I really hate posting on mobile sometimes. If anyone could give me some info or advice, I would greatly appreciate it!Įdit: Title is supposed to say trouble, not terrible. This page is for the pre-overhaul NuclearCraft version used by many popular modpacks. Sorry in advance for any formatting issues as I'm on mobile at the moment. NuclearCraft Fission Reactor Design Generator NuclearCraft Fission Reactor Design Generator This tool generates a fission reactor design that maximizes effective power output, breeding speed or efficiency. That's part of the reason for my original question since I wondered if the fusion mode maybe affected which inputs could go where. The only way I can think to solve this problem quickly is by using two chests with separate servos to independently insert each element, but I was wondering if there was a simpler way I'm just not thinking of. Unless I baby sit the process a bit, my servos tend to pull too much of one element and filling both slots, which ends up creating the wrong result. US regulators will certify first small nuclear reactor design. I've also got a semi-automatic setup going for fusion (I've got itemducts with servos feeding base elements in from a chest and pulling the result into the same chest), but I have issues every now and then with the wrong element bring made, typically when I'm trying to fuse two different elements. Minecraft blocks Nfts and Blockchain on its platform. Does anybody know what the difference between these two modes is? The in-game manual doesn't say anything either, so I'm rather confused. I can switch between "Single Mode" and "Normal Mode" pretty much whenever and I haven't yet noticed any difference in how it operates. I'm well passed the point of creating the fusion multiblock and I've been using it quite a bit, but I can't seem to figure out what the mode button does. I've been playing the Antimatter Chemistry pack for a couple weeks now and I was hoping someone here could answer a question I've had for a while. Maintenance: Invocation of ConfigFile attribute-based events are now deferred until the OptionsPanelHandler has finished registering the ConfigFile to the options menu to ensure consistency across all ConfigFile events.Hello everyone.Bugfix: Resolved an issue where backing out to the main menu and loading into the game again would result in CoordinatedSpawnsInitialized.smlhelper not being correctly saved when the player saves the game.Bugfix: Resolved an issue where passing custom string names for enum-based Choice was incorrectly displaying the choice as if the first option was selected when the menu is first built, regardless of what option is actually selected.Enhancement: ConfigFile now supports Vector3 and Quaternion.New feature: Added methods to the InGameMenuHandler for registering a callback to be invoked whenever the game loads a saveslot. ![]()
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