create a proper fluid for it so it can be handled as a first-class member of the fuel cycle
  • Add fluid fuel interfaces & magma crucible recipes for TE to fluidize fuel
  • Add "fluidizer" small machine - consumes power, outputs fluid fuel
  • Add "fluidic reprocessor" small machine - reprocesses fluid wastes into fluid fuels
  • Allow mixed reactants inside reactor, so long as their products are identical

Reactor meltdowns

  • Add option to enable reactor meltdowns to config
  • When overheated, low chance of meltdown, based on heat.
  • When meltdown occurs: -- Reactor disassembles -- One or more fuel rod blocks convert to corium fluid at the reactor's bottom -- Zero or more explosions near the reactor's top
  • Corium fluid acts like acid; slowly eats through materials beneath it.
  • Touching corium fluid swiftly kills the shit out of you.
  • Corium fluid eventually hardens into corium.
  • Touching corium damages and withers you.

TODO - 0.7: The Reprocessing Update

Multiblock Reprocessing

  • Electrode controllers & electrode stacks, discharge large amounts of electricity between nearby electrodes.
  • Any reprocessing tanks between the stacks have some waste converted to fuel
  • Reprocessing tanks are mounted atop reprocessing tank valve blocks.
  • Needs sweet lightning effects

Blended fuels

  • Create a way to breed or blend fuel fluids into better fuels

TODO - General

Graphics & UI

  • Highlight inventory & fluid slots dynamically when they are exposed via the right-hand-side buttons
  • Change all UI strings to be in the localization file to allow for full localization

Wishlist

User Interface/Graphics

  • Add a temperature gauge block and other "display blocks" that can be plugged into reactor
  • Add remote versions of above that read their inputs from RedNet
  • Cool particle effects when the reactor is on! (requires making my own particle, bleah)

Interoperability

  • Add MFR compatibility for drinking BR fluids with a straw
  • Some way of extracting fuel from thaumcraft nodes?

More stuff with liquids

  • Add nasty side effects for going near pools of yellorium
  • Add liquid interfaces/liquid fuel cycle

Multiblock Power Storage (0.8?)

  • Molten salt/liquid metal batteries
  • Build big banks of highly-vertical battery cells
  • Must warm up (reduced storage efficiency on startup)
  • Once warmed up, remains warm so long as there's more power than a certain threshold inside
  • Cools slowly if power within drops below threshold

Fuel Pre-Processing (0.9?)

  • Provide better ways of pre-processing reactor fuel dusts directly into fuel fluids at an enhanced rate
  • Create a "fear engine" that gives bonuses to power output/fuel generation when exposed to hostile mobs

Beamguide machine (0.8, definitely)

  • Goddamn it looks cool