Playing on Sky Factory 3, and just tried the reactor with Manyullyn blocks...wont take it. Keeps giving a set of coordinates inside the reactor and says it isn't used for interior "tile.tconstruct.metal.name is not valid for the reactor's interior"
...every coordinate it throws up is where I have a many block (Tinkers'). Any help would be appreciated.
ALPHA versions of Extreme Reactors and Zero CORE for Minecraft 1.11.2 are now released.
They are for testing purpose only. Things looks good for now but more testing is needed: if you like to check them out please do and let me known how it goes
Just coming here to say that I am adding your mod to a mod pack I am working on. I've been loving the mod ever since I first played with it and it gave me quite a nostalgic feeling.
Dropping a line letting you know we're adding your mod to the official Nerdcrafteria dFTBa pack! Thanks for not letting this project die, I love me some reactors =D
I had the chance to mess with the mod some today and I simply love the mod, thank you.
I tried the basic reactor, the actively cooled reactor with the turbine and I accidentally used reactor casing the first go on the turbine and it kept telling me the wrong block in position x, y, & z which didn't click at first with me. The real wrong block was the one attached to my neck I guess. When I finally got that worked out it took awhile to get the fluid pipes configured since I was forced to use pressure pipe mod to move the water and steam and I wasn't familiar with this mod (wish Mekanism was in 1.11.2). When this was all worked out and I got the system running it sure was fun figuring out how to get the efficiency right between the units. I experimented with RF Tools power cells and linking them to create a massive RF storage system with wireless access points for all that great RF the wonderful machine was pumping out until it will be needed later. I did run into a few problems when trying to figure out the correct size to make the turbine. It kept telling me the machine was the wrong size. I couldn't find documentation anywhere that would show the correct size or sizes and I final used a video from the OP and copied the turbine design in it. Is there a list somewhere that shows the appropriate ratios that are needed? I know 5x9 works (at least when you use the right housing frame).
I also have a question concerning the reactor access that supplies the fuel. Can two of these be used on the same reactor and if so do they need to touch? I was able to use a hopper and a chest to refuel the block but that makes it so you can't click the reactor access port to remove cyanite ingots without breaking the hopper. I found out that it you set it to output you can place a chest against it and the cyanite will just output to the chest and I could still access the reactor access block due to the smaller hit-box on the chest versus the hopper. I feel I must have done something wrong since I couldn't get it to auto feed and auto extract for automation of this process.
I tried that but maybe the since the reactor started with only one it didn't quite register when I added the second access port. Will try it again with a new reactor. They don't have to touch do they?
I think I figured out what happened with my first turbine telling me it was the wrong size; I inadvertently placed a coil block where the last shaft block was suppose to be.
EDIT: I guess it didn't register or something the first time I tried. The two access ports worked flawlessly this go around.
@majestyc2k1: Those reactants are in since the first release of ER. So, if they did not change the registration name of their fluids, you should be fine
@OcAMD : you can put in any number of devices on any face of the reactor basically. Experimenting is the right way to go, keep going
Nop, you have to experiment and play with it to find what is best for what you want to do
Also, other mods can add their own moderators so there is no "complete" list
Playing on Sky Factory 3, and just tried the reactor with Manyullyn blocks...wont take it. Keeps giving a set of coordinates inside the reactor and says it isn't used for interior "tile.tconstruct.metal.name is not valid for the reactor's interior"
...every coordinate it throws up is where I have a many block (Tinkers'). Any help would be appreciated.
It's disabled in that mod pack
Damn. Is there a close replacement? Spent hours on a magical crops binge to get enough Manyullyn to do the coolant for it.
Anything can work as a Coil. Electrum works just fine in my world.
ALPHA versions of Extreme Reactors and Zero CORE for Minecraft 1.11.2 are now released.
They are for testing purpose only. Things looks good for now but more testing is needed: if you like to check them out please do and let me known how it goes
Thank you
Z
The requirement is that you have fun with the mod. So be sure to respect it!
EDIT:
The latest alpha release look quite good, no problems found so far. So I'm promoting them to betas. Have fun on 1.11.2 too
Just coming here to say that I am adding your mod to a mod pack I am working on. I've been loving the mod ever since I first played with it and it gave me quite a nostalgic feeling.
EDIT: And zero core, almost forgot about that.
I am including Extreme Reactor's in my modpack Colonial Frontier.
@BurningFirestorm : Enjoy!
@GazboicAcid: Have fun
@bratrstvoN0DKane: Sorry, no. We are moving forward only
Dropping a line letting you know we're adding your mod to the official Nerdcrafteria dFTBa pack! Thanks for not letting this project die, I love me some reactors =D
Thank you guys! Hope you have fun with the mod
Hey! Good job with the mod! Glad it's being updated to 1.10 and 1.11!
I made a Mod Review for it! If anyone needs to know how to build a reactor and a turbine, as well as what all the different blocks do - check it out!
Hello, letting you know that we're adding your mod to the Retronix Modded modpack and server
Thank you for this mod; I can't wait to try it! I don't believe I never saw it before today.
I had the chance to mess with the mod some today and I simply love the mod, thank you.
I tried the basic reactor, the actively cooled reactor with the turbine and I accidentally used reactor casing the first go on the turbine and it kept telling me the wrong block in position x, y, & z which didn't click at first with me. The real wrong block was the one attached to my neck I guess. When I finally got that worked out it took awhile to get the fluid pipes configured since I was forced to use pressure pipe mod to move the water and steam and I wasn't familiar with this mod (wish Mekanism was in 1.11.2). When this was all worked out and I got the system running it sure was fun figuring out how to get the efficiency right between the units. I experimented with RF Tools power cells and linking them to create a massive RF storage system with wireless access points for all that great RF the wonderful machine was pumping out until it will be needed later. I did run into a few problems when trying to figure out the correct size to make the turbine. It kept telling me the machine was the wrong size. I couldn't find documentation anywhere that would show the correct size or sizes and I final used a video from the OP and copied the turbine design in it. Is there a list somewhere that shows the appropriate ratios that are needed? I know 5x9 works (at least when you use the right housing frame).
I also have a question concerning the reactor access that supplies the fuel. Can two of these be used on the same reactor and if so do they need to touch? I was able to use a hopper and a chest to refuel the block but that makes it so you can't click the reactor access port to remove cyanite ingots without breaking the hopper. I found out that it you set it to output you can place a chest against it and the cyanite will just output to the chest and I could still access the reactor access block due to the smaller hit-box on the chest versus the hopper. I feel I must have done something wrong since I couldn't get it to auto feed and auto extract for automation of this process.
For automating fuel transport, I find two access ports work best. One for inserting fuel, one for extracting it.
I tried that but maybe the since the reactor started with only one it didn't quite register when I added the second access port. Will try it again with a new reactor. They don't have to touch do they?
I think I figured out what happened with my first turbine telling me it was the wrong size; I inadvertently placed a coil block where the last shaft block was suppose to be.
EDIT: I guess it didn't register or something the first time I tried. The two access ports worked flawlessly this go around.
Since TE has been released for MC 1.10, is ExR ready for the coolant options from TE?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
@majestyc2k1: Those reactants are in since the first release of ER. So, if they did not change the registration name of their fluids, you should be fine
@OcAMD : you can put in any number of devices on any face of the reactor basically. Experimenting is the right way to go, keep going