Right now there are not many updates going on, because of AS Levels and other academic stuff, but will definitely get back to modding when I can afford to I will try to make nuclear fission meltdowns more interesting than a simple explosion for sure, and could introduce radiation poisoning. The next thing I want to work on though is a simple fusion reactor and move quickly into making the modern/atomic age machinery, with all of the crazy physics-related items such as the subatomic particles, antimatter, dark matter, stabilized strange and beauty matter etc.
A small update in the form of version 0.0.0.9a! There are new 32x textures for most items and blocks, with more HD textures to come, and there are a few bug fixes, such as Nuclear Monsters dropping the correct items insteas of Copper Ingots, and Plutonium Ore will also correctly drop Plutonium instead of Copper. Right now I don't have much time to sit down and go through the coding, but for now I am making new and improved textures to make the mod look cleaner
Finally what I think I can call a beta version of the mod: 0.0.1.0
Changelog:
* Fixed many bugs related to lag caused by machines
* Fixed some machines not updating properly
* Fixed runaway Reaction Generator bug
* More 32x textures
* Paxel now breaks all blocks quickly
* More tweaks to recipes
+ Began adding materials related to nuclear fusion
+ Added Fluid Cells and fusion gases
+ Added fusion products
+ Added Lithium
+ Added Boron
+ Added Fusion Reactor model - currently has no use
It might be my currently poor documentation - if you aren't already, you need to use reactor upgrades to increase the size of the reactor you wish to use - 1 upgrade for a 3*3*3, 2 for a 5*5*5, etc.
Sorry again for that information being unavailable - I will work on getting the info on CurseForge done when I have the time to do so Another thing which I believe people think is necessary about the reactors, due to the promotional picture, is the edges of tubing - you don't actually need them - they are just for decoration.
Are you ever planning on adding nuclear weaponry like bombs and missiles to develop just for the fun of it. Whats your thoughts? also is it possible to add a nuclear plant structure with fumes coming out of the top like in the picture below. I think that would be awesome
That tall structure with steam coming out is a cooling tower. In real nuclear power plants, water is drawn in to cool the reactor and then the steam is directed out of the plant through those towers. Not too sure if those are really needed for the current mod, but cooling towers would be a nice feature for the mod. That would allow someone to just fill their reactors with graphite and use external cooling to pull off the heat.
I completely forgot about adding a nuke at some point, until a friend reminded me of it last week - it will probably be in version 0.0.1.1 or 0.0.1.2, and will require Pu239 to make
As for an actively cooled reactor, I am considering adding it at some point - of course it would be more work to maintain one, but that would be counterbalanced by a higher energy output and higher efficiency. My basic plan for an actively cooled reactor is for it to work similarly to the way ore processing works in Mekanism - the more in depth and complex the setup gets, the more powerful and efficient it becomes. I was also considering compatibility with the coolant from IC2, and adding molten lead as a coolant/neutron reflector. Cooling towers are a cool idea too - I'll put it on the to-do list
The fission and fusion reactors (fusion will be added soon hopefully) are about 20% of the mod in my overall plan... the main stuff I want to get to is the quantum and particle physics part, which will hopefully give rise to some interesting machines and blocks
That tall structure with steam coming out is a cooling tower. In real nuclear power plants, water is drawn in to cool the reactor and then the steam is directed out of the plant through those towers. Not too sure if those are really needed for the current mod, but cooling towers would be a nice feature for the mod. That would allow someone to just fill their reactors with graphite and use external cooling to pull off the heat.
Yea thats what I thought it be cool to add them to a modern city or something like that.
I completely forgot about adding a nuke at some point, until a friend reminded me of it last week - it will probably be in version 0.0.1.1 or 0.0.1.2, and will require Pu239 to make
As for an actively cooled reactor, I am considering adding it at some point - of course it would be more work to maintain one, but that would be counterbalanced by a higher energy output and higher efficiency. My basic plan for an actively cooled reactor is for it to work similarly to the way ore processing works in Mekanism - the more in depth and complex the setup gets, the more powerful and efficient it becomes. I was also considering compatibility with the coolant from IC2, and adding molten lead as a coolant/neutron reflector. Cooling towers are a cool idea too - I'll put it on the to-do list
The fission and fusion reactors (fusion will be added soon hopefully) are about 20% of the mod in my overall plan... the main stuff I want to get to is the quantum and particle physics part, which will hopefully give rise to some interesting machines and blocks
For nuclear weaponry it be cool to have like nuclear bombs/missiles if possible that you could develop and store, and or use if you want to destroy a target. And a nuclear setup like in the picture sounds aw some it be a great feature in the mod!
Adding a nuke, and later an antimatter bomb, may take some time due to vanilla explosions becoming very square when the explosion size is large, so first I need to work on making a spherical explosion. Antimatter bombs, of course, will have a much bigger explosion radius than the nuke.
v0.0.1.1 is out, and it is the first version where there are no dependencies - CoFH Core is no longer needed! Changelog:
+ Added Speed and Energy upgrades
+ Added Radioisotope Thermoelectric Generator
+ Added Nuke
+ Added IC2 recipe support
+ Added Helium Collector
+ Added Boron armour - between iron and diamond
* Fixed Ore Dictionary not working
* Fixed adjacent generators not ouputting power correctly
* Made Fission Reactors run faster (use more fuel but produce more power)
* Fixed shift clicking in some machines
* Made the paxel more durable
* A few recipe tweaks
I only just threw it onto my cauldron server and it works like a charm.
I have to say I do hope when the Fusion age comes that its not a resource hungry (server resrouces) as what the Fusion reactor within ReactorCraft (Reika)
Because the way that Reika did the animation the "events" are actual entities which the server tracks. It needs a 16GB dedicated server just to run the fusion reactor which is just ...stupid. What he did was great in regards to the realism and research Reika did. But.....
Personally I'd rather yours as it doesn't make java usage spike like a rocket
It will hopefully, and probably, be nothing like Reika's - I definitely want to make sure that all of the different nuclear fusion reactions exist, and they will all have different efficiencies, initial temperatures and power outputs. However, it won't be a crazy, laggy, animated entity, but it will be a configurable multiblock. I am currently debating whether I want to stick with my simple fluid cells method of transporting the different gases, similar to how atomic science used to do it, or if I want to use Mekanism's gases system. Currently, I am leaning towards sticking with the simple system as it allows for the use of Applied Energistics and other fancy forms of item transport to be used. There is a Helium Collector in the most recent version, to collect Helium-4, which will be used for super-cooling, and will also be a product of nuclear fusion reactions. Oxygen, Hydrogen, Deuterium and Tritium will be made from water, but deuterium will be uncommon while tritium will be very rare - oxygen might be used to make more efficient oxide fuel pellets for fission, while the three isotopes of Hydrogen will be used for fusion. Helium-3 will be used for super-cooling and fusion reactions, and will also be a fusion product. Finally (I think), Lithium will be used to breed Tritium, and Boron will be used for fission control rods and armour, but, most importantly, will be a fusion reactant for the most efficient form of nuclear fusion (Hydrogen + Boron-11).
I'm glad that it will be a full multi block and it won't be a crazy laggy animated entity.
I agree - keep with the simple system as I assume you could still use Mekanism's Gas system as well as Applied Energistics etc systems to allow people a choice - be it just themselves playing or a small private server for themselves and a couple of friends (which I do)
There is a couple of non mod related things I wanted to bring up, those being;
Patreon - For when this mod does become popular you can get some sort of help for costs (dedicated build server/website/etc)
Licence - You aren't that clear licence term wise for usage of your mod. Yes you've stated on OP "Modpack Permissions: Feel free to go ahead and use this mod in your pack if you wish!" but as you know places like FTB are very particular with it comes to permissions for mod packs. For example is your mod GPLv2/3, https://creativecommons.org/choose/ , etc. This protects you and stops people from trying to rip off your work and for websites like FTB they cannot object as the mod within the pack complies with their rules as well
Some things that I would like added to a "Todo/wish list" per-say
RedNet or Computer port - RedNet port for say the simpler reactors but a computer port block for the fusion reactor. Perhaps even the ability to interact with Nuclear Control 2 via a block too.
Quantum theroy - as (currently) there is no man made fusion reactors you could introduce failures brought in via quantum theory. For example "pockets" of instability within the fusion reactor. Effects could be sudden spike in temperature or sudden radiation spike outside of the multi block (idea taken from SG:Atlantis) or sudden increase in RF output with no/lower fuel usage or vice versa - high fuel usage spike and lower RF output
RF Storage - perhaps create multi tier single block for ever increasing storage that will be required - especially for i assume the high RF output of the fusion reactor. Only example I can give is the battery within ElectriCraft
I definitely want to add some RF storage blocks to the game, and a few tiers of them, probably based on lithium and then some more advanced materials. As for the quantum mechanical nature of fusion, there will definitely be quantum mechanics involved, and I will try to keep it realistic - eg. relativistic energies of the particles making up the plasma, quantum tunneling to allow the strong force to overcome the electromagnetic force and fuse the nuclei together etc.
Right now there are not many updates going on, because of AS Levels and other academic stuff, but will definitely get back to modding when I can afford to I will try to make nuclear fission meltdowns more interesting than a simple explosion for sure, and could introduce radiation poisoning. The next thing I want to work on though is a simple fusion reactor and move quickly into making the modern/atomic age machinery, with all of the crazy physics-related items such as the subatomic particles, antimatter, dark matter, stabilized strange and beauty matter etc.
Click here for the YouTube channel for help and info!
Oh, and stabilized charm and truth matter
Click here for the YouTube channel for help and info!
A small update in the form of version 0.0.0.9a! There are new 32x textures for most items and blocks, with more HD textures to come, and there are a few bug fixes, such as Nuclear Monsters dropping the correct items insteas of Copper Ingots, and Plutonium Ore will also correctly drop Plutonium instead of Copper. Right now I don't have much time to sit down and go through the coding, but for now I am making new and improved textures to make the mod look cleaner
Click here for the YouTube channel for help and info!
Finally what I think I can call a beta version of the mod: 0.0.1.0
Changelog:
* Fixed many bugs related to lag caused by machines
* Fixed some machines not updating properly
* Fixed runaway Reaction Generator bug
* More 32x textures
* Paxel now breaks all blocks quickly
* More tweaks to recipes
+ Began adding materials related to nuclear fusion
+ Added Fluid Cells and fusion gases
+ Added fusion products
+ Added Lithium
+ Added Boron
+ Added Fusion Reactor model - currently has no use
Click here for the YouTube channel for help and info!
Yep, it'll be a multiblock, and this time the tubings will be an integral part of it unlike the fission reactor multiblock.
Click here for the YouTube channel for help and info!
Is there something I'm missing, because anything bigger than the 1x1 reactor isn't forming for me.
It might be my currently poor documentation - if you aren't already, you need to use reactor upgrades to increase the size of the reactor you wish to use - 1 upgrade for a 3*3*3, 2 for a 5*5*5, etc.
Sorry again for that information being unavailable - I will work on getting the info on CurseForge done when I have the time to do so Another thing which I believe people think is necessary about the reactors, due to the promotional picture, is the edges of tubing - you don't actually need them - they are just for decoration.
Click here for the YouTube channel for help and info!
Are you ever planning on adding nuclear weaponry like bombs and missiles to develop just for the fun of it. Whats your thoughts? also is it possible to add a nuclear plant structure with fumes coming out of the top like in the picture below. I think that would be awesome
That tall structure with steam coming out is a cooling tower. In real nuclear power plants, water is drawn in to cool the reactor and then the steam is directed out of the plant through those towers. Not too sure if those are really needed for the current mod, but cooling towers would be a nice feature for the mod. That would allow someone to just fill their reactors with graphite and use external cooling to pull off the heat.
I completely forgot about adding a nuke at some point, until a friend reminded me of it last week - it will probably be in version 0.0.1.1 or 0.0.1.2, and will require Pu239 to make
As for an actively cooled reactor, I am considering adding it at some point - of course it would be more work to maintain one, but that would be counterbalanced by a higher energy output and higher efficiency. My basic plan for an actively cooled reactor is for it to work similarly to the way ore processing works in Mekanism - the more in depth and complex the setup gets, the more powerful and efficient it becomes. I was also considering compatibility with the coolant from IC2, and adding molten lead as a coolant/neutron reflector. Cooling towers are a cool idea too - I'll put it on the to-do list
The fission and fusion reactors (fusion will be added soon hopefully) are about 20% of the mod in my overall plan... the main stuff I want to get to is the quantum and particle physics part, which will hopefully give rise to some interesting machines and blocks
Click here for the YouTube channel for help and info!
Yea thats what I thought it be cool to add them to a modern city or something like that.
For nuclear weaponry it be cool to have like nuclear bombs/missiles if possible that you could develop and store, and or use if you want to destroy a target. And a nuclear setup like in the picture sounds aw some it be a great feature in the mod!
Adding a nuke, and later an antimatter bomb, may take some time due to vanilla explosions becoming very square when the explosion size is large, so first I need to work on making a spherical explosion. Antimatter bombs, of course, will have a much bigger explosion radius than the nuke.
Click here for the YouTube channel for help and info!
v0.0.1.1 is out, and it is the first version where there are no dependencies - CoFH Core is no longer needed! Changelog:
+ Added Speed and Energy upgrades
+ Added Radioisotope Thermoelectric Generator
+ Added Nuke
+ Added IC2 recipe support
+ Added Helium Collector
+ Added Boron armour - between iron and diamond
* Fixed Ore Dictionary not working
* Fixed adjacent generators not ouputting power correctly
* Made Fission Reactors run faster (use more fuel but produce more power)
* Fixed shift clicking in some machines
* Made the paxel more durable
* A few recipe tweaks
- Removed all mod dependencies
Click here for the YouTube channel for help and info!
This is fantastic!
I only just threw it onto my cauldron server and it works like a charm.
I have to say I do hope when the Fusion age comes that its not a resource hungry (server resrouces) as what the Fusion reactor within ReactorCraft (Reika)
Because the way that Reika did the animation the "events" are actual entities which the server tracks. It needs a 16GB dedicated server just to run the fusion reactor which is just ...stupid. What he did was great in regards to the realism and research Reika did. But.....
Personally I'd rather yours as it doesn't make java usage spike like a rocket
It will hopefully, and probably, be nothing like Reika's - I definitely want to make sure that all of the different nuclear fusion reactions exist, and they will all have different efficiencies, initial temperatures and power outputs. However, it won't be a crazy, laggy, animated entity, but it will be a configurable multiblock. I am currently debating whether I want to stick with my simple fluid cells method of transporting the different gases, similar to how atomic science used to do it, or if I want to use Mekanism's gases system. Currently, I am leaning towards sticking with the simple system as it allows for the use of Applied Energistics and other fancy forms of item transport to be used. There is a Helium Collector in the most recent version, to collect Helium-4, which will be used for super-cooling, and will also be a product of nuclear fusion reactions. Oxygen, Hydrogen, Deuterium and Tritium will be made from water, but deuterium will be uncommon while tritium will be very rare - oxygen might be used to make more efficient oxide fuel pellets for fission, while the three isotopes of Hydrogen will be used for fusion. Helium-3 will be used for super-cooling and fusion reactions, and will also be a fusion product. Finally (I think), Lithium will be used to breed Tritium, and Boron will be used for fission control rods and armour, but, most importantly, will be a fusion reactant for the most efficient form of nuclear fusion (Hydrogen + Boron-11).
Click here for the YouTube channel for help and info!
I'm glad that it will be a full multi block and it won't be a crazy laggy animated entity.
I agree - keep with the simple system as I assume you could still use Mekanism's Gas system as well as Applied Energistics etc systems to allow people a choice - be it just themselves playing or a small private server for themselves and a couple of friends (which I do)
There is a couple of non mod related things I wanted to bring up, those being;
Patreon - For when this mod does become popular you can get some sort of help for costs (dedicated build server/website/etc)
Licence - You aren't that clear licence term wise for usage of your mod. Yes you've stated on OP "Modpack Permissions: Feel free to go ahead and use this mod in your pack if you wish!" but as you know places like FTB are very particular with it comes to permissions for mod packs. For example is your mod GPLv2/3, https://creativecommons.org/choose/ , etc. This protects you and stops people from trying to rip off your work and for websites like FTB they cannot object as the mod within the pack complies with their rules as well
Some things that I would like added to a "Todo/wish list" per-say
RedNet or Computer port - RedNet port for say the simpler reactors but a computer port block for the fusion reactor. Perhaps even the ability to interact with Nuclear Control 2 via a block too.
Quantum theroy - as (currently) there is no man made fusion reactors you could introduce failures brought in via quantum theory. For example "pockets" of instability within the fusion reactor. Effects could be sudden spike in temperature or sudden radiation spike outside of the multi block (idea taken from SG:Atlantis) or sudden increase in RF output with no/lower fuel usage or vice versa - high fuel usage spike and lower RF output
RF Storage - perhaps create multi tier single block for ever increasing storage that will be required - especially for i assume the high RF output of the fusion reactor. Only example I can give is the battery within ElectriCraft
I definitely want to add some RF storage blocks to the game, and a few tiers of them, probably based on lithium and then some more advanced materials. As for the quantum mechanical nature of fusion, there will definitely be quantum mechanics involved, and I will try to keep it realistic - eg. relativistic energies of the particles making up the plasma, quantum tunneling to allow the strong force to overcome the electromagnetic force and fuse the nuclei together etc.
Click here for the YouTube channel for help and info!
I have my first matrix ready! It's quite a beefy one: http://i.imgur.com/aY633lA.jpg
Click here for the YouTube channel for help and info!
This seems an awful lot like big reactors + a conglomeration of other mod ideas. make sure to set yourself apart.