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  • ZeroNoRyouki
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  • Member for 9 years, 9 months, and 16 days
    Last active Wed, Feb, 10 2021 02:56:32
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  • View ZeroNoRyouki's Profile

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    Feb 10, 2021
    ZeroNoRyouki 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

    The last thing you said ;)

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

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    Nov 23, 2020
    ZeroNoRyouki 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

    Hi, big update for ER: Turbines are back!


    for MC 1.16.3 or 1.16.4

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

    1

    Nov 1, 2020
    ZeroNoRyouki 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

    Hi there, just postest on Curse the first release for MC 1.16.3. Hope you have fun while I'll add more stuff lol

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

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    Jun 26, 2020
    ZeroNoRyouki 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

    @eneas14: No, currently it's a by-design balancing factor. In the future, who knows :)

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

    1

    Apr 5, 2019
    ZeroNoRyouki 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

    @imxelrox, @balderdhark have fun with the mod! :)

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

    1

    Feb 17, 2019
    ZeroNoRyouki 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

    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

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

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    Jan 28, 2019
    ZeroNoRyouki 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

    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:

    • 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)
    • ingots (Yellorium, Cyanite, Graphite, Blutonium, Ludicrite, Steel)
    • dusts (Yellorium, Cyanite, Graphite, Blutonium, Ludicrite, Steel)
    • minerals (benitoite and anglesite crystals)

    - 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

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

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    Dec 17, 2018
    ZeroNoRyouki 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

    @xzillen86 did you resolve your problem?


    @swagnillaice: thank you! I hope you and your followers have fun with the mod!

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

    1

    Nov 23, 2018
    ZeroNoRyouki 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

    @SuperCatGaming: I hope you have fun with my mods! :)

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

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    Oct 3, 2018
    ZeroNoRyouki 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

    @Yaractys: Thank you! You guys have fun with the mod :)

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

    0

    Sep 18, 2018
    ZeroNoRyouki posted a message on All the Small Things

    Playing with my friends on our server, something the need arise for some tweaks here and there. The last time it append it was for the lack of the microblocks version of the blocks from Quark and The Twilight Forest (we mined the whole snow-queen-castle and we are using the awesome aurora blocks for our base walls). So.. I've made a mod to add them


    It is more of a personal-use-mod-made-for-my-specific-needs but fell free to use it you wish if you need it too. I will probably add other stuff in time


    Enjoy!


    Z



    https://minecraft.curseforge.com/projects/all-the-small-things

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

    0

    Jul 15, 2018
    ZeroNoRyouki 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

    Have you tried to add the other mods one by one and see when the problem start?

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

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    Jul 11, 2018
    ZeroNoRyouki 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

    @DiamondWatermelon: what message do you get when you right click on any block of the disassembled reactor?


    also, could you try this? make a copy of your world save (so you can restore it later), remove nuclearcraft and load your world again. is the problem still present?

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

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    Jul 6, 2018
    ZeroNoRyouki 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

    @DiamondWatermelon: could you please take a couple more screenshots with the debug screen (F3) active and looking directly at a casing block and at the controller block please?


    Are you connected to a server? Using a different config from your client?

    Posted in: Minecraft Mods
  • View ZeroNoRyouki's Profile

    0

    Dec 2, 2017
    ZeroNoRyouki 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

    Uhm that's very strange. Was the other mod release an alpha maybe?

    Posted in: Minecraft Mods
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