I have been checking the rare earth ores, it drops fragments from various materials, but I couldn't find any templates in the chemical plant and assembly table, either in the craft guide. So can I ask how to turn those fragments into either ignots, nuggets or powders?
I have been checking the rare earth ores, it drops fragments from various materials, but I couldn't find any templates in the chemical plant and assembly table, either in the craft guide. So can I ask how to turn those fragments into either ignots, nuggets or powders?
Throw them in the shredder, they'll give you tiny dusts which you need for desh mixture.
Get a launch pad, put the missile you want in the leftmost slot, get a target designator, get the coords and put that in the middle slot, then put a battery in the right slot. Finally, apply a redstone signal or activate it with the remote detonator.
Get a launch pad, put the missile you want in the leftmost slot, get a target designator, get the coords and put that in the middle slot, then put a battery in the right slot. Finally, apply a redstone signal or activate it with the remote detonator.
how do i get a launch pad in the creative menu? i looked for it everywhere, couldnt find it...
how do i get a launch pad in the creative menu? i looked for it everywhere, couldnt find it...
If you are using the 1.8.9 beta, it's not there, these versions are barely functional and lack pretty much everything. If you are using any of the newer 1.7.10 versions, it should be relatively at the top of the bombs tab.
How do i go about making wires and plates as of the new 1.0.26 update?
You need a press machine. Feed it some furnace fuel until the gauge hits the yellow mark, put a stamp in the topmost slot (don't confuse the flat stamps with the plate ones, the flat stamps are used to compress non-metal powders like coal or quartz powder) and whatever you want to make the plate/wire out of in the bottom slot.
It's a bit early to ask this question but, how am I supposed to use the ams? Are they a machine or a reactor?
It's not really finished, I haven't even come up with a name yet. The reactor is made out of three parts, the most important one being the base (which has the reactor's interface) where you have to put four ams_catalysts into the center slots for a small orb to appear floating above the base. Then you need an emitter which injects energy into the orb, it has to be placed above the base (with the same distance from emitter to orb as orb to base, if you playe it right, a yellow laser appears) then there's the stabilizers (or limiters how they're called rn) which have to be placed next to the base, pointing at the orb (this time a blue laser appears when it's placed right) you can use up to 4 stabilizers, but only one is required.
Note that both emitter and the stabilizers are energy consumers, you have to constantly feed them power to work. Instead of having a fixed power consumption rate, they will always use up 5% of their current energy buffer. This means that you can power them with very little energy, but that also reduces the effecivity of the parts a lot. These things also require coolant which has to be pumped in externally, otherwise they overheat and explode.
The base is the energy output. If you have placed the emitters and the stabilizers correctly, it will also display their efficiencies. The base has two coolant and two fuel slots, none of which can have the same type as another one (for example, if you want to cool with coolant-coolant, only the first slot can be filled, coolant-cryo gel is fine, though) neither the cooling nor the power generation feature is implemented yet. You can still fill the fuel slots (the two bottom ones, set to deuterium-tritium by default) to enlargen the orb for the visual effect.
TL;DR:
place base
put 4 ams_catalsysts into the center slots
place stabilizers next to base (2 blocks between them, pointing at the base's orb, look for blue laser)
place an emitter above the base (i think 7 blocks above it, look for yellow laser)
I'm here for nukes. Amazing, awesome, nukes with animations and 3-d models and so forth.
However, there's a lot of things that this mod adds that, well, clash with other mods. Sure, the Schrabidium stuff is intended to be late game, but I found on my server I could rush it in under a week. It wasn't as useful as it could be in pvp (too much overkill, a good flans gun with a high rate-of-fire is better) but it let me blast through other mods bosses with ONE SHOT.
Anyways, this is a long-winded way of asking for a config option to disable some of the gear. I mean, nukes are OP, but mutually assured destruction at least helps against that. These hand-launched nukes, though, are a bit too much.
It would be nice if fallout was treated a bit more like reactorcraft, with a long-term spread. Most importantly, though, it should happen INSIDE THE CRATER and not just at the edges. As is, I can fly a flan's helicopter over the radiation belt and mine the exposed ores without a hazmat suit. Also, radiation should be fatal. You might want to replace mycelium with "radioactive dirt" which would look just like dirt but, well, with a radiation effect.
I'd also love an actual way to shoot down missiles (altho the turrets may do that, I haven't made em work so far)
I'm here for nukes. Amazing, awesome, nukes with animations and 3-d models and so forth.
However, there's a lot of things that this mod adds that, well, clash with other mods. Sure, the Schrabidium stuff is intended to be late game, but I found on my server I could rush it in under a week. It wasn't as useful as it could be in pvp (too much overkill, a good flans gun with a high rate-of-fire is better) but it let me blast through other mods bosses with ONE SHOT.
Anyways, this is a long-winded way of asking for a config option to disable some of the gear. I mean, nukes are OP, but mutually assured destruction at least helps against that. These hand-launched nukes, though, are a bit too much.
It would be nice if fallout was treated a bit more like reactorcraft, with a long-term spread. Most importantly, though, it should happen INSIDE THE CRATER and not just at the edges. As is, I can fly a flan's helicopter over the radiation belt and mine the exposed ores without a hazmat suit. Also, radiation should be fatal. You might want to replace mycelium with "radioactive dirt" which would look just like dirt but, well, with a radiation effect.
I'd also love an actual way to shoot down missiles (altho the turrets may do that, I haven't made em work so far)
You can't disable weapons in the config as of now, but you can decrease the radius of mini nukes and tossable antischrabidium cells.
Spreading radiation in the form of invisible entities similar to the ones in RC are already planned but I haven't really gotten to it as of now.
In some cases (radioactive barrels, glowing mycelium, poisonous mud) radiation is indeed lethal, most other radioactive blocks only use a poison effect to directly harm players which is also deadly but only on hard mode.
Missiles being able to take damage is already a much-requested feature, it's a bit finicky and I haven't fully figured it out yet, but once it works you can in fact shoot down missiles with turrets.
I can't seem to get fluid to come back out of the big storage tanks. There's no indication on what part of it is input, or what part is output. There's just four pipes and none of them work.
Thanks, and Thank you again for updating the mod, keep up the great work
I have been checking the rare earth ores, it drops fragments from various materials, but I couldn't find any templates in the chemical plant and assembly table, either in the craft guide. So can I ask how to turn those fragments into either ignots, nuggets or powders?
Throw them in the shredder, they'll give you tiny dusts which you need for desh mixture.
I know its not in my creative invntory, but where is it most likely to find it?
how do i set up the missiles?
Get a launch pad, put the missile you want in the leftmost slot, get a target designator, get the coords and put that in the middle slot, then put a battery in the right slot. Finally, apply a redstone signal or activate it with the remote detonator.
ahhhh okay thank you!!
how do i get a launch pad in the creative menu? i looked for it everywhere, couldnt find it...
If you are using the 1.8.9 beta, it's not there, these versions are barely functional and lack pretty much everything. If you are using any of the newer 1.7.10 versions, it should be relatively at the top of the bombs tab.
Can you tell me what is this please?
a face
How do i go about making wires and plates as of the new 1.0.26 update?
You need a press machine. Feed it some furnace fuel until the gauge hits the yellow mark, put a stamp in the topmost slot (don't confuse the flat stamps with the plate ones, the flat stamps are used to compress non-metal powders like coal or quartz powder) and whatever you want to make the plate/wire out of in the bottom slot.
Laser show!
It's a bit early to ask this question but, how am I supposed to use the ams? Are they a machine or a reactor?
It's not really finished, I haven't even come up with a name yet. The reactor is made out of three parts, the most important one being the base (which has the reactor's interface) where you have to put four ams_catalysts into the center slots for a small orb to appear floating above the base. Then you need an emitter which injects energy into the orb, it has to be placed above the base (with the same distance from emitter to orb as orb to base, if you playe it right, a yellow laser appears) then there's the stabilizers (or limiters how they're called rn) which have to be placed next to the base, pointing at the orb (this time a blue laser appears when it's placed right) you can use up to 4 stabilizers, but only one is required.
Note that both emitter and the stabilizers are energy consumers, you have to constantly feed them power to work. Instead of having a fixed power consumption rate, they will always use up 5% of their current energy buffer. This means that you can power them with very little energy, but that also reduces the effecivity of the parts a lot. These things also require coolant which has to be pumped in externally, otherwise they overheat and explode.
The base is the energy output. If you have placed the emitters and the stabilizers correctly, it will also display their efficiencies. The base has two coolant and two fuel slots, none of which can have the same type as another one (for example, if you want to cool with coolant-coolant, only the first slot can be filled, coolant-cryo gel is fine, though) neither the cooling nor the power generation feature is implemented yet. You can still fill the fuel slots (the two bottom ones, set to deuterium-tritium by default) to enlargen the orb for the visual effect.
TL;DR:
Thanks a lot
Small suggestion:
I'm here for nukes. Amazing, awesome, nukes with animations and 3-d models and so forth.
However, there's a lot of things that this mod adds that, well, clash with other mods. Sure, the Schrabidium stuff is intended to be late game, but I found on my server I could rush it in under a week. It wasn't as useful as it could be in pvp (too much overkill, a good flans gun with a high rate-of-fire is better) but it let me blast through other mods bosses with ONE SHOT.
Anyways, this is a long-winded way of asking for a config option to disable some of the gear. I mean, nukes are OP, but mutually assured destruction at least helps against that. These hand-launched nukes, though, are a bit too much.
It would be nice if fallout was treated a bit more like reactorcraft, with a long-term spread. Most importantly, though, it should happen INSIDE THE CRATER and not just at the edges. As is, I can fly a flan's helicopter over the radiation belt and mine the exposed ores without a hazmat suit. Also, radiation should be fatal. You might want to replace mycelium with "radioactive dirt" which would look just like dirt but, well, with a radiation effect.
I'd also love an actual way to shoot down missiles (altho the turrets may do that, I haven't made em work so far)
You can't disable weapons in the config as of now, but you can decrease the radius of mini nukes and tossable antischrabidium cells.
Spreading radiation in the form of invisible entities similar to the ones in RC are already planned but I haven't really gotten to it as of now.
In some cases (radioactive barrels, glowing mycelium, poisonous mud) radiation is indeed lethal, most other radioactive blocks only use a poison effect to directly harm players which is also deadly but only on hard mode.
Missiles being able to take damage is already a much-requested feature, it's a bit finicky and I haven't fully figured it out yet, but once it works you can in fact shoot down missiles with turrets.
I can't seem to get fluid to come back out of the big storage tanks. There's no indication on what part of it is input, or what part is output. There's just four pipes and none of them work.