


It really felt like it put me off of playing this mod, tbh. One of the above mitigations should certainly happen at very least in the case that all logic controllers are destroyed - in that case I think there is literally no way to rebuild the reactor without some chance of it immediately melting down again, since a tick will surely pass with the meltdown RNG roll condition being satisfied on "rebuild".Īlternatively, give users some warning or indication that this is about to happen (perhaps by always rendering the damage state of the reactor somehow?) It can take a long time to rebuild after a meltdown - the parts are expensive - and to have them all vanish again rudely to a nonsensical and unexpected second blast without even fueling or turning on the "new" reactor seems capriciously and drastically unfair. (Maybe in the far future it would be fun to have an option to add persistently and highly radioactive "Corium" blocks / radioactive lava variants which need to be carefully abated before rebuilding there?) Right now it keeps on burning in a normal way after "melting down", as if nothing had happened. The fuel should also be lost - that's what a meltdown is, by definition, after all.
#FISSION REACTOR UPDATE#
It might also work to have the reactor multiblock state keep track of its last update tick time, and if it has been suspended due to not being formed after a meltdown, to gradually return to a "reset" state, just as the dissipating radiation is leading the user to the expectation that the event has ended. Either of these would prevent the unexpected behavior.

Alternatively - the reactor switched to the "off" or "SCRAM" state, and/or the damage and heat capacity state reset to nominal/ambient/merely near-catastrophic. At this point the multiblock state could be deleted. Something like the following logic may be in order: if, at the end of the Meltdown object lifecycle, some number of blocks (perhaps one, perhaps more?) have been removed, suspending the multiblock - the reactor is considered "destroyed". In my case there were only one or two pieces of casing left. It is absolutely the case that from the user perspective (and mine, before I read code), the interpretation gives ("obviously not the same reactor") is totally reasonable. (Tho, for most reasonable config settings it probably will!) Per convo with Thiakil tho, it doesn't really work to just reset the temp when a meltdown happens - the meltdown happens over a fixed number of ticks, isn't always catastrophic, and will not always result in an explosion / breaking bricks. I just hit this one too, it's glaring nasty / surprise behavior!
