Those are good ideas I hadn't considered - I'll get on it The ore gen is fixed too, and there's a new nether ore (Plutonium) to find. The fission reactors are now cubes (and only cubes at the moment), and can be different sizes depending on the number of upgrades in them. The effects of blocks inside the reactor, such as the heating and energy production effects of graphite or coolers, now change based on the size of the reactor. Therefore, the interior space of the reactors can now be anywhere between 1 block and 17^3 blocks
Once v0.0.0.9 is released, I will make final tweaks and adjustments for the first 'semi' major release, such as making graphite blocks' effects in the reactor depend on adjacent graphite blocks, and other little things. But before 0.0.1.0 is released, the documentation REALLY needs to be done, so I'll be mainly working on that after v0.0.0.9.
All I am doing currently is more efficiently registering the load of different fuel cells and items in the game by using metadata, instead of using up a whole item per cell/ingot etc., then I'll add those configs, then I'll work on final tweaks and the 'wiki'.
That is true - the ores will be gone, but if you have a world being played you could A) Remember how many ores you had and give the new ones to yourself though creative, then go to new chunks to mine, use WorldEdit to delete the underground regions of your world so that they regenerate, or C) Restart, if you haven't done that much.
v0.0.0.9 is very nearly done, and after that I plan to not change the way the ores are registered, and the mod should be much more stable. I would say another day until the next version, so it's very close
Playing around in creative I wanted to do a quick test of the new "cube-shaped-reactors".
Placing the controller into a 3*3 cube (center-bottom block only it seems?) got minecraft to crash.
The second time it worked (no crash).
But activating the reactor with a lever produced a crash again (which seems to be the same bugreport with the same lines and all).
Once the reactor is formed, has fuel and was running once, the crash/problem seems to be gone and I can flip the lever how often I want.
java.lang.IllegalArgumentException: Empty string not allowed
Ah, I see where this problem is coming from, I think - I have a string which shows what's missing from the reactor when it's incomplete, but if the reactor is placed down with the structure already built, the string isn't made as there is no problem, so when the Tile Entity is saved, there's no string to save, thus the "Empty string not allowed" error - just fixed it - for now, see if placing the reactor first, then completing the structure, works. Thanks for spotting this one - you're certainly helping a bunch
I'll just see if this is the problem - if it is, I already have the fix.
Oh, don't worry, this will certainly not be like big reactors - I plan for the fission reactors to eventually be a minor part of the mod. Although it will take a long time, I plan nuclear fusion as a power source and source of rare materials, and finally the sub-atomic stage which is where I have the most plans and I will have the most fun, but probably best to leave the many paragraphs of said plans until we get to that stage
Things like radiation I didn't plan, but that is definitely a good idea Meltdowns are sort of implemented - right now it's just an explosion, but hopefully it will be a little more radioactive.
I'll add more configs too, since that seems to be what people are asking for
Progress up to this point has been reasonably quick (at least in this last month or so), but it will probably slow down a little, because of A-Levels and related projects and ambitions. But hopefully it doesn't mean progress will slow to nothing, because I desperately want to get all the stuff I have planned done.
Edit: Known bug with latest version: Nuclear Monster and Plutonium Ore are dropping copper ingots...
Oh yes, there are a lot of awesome high-power machines I have planned - don't worry The Fission Age is nearly done to a standard which I am happy with, and next it's time to work on the Fusion and Sub-Atomic Ages, in which large amounts of power will be created and used. That is when I will be having a huge amount of fun with the mod, considering I am hugely interested in the physics behind it. Hopefully, some nice game-play features concerning quantum mechanics and special relativity will take shape
span>Placing down an "Electric Crusher" (not even powered and no work to do) = drop to 20 FPS all the time until the Crusher is removed.
A friend of mine recently reported this too - I do have a quick fix, which appears to work, but fixing the issue properly may take a little longer - the quick fix's one problem is that the texture on the front stops changing, but I guess that's far better than having serious lag (caused by it looking to update every tick).