Hi, could you please put power cables and storage batteries in the mod? I
can be talking bullsh1t but from what I noticed this mod uses Ender IO
cables, and since Ender IO / Mekanism and etc did not upgrade to 1.11.2
it is complicated to do such a thing, and a mod depend on parts of
another that does not follow / Delay the update of the game gets complicated!
ty for nice mod!
RFTools has powercells that you can place anywhere and if they're all connected to the same channel, it's like one huge battery. Actually additions has laser relays that wirelessly transmit energy. Extra utilities 2 has wireless battery that will power all machines within about 4 blocks. All of these mods are for 1.11.2.
Galacticraft 4 wires and batteries also work with this mod.
I enjoy the changes to you have made to graphite blocks recently. It has increased the efficiency of the biggest reactors; however, it has become increasingly difficult to cool said reactors. I made the same design I had last time for high efficiency: I created a 3x3x3 cube of cells, extended by 1 layer of each face, creating a 3D plus shape. I then coated every cell in 1-layer thick graphite so no cells were visible. This yields a reactor with 1669% efficiency, which was only 1440% in 1.7.10. Some sort of non-prerequisite cooler is necessary, though; it is actually impossible to cool the > 1MK generated by this reactor. Perhaps the planned active coolers pumping in ludicrous amounts of cryrotheum could achieve this? Or maybe you could add some way to pump the heat out of a reactor and into a giant cooling tower. . .
Don't worry - I have not abandoned this project! I've just had exams over the last few weeks, and so stayed away from NC for a bit - will make a video explaining my absence in the next couple of days. Let's get this mod going again
Ok... finally ready to get modding again - ran into some things that I didn't expect over the last fortnight! First thing to do will be to go through GitHub and fix all of the bugs people are having - I think almost all of them are related to NC having very old versions of certain APIs, so I'll defo update them. Once that's done, I will get back into the swing of things - first, I want to add the extra fission mechanics I discussed a couple of months ago, and then it will be time to move towards steam fission reactors, steam turbines and inertial confinement steam fusion reactors. There have also been calls for integration with GregTech, so that is also something to look into
There's also the ever-looming task of adding JEI integration. It appears that, in order for this to happen, the entire recipe system will have to be overhauled, which could take some time. One good thing about doing this other than so that JEI integration becomes possible is that some of the current issues with sets of recipes that involve very similar ingredients should go away.
Anyways, hopefully I can FINALLY get a vid out, and actually get some stuff done - thanks for your patience
Just a quick question - does it look like people are moving to 1.12 yet, or should I hold off for a little bit?
1.12 has been fairly stable for a week or two now, I moved over to it when it first came out, and after the first week or so it became about as stable as 1.11.2, at least for any of the not-new features in it.
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
To those who may have been looking forward to Mekanism gas support...
Unfortunately, things don't look great - the API is in quite a state - some parts of the API even try to reference classes that aren't even present in the API itself. And even though this is fixed in the 1.11.2 API, the gas system in the API does not appear to be working. This is a shame, especially since the 1.7.10 version worked flawlessly.
I'll keep you updated, but for now, it's not worth my time trying to get this to work.
+ Added active cooling for Fission and Fusion Reactors
+ Added comparator functionality for Fission and Fusion Reactors
+ Added transparent Reactor Casing and Electromagnets
* Fixed exploit that allowed coolers to be utilised in invalid positions to support other coolers
* Fixed bug where Fission Reactor Ports would not find the Controller
* Fixed bugs related to energy transfer
* Fixed bug where automating machines would disable them after one run
* Fixed bug where battery blocks did not update correctly
+ Additional configs
* Recipe tweaks and additions
* Updated Forge
* Updated CoFH API (1.10.2)
- Removed CoFH API (1.11.2)
* Updated IC2 API
EDIT: Just fixed the localisation issue with the 1.11.2 version.
Just a few questions regarding crafting recipes:
1. Do your machines (or the Heavy Duty Workbench) have CraftTweaker support yet?
2. If not, is there a config option to make all machines/any machine craftable with the Vanilla crafting table instead of on the Heavy Duty Workbench?
All of the machines should have CraftTweaker support now, yes, including the reactors. I say should have, because I only have a very limited understanding of how to actually write minetweaker scripts, and so although everything I've tried so far has worked, more complicated things may not. I guess we'll just see how long it takes for someone to break it
Luckily there is no heavy-duty workbench anymore - the only crafting recipes are the standard 3x3 ones