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
@ZeroNoRyouki, I started on a BR port before i found this but you obviously have the main mod covered so i was wondering what you plans for expansion are. i personally would like to see more realism, Ex: the reactor takes water to cool the core, meltdowns, reactors only create steam, vert rods only (that was realistic(ish)...), and a fusion reactor. if you don't have plans to make a fusion reactor i would like to do that without interfering with your plans. i would of course publish my stuff as an expansion or you could merge it in if you want.
also a suggestion is to have much more stuff editable in the config. i was and still am annoyed that i cant change the max turbine steam amount. i power 12 turbines with one reactor, not realistic.
This is a Suggestion post chain that was posted in CyberdyneCC's BigReactor Gethub repository. Since this for is further along he has stopped work and suggested posting suggestions here. So I am. (Getting the formatting for these posts in decent shape is was a pain.)
Suggestions: For protecting players from a proposed radiation effect.
NJM1564 commented 12 days ago
"Rather than making armor that players would have to tediously
change into every time they handled the yellorium, an extra nuisance if
they need to clime up the reactor with out a jet pack, you could make
it an enchantment.
It could be applied to most armors and even jetpacks.
And preferably be applied by crafting the armor surrounded by reactor casing blocks.
A simple system that could be configured to make it much harder to make if needed."
bookerthegeek commented 12 days ago
"I personally like the idea of stand alone armour.
NJM1564 commented 11 days ago
Climes up to the top of the reactor top put in the yellorium. Hay look a zombie. Dies.
In 1.10 we need armor. And jetpacks will also be very important.
When I was playing Inf Skyblock I spent so much time switching back and
forth between the rad suit, jetpack, and dieing that I was sick of it.
Besides there are already 1000+ armors. And they are all mostly reskins of each other. I want to see a new idea.
Oh and isn't that a mask that represents anarchy? Are we supposed to
even take your comments seriously or are you just messing with us. :/"
killerall5385 commented 9 days ago
"i would lean on the side of an enchantment."
spannerman79 commented 9 days ago
"I'd say more enchantment then actual item.
Reason being is that (slowly) mods are either being caught up to
1.9.4/1.10.2 they themselves are in effect taking over from other mods
that never went further then 1.7.10.
NJM1564 have you actually worn a radation suit before? I have. Movement is very difficult. "Flying" is the same to expect pigs to fly backwards.
All comes down how realistic this is to be."
NJM1564 commented 6 days ago
"Have you ever worn a jet pack before? Kappa
Or directly carried radioactive material? Moving radioactive material
around bin any significant quantity should be never done by hand.
Automated carts and heavy shedding should be the only except able
method. So yah if you wanted to go mineing in only a paper thin armor
that when breached will lead to certion death then yah lets go with
Now if you like adding some balance you could add a slow effect to
the player when he has the radiation protect enchant and is exposed to
radiation. IE carrying refined yellorium. Being a bit slow instead of
poisond seems like a good trade off.
Unrefined yellorium IE yellorium ore would only really require any
random armor to stave off the minor radiation. So iron armor would be
enough for protection.
And a low chance of poison and the chance increasing over time if not
wherein anything at all would all be a nice and interesting mechanic set
Nothing to frustrating just a step in the posses of making a mid to end tear power source."
LimeTheOn commented 2 days ago
"If i can add some insight from the perspective of a player/modpack author of 1.9+ clears throat
Radiation was always just a hassle we had to deal with on a side-note
not as a serious issue since at the point where we were dealing with
uranium and such we had either ridiculous regen values applied to us by
botania/beacons/rftools/etc... that we could just shrug it off ezpz or
we had such armor/extra hearts that the damage values from the poison
were more or less nothing and the only problem was the player getting
hurt sound that was merely an annoyance so if you accept suggestions
-Slowness is a good trade off as NJM mentioned
-Armor values should be looked at instead of armor materials if youre
going for that because of the custom armors of 1.9+, currently we
encountered about 60+ armor types from various mods and im consciously
avoiding adding more but some still slip in every now and then.
-Radiation resistance could be applied by two means if not by armor and
those would be potion or enchantment. You could even add levels to these
so for example Rad Res 1 would protect you from radiating ores but not
ingots...2 from ingots and 3 from refined cunterparts like liquids or
high-end stuff like blutonium and ludicrite or you could just add level 4
and move some stuff up there idk.
Reasons to pick this method:
With the current setup of my modpack for example if i were to equip
myself with your armor which lets say has 7 armor 2 armor toughness on
the chestpiece - about eq to dia - i would be killed by any zombie that
wonders into my reactor area and hits me about 2-3 times...yes theyre
Also if you had a potion effect registered to protect from radiation
that could be used in custom maps as a pre-req quest reward so a player
could advance tru an area for example: "You've been trapped in this
underground nuclear facility, coolant-leak detected in zones H,J and R,
find the antidote(your potion)/the special gear(enchanted armor thats
capable of protecting you from both the enemies and the radiation) to
survive out there while you battle the infected personnel(zombies most
What Im trying to say here is if you separate armor and protection from
radiation it opens up possibilities for authors like me and would be
Anyyywaaay, thanks for continuing this awesome mod! Hope to see it out soon
Thanks for reading my "little" suggestiony thing :D"
@killerall2: we already talked on Discord, but as this may interest others let me repeat it here and expand upon it a bit.
Right now we have various idea on future expansions and such, the fusion reactor being one of them. Expanding BR API to allow add-on mods is another idea but this will not happen soon
All the multiblock code in Big Reactor is based on a kind-of-separate library from Erogenous Beef that I've ported to MC 1.8x when that version was released for using it in a mod that never saw the light of day. That library was modified and integrated in a utility/base mod that me and ABookFreak used as a base for our modding projects.
Big Reactors is now based on that mod (ZeroCore, how unimaginative..) and we plan to release that mod too so you, and others, can use it and it's multiblock API to build you own multiblock machines Big-Reactor-style. The API can already handle multiblocks machine from different mods as you can see in the attached pic without any overhead as you would have using the original library
I'll try to release a stable version of ZeroCore as soon as possibile so you could start working on your fusion reactor
As for you other question: configs is the next thing I'll takle now that I've fixed the synchronization of tilentities between client and server
@NJM1564: thank you! that's a lot of interesting and usefull suggestions! We will need to read and valutate them very carefully
Also thanks to the CyberdyneCC's group for suggesting to post here
@TheRadicalWalrus: yup, the other day I've added back support for OC and CC now that we have a somewhat stable APIs for 1.9.4
I'm very interested in OC, and I'd like to integrate it much more with BR
This is for the modders out there that want to build their own multiblock machines: I've just released ZeroCore on Curse and GitHub. It's available for Minecraft 1.9.4 and 1.10.2. You can use it as a dependency to implement you own multiblock
Please note: do not fork / copy the API in your mod. To be able to handle multiple client mods they library need only one multiblock registry and set of event handlers otherwise performance issues will arise
Thanks for doing this @ZeroNoRyouki! I've always liked Beef's multiblock code - from a purely technical standpoint too, plus I found the comments hilarious
This will significantly lower the barrier of entry to making good multiblock based mods. I may just be getting some ideas...
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