so, this mod is Tech + Explosives... so its like Thermal Expansion + Rival Rebels isnt it? its AWESOME, a good combination
also change your title like "hbm's Tech Nuclear Explosives" something that because im not intrested when i saw the mod, after i click it then i read this
Hello there! Did you ever wonder if there's a mod which combines explosives with technic (RIP ICBM)? If so, then this mod is for you!
i just got hyped..... its up to you because im intrested in Explosive and Tech Mods
Yes, this is exactly what this mod is about (or at least what it will be, there is only one reactor, one type of cables and one electric machine )
And yes, you are right, I really should change the name. What do you prefer, "Hbm's Nuclear Tech Mod" or "Hbm's Nuker Tech Mod"? I personaly like the first more
What you've created HBM, is the child of Voltz and MC 1.7.10, I can see the blast protection mod, some elements of Atomic Science and the rest of the old pack. It's truly beautiful to see a golden age of Minecraft Modding recreated.
P.S. Do you have plans for missiles or the ICBM explosion API?
What you've created HBM, is the child of Voltz and MC 1.7.10, I can see the blast protection mod, some elements of Atomic Science and the rest of the old pack. It's truly beautiful to see a golden age of Minecraft Modding recreated.
P.S. Do you have plans for missiles or the ICBM explosion API?
Yes, indeed, I focus my work right now on better explosion effects (mushroom clouds) and missiles. The only problem is that I can't recreate missiles in any way, the source codes of ICBM and More Explosives are a mess, I just can't figure it out.
On the other side, I had a great success yesterday: I was finally able to render an entity with wavefront files! This means that you guys will see new and improved nuclear mushrooms soon, removing the old particles will also prevent the server from crashing...should have fixed that some time earlier, hehe.
Last but not least, I have almost finished a new Schrabidium powered bomb, but I won't tell you too much
Yes, indeed, I focus my work right now on better explosion effects (mushroom clouds) and missiles. The only problem is that I can't recreate missiles in any way, the source codes of ICBM and More Explosives are a mess, I just can't figure it out.
On the other side, I had a great success yesterday: I was finally able to render an entity with wavefront files! This means that you guys will see new and improved nuclear mushrooms soon, removing the old particles will also prevent the server from crashing...should have fixed that some time earlier, hehe.
Last but not least, I have almost finished a new Schrabidium powered bomb, but I won't tell you too much
Your welcome. Also, the explosion is similar in looks and how it "happens" to Rival Rebels, the mushroom clouds are similar, and they both create the crater slowly to reduce lag. These mods go hand in hand it would seem.
Your welcome. Also, the explosion is similar in looks and how it "happens" to Rival Rebels, the mushroom clouds are similar, and they both create the crater slowly to reduce lag. These mods go hand in hand it would seem.
Indeed, the creator is actually a friend of mine, he gave me the lagg free spiral algorythm (neither one of us knows how it works, but it does.) You maybe already noticed because of the signature banner
Indeed, the creator is actually a friend of mine, he gave me the lagg free spiral algorythm (neither one of us knows how it works, but it does.) You maybe already noticed because of the signature banner
do you know any mods combinations to make the mods more Technical (i mean other mods that can make this mod awesome)
also im thinking a about adding more "Tech Explosive" so i can automate nuclear explosives, because IC2 wasnt enough even if it has explosions
Question: what are you working on?
Rollback Post to RevisionRollBack
im GETTING bored alright.... i post too much today xD
-Sorry if my English is VERY Bad
do you know any mods combinations to make the mods more Technical (i mean other mods that can make this mod awesome)
also im thinking a about adding more "Tech Explosive" so i can automate nuclear explosives, because IC2 wasnt enough even if it has explosions
Question: what are you working on?
Well, IC² does have a nuke, even with different explosion strenghts. I guess my mod would be great with BC and Reika's mods.
Indeed, the creator is actually a friend of mine, he gave me the lagg free spiral algorythm (neither one of us knows how it works, but it does.) You maybe already noticed because of the signature banner
The algorithm works by magic. Don't question it! Or it'll stop working.
Reika's excellent and often-overlooked 'Expanded Redstone' does allow you to remotely detonate your device from a place of relative safety.
I love Reika's mods, I just love everything about them. Especially Reactor Craft, because I am a huge fan of Minecraft nuclear reactor mods. No, not like those "Uranium" mods with stereotypical green ingots, hurr-durr-big-slposion nukes and a "reactor" whdoes absolutely nothing. I really like the efford Reika put into, well, everything.
Also how do the bombs work? Is it like anti matter where everything is destroyed no matter what, or is ot like icbm's lesser bombs. Were explosions actually change if there is something in the way.
So, about that again, it is indeed possible to make an explosion with almost no lagg which is material aware. Thutmose showed me his explosion algorythm, and it is amazing, it will be probably already avalible in the next update, but large explosions still crash the game, but he's working on it.
I have fixed the crashing when making blasts of extremely large sizes, but now it takes 1-12s to cache the world before starting the explosion (using a fixed size cache of 1023x1023 blocks, which covers the maximum explosion radius of 511 blocks), I will see if I can decrease the time it takes to cache.
edit, or just write my own thread-safe version of a cache and update that as server loads/unloads chunks
edit2: I have got that working, any lag that occurs now is due to vanilla updating of lighting when blocks are removed, so there is no way for me to reduce that, it is entirely based on how many blocks are physically removed, now to get entity damage and particle effects working
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I have fixed the crashing when making blasts of extremely large sizes, but now it takes 1-12s to cache the world before starting the explosion (using a fixed size cache of 1023x1023 blocks, which covers the maximum explosion radius of 511 blocks), I will see if I can decrease the time it takes to cache.
edit, or just write my own thread-safe version of a cache and update that as server loads/unloads chunks
edit2: I have got that working, any lag that occurs now is due to vanilla updating of lighting when blocks are removed, so there is no way for me to reduce that, it is entirely based on how many blocks are physically removed, now to get entity damage and particle effects working
Perfect! About the particle effects: As you may know, explosions create this mushroom cloud, but the EntityFX is client side only which makes the server crash. So because of this, I'll use 3D modelled effects.
the larger issue than particles is the entity damaging, which requires some things to be handed over to a different thread, I have already figured out how to do that when I made the pokecube AI completely asynchronous, so that should just be a matter of implementing that, but for explosions instead of attacks.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
any lag that occurs now is due to vanilla updating of lighting when blocks are removed, so there is no way for me to reduce that
False, you can reduce that: there's 2 setBlock methods, one with 2 additional integers, first is meta and second is flag. By default flag is 3, but by changing this flag value, you can get it to not update lighting.
Also another thing that takes long, is that flag 3 synchronizes each block update with client. Changing that to 2, makes it that it does not synchronizes each block. Now in the end of explosion, all you have to do is to sync modified chunks.
A bit more information on flags, and especially lighting flags, here: http://www.minecraftforge.net/forum/index.php?topic=29506.20#msg152781
@HbMinecraft
Also, cool mod... Following it from when you posted it... We finally have good replacement for ICBM...
Yes, this is exactly what this mod is about (or at least what it will be, there is only one reactor, one type of cables and one electric machine )
And yes, you are right, I really should change the name. What do you prefer, "Hbm's Nuclear Tech Mod" or "Hbm's Nuker Tech Mod"? I personaly like the first more
What you've created HBM, is the child of Voltz and MC 1.7.10, I can see the blast protection mod, some elements of Atomic Science and the rest of the old pack. It's truly beautiful to see a golden age of Minecraft Modding recreated.
P.S. Do you have plans for missiles or the ICBM explosion API?
Yes, indeed, I focus my work right now on better explosion effects (mushroom clouds) and missiles. The only problem is that I can't recreate missiles in any way, the source codes of ICBM and More Explosives are a mess, I just can't figure it out.
On the other side, I had a great success yesterday: I was finally able to render an entity with wavefront files! This means that you guys will see new and improved nuclear mushrooms soon, removing the old particles will also prevent the server from crashing...should have fixed that some time earlier, hehe.
Last but not least, I have almost finished a new Schrabidium powered bomb, but I won't tell you too much
Such tease. Much hype.
ALRIGHT DON'T SHOUT AT ME
Here's a small picture, it shows a small nuke cloud, with the textures of Little Boy (wth??) and a weird scale:
I can see this getting somewhere. Actually, you've surpassed the modelling of ICBM to some extent.
Summary: Great Success!
:3
Your welcome. Also, the explosion is similar in looks and how it "happens" to Rival Rebels, the mushroom clouds are similar, and they both create the crater slowly to reduce lag. These mods go hand in hand it would seem.
Indeed, the creator is actually a friend of mine, he gave me the lagg free spiral algorythm (neither one of us knows how it works, but it does.) You maybe already noticed because of the signature banner
do you know any mods combinations to make the mods more Technical (i mean other mods that can make this mod awesome)
also im thinking a about adding more "Tech Explosive" so i can automate nuclear explosives, because IC2 wasnt enough even if it has explosions
Question: what are you working on?
Well, IC² does have a nuke, even with different explosion strenghts. I guess my mod would be great with BC and Reika's mods.
well, then i will play it with Thermal Expansion and Extra Utilities
+Added to my list!
EDIT: After sawing and reading your post this mod need more attention
The algorithm works by magic. Don't question it! Or it'll stop working.
Sssshhhhhhhhh!
I love Reika's mods, I just love everything about them. Especially Reactor Craft, because I am a huge fan of Minecraft nuclear reactor mods. No, not like those "Uranium" mods with stereotypical green ingots, hurr-durr-big-slposion nukes and a "reactor" whdoes absolutely nothing. I really like the efford Reika put into, well, everything.
So, about that again, it is indeed possible to make an explosion with almost no lagg which is material aware. Thutmose showed me his explosion algorythm, and it is amazing, it will be probably already avalible in the next update, but large explosions still crash the game, but he's working on it.
I have fixed the crashing when making blasts of extremely large sizes, but now it takes 1-12s to cache the world before starting the explosion (using a fixed size cache of 1023x1023 blocks, which covers the maximum explosion radius of 511 blocks), I will see if I can decrease the time it takes to cache.
edit, or just write my own thread-safe version of a cache and update that as server loads/unloads chunks
edit2: I have got that working, any lag that occurs now is due to vanilla updating of lighting when blocks are removed, so there is no way for me to reduce that, it is entirely based on how many blocks are physically removed, now to get entity damage and particle effects working
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Perfect! About the particle effects: As you may know, explosions create this mushroom cloud, but the EntityFX is client side only which makes the server crash. So because of this, I'll use 3D modelled effects.
the larger issue than particles is the entity damaging, which requires some things to be handed over to a different thread, I have already figured out how to do that when I made the pokecube AI completely asynchronous, so that should just be a matter of implementing that, but for explosions instead of attacks.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
False, you can reduce that: there's 2 setBlock methods, one with 2 additional integers, first is meta and second is flag. By default flag is 3, but by changing this flag value, you can get it to not update lighting.
Also another thing that takes long, is that flag 3 synchronizes each block update with client. Changing that to 2, makes it that it does not synchronizes each block. Now in the end of explosion, all you have to do is to sync modified chunks.
A bit more information on flags, and especially lighting flags, here: http://www.minecraftforge.net/forum/index.php?topic=29506.20#msg152781
@HbMinecraft
Also, cool mod... Following it from when you posted it... We finally have good replacement for ICBM...
Check out all my mods here: Link Removed!
I have no idea how that's gonna work, modeled mushroom clouds look much better anyways