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Khorne
May 1, 2002

Ak Gara posted:

How does the fuel reactivity (fuel efficiency) work for the Extreme Reactors (Big Reactors) mod? What are the code's rules for what makes it go up? What's the theoretical maximum?
https://br.sidoh.org/ have fun (turn off the server ping and press calculate manually once you make changes)

If you want something fairly early game and resource light: https://br.sidoh.org/#reactor-desig...C8O3C8O3C8O3E4O You can sub out the exotic liquids for graphite/graphene/forgot name blocks.

Then when you want more power you can adjust control rod, add height, or add more control rods.

Later in the game, you mostly just checkerboard (squares with holes) and it's good enough. You can get ~580% efficiency that way on the calc. There's something slightly more optimal but I forget. old checkerboard example you don't need the corner blocks they do nothing and 4 gap checkerboard lazy (you can arrange this slightly better, I don't have time to fill in a max reactor and I'm too lazy to dig up saved links)

The calculation travels in a straight line. You can see that exploited in the first design. It travels up to 4 squares of "nothing" away as long as there is a medium. It has been a long time so I can't recall all of the material properties. Because there's no criticality or even diminished returns, despite the original author planning on adding them, the most efficient lategame tends to become jamming as many rods in a straight line as possible with a layer of coolant on the outside.

These are the properties from source:
code:
	 * @param absorption	How much radiation this material absorbs and converts to heat. 0.0 = none, 1.0 = all.
	 * @param heatEfficiency How efficiently radiation is converted to heat. 0 = no heat, 1 = all heat.
	 * @param moderation	How well this material moderates radiation. This is a divisor; should not be below 1.
	 * @param heatConductivity How well this material conducts heat, in RF/t/m2.
But it boils down to enderium / gelid cryo being really good and the graphene blocks being really good in a pinch early game. You can see the whole list and their values here.

Khorne fucked around with this message at 14:09 on Apr 6, 2020

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Khorne
May 1, 2002
There's also a complicating factor for steam output where it is/was limited to 50buckets/t so you have a cap on reactor size there if you're going actively cooled. Which is good actually, I hate making chunk sized or slightly larger than chunk sized reactors.

Oh yeah, if you want good fps with big reactors near your base you need to disable fluid animations because even through solid walls MC renders them and it murders fps even on the highest of high end systems.

Ak Gara posted:

If the radiation travels 4 squares, the max it could be is 900%?
I don't really know if it's radiation or heat or what. It might even travel 5. I haven't dove into the code in ages, and the last time I setup a reasonably efficient reactor was a year+ ago. I just know the 'results' now.

Khorne fucked around with this message at 20:14 on Apr 6, 2020

Khorne
May 1, 2002

Ak Gara posted:

A thing I didn't figure out until years later than I should have, the mekanism universal cables can do unlimited throughput. (probably the fluid, gas, and item ones too)
Long-time players are conditioned to avoid mekanism's cables and pipes because they had a tendency to corrupt chunks, cause server crashes, and more for most of the mod's existence.

Khorne
May 1, 2002

D34THROW posted:

Why is this modding community so loving godawful?
I mean, a single player account was banned from the mod. I'm curious why that was, but it's also not a huge deal and shouldn't have gotten the mod nuked. They should have said "remove that code" or blacklisted versions with it before taking action.

Calling it "malicious code" is kind of a joke.

edit: Apparently they nuked the mod for adding that code, the user removed the code and reuploaded it, and then they nuked all of his mods even though they didn't have anything malicious.

Khorne fucked around with this message at 19:47 on Apr 27, 2020

Khorne
May 1, 2002

dragonshardz posted:

It's not technically malicious, but it is hostile and hearkens back to the days of nuclear bees. It's also kind of unethical imo.
or the tic vs gregtech war, where both intentionally put walls of text in to harass players if the mod detected the other, tic's buggy code resulted in tons of dupes with autosmelt+fortune but tic blamed it on greg, tic deliberately overwrote gregtech-specific recipes with no config option even though gregtech had a config option to disable the recipe to begin with, and greg added code that would wait until a bit after the server was running, check recipes, and shutdown if his recipes were changed to not match how gregtech was configured. mdiyo stepped down in 2014 and there has been no real tic drama since, and of course greg kinda stopped making his mod.

I know there's a love-hate with gregtech in this thread, in the olden days lots of hate but now some love mixed in too, but that was a real ridiculous feud where both sides were tedious even if one side was technically right.

The ftb vs mekanism war was childish too, but it was more of a cold war where ftb just outright refused to use mekanism which was an immensely popular mod made by a literal child who is now not a child. I think FTB started including mekanism in some packs a few years ago.

Khorne fucked around with this message at 20:05 on Apr 27, 2020

Khorne
May 1, 2002
Eh, minecraft's combat mechanics are pretty good. If you play well you'll pretty much never get hit by melee mobs even out in the open without placing blocks, and the vanilla bow mechanics are fun. Not really sure why people have a lot of hate for it. They're good enough that minecraft still has a somewhat large competitive pvp scene, too. End fight is also pretty alright in vanilla but once you get it the encounter itself can be kinda repetitive and boring.

I do dislike what they did to skeleton archers in 1.7.x or whatever version they made them auto-hitting death machines that you couldn't line of sight spam.

I'll also concede the mechanics don't really "scale" and that modded has never really had great combat or mob additions. Some magic mods have done pretty well, and the mod with ogres and werewolves and stuff is pretty fun sometimes. It's nothing like Terraria. Terraria added more and more vertical content while Minecraft added some horizontal mechanics to the world.

Khorne fucked around with this message at 05:55 on Jun 21, 2020

Khorne
May 1, 2002
It would be nice if they released v10 for 1.15 as well.

Who am I kidding, I've been playing Mekanism packs for 7 years I'll probably download Enigmatica 6 once it's approved and play with v10 mek.

Khorne
May 1, 2002

Danny Glands posted:

I despise the fact that there is now an API split and another holy war seems to be on the horizon
Fabric and Forge? Or are you talking about something else?

Khorne
May 1, 2002

dragonshardz posted:

Forge and Fabric are, currently, and it looks like architecturally, mutually exclusive. Some mods have both Fabric and Forge versions, but you can't run Forge and Fabric simultaneously in the same instance of Minecraft.
Running fabric on forge is mutually exclusive, but the opposite isn't. Forge or forge mods could theoretically be ported to work with fabric.

I'm on team forge pretty firmly. Fabric seems to be nice for one-off type stuff and having a lower barrier of entry, but the cost of that is taking a few steps backward when it comes to more complex mod interactions.

Khorne fucked around with this message at 17:25 on Jul 17, 2020

Khorne
May 1, 2002

Happy Hedonist posted:

So what's going on in the world of modded? The last new pack I played was SF4, nothing new or exciting seems to have come out since? What's going on with forge 1.15+? I've been distracted, last I knew they were having some issues with server stability.
Mekanism v10 came out for 1.16 and is pretty cool. It adds armor/tools similar to modular power suits, a huge item storage block, some equivalent of ic2's energy -> items endgame stuff, and it adds a fission reactor that gates some of the endgame stuff.

The fission reactor has a radiation mechanic that is good but has an effect that's both a bit too extreme and not as cool as nuclearcraft's. If anyone wants advice on dealing with it ahead of time I can provide a very simple way that exploits mek's mechanics.

1.12.2 is still the modded version with the occasional 1.7.10 pack worth playing if you haven't already played. 1.14/1.15 saw a lot of mod releases and porting between 1.14,1.15, and 1.16 shouldn't be too bad. Depending on the release cadence and what the next version adds, 1.16 may be the next big modded version or it may be another 1.10 where it becomes the version but hides in 1.7.10's shadow until a later 1.12.2 equivalent.

It's still up in the air and nothing real big has happened. 1.16 is still really new so not much has ported yet. Refined Storage & Mekanism are the two big ones. These new versions may see some of the old mods left behind but we'll see.

Khorne fucked around with this message at 20:19 on Jul 21, 2020

Khorne
May 1, 2002

Happy Hedonist posted:

Ooh I like the newer version of mek in 1.12, so 1.16 mek sounds fun.
When I say "too extreme" I mean if you get radiated near your bed you're going to enter an infinite death loop with no way to escape it other than using an op/cheats slash command to clear all rad. /mek radiation removeAll is the command.

You can avoid getting hit with it if you wear the full protective armor or don't break stuff. I had 3/4 on and entered a death loop last night. It kinda sucked. Outside of the status effect death loop business, it works pretty cool.

Khorne fucked around with this message at 20:54 on Jul 21, 2020

Khorne
May 1, 2002

Happy Hedonist posted:

Holy poo poo. :laffo:

I wonder what their plan is with radiation if they hosed it up that bad. Thanks for the info, this should be entertaining for an evening or two.
If you don't handle spent waste near your bed you will be fine, too.

If you do it properly no radiation will enter your world at all. I was just trying to figure out how it did or didn't work, and it worked a bit more extreme than I expected haha.

Khorne
May 1, 2002

Weltlich posted:

Is there an updated guide/wiki for the new Mekanism release? All the stuff I'm finding is v8.
The closest is:

https://www.youtube.com/watch?v=jQRVqs4TUEU

With this developer interview.

Stream of consciousness notes, will organize better later:

Enriching diamonds/coal/redstone into plates gives 8x the amount for infusing other materials in the pack I was playing. Not sure if that's a v10 change or something I overlooked previously.

Most things are the same at lower tiers. Recipes changed a bit at endgame tier. JEI works really well for the mekanism stuff. Most of the new stuff is gated behind having a fission reactor.

Fission reactor uses fission casing, reactor glass with similar rules to the turbine. Stack fission fuel assembly and cap it with a control rod assembly. Leave a 1 block gap between the ceiling and the control rod assembly.

You'll need 4 fission reactor ports and to use the configurator to switch between types. Fluid in for water, gas in for fissile fuel, gas out for spent fuel, fluid out? for steam. Something like that. If your reactor is big enough you want an extra port for water. A 7x7x7 with 2-4 control rods setup uses almost a full port of water using mek's ultimate fluid cables.

Mek's multiblock will tell you what's invalid, but I didn't run into invalid on the fission reactor.

Let it fill with water through the reactor port before running it.

When you run it it will only consume 1mb/t until you set it higher in the Stats panel. It will consume insane amounts of water when you set it higher. I made 16 fully upgraded pumps before giving up and just using the cooking for blockheads' sink. Attach fluid cables in pull mode to multiple faces of that block for a lot of water. 1 sink can provide for an entire 7x7x7 reactor.

7x7x7 reactor with 4 control assembly produces 500kRF/t or so worth of steam when put into a mek steam turbine. Nothing changed about the steam turbine. It's still annoying to build correctly if you haven't built one recently.

The rods get a penalty if you put them near each other. I haven't experimented much, but diagonal tiling might work fine. I left 1 block of space everywhere around my rods and it worked out fine. I haven't experimented yet with trying to turn it up because it wasn't needed and the polonium production rate & power output are adequate for this tier of power.

Pipe waste out into the solar neutron activator. One can handle a reactor, but keep a decent amount of piping to store excess waste. Pipe polonium into a prc (+oxygen), pipe the spent fuel from the prc down toward bedrock and just make a big pipe grid to avoid having to deal with radiation. If you have more waste than your pipe network can contain when you break the pipe you will cause massive radiation in your world. Otherwise, you can ignore the radiation mechanics completely with pipes. There are also nuclear waste barrels, but I'm unclear on their mechanics or purpose when pipes can hold more waste per block, don't emit radiation, and can be freely broken as long as sufficient space is left in the network.

For the fuel production chain, just follow JEI from the final result. Total machines for production chain are: 1x prc, 3x chem inf, 2x chem ox, 1x rotary conds, 2x chem inj, 1x isotropic centrifuge, 1x energized smelter (to smelt uranium dust), 1x enrichment chamber (uranium ingots), 1x chemical dissolution chamber (this takes a gas upgrade, use one). You'll want an extra PRC and 1x Solar Neutron Activator for processing spent fuel.

Inputs to the chain are oxygen (maybe H too? I forget), water, fluorite, coal/charcoal, and uranium dust or ingots. There are two chains, the sulfur chain and the uranium chain. Uranium chain uses smelter/enrichment to get yellow cake, puts into chemical oxidizer, and then it goes to the main chain. The other chain uses oxygen+coal/charcoal to make sulfur, processes the sulfur, eventually gets to chemical dissolution chamber with fluorite, and then combines with the uranium chain.

Strongly recommend following JEI from sulfur production up and just building piece by piece to avoid complexity. Leave space around machines. Use a basic chem tank set to dump excess to handle the excess hydrogen from the sulfur production.

I upgraded everything to 8x,8x but it uses around 200kRF/t when upgraded that way. When built this way the simple uranium chain will bottleneck. Basic factories and an extra chemical oxidizer or two will increase fuel production significantly.

I haven't tried fusion yet.

The new gear takes polonium from the fission reactor, lithium, hdpe, and netherite. I can't get the digital miner to mine the block for netherite, but I haven't found the block yet because I have pretty limited time. I am fairly certain you can place it in Item Stack once you have one block of it.

There is a hazmat suit, geiger counter, and dosimeter. You have to have the full hazmat suit on before being exposed to radiation. If you follow the pipe strategy above you won't need hazmat. If you break something containing radioactive material and it has nowhere to go you're guaranteed to die without full hazmat (or meka armor with hazmat upgrades). Don't do this stuff near your bed. Can cheat with /mek radiation removeAll to clear it if you end up in a bad situation. If you have full hazmat the radiation pretty much does nothing and is kinda cool. Might be able to make a mob farm with it.

Khorne fucked around with this message at 22:13 on Jul 23, 2020

Khorne
May 1, 2002
Mek v10 is pretty good.

Avoid bins they wreck fps and suck.

QIO is good but can't interface with RS as far as I know. It's the best backpack ever and it has importer/exporters you can use to automatically dump certain stuff out into other places.

Fission fuel process gives you the hard part of 5x ore processing. I didn't know that when I set it up. Pretty relevant because mek still has no way to get infinite ore and I can burn through gold faster than 5x fully upgraded digital miners can mine it.

Teleporters are awesome now to the point that Waystones and similar aren't even worth it. You don't even need to build a portal if you use a handheld device.

I also learned a whole lot of things about mekanism I didn't know despite using the mod since at least 1.5.x. Although lots of the things I learned weren't there in 1.5.x, like lasers and personal chests which are both pretty interesting.

also, in 1.15.x and 1.16 you just need 1 ender pearl to get above bedrock in the nether and you can relink your nether portal there making a sweet place to build with no hostile mobs at all and good fps.

Khorne fucked around with this message at 00:37 on Jul 28, 2020

Khorne
May 1, 2002
The block placement bug exists in all versions and is kind of weird. I think that was just unfortunate.

The rest sounds like 1.16 issues. Forge is very early on 1.16, and IE has been known to have cable issues even on stable versions.

If you're using mek go from 1x thermal thing with lava near it -> bio gen that just burns biofuel -> ethylene. Ethylene provides a lot of rf/t and is near endless with a little wheat.

Khorne
May 1, 2002

MonkeyforaHead posted:

Something I've never quite grasped with modpacks is the 'default' downloads versus the 'server' downloads. So far as I can tell both the host and any prospective clients will both need the contents of the Server download, since that's what contains the mods and etc. So what purpose do the default downloads (always in the 20 MB range and don't contain any of the actual mods) serve? Do they just contain pointers and such for modpack managers to download the right server files?

I ask because normally I just grab the server files and dump those into MultiMC these days, but I've just discovered Planetary and want to give it a shake -- but there isn't a server download for the latest release, so I'm just kind of stumped. What was even released, then??
If you're playing MC you should download the default/client pack through your preferred launcher. MultiMC, twitch, and similar launchers will download the mods from curseforge (or use a local cache) using a list in the default pack which is why it is smaller.

If you want to run a stand alone server to connect to from the multiplayer tab you should download the server and use the client to connect to it.

There are many client-only mods that don't work on the server. Server downloads also include the server executable and scripts for downloading/running forge on the server.

Khorne fucked around with this message at 17:56 on Aug 6, 2020

Khorne
May 1, 2002
MultiMc is an apt example to give because the developer refused to support newer MC versions because they didn't fit his very static, preferred way of launching minecraft.

Khorne
May 1, 2002

Rocko Bonaparte posted:

Has anybody played with Yung's Better Caves? I don't think they generated with OTG. I did get an interesting mineshaft entrance but it didn't go very deep and the loot was peculiar. I was kind of hoping I'd dig down and wind up in some crazy cavern ecosystem, but it looked pretty vanilla.
Yes. You get giant, never-ending caves with some weird water level as you get closer to bedrock. It's a very cool and good mod. Especially if you've played a ton of minecraft because caving speeds up initial ore collection significantly compared to digging through a bunch of rocks.

Khorne
May 1, 2002

isndl posted:

I'm not referring to the loader when talking about design philosophy, I'm talking about the mods themselves. Stuff like running cables block by block to connect things is replaced by entities doing the job instead, progression is less about automating your way to massive amounts of resources, etc.

Or maybe that's just the flavor of the packs I've been ending up in, I can't say I've played every mod the game has to offer. :shrug:
IE does entities to connect power and has been forge since 2014 or 2015.

My take on fabric is you could theoretically create a forge compatibility layer for it. I'm fine with forge and doubt it's going away. I wish they would improve loading time. I have a decent loading workflow, if I am going to play modded mc I start it long before I plan on playing, but it sucks if anything crashes.

Khorne
May 1, 2002

Rocko Bonaparte posted:

I've decided the Industrial Foregoing one can't do it. I'm starting to try other things and finding a surprising amount of disappointment. Cyclic has a harvester that doesn't work on grass or flowers. EnderIO has the farming station that does harvest flowers but leaves the grass behind. This means grass eventually takes over. My last option would be garden cloches with each time of flower. Before that, I at least have an RFTools builder set to clear out the farm path, but I fear it might nuke the sprinklers and pipes while it's at it. I could also do something using either pistons or water buckets but then I have to do a bit of world logic.
Just do it the vanilla way. Flood to harvest. I usually bonemeal to grow when I do this, but that assumes you have a bonemeal supply.

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Khorne
May 1, 2002

Patware posted:

is there a reason you almost never see the Dynamic Trees mod, like Heavens of Sorcery has? It makes the tree experience so much better

does it just absolutely gently caress server load
There's some mod that makes trees into pentagons (maybe, don't know number of faces) that's kinda cool and doesn't mess up performance. Dynamic Trees isn't that mod.

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