Playing around in creative I wanted to do a quick test of the new "cube-shaped-reactors".
Placing the controller into a 3*3 cube (center-bottom block only it seems?) got minecraft to crash.
The second time it worked (no crash).
But activating the reactor with a lever produced a crash again (which seems to be the same bugreport with the same lines and all).
Once the reactor is formed, has fuel and was running once, the crash/problem seems to be gone and I can flip the lever how often I want.
The crash:
---
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:84)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145841_b(TileEntityFissionReactorGraphite.java:577)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145844_m(TileEntityFissionReactorGraphite.java:614)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_151252_a(PlayerManager.java:705)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_73254_a(PlayerManager.java:648)
at net.minecraft.server.management.PlayerManager.func_72693_b(PlayerManager.java:101)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:185)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
There should be a configoption to disable "Paul" (thats the name of the mob) in config/NuclearRelativistics/NREntities.
But you should wait anyway for a new/fixed version of the mod and start a new world then ; the current version does not generate 2 needed ores (a bug) and you would be "stuck" later in the game due to missing ores/materials.
Edit: Seems I can use uranium from IC2 in your machines. Yellorium from BigReactors (which I forgot to remove since I wanted your mod to replace this due to extreme lag) seems to work as uranium too. But without thorium-ore there is no way to produce/use TBU it seems.
I am almost sorry to report this - but I found another "bug". A pretty damn big showstopper (for me) actually
Until today I played around cheating the items in with NEI (I wanted to test the mod before starting a new world to mine the ores). Today I started a new world, mined+explored for some hours.
Found copper,tin,lead,silver (which has the 100% same texture like tin in the game btw) from the mod - but not a single piece of thorium or pitchblend
I actually started a new testworld in creative and fly around and searched for these 2 ore some time - no luck at all nowhere.
Thats actually the 2 crucial ores of the mod - and they just dont seem to generate in my game/setup, which makes all the machines in the mod pretty much useless for me.
I have NOT disabled the ore-generation in the config for them - so thats not the issue.
Are these ores supposed to be extremly rare? Or do they only generate in certain biomes or something?
Thanks for the new version. That was quick - and seems to works like a charm
The picture was also very usefull (finally a working reactor). Coolers are more or less needed to deal with the heat - obviously. Graphiteblocks as moderators I guess (not sure if/how moderators are implemented in this mod, only tested thorium so far). Guess next step would be to somehow implement heavy water as moderator? Or skip it and jump to hightech fusion-tech instead? Whatever it will be - I will use it and will have fun with this nice mod
Its NOT missing that much content right now (my opinion) - its more about missing information (on how to build the fissionreactor especially). Actually even looking at the 2 pictures on curse I was unable to correctly build the fissionreactor for now (shame on me) since its really hard to see from 1 picture whats supposed to be where in to interiour. But maybe its because I am too tired Will try again tomorrow/later...
1
Ok - thx.
I guess using the "old" 0.0.8 with the old modname "fixes" this for now?
2
You could also make it a lapisBlock (to put some more balance into it) - lapis has almost no use after all
0
I have seen several machines from other mods doing that (there is a noticeable delay before they change textures).
Its certainly way better than producing this amount of lag
0
FPS in my base = around 90 FPS all the time.
Placing down an "Electric Crusher" (not even powered and no work to do) = drop to 20 FPS all the time until the Crusher is removed.
Powering it and/or letting it work doesnt change the FPS.
The "Isotope Seperator" for example doesnt have this issue.
Right now I am placing the machine in a chest and only placing+using it when I really have to use it.
Which is not really a "good" way to work with a machine
0
1
"Fission Reactor RF Production Multiplier" in the config does not seem to do/change anything(?)
Reactor produces the same amount of RF/t - no matter if 100,200 or 500 is set in config.
2
The larger the reactor, the more coolingblocks you HAVE to craft/use.
But those things are a royal pain to craft in larger numbers due to the simple fact that buckets of water do not stack.
So you have to carry a ton of waterbuckets, shove them into the crafting-gui, click, shove another 4 in, click - and repeat and repeat.
Maybe it would be better to provide an alternative recipe using something stackable like lapisBlocks.
That would make crafting the coolingblocks NOT a huge click-orgy and way more "non-frustrating"
0
Some more "minor" things/issues I noticed:
1. Breaking plutonium-ore with a pickaxe (no enchant) drops copper ingots (?)
2. Killing the "radioactive monster" also drops copper ingots (not sure if thats intended)
3. The NEI-PlugIn shows the old name of the mod (Nuclear Relativistics) as title for the Reactor-"Recipes"
4. Wish: The NEI-PlugIn should also show the total amount of RF produced per fuel (just to have all info in one screen)
5. Wish: NEI-PlugIn should also tell the user for what reactorsize those values are (I assume the values are for a 5*5 without graphiteblocks)
0
Playing around in creative I wanted to do a quick test of the new "cube-shaped-reactors".
Placing the controller into a 3*3 cube (center-bottom block only it seems?) got minecraft to crash.
The second time it worked (no crash).
But activating the reactor with a lever produced a crash again (which seems to be the same bugreport with the same lines and all).
Once the reactor is formed, has fuel and was running once, the crash/problem seems to be gone and I can flip the lever how often I want.
The crash:
---
java.lang.IllegalArgumentException: Empty string not allowed
at net.minecraft.nbt.NBTTagString.<init>(SourceFile:15)
at net.minecraft.nbt.NBTTagCompound.func_74778_a(SourceFile:84)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145841_b(TileEntityFissionReactorGraphite.java:577)
at com.nr.mod.blocks.tileentities.TileEntityFissionReactorGraphite.func_145844_m(TileEntityFissionReactorGraphite.java:614)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_151252_a(PlayerManager.java:705)
at net.minecraft.server.management.PlayerManager$PlayerInstance.func_73254_a(PlayerManager.java:648)
at net.minecraft.server.management.PlayerManager.func_72693_b(PlayerManager.java:101)
at net.minecraft.world.WorldServer.func_72835_b(WorldServer.java:185)
at WorldServerOF.func_72835_b(WorldServerOF.java:234)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:625)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685)
---
0
0
Is there ANY way to use an old version of the mod (which generates the ores) and continue playing later with the 0.0.9 after its release?
I think the namechange of the mod would also make the collected+generated ores "disappear" than or am I wrong?
0
I hope I will find the time to play "enough" with it - since that damn real-life-work started today...
0
small Suggestions for the v0.0.1.0 or later (surely not needed now, but nice to have later):
1
configoptions for fuel-efficency for generator+reactor (for people who want it to be more/less difficult for example).
For example 100 would mean the normal/default total amount of RF per fuel, where 50 would only produce 50% of that for same amount of fuel.
Most mods have such settings for the "hardcore"-players (I admit : I also like it to be more difficult).
2
settings to configure the "rarity" of the generated ores (one for each ore would be optimal).
Many mods have such settings.
For the "hardcore"-players (again) that really want an ore to be hard to find
0
There should be a configoption to disable "Paul" (thats the name of the mob) in config/NuclearRelativistics/NREntities.
But you should wait anyway for a new/fixed version of the mod and start a new world then ; the current version does not generate 2 needed ores (a bug) and you would be "stuck" later in the game due to missing ores/materials.
0
0
0
Until today I played around cheating the items in with NEI (I wanted to test the mod before starting a new world to mine the ores). Today I started a new world, mined+explored for some hours.
Found copper,tin,lead,silver (which has the 100% same texture like tin in the game btw) from the mod - but not a single piece of thorium or pitchblend
I actually started a new testworld in creative and fly around and searched for these 2 ore some time - no luck at all nowhere.
Thats actually the 2 crucial ores of the mod - and they just dont seem to generate in my game/setup, which makes all the machines in the mod pretty much useless for me.
I have NOT disabled the ore-generation in the config for them - so thats not the issue.
Are these ores supposed to be extremly rare? Or do they only generate in certain biomes or something?
0
The picture was also very usefull (finally a working reactor). Coolers are more or less needed to deal with the heat - obviously. Graphiteblocks as moderators I guess (not sure if/how moderators are implemented in this mod, only tested thorium so far). Guess next step would be to somehow implement heavy water as moderator? Or skip it and jump to hightech fusion-tech instead? Whatever it will be - I will use it and will have fun with this nice mod
0
Its NOT missing that much content right now (my opinion) - its more about missing information (on how to build the fissionreactor especially). Actually even looking at the 2 pictures on curse I was unable to correctly build the fissionreactor for now (shame on me) since its really hard to see from 1 picture whats supposed to be where in to interiour. But maybe its because I am too tired Will try again tomorrow/later...
1
Ok - thx.
I guess using the "old" 0.0.8 with the old modname "fixes" this for now?
2
You could also make it a lapisBlock (to put some more balance into it) - lapis has almost no use after all