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
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'.
Real life work... such a pain isn't it? And yet what I'm doing IRL is exactly what is motivating me to do this mod, or at least get to the end-game stuff
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
* Totally overhauled the way reactors work, to make them much more interesting and useful
* Moved most items and blocks into groups, using metadata to conserve IDs
+ Added Plutonium Ore (found in the Nether)
+ Added Reactor Upgrade
+ Added config option to change the efficiency with the Reaction Generator
+ Added config option to diable Nuclear Monsters spawning
+ Added decorative tubing blocks (looks nice around edges of fission reactors)
* Bug fixes and recipe tweaks
* Cleaned up a lot of cumbersome code
- Removed currently unused sound files
I will add those hardcore features for v0.0.1.0, as well as the fission reactor efficiency which will need a bit of tweaking of the mathematics, but I'm sure it won't be too bad
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.
The crash:
---
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:84)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145841_b(TileEntityFissionReactorGraphite.java:577)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145844_m(TileEntityFissionReactorGraphite.java:614)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_151252_a(PlayerManager.java:705)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_73254_a(PlayerManager.java:648)
at net.minecraft.server.management.PlayerManager.func_72693_b(PlayerManager.java:101)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:185)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
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.
Haven't checked out the mod yet, and it's hard to find info about what the mod actually does/adds, but from what I've seen, I have some questions/suggestions.
I hope this will not be another BigReactors. Since it seems to base off of realistic technology, I suggest adding various dangers: radiation, poisonous fluids, overheating, meltdowns and, of course, explosions.
Dismantling a reactor while it's running? Make it dangerous to do that.
I suggest taking a look at AtomicScience and Reika's Reactorcraft, they're handling those things pretty good.
Where we're at it, add some need of maintenaince. Either having to control it, restocking coolants/fluids, exchanging fuel rods or machine parts, something like that.
Place-and-forget mods are pretty boring IMO. But make in configurable, in case someone actually wants that.
Speaking of configuration options, add them!
Energy output, fuel usage and the possibility to disable technologies and machines should be the minimum of options.
The more is configurable, the better.
Keep in mind, tho, don't overdo it. Config options should make sense, should always come with documentation and should be default set to good values, for those who don't want to deal with that.
I'll watch this place, cause' I'm looking for a nice nuclear science-themed mod for a while now ;D
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Click here for the YouTube channel for help and info!
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.
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.
Click here for the YouTube channel for help and info!
Click here for the YouTube channel for help and info!
Click here for the YouTube channel for help and info!
small Suggestions for the v0.0.1.0 or later (surely not needed now, but nice to have later):
1
configoptions for fuel-efficency for generator+reactor (for people who want it to be more/less difficult for example).
For example 100 would mean the normal/default total amount of RF per fuel, where 50 would only produce 50% of that for same amount of fuel.
Most mods have such settings for the "hardcore"-players (I admit : I also like it to be more difficult).
2
settings to configure the "rarity" of the generated ores (one for each ore would be optimal).
Many mods have such settings.
For the "hardcore"-players (again) that really want an ore to be hard to find
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'.
Click here for the YouTube channel for help and info!
I hope I will find the time to play "enough" with it - since that damn real-life-work started today...
Click here for the YouTube channel for help and info!
Is there ANY way to use an old version of the mod (which generates the ores) and continue playing later with the 0.0.9 after its release?
I think the namechange of the mod would also make the collected+generated ores "disappear" than or am I wrong?
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
Click here for the YouTube channel for help and info!
I probably need to get back to recording too - I haven't made an LP episode for about two weeks now
Click here for the YouTube channel for help and info!
0.0.0.9
* Totally overhauled the way reactors work, to make them much more interesting and useful
* Moved most items and blocks into groups, using metadata to conserve IDs
+ Added Plutonium Ore (found in the Nether)
+ Added Reactor Upgrade
+ Added config option to change the efficiency with the Reaction Generator
+ Added config option to diable Nuclear Monsters spawning
+ Added decorative tubing blocks (looks nice around edges of fission reactors)
* Bug fixes and recipe tweaks
* Cleaned up a lot of cumbersome code
- Removed currently unused sound files
I will add those hardcore features for v0.0.1.0, as well as the fission reactor efficiency which will need a bit of tweaking of the mathematics, but I'm sure it won't be too bad
Click here for the YouTube channel for help and info!
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.
The crash:
---
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:84)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145841_b(TileEntityFissionReactorGraphite.java:577)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145844_m(TileEntityFissionReactorGraphite.java:614)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_151252_a(PlayerManager.java:705)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_73254_a(PlayerManager.java:648)
at net.minecraft.server.management.PlayerManager.func_72693_b(PlayerManager.java:101)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:185)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
---
I'll just see if this is the problem - if it is, I already have the fix.
Click here for the YouTube channel for help and info!
Some more "minor" things/issues I noticed:
1. Breaking plutonium-ore with a pickaxe (no enchant) drops copper ingots (?)
2. Killing the "radioactive monster" also drops copper ingots (not sure if thats intended)
3. The NEI-PlugIn shows the old name of the mod (Nuclear Relativistics) as title for the Reactor-"Recipes"
4. Wish: The NEI-PlugIn should also show the total amount of RF produced per fuel (just to have all info in one screen)
5. Wish: NEI-PlugIn should also tell the user for what reactorsize those values are (I assume the values are for a 5*5 without graphiteblocks)
I hope this will not be another BigReactors. Since it seems to base off of realistic technology, I suggest adding various dangers: radiation, poisonous fluids, overheating, meltdowns and, of course, explosions.
Dismantling a reactor while it's running? Make it dangerous to do that.
I suggest taking a look at AtomicScience and Reika's Reactorcraft, they're handling those things pretty good.
Where we're at it, add some need of maintenaince. Either having to control it, restocking coolants/fluids, exchanging fuel rods or machine parts, something like that.
Place-and-forget mods are pretty boring IMO. But make in configurable, in case someone actually wants that.
Speaking of configuration options, add them!
Energy output, fuel usage and the possibility to disable technologies and machines should be the minimum of options.
The more is configurable, the better.
Keep in mind, tho, don't overdo it. Config options should make sense, should always come with documentation and should be default set to good values, for those who don't want to deal with that.
I'll watch this place, cause' I'm looking for a nice nuclear science-themed mod for a while now ;D
The only true way to play Minecraft is multiplayer!
