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and fusion actually would produce a lot of radiation, mostly x-rays (and other em radiation) from the curved charged beams (in a tokamak/stellerator design) and neutron radiation from the fusion itself. this would require (heavy) shielding and the shield ittself would turn radioactive too (but only for 100 Yeras or so). also the neutrons carry most of the energy, so you want to capture them and get the energy turned into heat.
but unlike a fission reactor most radiation stopps when it is shut down, so a broken fusion reactor would be less radioactive than a running one ;)
at DeuteriumFusion.ReactorLogic.UpdateAfterSimulation()
from what i read from Chatgpt, its stating that the mod is trying to pull something it cant find. and after reading comments, it seems i have the same issue as Monster.
These two are connected to the processor(refinery) type and they transfer
it makes the regular ones but it makes much more of the _old ones.
Also I really don't understand what the Queueable Deuterium Processor does, apart from not automatically pulling in resources.
Not sure what about the assembler is different than the processor but it doesn't have the same effect
Final bit of experimentation. After re-reading your post, I removed all the old deuterium (which was, coincidentally marked as "_old"...
The new deuterium went into the reactor just fine... Which kinda sucks. I had 88K of the old stuff stockpiled...
It's not that old... The world is the "RealStars" map system. Since my initial post I've done more experimentation. I removed all mods except the Deuterium reactor mod and the "Real Stars" mod (because the map will fail to load without it). I've tried creative, survival, removing the reactor, placing a new reactor, disabling "progress tree" mode, etc.
None of it has helped. I can still pull deuterium out of a reactor, but I cannot put any more into the reactor. And removing and replacing the reactor has not helped. it's a 30GW reactor I've been using. I am stumped...