Crazypants has said something about the implementation of MJ and RF that actually makes these issues hard if not impossible to solve. MJ has a constant power drain while RF has sided output, which makes using some sort of conduits out of a Capacitor Bank necessary for hooking up to a Thermal Expansion machine. But nothing can really be done about the MJ problem- there's a forced loss when it checks for moving power so it will drain energy even if there's nothing to move the power to.
Not to mention that all BC machines are "leaky". Even if there's nothing to do they'll still consume power.
Saw this on BevoLJ's channel, had to try it out, loving it so far! But I am having a few bits of derpiness here and there, mostly around the dimensional transceivers.
First, the one thing that isn't: Fluid conduits seem to take a really, really long time to drain out, which presents a problem for things like MFR that can send multiple different fluids (sewage or mob essence from the sewers; liquid meat or pink slime from the slaughterhouse), or for centralized networks in general; and the moment I need to start running separate lines for different fluids, the appeal of the compact, all-in-one bundles starts to wane. Would it be possible to speed up the fluid conduits, or introduce an upgraded, faster version?
Moving on: The dimensional transceivers seem to have a great deal of latency for me (on a single-player world). I'll often wind up staring at it for several seconds, and either be about to turn away and look for problems elsewhere/on the other end, or actually start to do so, before it receives power and lights up. Is there any way to improve the responsiveness, say by actively looking for other transceivers on the same frequency and giving them a nudge when one is placed / settings are changed, or if the problem is local, by nudging the local power net?
Finally, are there any circumstances under which the transceiver will emit a redstone signal? I've got one sitting next to an MFR grinder - two such, actually. One of them works fine. However, the other one, the one eating slimes*, periodically resets its idle timer to full even when it's got plenty of targets in its area of influence. The simplest explanation that I could think of for it doing so is if, when it fed something to the transceiver, it received a redstone pulse in reply - maybe because it was backstuffed or something - but I see no information to that effect on the Wiki, so I don't know. I did confirm that if I put the slimes in the first spawner, its grinder also starts showing the odd behaviour, so it seems to be something about slimes - maybe their possible size, maybe the hopping around, I don't know. The one where I first noticed the problem had a veterinary station with embiggening syringes being stocked, but this also happened when I swapped the net to the spawner WITHOUT the vet station, so... no idea.
(*: Yes, I'm aware Skyboy nerfed the old behaviour wherein a slime would split on being killed by the grinder, and all the baby slimes would get ground up as well. That's no longer happening - slimes are killed instantly - but I still like the slimeballs.)
Saw this on BevoLJ's channel, had to try it out, loving it so far! But I am having a few bits of derpiness here and there, mostly around the dimensional transceivers.
First, the one thing that isn't: Fluid conduits seem to take a really, really long time to drain out, which presents a problem for things like MFR that can send multiple different fluids (sewage or mob essence from the sewers; liquid meat or pink slime from the slaughterhouse), or for centralized networks in general; and the moment I need to start running separate lines for different fluids
You need separate lines for different fluids period. Each fluid conduit is set to transport only one type of fluid. Unset conduits set themselves automatically, otherwise you can change their setting by double-left-clicking with a bucket of appropriate fluid (empty bucket to clear the settings. For transporting multiple fluids as well as items and power, you want Extra Utilities pipes.
You need separate lines for different fluids period. Each fluid conduit is set to transport only one type of fluid. Unset conduits set themselves automatically, otherwise you can change their setting by double-left-clicking with a bucket of appropriate fluid (empty bucket to clear the settings. For transporting multiple fluids as well as items and power, you want Extra Utilities pipes.
Whoopsie. Thanks, that explains it. It still seems to go against the otherwise-compact nature of the conduits, and they do still seem to drain pretty slowly even when I'm not waiting to send other fluids through, but so it goes. Extra Utilities transfer nodes have the disadvantage of needing multiple block faces to pull out items vs liquids, but I suppose nothing's perfect. For now, MFR liquid routers and TE fluiducts for the inlet will serve my fluid-sorting needs.
Still not sure what's going on with the slime grinders and the transceivers, but that project is on hold pending a more sustainable source of mob essence anyway.
...Actually, on further work, I'm positive it's happening when items (at least) are backstuffed. Odd that that's happening, but something I can look into, probably by way of a buffer chest on the other end.
I wouldn't use Extra Utils for moving power as they're lossy due to potential power loops, but the other two functions together are pretty awesome. Two fluid nodes and a combo Ender IO item node and Ender IO power line would do it for me quite well, Though that's still two lines.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
I like this mod but i can't use it.i can use just this mod but i can't use this mod with other mods It's giving errors with other mods.Pease solve this problem [sorry for bad english]
Sounds like BlockID conflicts. You'll need to go through your crashlog and figure out which blocks are conflicting and change their values in the config. Oh, and ItemID conflicts might also occur too even though those won't crash on startup, they still need to be fixed.
I had fun compiling conduits on Archimedes Airships (in 1.5.2 at least) seeing as they work and work even when rotated! They do look a bit messed up but that's easy enough to hide with conduit facades. The important thing is I can power the heck out of a bunch of BC miners, or soak up enough power for a powersuit to use the IC2 miner instead. A bridge didn't quite do the trick...
Also, what seems to be the rage for me is building ships that can be docked with a larger ship. That way I can go flying around or just make a landing while keeping the bulk of the airship in the air and protected from enemies.
Rollback Post to RevisionRollBack
If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
I get always this error when I start my server. I am not sure if you can do something about it because it seems to happen because of a mod combination, but pls have a look into it
Not to mention that all BC machines are "leaky". Even if there's nothing to do they'll still consume power.
Added some images if anyone wants to see
http://Hyer.imgur.com
First, the one thing that isn't: Fluid conduits seem to take a really, really long time to drain out, which presents a problem for things like MFR that can send multiple different fluids (sewage or mob essence from the sewers; liquid meat or pink slime from the slaughterhouse), or for centralized networks in general; and the moment I need to start running separate lines for different fluids, the appeal of the compact, all-in-one bundles starts to wane. Would it be possible to speed up the fluid conduits, or introduce an upgraded, faster version?
Moving on: The dimensional transceivers seem to have a great deal of latency for me (on a single-player world). I'll often wind up staring at it for several seconds, and either be about to turn away and look for problems elsewhere/on the other end, or actually start to do so, before it receives power and lights up. Is there any way to improve the responsiveness, say by actively looking for other transceivers on the same frequency and giving them a nudge when one is placed / settings are changed, or if the problem is local, by nudging the local power net?
Finally, are there any circumstances under which the transceiver will emit a redstone signal? I've got one sitting next to an MFR grinder - two such, actually. One of them works fine. However, the other one, the one eating slimes*, periodically resets its idle timer to full even when it's got plenty of targets in its area of influence. The simplest explanation that I could think of for it doing so is if, when it fed something to the transceiver, it received a redstone pulse in reply - maybe because it was backstuffed or something - but I see no information to that effect on the Wiki, so I don't know. I did confirm that if I put the slimes in the first spawner, its grinder also starts showing the odd behaviour, so it seems to be something about slimes - maybe their possible size, maybe the hopping around, I don't know. The one where I first noticed the problem had a veterinary station with embiggening syringes being stocked, but this also happened when I swapped the net to the spawner WITHOUT the vet station, so... no idea.
(*: Yes, I'm aware Skyboy nerfed the old behaviour wherein a slime would split on being killed by the grinder, and all the baby slimes would get ground up as well. That's no longer happening - slimes are killed instantly - but I still like the slimeballs.)
Still not sure what's going on with the slime grinders and the transceivers, but that project is on hold pending a more sustainable source of mob essence anyway.
...Actually, on further work, I'm positive it's happening when items (at least) are backstuffed. Odd that that's happening, but something I can look into, probably by way of a buffer chest on the other end.
I had fun compiling conduits on Archimedes Airships (in 1.5.2 at least) seeing as they work and work even when rotated! They do look a bit messed up but that's easy enough to hide with conduit facades. The important thing is I can power the heck out of a bunch of BC miners, or soak up enough power for a powersuit to use the IC2 miner instead. A bridge didn't quite do the trick...
Also, what seems to be the rage for me is building ships that can be docked with a larger ship. That way I can go flying around or just make a landing while keeping the bulk of the airship in the air and protected from enemies.
https://dl.dropboxusercontent.com/u/46697933/bugs/bug report 24.txt