Mine is too, and crafting enough chunkloaders to rebuild Atlantis ten times over isn't too big of an issue, but having the accelerator keep itself loaded would be convenient. Besides, I'm fairly sure that having a toggle for the CL is perfectly possible.
See now this is starting to get..... dangerous LOL
Thing is - I can see one of my members having that as like their border around their area/base and settling within the middle. I can already feel the bbuurrrnnn lol. Poor server haha. Ah its all good.
Lets be blunt here. The typical player does not read, or build to chunk. So the thought that the accelerator to keep itself chunkloaded is a concern. This is from someone that has actually seen the stupidity of users first hand.
Most chunkloaders allow you to load in a straight line along the x or z axis which would be ideal. Off hand I know ChunkenChunks does this, Railcraft does via Anchor Sentinels. Not sure about MFR Chunkloaders. And if the x or z axis is 250 blocks thats 16 chunks (rounded up). Anchor Sentinels can handle that (RailCraft)
See now this is starting to get..... dangerous LOL
Thing is - I can see one of my members having that as like their border around their area/base and settling within the middle. I can already feel the bbuurrrnnn lol. Poor server haha. Ah its all good.
Lets be blunt here. The typical player does not read, or build to chunk. So the thought that the accelerator to keep itself chunkloaded is a concern. This is from someone that has actually seen the stupidity of users first hand.
Most chunkloaders allow you to load in a straight line along the x or z axis which would be ideal. Off hand I know ChunkenChunks does this, Railcraft does via Anchor Sentinels. Not sure about MFR Chunkloaders. And if the x or z axis is 250 blocks thats 16 chunks (rounded up). Anchor Sentinels can handle that (RailCraft)
I need to second this. Its worse when you remember after you assemble the mega-project that you SHOULD have built it to chunk.
TLJGames I know you're really interested in having legitimate piping all over the reactor, but if you only require "real" piping to the control block, you might even be able to run the accelerator by loading the chunks in sequence similar to an ender quarry. And then you could allow the size to be infinity big. (You wouldn't need to load them as quickly as the quarry; the cycle doesn't need to be fast).
You could still have pipes running around and stuff but I'd recommend they're proprietary pipes that don't carry actual fluids.
Just $0.02 if you're concerned about performance stuff.
I can already feel the bbuurrrnnn lol. Poor server haha. Ah its all good.
How about this - a config option with two choices:
1. Electromagnets and coolers are tile entities, take in RF and Helium, and the accelerator controller doesn't need either of those things.
2. Electromagnets and coolers are not tile entities, and all of the required RF and helium is instead supplied to the accelerator controller.
+ Huge amounts of additional NEI info about blocks and items in the mod
* Fixed crash bug related to liquid helium textures
+ Additional useful/requested recipes and additions to the Ore Dictionary
* Cleaned up configs into one, neat file (delete or ignore the old config files)
+ Additional texture files, allowing for more flexibility in texture packs
* A large amount of restructuring (organising) of the mod
There's some updates to the ore gen numbers in the mod. Two of them are now configurable, and a one more will be in the next update (max height). Again I'll post the details like this:
Ore: Max number of ores per chunk (configurable), Abundance (configurable), Max Height (will be configurable next update), World
How about this - a config option with two choices:
1. Electromagnets and coolers are tile entities, take in RF and Helium, and the accelerator controller doesn't need either of those things.
2. Electromagnets and coolers are not tile entities, and all of the required RF and helium is instead supplied to the accelerator controller.
I'd have to do some profiling to actually check which was best between the two (server wise) - more then likley via Warmroast - before I would say 1 or 2 was better.
No, you can't, mainly because the idea behind the blast resistant blocks was so that people could build suitably sturdy buildings to hold the reactor.
A drop in replacement for the old IC days of that shield thing that would wrap around an IC reactor? I can't remember what it was called but I'm sure someone else will correct me easily enough
I did like the idea of building a specialised Nuclear chambers to cushion explosions, but I wanted the blast resistant blocks to be such that only one-thick walls are required - I found having to build 3-block-thick walls a little annoying.
Awesome mod, great job on it. Do you have any plans for a future 1.8 or 1.9 update? Just some basic info like "Yeah, maybe later this year" or "no, not interested at all" would be fine. I think NuclearCraft would be great in a 1.8 mod pack.
Awesome mod, great job on it. Do you have any plans for a future 1.8 or 1.9 update? Just some basic info like "Yeah, maybe later this year" or "no, not interested at all" would be fine. I think NuclearCraft would be great in a 1.8 mod pack.
Thanks for the hard work!
As always never ask modders for ETA's. In fact it's a forum rule!
I did like the idea of building a specialised Nuclear chambers to cushion explosions, but I wanted the blast resistant blocks to be such that only one-thick walls are required - I found having to build 3-block-thick walls a little annoying.
As do I. Before though the need was either three block thick walls or other mods that provided some sort of block level protection
Awesome mod, great job on it. Do you have any plans for a future 1.8 or 1.9 update? Just some basic info like "Yeah, maybe later this year" or "no, not interested at all" would be fine. I think NuclearCraft would be great in a 1.8 mod pack.
Thanks for the hard work!
Glad you enjoy the mod! Apparently, it is a forum rule that ETAs are not allowed, but I don't mind at all - the plan is to update to 1.8.9 after the 1.7 update is finished for 1.7.10.
Regarding the forum rules, I wasn't actually after an ETA (though I really appreciate your providing one!). All I really wanted was a comment indicating whether 1.8/1.9 had been ruled out. I am putting together an adventure mod pack which is likely to take months of work, so I can definitely afford to wait. However, it is important to know when a mod author has decided against 1.8, so that alternative plans can be made..
Regarding the forum rules, I wasn't actually after an ETA (though I really appreciate your providing one!). All I really wanted was a comment indicating whether 1.8/1.9 had been ruled out. I am putting together an adventure mod pack which is likely to take months of work, so I can definitely afford to wait. However, it is important to know when a mod author has decided against 1.8, so that alternative plans can be made..
Just did a quick calculation of the cost of a 50*50 accelerator ring (800 electromagnets and 800 supercoolers). Let me know whether you think this is reasonable, given that it's a particle accelerator, or too expensive (or too cheap):
Just did a quick calculation of the cost of a 50*50 accelerator ring (800 electromagnets and 800 supercoolers). Let me know whether you think this is reasonable, given that it's a particle accelerator, or too expensive (or too cheap):
could you add projectE support? as in, default EMC values for your items? i can obtain 1034 lapis in about 30 minutes with my EMC condenser, but the other stuff, mainly your magnesium and boron, are kind of an issue right now, as i can't think of good EMC values for them
could you add projectE support? as in, default EMC values for your items? i can obtain 1034 lapis in about 30 minutes with my EMC condenser, but the other stuff, mainly your magnesium and boron, are kind of an issue right now, as i can't think of good EMC values for them
If EMC values are the same as I remember them from the Tekkit days (256 for iron, 128 for coal etc), then I recommend an EMC value of 512 for the magnesium and boron ingots/dusts. I will look into how to add projectE support - literally saw it for the first time two minutes before I saw your post. Spooky...
If EMC values are the same as I remember them from the Tekkit days (256 for iron, 128 for coal etc), then I recommend an EMC value of 512 for the magnesium and boron ingots/dusts. I will look into how to add projectE support - literally saw it for the first time two minutes before I saw your post. Spooky...
Personally I've found ProjectE to still be too ... cheaty. Once you get those power flowers going its free items.
Look at EE3, Equivalent Exchange 3. Even though there are some things missing you can't just run a power generator in order to create free EMC and just wait. You need to sacrifice actual items/blocks to create EMC
I've been using EE3 Helper to add EMC values and the best thing is that particular mod is sever side so normal users don't need to have it running client side in order to connect.
Perhaps you can take a look at how EE3 Helper works in order to use EE3's API ?
Mine is too, and crafting enough chunkloaders to rebuild Atlantis ten times over isn't too big of an issue, but having the accelerator keep itself loaded would be convenient. Besides, I'm fairly sure that having a toggle for the CL is perfectly possible.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Ah, there was a teaser pic earlier, you may have just missed it.
Click here for the YouTube channel for help and info!
Bloody hell. Yes I did miss it.
See now this is starting to get..... dangerous LOL
Thing is - I can see one of my members having that as like their border around their area/base and settling within the middle. I can already feel the bbuurrrnnn lol. Poor server haha. Ah its all good.
Lets be blunt here. The typical player does not read, or build to chunk. So the thought that the accelerator to keep itself chunkloaded is a concern. This is from someone that has actually seen the stupidity of users first hand.
Most chunkloaders allow you to load in a straight line along the x or z axis which would be ideal. Off hand I know ChunkenChunks does this, Railcraft does via Anchor Sentinels. Not sure about MFR Chunkloaders. And if the x or z axis is 250 blocks thats 16 chunks (rounded up). Anchor Sentinels can handle that (RailCraft)
I need to second this. Its worse when you remember after you assemble the mega-project that you SHOULD have built it to chunk.
TLJGames I know you're really interested in having legitimate piping all over the reactor, but if you only require "real" piping to the control block, you might even be able to run the accelerator by loading the chunks in sequence similar to an ender quarry. And then you could allow the size to be infinity big. (You wouldn't need to load them as quickly as the quarry; the cycle doesn't need to be fast).
You could still have pipes running around and stuff but I'd recommend they're proprietary pipes that don't carry actual fluids.
Just $0.02 if you're concerned about performance stuff.
How about this - a config option with two choices:
1. Electromagnets and coolers are tile entities, take in RF and Helium, and the accelerator controller doesn't need either of those things.
2. Electromagnets and coolers are not tile entities, and all of the required RF and helium is instead supplied to the accelerator controller.
Click here for the YouTube channel for help and info!
Another small update: 1.6c
Changelog:
+ Huge amounts of additional NEI info about blocks and items in the mod
* Fixed crash bug related to liquid helium textures
+ Additional useful/requested recipes and additions to the Ore Dictionary
* Cleaned up configs into one, neat file (delete or ignore the old config files)
+ Additional texture files, allowing for more flexibility in texture packs
* A large amount of restructuring (organising) of the mod
Click here for the YouTube channel for help and info!
what's the
"clusterSize"
"numClusters"
"minHeight"
"maxHeight"
for Magnesium Ore ?
also can i use Blast Resistant Blocks instead of Reactor Casing to make the Fission reactor ?
There's some updates to the ore gen numbers in the mod. Two of them are now configurable, and a one more will be in the next update (max height). Again I'll post the details like this:
Ore: Max number of ores per chunk (configurable), Abundance (configurable), Max Height (will be configurable next update), World
Copper: 8, 12, 60, Overworld
Tin: 8, 11, 60, Overworld
Lead: 7, 11, 40, Overworld
Silver: 7, 10, 40, Overworld
Uranium: 5, 5, 40, Overworld
Thorium: 5, 5, 40, Overworld
Lithium: 7, 8, 25, Overworld
Boron: 7, 8, 20, Overworld
Magnesium: 7, 8, 20, Overworld
Plutonium: 4, 5, 128, Nether
Comparison:
Coal: 16, 20, 128, Overworld
Iron: 8, 20, 64, Overworld
Gold: 8, 2, 32, Overworld
Diamond: 7, 1, 16, Overworld
Redstone: 7, 8, 16, Overworld
Lapis: 6, 1, 32, Overworld
No, you can't, mainly because the idea behind the blast resistant blocks was so that people could build suitably sturdy buildings to hold the reactor.
Click here for the YouTube channel for help and info!
I'd have to do some profiling to actually check which was best between the two (server wise) - more then likley via Warmroast - before I would say 1 or 2 was better.
A drop in replacement for the old IC days of that shield thing that would wrap around an IC reactor? I can't remember what it was called but I'm sure someone else will correct me easily enough
I did like the idea of building a specialised Nuclear chambers to cushion explosions, but I wanted the blast resistant blocks to be such that only one-thick walls are required - I found having to build 3-block-thick walls a little annoying.
Click here for the YouTube channel for help and info!
Awesome mod, great job on it. Do you have any plans for a future 1.8 or 1.9 update? Just some basic info like "Yeah, maybe later this year" or "no, not interested at all" would be fine. I think NuclearCraft would be great in a 1.8 mod pack.
Thanks for the hard work!
As always never ask modders for ETA's. In fact it's a forum rule!
As do I. Before though the need was either three block thick walls or other mods that provided some sort of block level protection
Glad you enjoy the mod! Apparently, it is a forum rule that ETAs are not allowed, but I don't mind at all - the plan is to update to 1.8.9 after the 1.7 update is finished for 1.7.10.
Click here for the YouTube channel for help and info!
That's exciting news, thanks for the response!
Regarding the forum rules, I wasn't actually after an ETA (though I really appreciate your providing one!). All I really wanted was a comment indicating whether 1.8/1.9 had been ruled out. I am putting together an adventure mod pack which is likely to take months of work, so I can definitely afford to wait. However, it is important to know when a mod author has decided against 1.8, so that alternative plans can be made..
I understand Yep, an update to 1.8.9 is planned.
Click here for the YouTube channel for help and info!
Just did a quick calculation of the cost of a 50*50 accelerator ring (800 electromagnets and 800 supercoolers). Let me know whether you think this is reasonable, given that it's a particle accelerator, or too expensive (or too cheap):
3000 iron, 5400 coal, 1034 redstone, 1034 lapis, 3200 copper, 4000 tin, 3000 lead, 3000 silver, 3200 boron, 1600 magnesium and 1034 sugar.
Click here for the YouTube channel for help and info!
could you add projectE support? as in, default EMC values for your items? i can obtain 1034 lapis in about 30 minutes with my EMC condenser, but the other stuff, mainly your magnesium and boron, are kind of an issue right now, as i can't think of good EMC values for them
If EMC values are the same as I remember them from the Tekkit days (256 for iron, 128 for coal etc), then I recommend an EMC value of 512 for the magnesium and boron ingots/dusts. I will look into how to add projectE support - literally saw it for the first time two minutes before I saw your post. Spooky...
Click here for the YouTube channel for help and info!
Personally I've found ProjectE to still be too ... cheaty. Once you get those power flowers going its free items.
Look at EE3, Equivalent Exchange 3. Even though there are some things missing you can't just run a power generator in order to create free EMC and just wait. You need to sacrifice actual items/blocks to create EMC
I've been using EE3 Helper to add EMC values and the best thing is that particular mod is sever side so normal users don't need to have it running client side in order to connect.
Perhaps you can take a look at how EE3 Helper works in order to use EE3's API ?