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    posted a message on Extreme Reactors 2 - A Big Reactors port to MC 1.10.2, 1.11.2 and 1.12/1.12.2 / 1.16.3/4/5
    Quote from ZeroNoRyouki»

    Thank you!


    Water and Blood Essence (from Blood Magic)


    Another group of modder is working on a thermal-expansion-like mod that will add the old fluids. When that's ready we will add support for them.


    We are also looking at other mods for fluids/blocks to use as moderators. Suggiestions are always welcome :)





    Perhaps the liquid slime obtained from the slime Islands in Tinkers Construct? Takes exploration to find and gather them, which helps them scale-Bigger reactors would require even more exploration to fill!

    Green Slime could be great for absorption but slightly below average at everything else. Blue slime could be great at cooling/heat efficiency but poor at conduction? Orange Slime could excel and conductivity but could be atrocious for heat efficiency? Purple slime could have no glaring weaknesses-pulling ahead at slightly above average all around, but not really excelling at anything?

    Packed Ice is a relatively rare find--Only a scant few mods have a method of crafting it off the top of my head. You can make it through Botania, or a by building a complex cooling machine with Crossroads. IC2 has a method as well. I think it'd be great as a consideration for a solid coolant, that is if it isn't already. It would be nifty if packed Ice regressed over time at certain heat thresholds--Packed Ice > Ice > Snow > Water. It might be a pretty good coolant, but you'd have to pop open your reactor and replace it/maintain it from time to time.

    AbyssalCraft has a few liquids, I think. Liquid Antimatter and Liquid Coralium are both really dangerous to handle, so maybe something interesting could be done with those?

    Ender IO's Vat produces a number of liquids, though I'm uncertain if any can be placed in the world.

    Finally, reaching a this point-- There are a couple mods out there that feature distilled and heavy water variants.

    Posted in: Minecraft Mods
  • 1

    posted a message on Tinkers' Construct 2

    Quote from Escman1999 >>


    "man, it looks like a lot of people don't like tinkers construct 2, based on the comments i've seen on dire's spotlight on it"


    I would assume that's just a vocal minority.

    This is one of those "less is more" scenarios.

    We're trading additional modifiers for more meaningful material traits.
    Exchanging a boring tiered system for more involved material choices.
    .
    As a result, weapons and tools will be far more varied and interesting from player to player. Having less modifiers with the addition of all these potent material traits, in theory, is giving us more customization over all rather than gating us to simply choosing the strongest mats and piling redstone, lapis, and quarts on them.

    I mean.. We'll actually get to tinker and try different materials. The mod will live up to its namesake more than ever!

    (I speak in future tense because I'm projecting our server will have another 4-6 months of 1.7.10 ;p)

    In short, the progression of Tinkers 2 will be much less linear. And that's a good thing! I encourage boni to stay the course and ignore those particular criticisms.

    Posted in: Minecraft Mods
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