Big Reactor ... Reactors

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epidemia78

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Jul 29, 2019
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What do you mean cheat sheet? Anyway, I dont really see the point of this mod other than for making something different. I cant imagine my AE system Im about to create a dedicated reactor for will ever need all that power.
 

AlanEsh

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Jul 29, 2019
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What do you mean cheat sheet? Anyway, I dont really see the point of this mod other than for making something different. I cant imagine my AE system Im about to create a dedicated reactor for will ever need all that power.
My AE system can't use even a small portion of the power my charcoal farm generates.
And yes, the point of the mod, like many other mods, is indeed to do something "different".
 
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MoosyDoosy

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epidemia78

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Hmm, Im just going to build it like 3x5 with a control rod in the center and whatever coolant I think looks the best and hope it doesnt burn through fuel too fast.
 

DriftinFool

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Jul 29, 2019
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Why does every other nuclear reactor mod explode then? Im guessing Reika's do not? There needs to be some mitigating factor for something that generates such an obscene amount of power and NOT just less fuel efficiency.[DOUBLEPOST=1396376224][/DOUBLEPOST]


Yeah that sounds even better, so it doesnt destroy everything but makes it almost impossible to get near it. Good idea.
To your question about Reikas Mods. There are many things that can explode. Over powered machines, over charged industrial coils, and nuclear reactors as well as a few others. The industrial coils leave a VERY large hole. Here's a link to what happens when his reactors go bad.
Explosion and radiation that makes an area unlivable. You can also make a radiation shielded suit.
 

epidemia78

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Jul 29, 2019
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To your question about Reikas Mods. There are many things that can explode. Over powered machines, over charged industrial coils, and nuclear reactors as well as a few others. The industrial coils leave a VERY large hole. Here's a link to what happens when his reactors go bad.
Explosion and radiation that makes an area unlivable. You can also make a radiation shielded suit.


Sweet! The green haze and the blocks scattering is a nice touch.
 

DriftinFool

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Jul 29, 2019
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Sweet! The green haze and the blocks scattering is a nice touch.
I I haven't built a reactor, but 2 industrial coil accidents have made me "remodel" my base. The 1st was my fault. The 2nd sucked. I play single player, so instead of a test world for some things, I switch to creative and build little test setups as I go to see how things work. I had a creative industrial coil in my inventory and placed it down while in survival mode. Fortunately, I had mostly cleared the area for my new farm setup, so I didn't lose machines, but it blew about a 30-40 diameter hole, took out part of a mountain and one side of my base, that was in the mountain. Be very careful.
 

GreenZombie

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Jul 29, 2019
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Exploding things are stupid. They punish players trying to learn a mod, not experts at the mod.

They are also prone to causing inadvertent explosions when (a) an upgrade changes some parameter in a way that makes a previously workable design now exceed a tolerance, (b) chunkloading issues cause parts of a multiblock machine to disassemble, (c) bugs.

I do not believe that chunkloaders should be a requirement to prevent things blowing up on servers, but as it stands, almost any "always on" buildcraft or railcraft setup can be trivially detonated by a player - malicious or not - simply standing a certain distance from the facility so that only part of it is loaded.

But I really think that is incidental - simply: don't make a mod mechanic that punishes new players should be the principal rule that overrides all other considerations, even those of adherence to a perceived reality.

That said - exploding stuff via expertise and/or a "hardmode" config switch (that defaults to off) - thats different - I appreciate that many players DO like the greg tech experience - but it should be opt-in, for expert players. Punishing more casual players, for experimenting with a mod without first reading every strategy guide / prototyping everything first in creative, is a great way to make a lot of players unnecessarily negative about otherwise excellent mods (I'm looking at you, Reika, and your 'fix' to indistrial coils)
 
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