i crash on start up. I believe it to be omnitools fault.
You believe incorrectly. The error is that something is registering a null item to the OreDictionary in which case it really should be crashing for safety reasons.
I have noticed that the COFHCore Configuration file has WitherSkeletonsDropHeads set to false by default, am I correct in assuming that this is so the vanilla drop rate of them is unaffected? Will changing it to true replace the vanilla drop rate, or supplement it?
I have noticed that the COFHCore Configuration file has WitherSkeletonsDropHeads set to false by default, am I correct in assuming that this is so the vanilla drop rate of them is unaffected? Will changing it to true replace the vanilla drop rate, or supplement it?
Correct. Changing it to true will actually do neither of those *exactly*, but it's closest to supplementing it.
Is there some placement of an Aqueous Accumulator that makes it possible for its face to be "flush" with a wall, and for it to still generate its full output?
Place it behind glass? It's not exactly flush, but gives a similar visual effect, if I'm understanding the sort of setup you're trying to make. It requires you to leave a side open somewhere if you want to fiddle with the configuration, but there's not too much reason to do so frequently with the AA.
Could it not be acceptable to give it an "input" face that could "suck in" an adjacent source block? Then a row of three water, with an AA in front of the middle water block, could 'generate' water by grabbing the middle block as it appeared?
Nope, that's completely unacceptable I'm afraid. The point of the AA is to avoid the issues and lag that come with regenerating source blocks.
What if it merely pretended to grab the source block (generate water at the higher rate, without actually going through the block removal/regeneration), much like it does now when directly adjacent to two source blocks? I suppose this means a few additional block checks (checking the blocks next to adjacent water source blocks), but would accomplish the desired functionality, and increase placement flexibility, without the performance penalty of regenerating source blocks. I would imagine you only check the adjacent blocks when there's a block update, right? So checking the additional blocks should be a one-time cost, rather than an ongoing performance hit.
You cannot power anything with a redstone engine. They are for wooden pipes only. It has been this way for nearly a year at this point.
The change that you speak of was removing the Redstone Engines' ability to transmit power through conductive pipes. Only recently (1.5 builds) has BuildCraft removed the ability for Redstone Engines to power most (if not all) engines.
Rollback Post to RevisionRollBack
Give a man a fish, and he'll be fed for a day.
Give a man a puffer fish, and he'll be fed for the rest of his life.
Is there a way to tweak Aqueous Accumulator a bit? It's too compact and too fast comparing with its analogs (BC pump, Railcraft and Forestry raintanks, etc). And I personally don't like the idea that Aqueous Accumulator works like a pump (pushes water into pipes) without any power or engines.
Rollback Post to RevisionRollBack
"Nothing is built upon rock: for all is built upon sand: but let each man build as if sand were rock". (Jorge Luis Borges, Evangelio Apocrifo)
Is there a way to tweak Aqueous Accumulator a bit? It's too compact and too fast comparing with its analogs (BC pump, Railcraft and Forestry raintanks, etc). And I personally don't like the idea that Aqueous Accumulator works like a pump (pushes water into pipes) without any power or engines.
Don't use it then. Set it up with a BC pump instead. (I prefer BC's over raintanks, but that's just me).
Is there a way to tweak Aqueous Accumulator a bit? It's too compact and too fast comparing with its analogs (BC pump, Railcraft and Forestry raintanks, etc). And I personally don't like the idea that Aqueous Accumulator works like a pump (pushes water into pipes) without any power or engines.
While this is objectively incorrect, insofar as the BC pump, there is already a config option to entertain this. Check your configs for the WaterGen setting.
While this is objectively incorrect, insofar as the BC pump, there is already a config option to entertain this. Check your configs for the WaterGen setting.
Yup. Compare material cost of the AA to a BC pump + 4 RS engines. You'll note it's pretty close.
Then realize that the AA 1) only pumps water 2) does not rely on vanilla source block mechanics and GREATLY helps to reduce server lag and 3) eliminates the issue where blocks don't regenerate properly.
Well, that's the obvious solution. Not a thing to ask on forums, you know.
At least, BC pump does require engine to run...
I've found the new parameter, thank you!
I:WaterGen.Rate=25
I wasn't asking anything. Was just trying to provide you with a different water solution. Of course, didn't think about adjusting the parameters. I use tons of AAs.
Hello, I love this mod! can you please consider creating a new type of Redstone Energy Cell that is recharged by solar power? maybe using the vanilla Daylight Sensor?
Right now I'm using IC2 solar power with the help of transformers mod to charge the Energy Cell. but i'm seriously thinking of dropping IC2 from my gameplay but the only reason I haven't ditched it yet is the solar panels.
BTW if you add some type of a liquid pumping system and item transport pipes, i would ditch buildcraft as well
The Meaning of Life, the Universe, and Everything.
Join Date:
11/28/2011
Posts:
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Minecraft:
p05
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ok well first off i know this is an older version of the mod and everything but i play 1.4.7 and i was wondering why my buildcraft engines do not work with my redstone energy conduits plz tell me how i can fix this
I have many resigns why i do not update to 1.5.1 so plz do not just say update to a newer version of the mod
Hello, I love this mod! can you please consider creating a new type of Redstone Energy Cell that is recharged by solar power? maybe using the vanilla Daylight Sensor?
No, but the next version will have a Creative Energy Cell that just puts out 1000 MJ/t no matter what. And that's really what you're after - the complete trivialization of a game mechanic.
ok well first off i know this is an older version of the mod and everything but i play 1.4.7 and i was wondering why my buildcraft engines do not work with my redstone energy conduits plz tell me how i can fix this
I have many resigns why i do not update to 1.5.1 so plz do not just say update to a newer version of the mod
1) Update. Not kidding, you have no good reason to stay on 1.4.7. Zero.
2) I'm guessing you are trying Redstone Engines? Those don't work. Intentional. The others work fine.
No we already have NEI that does a pretty good job at that. Can't believe my request offended you that much!
I wasn't offended at all - only getting down the crux of it. BC already has renewable energy in the form of biofuel, solar energy is just outright trivialization.
I wasn't offended at all - only getting down the crux of it. BC already has renewable energy in the form of biofuel, solar energy is just outright trivialization.
nitpick alert! (apologies but well, yeah.. i'm just like this)
That'd be Forestry that has the Ethanol, (the substance formerly known as biofuel) not BC itself.
nitpick alert! (apologies but well, yeah.. i'm just like this)
That'd be Forestry that has the Ethanol, (the substance formerly known as biofuel) not BC itself.
Fair point, but my actual reference was MFR, which you should really be using.
Augmentations are slated for future release. In the meantime, automate and don't be a caveman.
You believe incorrectly. The error is that something is registering a null item to the OreDictionary in which case it really should be crashing for safety reasons.
Correct. Changing it to true will actually do neither of those *exactly*, but it's closest to supplementing it.
Place it behind glass? It's not exactly flush, but gives a similar visual effect, if I'm understanding the sort of setup you're trying to make. It requires you to leave a side open somewhere if you want to fiddle with the configuration, but there's not too much reason to do so frequently with the AA.
What if it merely pretended to grab the source block (generate water at the higher rate, without actually going through the block removal/regeneration), much like it does now when directly adjacent to two source blocks? I suppose this means a few additional block checks (checking the blocks next to adjacent water source blocks), but would accomplish the desired functionality, and increase placement flexibility, without the performance penalty of regenerating source blocks. I would imagine you only check the adjacent blocks when there's a block update, right? So checking the additional blocks should be a one-time cost, rather than an ongoing performance hit.
The change that you speak of was removing the Redstone Engines' ability to transmit power through conductive pipes. Only recently (1.5 builds) has BuildCraft removed the ability for Redstone Engines to power most (if not all) engines.
Give a man a fish, and he'll be fed for a day.
(Jorge Luis Borges, Evangelio Apocrifo)
Don't use it then. Set it up with a BC pump instead. (I prefer BC's over raintanks, but that's just me).
While this is objectively incorrect, insofar as the BC pump, there is already a config option to entertain this. Check your configs for the WaterGen setting.
Crashing on startup
CoFHCore-1.5.2.2
ThermalExpansion-2.4.3.0
You have the wrong forge version:
Minecraft Forge 7.8.0.684
Well, that's the obvious solution. Not a thing to ask on forums, you know.
At least, BC pump does require engine to run...
I've found the new parameter, thank you!
(Jorge Luis Borges, Evangelio Apocrifo)
Yup. Compare material cost of the AA to a BC pump + 4 RS engines. You'll note it's pretty close.
Then realize that the AA 1) only pumps water 2) does not rely on vanilla source block mechanics and GREATLY helps to reduce server lag and 3) eliminates the issue where blocks don't regenerate properly.
I did think through this, you know.
I wasn't asking anything. Was just trying to provide you with a different water solution. Of course, didn't think about adjusting the parameters. I use tons of AAs.
Right now I'm using IC2 solar power with the help of transformers mod to charge the Energy Cell. but i'm seriously thinking of dropping IC2 from my gameplay but the only reason I haven't ditched it yet is the solar panels.
BTW if you add some type of a liquid pumping system and item transport pipes, i would ditch buildcraft as well
once again, great mod!
I have many resigns why i do not update to 1.5.1 so plz do not just say update to a newer version of the mod
Edit
there already is one the liquducts and get redpower for the pipes they work better anyway
No, but the next version will have a Creative Energy Cell that just puts out 1000 MJ/t no matter what. And that's really what you're after - the complete trivialization of a game mechanic.
1) Update. Not kidding, you have no good reason to stay on 1.4.7. Zero.
2) I'm guessing you are trying Redstone Engines? Those don't work. Intentional. The others work fine.
No we already have NEI that does a pretty good job at that. Can't believe my request offended you that much!
I wasn't offended at all - only getting down the crux of it. BC already has renewable energy in the form of biofuel, solar energy is just outright trivialization.
nitpick alert! (apologies but well, yeah.. i'm just like this)
That'd be Forestry that has the Ethanol, (the substance formerly known as biofuel) not BC itself.
Fair point, but my actual reference was MFR, which you should really be using.