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better-nuclear-generator's Introduction

AboutMe

I'm 16 yeas old developer

I like java as programming language (as you can see in my projects)

I'm proud contributor to SlimeFun project by BetterReactor project and SmallSpace

I also created my own site so a know bit of html css and javascript

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better-nuclear-generator's Issues

generator blows up even with too much coolant

Description (Required)

started up the generator, set coolant to 6 cells per 8t, 1 uranium per 1200 t
in about 30 seconds it over heated and blew up

Steps to reproduce the Issue (Required)

Expected behavior (Required)

shouldn't blow up with too much coolant. my guess is there's an error in the formula causing it to go too low then it begins to increase rapidly

Server Log / Error Report

no errors

Environment (Required)

  • Minecraft Version: 1.20.1
  • CS-CoreLib Version:
  • Slimefun Version: 1143
  • Plugin Version: 11

reactor coolant and uranium appear to disappear when added via the reactor input

Description (Required)

build the generator
add 3 stacks of coolant cells in the reactor input. the first 2 stacks don't appear in the reactor. while the gen will continue running it shows none in the machine once the first stack is gone. same happens with uranium

Steps to reproduce the Issue (Required)

Expected behavior (Required)

to see exactly what's in the machine interface, same as the core sf nuclear reactor

Server Log / Error Report

none

Environment (Required)

  • Minecraft Version: 1.20.1
  • CS-CoreLib Version:
  • Slimefun Version: 1143
  • Plugin Version: 11

adding more configuration options(enhancement)

After adding the plugin to my server, some of my players were wondering if the cap of 4 uranium at a time could removed/adjusted
and adding this as a configuration option to adjust maybe between some reasonable values for example 1-20 could be a really nice upgrade for server owners

Along side this, some of my players know about the earlier explosion size of the reactor meltdowns and wanted to see if they could be added back
This being added in a configuration options being true or false for the larger explosion could also be a new facet to tie with the new caps of fuel/coolant being added with larger fuel values at the time of meltdown affecting explosion size

power generation is very confusing

in the sf guide it shows 24576 j/s, but when the generator is running and you look at the regulator it shows 1024 j/t, 2048 j/t and depending on the # of uranium keeps going up, but the energy regulator shows the correct amount. what's the point of that if the machine gens 24576 j/s?

Suggestion for reactor input

For the reactor input block, have dedicated slots for coolant and uranium rather than just having them fill up randomly. Just like how the reactor access hatch does it in vanilla sf

Suggestion to change the hologram to something more substantial

the hologram to show how to build the generator only appears for a brief 1 or 2 seconds, and is nearly impossible to see every spot. even with the picture on the github it took me nearly 25 minutes just to figure out what goes where to build it. maybe a link to the wiki with a better step by step process, or a better example in the guide

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