NuclearCraft
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Summary
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A modern physics Forge mod for Minecraft
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Forge Energy and IC2 EU compatibility
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Unique electric processors and generators
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Full JEI compatibility
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CraftTweaker recipe support
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Large, complex multiblock fission reactors
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In-depth nuclear fuel system featuring 52 different fuel types
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Multiblock fusion reactors
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Complex fusion system of 7 fuels and 28 fuel combinations
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More materials, weapons, tools and armour
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Other things and stuff and that
Planned
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Molten salt fission reactors
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Steam turbines
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Inertial confinement fusion
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Fallout-style radiation
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Accurate particle physics based on QFT
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Particle accelerators, colliders and detectors
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More advanced, futuristic machinery
i really like how this mod is turning out.
but one thing i would like to see in a future release:
some way to tell when the current fuel is gonna deplete. just some timer in min:sec somewhere in the corner with the other information should work just fine.
sure, in the current point in time it doesn#t seem that useful... seeing as nothing seems to effect the time a fuel runs at.
but i assume that will change one day. hmm, maybe something like the more in the negative your heat production is, the faster it will burn through which means the setup will make less energy. so players would aim to get to 0H/t or slightly below.
btw, XNet doesn't seem to be able to take items out of machines. Energy and items into them works, but taking the results out not. alteast with the ones i tested (Alloy Smelter, Iso Seperator, Manufactory) this may be a bug as other non-Nuclearcraft maches output into XNet like normal
In reply to Proxy_Player:
You've read my mind :)
Yep, that will basically be a thing in 1.13. Overcooled reactors will produce less power, and undercooled reactors will last for less time, to encourage people to aim for that 0 H/t mark.
I could have a fuel 'countdown', but I think some info in the tooltip that lets the player know the severity of the penalty would be good enough.
Will the later versions be backported to 1.10.2?
In reply to 23link89:
Does this have OpenComputers support?
In reply to Alaberti:
is there something like an 16x16 texture pack for this
In reply to Wotzinator:
In reply to tomdodd4598:
In reply to Wotzinator:
HI
just wanted to ask
is there any mod incompatible with this one?
In reply to Imf44_99:
Today, when re-generating our server we noticed NuclearCraft's new biome for the first time. It started taking over quite large chunks of land. After thumbing through the Config file, I couldn't seem to find any way of either turning off the biome or setting an ID number. Did I miss something? And if so, can someone assist?
Oh, that said, if there is NOT a way to do so, would it be possible to add a way to manage said biome if we don't want it appearing in the world?
In reply to emergentcapulin:
In reply to tomdodd4598:
In reply to emergentcapulin:
In reply to tomdodd4598:
Can I ask why this uses textures that aren't 16x? I like the mod but I find it visually clashing.
In reply to HiggsBonbon:
In reply to tomdodd4598:
I recently did an End ores retexture that I was initially going to PR into EndMetals, but I'm working towards making a completely unified ore-base mod that cuts away as much redundancy as possible. Check my work out here.