@MrKotsho: Hi! I don't think it would be possible sorry. After the first release we are going start working on the new version, where things are going to change from the 1.7.10 version
Ore gen is up and running, a bit less abundant then before (in the default configuration it's roughly 1/4 of the 1.7.10 version). It's still configurable in the config file (more or less)
Speaking of configs, I rewrote all that code and made them editable in game. I still need to add the localization strings and tweak the values a bit but the under-the-hood code is OK
Like I said, I am working on a tutorial for the API I may also be able to document it a bit more then what it's found in the javadoc
Please remember that the code on github is there for reference only. Don't copy the API in you mod or we all go back to the original problem of multiple implementations / registries / ticks handlers
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
I'm currently working on a tutorial on the multiblock API but you can see and example of a fully working machine in my test mod : https://github.com/ZeroNoRyouki/ZeroTest
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
@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
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
2
We are finalizing a first alpha for both 1.9.4 and 1.10.2. It is a matter of days
0
@madwolf28 : getting there!
@ItsQuesoTime: thank you! It's on our TODO list.
Oh, and it's spinning now! https://twitter.com/ZeroNoRyouki/status/768517127334666240
0
@Susjin: we are hoping to push out a first alpha by the end of the month
@ItsQuesoTime: thank you!
More progress on the turbine front!
0
@Armigus: thank you for your suggestion! We will surely check that out
0
@MinecraftNew & @JairBear: thank you guys!
Btw, @ABookFreak found something strange while mining today (video)!
0
@MrKotsho: Hi! I don't think it would be possible sorry. After the first release we are going start working on the new version, where things are going to change from the 1.7.10 version
1
@yamogy thank you!
@MinecraftNew: we are not sure if we can post in there. It's my understanding that WIP is for new mods
Btw, say it's soo cold around here!
1
Update time!
Ore gen is up and running, a bit less abundant then before (in the default configuration it's roughly 1/4 of the 1.7.10 version). It's still configurable in the config file (more or less)
Speaking of configs, I rewrote all that code and made them editable in game. I still need to add the localization strings and tweak the values a bit but the under-the-hood code is OK
0
Thank you @OctarineNoise! I totally agree with you! I really like multiblock machine and I would love to see more of then in the game
@Daihok75 me too!
@SirPuke thank you
Today I was able to complete the multiblock API tutorial! It's available here:
http://zerono.it/zerocore-multiblock-api-tutorial/
Please forgive the orrible graphic design
0
Like I said, I am working on a tutorial for the API I may also be able to document it a bit more then what it's found in the javadoc
Please remember that the code on github is there for reference only. Don't copy the API in you mod or we all go back to the original problem of multiple implementations / registries / ticks handlers
0
Hi guys!
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
Both version are available for download here: http://minecraft.curseforge.com/projects/zerocore
The source code, for reference i'ts on GitHub: https://github.com/ZeroNoRyouki/ZeroCore
I'm currently working on a tutorial on the multiblock API but you can see and example of a fully working machine in my test mod : https://github.com/ZeroNoRyouki/ZeroTest
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
0
Thank you for your posts guys!
@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
Thank you guys!
0
The first few release will come with no changes on the power production so for RF Reactors with vertically stacked fuel rods that site should be OK
0
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
0
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!