May be a bug: The configfile does not seem to be used correctly by the mod (?)
For example changing the "reaction generator rf production multiplier" does nothing (still generates same amount of RF).
The "universal reactant" should either be (a) cheaper (replace the diamond with something cheaper like obsidian or a coalblock?) or crafting it should give more than 12 of it. It makes using the reactant-generator more or less too expensive since you need to "waste" 1 diamond for every 7.5M RF.
There really NEED to be some kind of instructions how to build the fissionreactor.
Its more or less a "game of guessing how to" right now - which many users dont like at all.
Best in game in form of a book or something (like in tinkers+openBlocks etc) if possible (a small online wiki would also do right now).
Its NOT missing that much content right now (my opinion) - its more about missing information (on how to build the fissionreactor especially). Actually even looking at the 2 pictures on curse I was unable to correctly build the fissionreactor for now (shame on me) since its really hard to see from 1 picture whats supposed to be where in to interiour. But maybe its because I am too tired Will try again tomorrow/later...
Ok - thx.
I guess using the "old" 0.0.8 with the old modname "fixes" this for now?
You could also make it a lapisBlock (to put some more balance into it) - lapis has almost no use after all
Thanks for the new version. That was quick - and seems to works like a charm
The picture was also very usefull (finally a working reactor). Coolers are more or less needed to deal with the heat - obviously. Graphiteblocks as moderators I guess (not sure if/how moderators are implemented in this mod, only tested thorium so far). Guess next step would be to somehow implement heavy water as moderator? Or skip it and jump to hightech fusion-tech instead? Whatever it will be - I will use it and will have fun with this nice mod
The documentation is definitely needed - the more I remember that people won't just know how it works like I do, the more I realise how crucial it is Maybe I could add another link that gets put in chat which links to a description of the way the graphite and cooler blocks work, again as a quick solution. Each graphite block in the reactor produces more heat, but also more RF/t, while the coolers just remove heat from the reactor at a fixed rate - water can also be used, but it's about 1/4 as effective. The graphite produces different amounts of extra heat and RF/t depending on the fuel being used, and I feel I should leave the exact amounts to the player to discover (it's roughly related to the raw RF/t of the fuel). As for the base fuel stats, there are NEI tabs for each of them explaining their stats when you press U on them , but if you're not playing with NEI, here they are:
As far as what I want to do next, I'm thinking that I get the documentation aspect of the mod sorted out, then continue working on the fission reactors - I'm thinking of adding a rare plutonium nether ore, as well as adding Curium as another nuclear fuel, and most importantly I'm probably going to change the shape of the reactor to be more of a cuboid, and will add more things that can be put into the reactor which will affect how it runs
Then, after I feel the fission reactors are good enough for me to leave them for a while, I will start working on Fusion and/or the production and use of subatomic particles and exotic matter
Edit: Seems I can use uranium from IC2 in your machines. Yellorium from BigReactors (which I forgot to remove since I wanted your mod to replace this due to extreme lag) seems to work as uranium too. But without thorium-ore there is no way to produce/use TBU it seems.
At the moment, no, but with the current technology in the mod I can't think of any way to reproduce it, but there definitely will be a way to get more of it in the future, when we have some crazier and expensive machines to play with For now, Thorium's main use is to get U-233, which gives you more of the useful materials in exchange for U-238 when depleted cells made of it are separated.
Whoops - didn't see the first comment there, so I totally misinterpreted the second one - it seems really strange that you've got this problem - we have it generating on our server, so I'm not sure what the problem is - perhaps I accidentally did something in a recent update which has caused it to not generate - I'll take a look :/
Well, again, it seems as if it was a totally random bug - so you were correct - thanks for spotting it It is very, very weird, as I haven't changed any code at all since v1! For some reason, suddenly it just stopped working, and once I tweaked the numbers a bit, it started working again... totally random, and I can't find a logical reason for why it happened - therefore, this bug will be fixed in the next version
I literally just started and as I climb down my mountain I see these endermen like things, but their models are off.
And then when they get in range I see they're radioactive monsters or whatever, which two of them commence to come after me and one almost killing me before I close my game to disable this mob in general.
Although, you dont have config options for it, I use JAS and disabled them from spawning through that.
Though, most of this stuff is straight forward, you should write what most of this stuff does and what this mod adds. In between content and bugfixes.
So at least those who are trying it out know what to expect and so you dont have to spend a full day just to write everything. And so one doesnt have to flip through the thread to find out the important info.
There should be a configoption to disable "Paul" (thats the name of the mob) in config/NuclearRelativistics/NREntities.
But you should wait anyway for a new/fixed version of the mod and start a new world then ; the current version does not generate 2 needed ores (a bug) and you would be "stuck" later in the game due to missing ores/materials.
In the next version I'll be sure to add a config for generating the monsters I didn't want them to look just like Endermen, so I edited the model for them a little (I'm aware they do look a little strange).
I am working on an in-game manual, so hopefully that will help with those who want to know more clearly about how the mod works.
Paul is actually something entirely different, and was only intended for me and my friends in our YouTube series - 'Paul' is one of my friends' dad, and is well known among us all, so I added him, disabled by default
UPDATE: An overhaul of the fission reactors is nearly finished, and a lot of the bugs associated with the machines have been fixed - I will try to get the documentation done before I release what will be v0.0.0.9. You will be given a link to the mod's information when the reaction generator or fission controller is placed down, but eventually I'll find a better alternative. I feel v0.0.1.0 will just be final tweaks and additions, and then the fission era will be left alone for a bit while I start working on more futuristic parts of the mod