Version 2.4b released. Changelog:
* Fixed fission ports not recognising transparent casing
* Made fusion plasma a little less laggy
* Fixed some machines' breaking speeds
* Fixed some localisation issues
Version 2.5 has been released! Changelog below. This will probably be the final major release for a little bit, as adding the molten salt reactor will take some time - I need to add ~150 new fluids and all of the functionality discussed above, but I'm sure it will be worth it
* Made machine GUIs a little fancier
* Added Fusion Reactor GUI option to force inputs to differ
+ Added Dissolver
+ Added Univeral Bin to dump excess resources
* Made Active Fluid Coolers use much less coolant
+ Added Reactor Door and Trapdoor
+ Added Sulfur - drops from Coal Ore
+ Added Fluorite - drops from Lapis Ore
+ Added a bunch of other new materials
* Fixed CraftTweaker fission recipe support
* Fixed potential crashes with fluid transfer
* Minor recipe tweaks
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Finally, NC version 2.6 is ready for download - thanks for your patience. Basically a massive number of bug fixes and a few suggestions so I highly recommend that you get it
Changelog:
+ Added early-game Decay Generator
* Fission Controller's energy and heat buffer now scales with reactor size
* Fixed certain Fuel Rods having the wrong stats [thanks to 28Smiles!]
* Fixed crash on Fission Reactor overheating [thanks to dizzyd!]
* Fixed Coolers not recognising Ports/Buffers/etc. as a form of Reactor Casing
* Fusion Reactor generates and removes Fusion Plasma a little more intelligently
* Fusion Plasma will now cause explosions intead of corrosion
* Made Fusion Plasma less laggy in general
* Fixed Fusion Core dropping unwanted dummy blocks
* Fixed (hopefully) Collectors crashing if multiple variants of Helium/Nitrogen exist
* Fixed some blocks breaking instantly
* Fixed Reactor Door not dropping after being broken
* Spruced up GUIs a little bit more
* Fixed bug where game sometimes crashed when attempting to open GUIs
+ Added more config options for ores
* Fixed vanilla ores still dropping NC resources when broken with Silk Touch
* CraftTweaker now works again [thanks to TheGuyRunningSouth!]
* Removed active machines and other junk from JEI
* Added and tweaked a few recipes
* Machines can no longer be rotated (temporary fix for machines losing contents when rotated)
* Processors can now be set to use no power in the config - this is done for the Ingot Former by default
* Fixed some mods' cables/conduits disconnecting from machines (temporary fix - machine textures won't update)
* Fixed IC2 Energy Net console spam [thanks to fscan!]
* Fixed getCapability returning null
* Updated Forge and APIs
* Possible other things that I have forgotten
- Removed Paulobrine and Herobrian
NuclearCraft 2.7 has been released - this will probably be the final major update for MC 1.10.2 and 1.11.2, so that I can focus on 1.12.2 and get stuff done a lot faster with the version that nowadays is proving to be the most popular by far. Changelog below:
* Properly fixed all cable/pipe/conduit disconnection bugs [thanks to Thutmose for all of the help!]
* Fixed CraftTweaker strangely deleting recipes
* Slightly nerfed Decay Generator
* Fixed Cobblestone Generator not working
* Added and tweaked a few recipes
Version 2.8 of NuclearCraft has been released! Quite a lot of new stuff in this one - 'quality of life' additions in particular
Hope you all had a great Chrimbo, and here's to a great new year!
Changelog:
+ Added five more passive Fission Reactor Coolers
+ Added more depleted isotope blocks [thanks to xenon54xenon54!]
* Fixed incorrect Fusion Reactor cooling rates
* Fusion Core GUI now shows the rate of change of heat and active cooling rate
* The Fusion Reactor is now gated behind Boron Nitride production
+ Added compact and dense forms of collector machines
* Electromagnets, Active Coolers and other passive machines will distribute their stored fluid and energy to adjacent machines of the same type - DISABLED by default
* Fixed slightly incorrect RF to EU conversion ratio
+ Added Brazilian Portuguese language file [thanks to InterPlay02!]
* Made language files much easier to customise
+ Tooltip info width is now set automatically - no more manual line spacing!
* Made lots of internal changes and cleaned up code
* Some recipe tweaks and fixes
Ah yes, I've read about that before... pretty cool. There are, of course, many examples of natural fusion reactors, but natural fission reactors are quite amazing.
On a side note though TLJGames I'll be taking another look at Nuclearcraft as I'm in the process of making a modpack for some friends.
Awesome - perhaps hold your horses for version 2.9 if you can. There's a bit of new content in general, but also a new optional set of fission reactor mechanics if you want them
Version 2.9 of NuclearCraft has been released! I will make a video on the new mechanics as soon as I can - it's not too different, but mainly deals with some exploits and adds a bit more flexibility to placing cells and graphite! Changelog below:
+ Added new OPTIONAL (disabled in config by default) fission reactor mechanics
+ This includes new power/heat calculations and more interesting placement rules
+ Added more heat info to the Fission Controller GUI
+ Added all molten fission fluids and some recipes involving them
* Increased default electromagnet power requirement
* Decay Generator will now cause all depleted blocks to decay down as far as Thorium-230
* Added more integration recipes
* Tweaked some Ore Dict entry names
* Fixed an error where the Melter was registering faulty recipes
* Tweaked some block and fluid textures
* Updated Forge
* Updated IC2 and JEI APIs
* Possible other things that I have forgotten
- Removed Paulobrine and Herobrian
The Meaning of Life, the Universe, and Everything.
Join Date:
8/8/2011
Posts:
51
Member Details
Having trouble with Voltaic Piles. They accept RF, but don't seem to output no matter what I do. Right clicking on them just tells me how much power they contain. You had a video where you clicked on them to change the various sides to input/output/disabled. That doesn't seem to occur, and using a wrench from other mods doesn't seem to improve the situation. Are these totally broken now?
I've built my reactor coolers (the inside of the reactor) first and then keep trying surrounding it with the reactor casings in different shapes, but nothing seems to work. Can you please help me figure out how to get this reactor up and running?
I've built my reactor coolers (the inside of the reactor) first and then keep trying surrounding it with the reactor casings in different shapes, but nothing seems to work. Can you please help me figure out how to get this reactor up and running?
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Having trouble with Voltaic Piles. They accept RF, but don't seem to output no matter what I do. Right clicking on them just tells me how much power they contain. You had a video where you clicked on them to change the various sides to input/output/disabled. That doesn't seem to occur, and using a wrench from other mods doesn't seem to improve the situation. Are these totally broken now?
Having the same problem, while playing Project Ozone 3...
* Fixed fission ports not recognising transparent casing
* Made fusion plasma a little less laggy
* Fixed some machines' breaking speeds
* Fixed some localisation issues
Click here for the YouTube channel for help and info!
Version 2.5 has been released! Changelog below. This will probably be the final major release for a little bit, as adding the molten salt reactor will take some time - I need to add ~150 new fluids and all of the functionality discussed above, but I'm sure it will be worth it
* Made machine GUIs a little fancier
* Added Fusion Reactor GUI option to force inputs to differ
+ Added Dissolver
+ Added Univeral Bin to dump excess resources
* Made Active Fluid Coolers use much less coolant
+ Added Reactor Door and Trapdoor
+ Added Sulfur - drops from Coal Ore
+ Added Fluorite - drops from Lapis Ore
+ Added a bunch of other new materials
* Fixed CraftTweaker fission recipe support
* Fixed potential crashes with fluid transfer
* Minor recipe tweaks
Click here for the YouTube channel for help and info!
Callling it a beta for now while testing continues, but so far it appears to be pretty stable
Click here for the YouTube channel for help and info!
Into my multi-block tech/pokemob modpack it goes I shall let you know if I find any issues
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Changelog:
+ Added early-game Decay Generator
* Fission Controller's energy and heat buffer now scales with reactor size
* Fixed certain Fuel Rods having the wrong stats [thanks to 28Smiles!]
* Fixed crash on Fission Reactor overheating [thanks to dizzyd!]
* Fixed Coolers not recognising Ports/Buffers/etc. as a form of Reactor Casing
* Fusion Reactor generates and removes Fusion Plasma a little more intelligently
* Fusion Plasma will now cause explosions intead of corrosion
* Made Fusion Plasma less laggy in general
* Fixed Fusion Core dropping unwanted dummy blocks
* Fixed (hopefully) Collectors crashing if multiple variants of Helium/Nitrogen exist
* Fixed some blocks breaking instantly
* Fixed Reactor Door not dropping after being broken
* Spruced up GUIs a little bit more
* Fixed bug where game sometimes crashed when attempting to open GUIs
+ Added more config options for ores
* Fixed vanilla ores still dropping NC resources when broken with Silk Touch
* CraftTweaker now works again [thanks to TheGuyRunningSouth!]
* Removed active machines and other junk from JEI
* Added and tweaked a few recipes
* Machines can no longer be rotated (temporary fix for machines losing contents when rotated)
* Processors can now be set to use no power in the config - this is done for the Ingot Former by default
* Fixed some mods' cables/conduits disconnecting from machines (temporary fix - machine textures won't update)
* Fixed IC2 Energy Net console spam [thanks to fscan!]
* Fixed getCapability returning null
* Updated Forge and APIs
* Possible other things that I have forgotten
- Removed Paulobrine and Herobrian
Click here for the YouTube channel for help and info!
NuclearCraft 2.7 has been released - this will probably be the final major update for MC 1.10.2 and 1.11.2, so that I can focus on 1.12.2 and get stuff done a lot faster with the version that nowadays is proving to be the most popular by far. Changelog below:
* Properly fixed all cable/pipe/conduit disconnection bugs [thanks to Thutmose for all of the help!]
* Fixed CraftTweaker strangely deleting recipes
* Slightly nerfed Decay Generator
* Fixed Cobblestone Generator not working
* Added and tweaked a few recipes
Click here for the YouTube channel for help and info!
Version 2.8 of NuclearCraft has been released! Quite a lot of new stuff in this one - 'quality of life' additions in particular
Hope you all had a great Chrimbo, and here's to a great new year!
Changelog:
+ Added five more passive Fission Reactor Coolers
+ Added more depleted isotope blocks [thanks to xenon54xenon54!]
* Fixed incorrect Fusion Reactor cooling rates
* Fusion Core GUI now shows the rate of change of heat and active cooling rate
* The Fusion Reactor is now gated behind Boron Nitride production
+ Added compact and dense forms of collector machines
* Electromagnets, Active Coolers and other passive machines will distribute their stored fluid and energy to adjacent machines of the same type - DISABLED by default
* Fixed slightly incorrect RF to EU conversion ratio
+ Added Brazilian Portuguese language file [thanks to InterPlay02!]
* Made language files much easier to customise
+ Tooltip info width is now set automatically - no more manual line spacing!
* Made lots of internal changes and cleaned up code
* Some recipe tweaks and fixes
Click here for the YouTube channel for help and info!
I've been a bit out of touch of late but I'm back (shock horror :P)
Not exactly mod related wise but something I came across that would surprise many others https://www.scientificamerican.com/article/ancient-nuclear-reactor/
On a side note though TLJGames I'll be taking another look at Nuclearcraft as I'm in the process of making a modpack for some friends.
Ah yes, I've read about that before... pretty cool. There are, of course, many examples of natural fusion reactors, but natural fission reactors are quite amazing.
Awesome - perhaps hold your horses for version 2.9 if you can. There's a bit of new content in general, but also a new optional set of fission reactor mechanics if you want them
Click here for the YouTube channel for help and info!
Version 2.9 of NuclearCraft has been released! I will make a video on the new mechanics as soon as I can - it's not too different, but mainly deals with some exploits and adds a bit more flexibility to placing cells and graphite! Changelog below:
+ Added new OPTIONAL (disabled in config by default) fission reactor mechanics
+ This includes new power/heat calculations and more interesting placement rules
+ Added more heat info to the Fission Controller GUI
+ Added all molten fission fluids and some recipes involving them
* Increased default electromagnet power requirement
* Decay Generator will now cause all depleted blocks to decay down as far as Thorium-230
* Added more integration recipes
* Tweaked some Ore Dict entry names
* Fixed an error where the Melter was registering faulty recipes
* Tweaked some block and fluid textures
* Updated Forge
* Updated IC2 and JEI APIs
* Possible other things that I have forgotten
- Removed Paulobrine and Herobrian
Click here for the YouTube channel for help and info!
Finally, we have a Discord Server!
Click here for the YouTube channel for help and info!
Having trouble with Voltaic Piles. They accept RF, but don't seem to output no matter what I do. Right clicking on them just tells me how much power they contain. You had a video where you clicked on them to change the various sides to input/output/disabled. That doesn't seem to occur, and using a wrench from other mods doesn't seem to improve the situation. Are these totally broken now?
I've built my reactor coolers (the inside of the reactor) first and then keep trying surrounding it with the reactor casings in different shapes, but nothing seems to work. Can you please help me figure out how to get this reactor up and running?
If I were you, I would try the Discord.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Having the same problem, while playing Project Ozone 3...