Challenge: RBMK-1000 Simulator in TPT

  • AlexGuy120
    15th August Member 0 Permalink

    Greetings,
    A while ago, having seen the recent amount of RBMK reactor-style saves on TPT's "By date" page, i decided to come up with the idea for a voluntary challenge, just for people that want to take it up when they have free time:

    Make RBMK-1000 simulator in The Powder Toy.

    As someone who has watched videos for Roblox's Unit 3, is it possible to create something like this for The Powder Toy, especially multiplayer where people can have fun with it?

    It would need to have Powder Toy add a mod with exact materials to recreate reactors from IRL, not just the RBMK, since The Visual Elements has just Graphite included, whilst the RBMK-1000 used Boron absorbers as well.

    The save would need to implement in some way the RBMK-1000's unique features, including it's positive scram effect, bottom control rod insertion which no one bothered with, possible random failures for testing skills of the operators, not to mention fatigue weaknesses of the reactor's rushed actual construction, including a flammable roof, fuel channels that could rupture, switching from local to automatic control that causes the power to drop if a setpoint is missed, and some other features, as someone who has watched videos from That Chernobyl Guy.

    There may be different saves, with the first focusing on Unit 3 and 4's buildings, and second on the Unit 1 and 2 buildings.

    A lot more would have been done if Powder Toy introduced 16:9 aspect ratio 1920x1080 monitor support allowing for bigger saves, graphics card support and optimization.

    What do you think guys? Is it viable?

    Edited 4 times by AlexGuy120. Last: 15th August
  • 8a742ce284f535d3200
    15th August Member 0 Permalink

    Yes. Use stkm. There's only 2, so it can only be a 2-player game, but you'll require extreme understanding of the powder toy elements, months of planning & calculations, and other stuff. Anyways, the only thing you can do to get 1920 by 1080 is get the resizable toy.

    Edited once by 8a742ce284f535d3200. Last: 15th August
  • linfuciuscont
    15th August Member 1 Permalink

    Realistically, you would have to make a bespoke C++ mod in order to do this, incorporating features of both The Resizable Toy and The Parallel Toy. Lua is just far too laggy when considering particle counts that likely exceed the stock limits. Additionally, the save format would be completely incompatible with stock, as it would exceed the 1020-ish pixel dimension limit of the current save format. This would then cause compatibility issues with TPT Multiplayer, largely restricting you to limited offline methods like what @8a742ce284f535d3200 suggested.

     

    Once you start adding "graphics card support and optimization," as well as previously rejected STKM features, things start looking pretty intractable. Maybe even harder than m*ving solids. I'm not saying it can't be done, but these parts of the project will make the RBMK quirks look trivial by comparison.

    Edited once by linfuciuscont. Last: 15th August
  • AlexGuy120
    15th August Member 0 Permalink

    @linfuciuscont (View Post) It may be even without the direct STKM interaction, and just cursors flipping switchboards/manage stuff like water pump flow. Doesn't really need full STKM-sized plant rooms for that.

     

     

    Edited once by AlexGuy120. Last: 15th August
  • linfuciuscont
    15th August Member 1 Permalink

    At least to me, a bespoke Lua script for the RBMK only is a lot more tractable than "exact materials to recreate reactors from IRL." A single-purpose script can have single-purpose elements that compact a lot of functionality into a small space, likely fitting within stock TPT size limits, with less lag-inducing complexity. It would be even easier if we sacrified some realism to focus on only the RBMK quirks while using as few modded elements as possible, but the idea of a single-purpose script still intimidates me a lot less than a versatile realistic reactor mod.

    Edited once by linfuciuscont. Last: 15th August
  • AlexGuy120
    16th August Member 0 Permalink

    @linfuciuscont (View Post) This means adding new elements with mods is not really needed?

  • AerospaceFan
    16th August Member 0 Permalink

    my upcoming mod will have boron so that might be useful but idk

  • linfuciuscont
    16th August Member 0 Permalink

    @AlexGuy120 (View Post)

     

    Depends on the desired level of realism. Some quirks, like bottom control rod insertion, can be implemented in a stock reactor. However, stock TPT doesn't simulate neutrons realistically, so reactors often use PUMP instead of moderators and absorbers. This makes it feel like a nuclear reactor while not necessarily working like a nuclear reactor.

  • AlexGuy120
    12:00:16 Member 0 Permalink

    @linfuciuscont (View Post)

     
    The issue with PUMP is it doesn't quite behave like genuine control rods. @Madveded used GRVT for his RBMK-1000 model of the reactor, but reactors like that often don't explode or have fuel channel ruptures.

    Edited 3 times by AlexGuy120. Last: 12:03:00