Oh in that regards I'm all on board. I was referring to if you needed any help with coding. As for what to add next I suggest going to the old mod's website and looking at the roadmap. It'll give you some ideas, most of which are honestly good ideas on their own.
Indeed it is. But one thing to note. I always wanted the idea of radiation for big reactors. But please, please, PLEASE don't follow the IC2 route. I love IC2 and all but the radiation is annoying. Perhaps make it an effect which has random outcomes and does damage over time and such but lasts much longer and can be treated. Food for thought, I suppose. Though I am somewhat experienced with Java so I would love to help out with this, as I've been wanting to do this for some time.
The Reactor now support both Redstone Flux and Tesla power systems!
You could either build a RF or a Tesla reactor, depending on the power taps you use. Tesla power taps are going to be a bit more expensive to craft but a Testa reactor come with twice the energy capacity of the RF one
Both types of power taps work correctly now and connect to cables and compatible devices
We also have new textures for the power bars in the reactor status GUI curtesy of @ProfProspector from Twitter. New texture for the other blocks are also being worked on by ABookFreak
I had an idea that could make reactors a bit more interesting.
Currently, with reactors there isn't much variation on how people make them. Not talking about the reactor itself, oviously; there are tons of ways to make them. But outside the reactor, you have an ore processing setup plus a quarry, or you go the reprocessing route and use a reprocessor. I had an interesting idea on how to improve that. Rather than making the fuel different, you should make every reactor actively cooled, but with the number of coolants in the reactors currently.
Let me elaborate. The coolants would not turn into steam. You'd need a separate port to input water for that. But the coolants inside the reactor would be replaced with "Cooling Mechanisms" and then you input coolant in the reactor like you would water for the mechanisms to run on. when input, would be divided into the different coolant mechanisms which burn through the coolant like fuel while cooling the rods around it like the old coolants used to do. This would make people mass-produce different coolants instead of just enough to fill the reactor. Coolants could still have stats, and the coolant mechanisms would imitate those stats, along with a new stat determining how long it lasts. Also, since Thermal Expansion is taking a while to update, here are a few ideas for coolants in addition to water:
Maybe a slurry added to your mod to replace the metal based coolants? For example, Iron Slurry would be made with Iron and Water in a machine. Gold and Cyanite slurries would also work.
EnderIO Nutrient Distillation
Forestry Crushed Ice, Liquid Honey and Fruit Juice
Any liquid version of a gas from Mekanism (yet to be released, but close)
@Fortanono: a lot of interesting ideas there. We are evalutanting them
@WhatGravitas: I agre, most of the things on that roadmap look really fun and interesting. As for radiations, right now we are thinking about a warp-like mekanism (see Thaumcraft) that it's going to have effects on nearby entities and the enviroment if not handled correctly
Tall reactors is also a good idea. We have alredy a tier based system in place for reactors and turbine building blocks (as quick summary, you have to use "better" tiers to build bigger structures and handle high emissions of radiations) so I think we could add some benefict to taller reactors at the cost of better materials needed for the structure
And just a quick update: fluids are now working with support of the Forge Universal Bucket. All inventory access is now handled by the Capability System: IInventory & co are gone
Do you plan on releasing the source when you get close to a release? I'd love to see how you are implementing some of the changes. I checked your GitHub, but didn't see an updated repository for BR.
Do you plan on changing the recipes for the reactor and turbine components? I always thought that they were quite unrealistic. Maybe building a reactor shell would be easier, but supplying it with fuel and coolant would be harder (kind of like the MFR laser drills)? Also, recipe changes could tie into some of the other changes being suggested on this thread (e.g. different control rod mechanics).
There are going to be different tiers of components that you will have to use to build bigger and better multiblock structures. Each tiers is going to be more expensive to craft than it's predecessors
We will also tweak a bit the recipes for the "basic" tier to make those components a bit harder to craft
So what version of 1.9 are you shooting for? Any plans to shoot for 1.10 after you've successfully ported and upgraded the mod? (I know it seems early but hey it helps me to get an idea of your personal roadmap for this mod)
Ohh im getting excited about this i was one of the ones who voted yes. Sadly still probably have ways to go before i can use as im on 1.10.2 now but none the less I am super pumped. I have always loved big reactors and i mean come on who doesnt love multi-block structures and stuff especially dealing with huge amounts of power. Again thanks for keeping this alive. Awesome is all i can really say.
@MonzterAssassin: we are porting the 1.7.10 version to 1.9.0 as our first step, with minor changes here and there but nothing major. Then we move to 1.9.4 / 1.10: this is where things are going to change
@MinecraftNew: yup
@Daihok75: thank you! I love multiblocks too! It's one of the main reasons I've started this project
I can't make any promises on a release date but things are going well and with the summer holidays upon us I will have more time to work on the mod
I initially ported the multiblock library used by Big Reactors to 1.8 / 1.9 for another mod I was working on so I had this portion of the code already working on 1.9.0
When I started working on BR, 1.9.0 was the current version of modded MC and the jump from 1.7.10 to 1.9.0 was already big enough
Also, all of this started as a personal project for the 1.9.0 server I play on with ABookFreak
Me and ABookFreak talked a bit about this and we decided to skip 1.9.0 and move directly to 1.9.4 as we were probably the only guys still targeting that version
Hi MilConDoin! Sorry for the late reply but we were working hard to move the current codebase to MC 1.9.4 but we now have the mod up and running on that version
It's still a bit early for us to be able to give exact replies to your questions. What I can say is that the general idea is the bigger the machine, the better the building materials You can build them in any shape you did before, so single-chunk machine are still possible
We have no plans right now for a web simulator. I personally think that testing stuff in game is more fun
Oh in that regards I'm all on board. I was referring to if you needed any help with coding. As for what to add next I suggest going to the old mod's website and looking at the roadmap. It'll give you some ideas, most of which are honestly good ideas on their own.
Indeed it is. But one thing to note. I always wanted the idea of radiation for big reactors. But please, please, PLEASE don't follow the IC2 route. I love IC2 and all but the radiation is annoying. Perhaps make it an effect which has random outcomes and does damage over time and such but lasts much longer and can be treated. Food for thought, I suppose. Though I am somewhat experienced with Java so I would love to help out with this, as I've been wanting to do this for some time.
Update time!
The Reactor now support both Redstone Flux and Tesla power systems!
You could either build a RF or a Tesla reactor, depending on the power taps you use. Tesla power taps are going to be a bit more expensive to craft but a Testa reactor come with twice the energy capacity of the RF one
Both types of power taps work correctly now and connect to cables and compatible devices
We also have new textures for the power bars in the reactor status GUI curtesy of @ProfProspector from Twitter. New texture for the other blocks are also being worked on by ABookFreak
I had an idea that could make reactors a bit more interesting.
Currently, with reactors there isn't much variation on how people make them. Not talking about the reactor itself, oviously; there are tons of ways to make them. But outside the reactor, you have an ore processing setup plus a quarry, or you go the reprocessing route and use a reprocessor. I had an interesting idea on how to improve that. Rather than making the fuel different, you should make every reactor actively cooled, but with the number of coolants in the reactors currently.
Let me elaborate. The coolants would not turn into steam. You'd need a separate port to input water for that. But the coolants inside the reactor would be replaced with "Cooling Mechanisms" and then you input coolant in the reactor like you would water for the mechanisms to run on. when input, would be divided into the different coolant mechanisms which burn through the coolant like fuel while cooling the rods around it like the old coolants used to do. This would make people mass-produce different coolants instead of just enough to fill the reactor. Coolants could still have stats, and the coolant mechanisms would imitate those stats, along with a new stat determining how long it lasts. Also, since Thermal Expansion is taking a while to update, here are a few ideas for coolants in addition to water:
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
Thank you guys
@Fortanono: a lot of interesting ideas there. We are evalutanting them
@WhatGravitas: I agre, most of the things on that roadmap look really fun and interesting. As for radiations, right now we are thinking about a warp-like mekanism (see Thaumcraft) that it's going to have effects on nearby entities and the enviroment if not handled correctly
Tall reactors is also a good idea. We have alredy a tier based system in place for reactors and turbine building blocks (as quick summary, you have to use "better" tiers to build bigger structures and handle high emissions of radiations) so I think we could add some benefict to taller reactors at the cost of better materials needed for the structure
And just a quick update: fluids are now working with support of the Forge Universal Bucket. All inventory access is now handled by the Capability System: IInventory & co are gone
Do you plan on releasing the source when you get close to a release? I'd love to see how you are implementing some of the changes. I checked your GitHub, but didn't see an updated repository for BR.
Yes, when the port is complete
Do you plan on changing the recipes for the reactor and turbine components? I always thought that they were quite unrealistic. Maybe building a reactor shell would be easier, but supplying it with fuel and coolant would be harder (kind of like the MFR laser drills)? Also, recipe changes could tie into some of the other changes being suggested on this thread (e.g. different control rod mechanics).
Hello TheRadicalWalrus!
There are going to be different tiers of components that you will have to use to build bigger and better multiblock structures. Each tiers is going to be more expensive to craft than it's predecessors
We will also tweak a bit the recipes for the "basic" tier to make those components a bit harder to craft
Hey ZeroNoRyouki, love the idea of porting Big Reactors, do you have a github page where I can view what you guys have done so far? Thanks in advance!
@MinecraftNew: thank you for your offer but we fine on the coding side of things at the moment Any comment / suggestion / critic is welcome!
@KoolDude214: thank you! I do have a github repo but it's not updated at all lol
So what version of 1.9 are you shooting for? Any plans to shoot for 1.10 after you've successfully ported and upgraded the mod? (I know it seems early but hey it helps me to get an idea of your personal roadmap for this mod)
Ohh im getting excited about this i was one of the ones who voted yes. Sadly still probably have ways to go before i can use as im on 1.10.2 now but none the less I am super pumped. I have always loved big reactors and i mean come on who doesnt love multi-block structures and stuff especially dealing with huge amounts of power. Again thanks for keeping this alive. Awesome is all i can really say.
@MonzterAssassin: we are porting the 1.7.10 version to 1.9.0 as our first step, with minor changes here and there but nothing major. Then we move to 1.9.4 / 1.10: this is where things are going to change
@MinecraftNew: yup
@Daihok75: thank you! I love multiblocks too! It's one of the main reasons I've started this project
I can't make any promises on a release date but things are going well and with the summer holidays upon us I will have more time to work on the mod
Btw, this happened last night:
I initially ported the multiblock library used by Big Reactors to 1.8 / 1.9 for another mod I was working on so I had this portion of the code already working on 1.9.0
When I started working on BR, 1.9.0 was the current version of modded MC and the jump from 1.7.10 to 1.9.0 was already big enough
Also, all of this started as a personal project for the 1.9.0 server I play on with ABookFreak
Me and ABookFreak talked a bit about this and we decided to skip 1.9.0 and move directly to 1.9.4 as we were probably the only guys still targeting that version
There are some differences, mostly in Tile Entity synchronization but it's not going to be much of a problem I think
Oh and thank you!
Thanks for doing this, love the mod!
Hi MilConDoin! Sorry for the late reply but we were working hard to move the current codebase to MC 1.9.4 but we now have the mod up and running on that version
It's still a bit early for us to be able to give exact replies to your questions. What I can say is that the general idea is the bigger the machine, the better the building materials You can build them in any shape you did before, so single-chunk machine are still possible
We have no plans right now for a web simulator. I personally think that testing stuff in game is more fun
Will that website still be relevant with your version of Big Reactors? I found that site very helpful when I was building BRs.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."