Requested Feature: Mekanism and Nuclearcraft Radiations compat/functionality
border999 opened this issue ยท 3 comments
I hate to say an issue I previously posted about has reemerged in my world. (#135 (comment)) The current version, NuclearCraft-1.20.1-1.2.6
I am being assailed at all times by phantom radiation, even though I have armor from Mekanism that has radiation protection installed. I will likewise note that Pnuematicraft armor with the same kind of radiation shielding added did not assist.
Phantom in this context means that all my radiation detectors tell me that both my player and the environment around me only have baseline radiation so I should not be getting a massive stack of radiation related debuffs.
I have attemtped to clear all radiation in the world, I have attempted to delete the config for Nuclearcraft in the attempt to see if I had an old version of the config causing the issue to crop up. I have repeatedly used items that clear off all effects from the player and the debuffs instantly return. I am now caught in an endless loop of dying before I can so much as type in the command to jump into creative mod or move more than 2 blocks from my bed.
after more testing. It appears that this is a failure of Mekanism and Nuclearcraft radiation to talk to one another. I apparently have two different radiations I have to look at to see if my body is radioactive. The Nuclearcraft Dosimeter tells me I have over 300 rads of radiation on my when my mekanism Dosimeter says I have baseline radiation. So this is now officially a compat request to keep parity between Nuclearcraft radiation and Mekanism Radiation. Both these mods should at least be able to tell that there is radiation of the other mod present. Even if you have to add (Nuclearcraft) and (Mekanism) to the radiation noted by the geiger counters or dosimeters
I would also recommend having radiation decay be a thing as well. If you have it already and I'm just not seeing a time to decay note then I appologize.
