False, you can reduce that: there's 2 setBlock methods, one with 2 additional integers, first is meta and second is flag. By default flag is 3, but by changing this flag value, you can get it to not update lighting.
Also another thing that takes long, is that flag 3 synchronizes each block update with client. Changing that to 2, makes it that it does not synchronizes each block. Now in the end of explosion, all you have to do is to sync modified chunks.
A bit more information on flags, and especially lighting flags, here: http://www.minecraftforge.net/forum/index.php?topic=29506.20#msg152781
Also, cool mod... Following it from when you posted it... We finally have good replacement for ICBM...
Forget what I said about it not being an ICBM replacement, missiles now work correctly!!
I got 2 questions,Why the mushroom cloud doesn't appear after triggering a bomb? and How to make a Nuclear Power Plant?
The mushroom cloud is currently disabled because it crashes the server, it will be replaced with an even better looking cloud in the next update.
A nuclear reactor only requires one block, simply called Nuclear Reactor. It needs water and coolant to generate electricity safely, and it can hold up to nine fissile fuel rods. You can drain it's energy either with a cable block or an empty battery item.
Hey, I didn't understand your last tweet about power armor and blocks. ?
Probably because of twitter's chartacter limit. Back then, every cube (6 polygons) of a tcn converted java model was it's own modelrenderer with it's own roation and rotation point. To make them render together, i had to choose a main box and attach all other coresponding modelrenderers with addChild(). This worked incredible well at the time, yet it was flawed: the model will greatly reduce the fps counts, going close up to the model with the camera will freeze the game. Now I have to make one modelrenderer per rotation and using addCube() for every box i want to add. Because a modelrenderer can only have one rotation and one rotation point, it is overly complicated and dulling to fix.
It's a probelm I'm constantly facing, I have to do some boring stuff while I get many great ideas, which I do instead so I get at least something done, but it also delays planned release dates.
For god's sake, I was so incredible bored while looking at the old model and not fixing it (because I just don't feel like doing it) I just planned and textured a multi block three tiered factory system which makes processing ores even easier. I just really feel like making a complicated factory system instead of fixing broken stuff, or even bothering to update to 1.8.
If the mod is 1.7.10, why not use obj models? (when porting to 1.8 you'll run into more problems than the rendering side of things anyway (You can't even use ints to store block locations, you need to use BlockPos... (Btw parens nesting ftw))) You can create a obj model that represents a shape much more accurately than a series of boxes and rotations/translations do. Its also faster b/c its less geometry and less code. Just a call to Advanced Model Loader or something like that (I forget).
Also, when you port your mod to 1.8, can you port Rival Rebels 400+ java files while your at it?