Biome Reactors only adds a single block: The Biome Reactor. This block allows, for an exchange of 400,000 Redstone Flux(usually called RF), can change a biome to whatever the player wants.
How it works:
The Biome Reactor needs power to operate. It can take RF from other mods including BuildCraft and Mekanism. It has a sole slot in its interface where players can place one block from the biome they want to change the surrounding area to. Once the machine is powered and a special item is inside, it will begin to execute. Once it's done you will hear a steam noise along with the surrounding blocks in a 7 by 7 radius' change their biomes to the specified one. This mod is very useful as an utility for things like forestry or for changing your area's foliage/grass color.
The amount of energy needed for the conversion power can be changed in the config(minimum amount is 100). Whether or not if the Biome Reactor changes blocks is also configurable. Configs for if the reactor changes a radius of 7 by 7 blocks or just the entire chunk and for alternate recipes are available.
Pretty amazing mod! But I feel the RF cost needs to be higher (idk).
Rollback Post to RevisionRollBack
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
I'd rather have it be a config. Not everybody plays with nuclear power, after all. And because of that, increasing the cost may make it prohibitively extensive for other players. You and I can easily pump out twenty million per tick, after all, but people without access to reactors or similar generation methods don't have such luxuries.
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Yep, a config would be the best. My main source of RF is Thermal Expansion's dynamos, and 400k RF is quite expensive (I'm running a laser drills farm with 7 drills and that's already two tree farms and 40 dynamos.)
If you couldn't mine, it would be called Craft. If you couldn't craft, it would be called Mine. If you couldn't do anything, it would be called a ripoff! >:> My quiz-->http://www.onlinequi...assessment-1638
I'd rather have it be a config. Not everybody plays with nuclear power, after all. And because of that, increasing the cost may make it prohibitively extensive for other players. You and I can easily pump out twenty million per tick, after all, but people without access to reactors or similar generation methods don't have such luxuries.
It's the same amout of energy in a leadstone cell, it's not expensive at all. I'll probs work on a config for the amount of energy along with a secret feature...
Yeah, Reactorcraft is a wet dream for anybody that needs approximately far too much power. Really, I just redirect most of my power to a couple of Electricraft RF storage things and forget about it. Most of the quarter that remains is used to keep the reactor itself going, pumped into the Nuclearcraft particle accelerator or transported to my Fortune 3 ender quarries. I'm now considering building another few HP turbines for moar powah.
Rollback Post to RevisionRollBack
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
I know, doesn't matter to me. Honestly, I'm not even sure if requiring a constant input of power would be possible when dealing with biome transformations. I'm not a modder, but all implementations I have seen so far seemed pretty permanent, irrevocably overwriting the old biome. I'm interested to hear how non-permanent biome transformations would be implemented code-wise, if at all doable without severe instability.
I just recalled, what it reminds me of… Thaumcraft Sinister nodes. They slowly change the surrounding territory into an "Eerie" biome.
May be you can replicate the same effect in the next iteration?
How it works:
A list of items and their biomes:
-mushrooms = Musroom Island -cactus = Desert -Clay = River -Dead Bush = Desert -Podzol = Megataiga -Dragon Egg = End -Endstone = End -Glowstone = Nether -Hardened Clay = Mesa -Hay Block = Plains -Ice = Ice Mountains -Oak Log = Forest -Birch Log = Birch Forest -Spruce Log = Cold Tiaga -Jungle Log = Jungle -Acacia Log = Savanna -Big Oak Log = Roofed Forest -Oak Leaves = Forest -Birch Leaves = Birch Forest -Spruce Leaves = Cold Tiaga -Jungle Leaves = Jungle -Acacia Leaves = Savanna -Big Oak Leaves = Roofed Forest -Melon Block = Jungle -Mossy Cobblestone = Mega Tiaga -Mycelium = Mushroom Island -Nether Brick = Nether -Netherrack = Nether -Obsidian = Nether -Packed Ice = Ice Spikes -Oak Planks = Forest -Birch Planks = Birch Forest -Spruce Planks = Cold Tiaga -Jungle Planks = Jungle -Acacia Planks = Savanna -Big Oak Planks = Roofed Forest -Orchid = Swamp -Oak Sapling = Forest -Birch Sapling = Birch Forest -Spruce Sapling = Cold Tiaga -Jungle Sapling = Jungle -Acacia Sapling = Savanna -Big Oak Sapling = Roofed Forest -Sandstone = Desert -Snow = Ice Plains -Soul Sand = Nether -Sponge = Deep Ocean -Tall Grass = Plains -Tall Fern = Mega Taiga
-Vine = Jungle -Lilypad = Swamp
Pictures:
Reactor recipe(default):
Reactor recipe(IC2 compat enabled):
Reactor recipe(BuildCraft enabled):
Reactors can take in many power sources:
Before and after converting an area to a desert:
Before and after converting an area to jungle:
Entire chunk biome changed(configurable):
Reactor GUI. The bar is the energy stored(maximum storage is 400,000 RF), The conversion item is in the central slot:
Changelog:
-1.0.2
"it's interface" - "it is interface". Pretty sure you did mean "its interface".
"area too" - "area to".
"as an utility"
Good mod though. Even though it doesn't change worldgen.
It's not meant to change world gen -- It's meant for things like Zoos, where players wouldn't want new trees popping up and the surface changing.
Pretty amazing mod! But I feel the RF cost needs to be higher (idk).
If I helped you in any way or agree in my ideas or posts, make sure you click that green arrow pointing up below my post or simply huggle me! I use 1.7.10 (Modded), so when I comment that I like a 1.8 mod, I will comment to downgrade to 1.7.10. I support no pics, no clicks. Suggestions that I think that are the best deserves a banner!
It is almost time to say goodbye to 1.7.10 because of the recent surge of big 1.9 mods.
Why MCreator sucks: jcm2606's file (doesn't open a new tab) He allows/welcomes anyone to link the file, so I put it here in my signature for people to know how MCreator functions. I thank jcm2606 (he's awesome) for creating the document/file and I'm just here to spread the word.
500+ huggles? U wot, m8?
I'd rather have it be a config. Not everybody plays with nuclear power, after all. And because of that, increasing the cost may make it prohibitively extensive for other players. You and I can easily pump out twenty million per tick, after all, but people without access to reactors or similar generation methods don't have such luxuries.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Yep, a config would be the best. My main source of RF is Thermal Expansion's dynamos, and 400k RF is quite expensive (I'm running a laser drills farm with 7 drills and that's already two tree farms and 40 dynamos.)
A config would be nice.
Also, you can generate 20 million per tick??
Dang.
It's the same amout of energy in a leadstone cell, it's not expensive at all. I'll probs work on a config for the amount of energy along with a secret feature...
Yeah, Reactorcraft is a wet dream for anybody that needs approximately far too much power. Really, I just redirect most of my power to a couple of Electricraft RF storage things and forget about it. Most of the quarter that remains is used to keep the reactor itself going, pumped into the Nuclearcraft particle accelerator or transported to my Fortune 3 ender quarries. I'm now considering building another few HP turbines for moar powah.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Next step: Constantly require power, and conversion radius depends on power consumption speed.
Oh noes! If this thing were to take 400,000 RF per tick, I'd... I'd... I'd lose like 2 percent of what I generate!
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
Not everyone is infected with this disease, you know?
I know, doesn't matter to me. Honestly, I'm not even sure if requiring a constant input of power would be possible when dealing with biome transformations. I'm not a modder, but all implementations I have seen so far seemed pretty permanent, irrevocably overwriting the old biome. I'm interested to hear how non-permanent biome transformations would be implemented code-wise, if at all doable without severe instability.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
I've released a new update that contains some of the features suggested. Pictures and Download are available on the FP. Enjoy!
I just recalled, what it reminds me of… Thaumcraft Sinister nodes. They slowly change the surrounding territory into an "Eerie" biome.
May be you can replicate the same effect in the next iteration?
This will be great for controlling weather. Say good bye to rain!
I was trying to fit Heimskr's speech into this place, but it wouldn't fit.
You are confusing mods. To "control weather" with this mod, you'd need to turn hell of a lot of land into desert.
Doesn't make it impossible. It just takes a lot of time. Or you could just make a load of reactors, I guess.
If I'm rude to you, just tell me. Don't take it too personally. Well, unless you were being stupid. If you were, DO take it personally.
What I did mean is that it's rather drastic measure. Not that it's impossible to do.