The game don't give me a message, sometimes I cant even turn on the reactor manually. I also removed NuclearCraft and tried it, same result. It must be another mod messing with extreme reactors. I put ExtremeReactors and the ConnectedTexturesMod in a clean Minecraft installation alone, just them two, it works great. If I take every mod from my modpack (along with extremereactors&ctm) and put it into a clean Minecraft with forge&liteloader I can build one just fine, but when I load up technic launcher and play my modpack from the launcher, it don't work right. And I used the exact same forge download to install forge to both the modpack and Minecraft.
I can try removing mods then trying it, like you said that might take awhile. Its only happening on the Technic Launcher. If I use my modified Minecraft, works good. I will try this though and see what I can find out.
I'm putting ZeroCore and Extreme Reactors in my private server pack, due to overwhelming demand. I'm trying to do the legal stuff right so I have the option to publish at some point in the future, so here's your heads up as requested in the license on CurseForge
As per your request: I plan on using these mods in a mod pack as well! It is my first pack, and I wanted to include some of my favorite mods. Thank you!
Rollback Post to RevisionRollBack
I'm a cat, you are not my master... I am YOUR master.
Just thought I'd drop a note here to say I'm going to be using ZeroCore and Extreme Reactors in my Builders Paradise Pack which I sometimes stream to my Twitch channel. You wanted to know this, so this is my official post letting you know about this.
Feel free to send me a PM if you have any questions or comments.
Thanks for such a great mod!
Rollback Post to RevisionRollBack
I fold for team 233711. Do you run Folding at Home on your computers?
Building a city in modded Minecraft 1.12.2 using my own custom modpack!
I won't be publishing the mod pack. I do hope to show off some screenshots of the city I'm building on my blog. I will be streaming my building process though.
Rollback Post to RevisionRollBack
I fold for team 233711. Do you run Folding at Home on your computers?
Building a city in modded Minecraft 1.12.2 using my own custom modpack!
I'am about to post an alpha release of Extreme Reactors on CurseForge that would become the bridge between the 1.12.2 version of the mod and the upcoming 1.13.x one.
Basically, blocks (and/or items) that were rappresented by a single block type (eg: the wool block) but have multiple subtypes (white wool, red wool, etc) have been split into different blocks (and items). So instead of a single wool block, in 1.13.x you have the white_wool block, the red_wool block and so on. The same is true for items.
A bunch of blocks from Extreme Reactors are similar to our wool block: there is a single block for yellorite, anglesite and benitoite, one for all the metal blocks (yellorium, graphite, luducrite, etc), an ingot item for all the ingots, one for all the dusts and one for the minerals
With this alpha release, I'm flattening all my blocks and items.
Minecraft provide a build in system to "fix" blocks and items (and other things) that changed from version to version (they use it to "convert" old worlds to the new version, for example remapping changed blocks and items that were flattened during the conversion from 1.12.x to 1.13.x. More info here: https://www.reddit.com/r/feedthebeast/comments/7fbqfw/psa_modders_are_you_calling_datafixers_on_your/).
I have code in place to take advantage of this and convert my blocks and items from the old pre-flattening version to the new post-flattening ones. So, if no big surprise came out by the end of the port to 1.13.x, you should be able to convert your world without loosing things (as far as ER is concerned anyway).
There is a catch though. If you have some of my items in, say, a chest or a machine from another mods, my items will be converted only if that mod play nice and support the Minecraft fix system. If not, that item stack will be hidden from the system and I will not able to convert it. And I don't know how many mods actually do this...
I'm posting this here because I need your help to check how bad the situation really is. I've already checked AE2, Refided Storage, Iron Chests, RFTools and they do not support MC fix system. What a great start!
So, if you are willing, please download the alpha (of both ER and ZeroCore) and test it in your (test) world AFTER YOU MADE A BACKUP ! (You do backup your worlds regularly right?) and share here what you found, what work and what stopped working, what it still there and what vanished
This is the full changelog of this version so you know what's changed:
- This is an ALPHA release. Backup your worlds and be safe!
- Items and block flattening to prepare for the jump to 1.13.x:
the 3 ore blocks and their items (yellorite ore, benitoite ore, anglesite ore)
the metal blocks and their items (Yellorium, Cyanite, Graphite, Blutonium, Ludicrite, Steel)
- DataFixer are in place so you should not loose any in-world blocks or items placed in inventories (if fellow mods play nice)
- Fixed TileEntities registration to use the, now correct, ResourceLocation form. Converters are in place so you should not loose any state or configuration of the Reactor/Turbine blocks
- Moved ALL shaped/shapeless recipes to JSON files so pack makers could change my recipes more easily
- Tweaked some recipes a bit. When applicable, I replaced items with their Ore Dictionary form
- Tweaked the models for the Reactor/Turbine casing cores and the Turbine shaft and blades. Now the are 3.141592% more cool
I'm posting the files on CurseForge right now, I'll edit this when they are approved (Edit: they are up)
Just wondering if there is an easy way to se what Blocks, Coolant etc that can go into an reactor in a big pack with hundreds of diffrent metals, and fluids. Like a list with x give z multiplier?
The idea is that you test the blocks/fluid you think will work best in the Reactor (or Turbine). Start from a small Reactor and test away. If you think about it you could probably guess how a block or liquid would work inside the Reactor.
Z
PS: to give you a hint, usually something more complicated to make will work better than something simpler
@ZeroNoRyouki: I'm currently putting a modpack together (still hidden on Technic Launcher, working title: Cayandria's Realm), using ZeroCore and Extreme Reactors. It's intended for .
The game don't give me a message, sometimes I cant even turn on the reactor manually. I also removed NuclearCraft and tried it, same result. It must be another mod messing with extreme reactors. I put ExtremeReactors and the ConnectedTexturesMod in a clean Minecraft installation alone, just them two, it works great. If I take every mod from my modpack (along with extremereactors&ctm) and put it into a clean Minecraft with forge&liteloader I can build one just fine, but when I load up technic launcher and play my modpack from the launcher, it don't work right. And I used the exact same forge download to install forge to both the modpack and Minecraft.
Have you tried to add the other mods one by one and see when the problem start?
I can try removing mods then trying it, like you said that might take awhile. Its only happening on the Technic Launcher. If I use my modified Minecraft, works good. I will try this though and see what I can find out.
Thanks for writing this awesome stuff!
@Yaractys: Thank you! You guys have fun with the mod
As per your request: I plan on using these mods in a mod pack as well! It is my first pack, and I wanted to include some of my favorite mods. Thank you!
I'm a cat, you are not my master... I am YOUR master.
@SuperCatGaming: I hope you have fun with my mods!
Hey guys,
Just thought I'd drop a note here to say I'm going to be using ZeroCore and Extreme Reactors in my Builders Paradise Pack which I sometimes stream to my Twitch channel. You wanted to know this, so this is my official post letting you know about this.
Feel free to send me a PM if you have any questions or comments.
Thanks for such a great mod!
I fold for team 233711. Do you run Folding at Home on your computers?
Building a city in modded Minecraft 1.12.2 using my own custom modpack!
@xzillen86 did you resolve your problem?
@swagnillaice: thank you! I hope you and your followers have fun with the mod!
I won't be publishing the mod pack. I do hope to show off some screenshots of the city I'm building on my blog. I will be streaming my building process though.
I fold for team 233711. Do you run Folding at Home on your computers?
Building a city in modded Minecraft 1.12.2 using my own custom modpack!
Hosting this mod on a custom modpack: https://minecraft.curseforge.com/projects/aum-actually-updated-modpack
Just so you know!
Hi guys and gals,
I'am about to post an alpha release of Extreme Reactors on CurseForge that would become the bridge between the 1.12.2 version of the mod and the upcoming 1.13.x one.
One of the major changes of 1.13.x, content wise, is the flattening of blocks and items Ids (see https://minecraft.gamepedia.com/1.13/Flattening).
Basically, blocks (and/or items) that were rappresented by a single block type (eg: the wool block) but have multiple subtypes (white wool, red wool, etc) have been split into different blocks (and items). So instead of a single wool block, in 1.13.x you have the white_wool block, the red_wool block and so on. The same is true for items.
A bunch of blocks from Extreme Reactors are similar to our wool block: there is a single block for yellorite, anglesite and benitoite, one for all the metal blocks (yellorium, graphite, luducrite, etc), an ingot item for all the ingots, one for all the dusts and one for the minerals
With this alpha release, I'm flattening all my blocks and items.
Minecraft provide a build in system to "fix" blocks and items (and other things) that changed from version to version (they use it to "convert" old worlds to the new version, for example remapping changed blocks and items that were flattened during the conversion from 1.12.x to 1.13.x. More info here: https://www.reddit.com/r/feedthebeast/comments/7fbqfw/psa_modders_are_you_calling_datafixers_on_your/).
I have code in place to take advantage of this and convert my blocks and items from the old pre-flattening version to the new post-flattening ones. So, if no big surprise came out by the end of the port to 1.13.x, you should be able to convert your world without loosing things (as far as ER is concerned anyway).
There is a catch though. If you have some of my items in, say, a chest or a machine from another mods, my items will be converted only if that mod play nice and support the Minecraft fix system. If not, that item stack will be hidden from the system and I will not able to convert it. And I don't know how many mods actually do this...
I'm posting this here because I need your help to check how bad the situation really is. I've already checked AE2, Refided Storage, Iron Chests, RFTools and they do not support MC fix system. What a great start!
So, if you are willing, please download the alpha (of both ER and ZeroCore) and test it in your (test) world AFTER YOU MADE A BACKUP ! (You do backup your worlds regularly right?) and share here what you found, what work and what stopped working, what it still there and what vanished
This is the full changelog of this version so you know what's changed:
- This is an ALPHA release. Backup your worlds and be safe!
- Items and block flattening to prepare for the jump to 1.13.x:
- DataFixer are in place so you should not loose any in-world blocks or items placed in inventories (if fellow mods play nice)
- Fixed TileEntities registration to use the, now correct, ResourceLocation form. Converters are in place so you should not loose any state or configuration of the Reactor/Turbine blocks
- Moved ALL shaped/shapeless recipes to JSON files so pack makers could change my recipes more easily
- Tweaked some recipes a bit. When applicable, I replaced items with their Ore Dictionary form
- Tweaked the models for the Reactor/Turbine casing cores and the Turbine shaft and blades. Now the are 3.141592% more cool
I'm posting the files on CurseForge right now, I'll edit this when they are approved (Edit: they are up)
Thank you all for your help!
Z
Hi,
Just wondering if there is an easy way to se what Blocks, Coolant etc that can go into an reactor in a big pack with hundreds of diffrent metals, and fluids. Like a list with x give z multiplier?
Thanks
Nop, by design
The idea is that you test the blocks/fluid you think will work best in the Reactor (or Turbine). Start from a small Reactor and test away. If you think about it you could probably guess how a block or liquid would work inside the Reactor.
Z
PS: to give you a hint, usually something more complicated to make will work better than something simpler
Hi, just following your rules on your mod "Extreme Reactors" and posting a note that I added it to my modpack on the technic launcher "Magi-Tech Runners" https://www.technicpack.net/modpack/magi-tech-runners.1406573
-- Xel'roX
@ZeroNoRyouki: I'm currently putting a modpack together (still hidden on Technic Launcher, working title: Cayandria's Realm), using ZeroCore and Extreme Reactors. It's intended for .
@imxelrox, @balderdhark have fun with the mod!
using in ShadowEmpire mod pack
Is there gonna be source code in Github for this new version?
Hey, I'm adding Extreme Reactor and ZeroCore to my modpack https://www.curseforge.com/minecraft/modpacks/esp-bending-and-dragons-lite