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.
Finally back modding after an unexpected hard-drive failure halted progress for a while - objectives are still the same as they were a month ago! Thanks for your patience
I believe we're all waiting (quasi-patiently) for TLJGames to release a new version that provides better JEI support. I think At which point all will become clear with respect to fuels.
I believe we're all waiting (quasi-patiently) for TLJGames to release a new version that provides better JEI support. I think At which point all will become clear with respect to fuels.
Nearly there now - just a bit of JEI-related stuff and we should be good to go
+ Added Ingot Former
+ Added Pressurizer
+ Added Chemical Reactor
+ Added Salt Mixer
+ Added Crystallizer
+ Added Beryllium - drops from Coal Ore
+ Added Zirconium - drops from Quartz Ore
+ Added a bunch of new items and fluids
+ Added new tools and armor
+ Added Glowing Mushrooms to the Nether
* Fixed crash related to machines trying to push null fluids
* Fixed issues with the Fission Reactor search algorithm
* Fixed crash when mining Redstone Ore
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
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 abandon us TLJ; I still check here for updates almost every day
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
Click here for the YouTube channel for help and info!
Awesome, thanks, phew
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
Click here for the YouTube channel for help and info!
Just a quick question - does it look like people are moving to 1.12 yet, or should I hold off for a little bit?
Click here for the YouTube channel for help and info!
I'm still stuck in 1.10.2, but honestly if NC ditched 1.10.2, I would probably find a way to do the same.
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.
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
Transparent casing/electromagnets, active fission/fusion cooling and redstone comparator control among the additions to come in version 2.3
Click here for the YouTube channel for help and info!
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.
Click here for the YouTube channel for help and info!
Version 2.3 being uploaded!
Changelog:
+ 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.
Click here for the YouTube channel for help and info!
You sure? How many blocks of it have you mined? Keep in mind that it is quite rare.
Click here for the YouTube channel for help and info!
Finally back modding after an unexpected hard-drive failure halted progress for a while - objectives are still the same as they were a month ago! Thanks for your patience
Click here for the YouTube channel for help and info!
I believe we're all waiting (quasi-patiently) for TLJGames to release a new version that provides better JEI support. I think At which point all will become clear with respect to fuels.
Nearly there now - just a bit of JEI-related stuff and we should be good to go
Click here for the YouTube channel for help and info!
No problem - thanks for your patience, too!
Click here for the YouTube channel for help and info!
Changelog:
+ Added JEI support
+ Added CraftTweaker support
+ Added Ingot Former
+ Added Pressurizer
+ Added Chemical Reactor
+ Added Salt Mixer
+ Added Crystallizer
+ Added Beryllium - drops from Coal Ore
+ Added Zirconium - drops from Quartz Ore
+ Added a bunch of new items and fluids
+ Added new tools and armor
+ Added Glowing Mushrooms to the Nether
* Fixed crash related to machines trying to push null fluids
* Fixed issues with the Fission Reactor search algorithm
* Fixed crash when mining Redstone Ore
+ Additional configs
* Recipe tweaks and additions
* Removed lingering invalid/impossible recipes
* Updated Forge
* Updated IC2 and JEI APIs
Enjoy!
Click here for the YouTube channel for help and info!
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
Click here for the YouTube channel for help and info!
Version 2.4a of NC now out - just some small changes and additions but changes and additions nonetheless. Will get a video out shortly
Changelog:
* Fission Controller will try to show details of structure issue
* Fixed Fission and Fusion GUIs not updating correctly
* Fusion Plasma will leak from unpowered Electromagnets
+ Added extra ore configs
* Minor recipe fixes and tweaks
Click here for the YouTube channel for help and info!