So here are some pictures to try to illustrate the issues i'm having, in the first you can see the switch next to the small tank is on with the pipe set to pull from it yet it doesn't want to, both of the switches on the bigger tanks work just fine. As well no other kind of liquid has gone through the pipe i'm trying to pull into and in fact i've replaced it completely to try to get it to work. If i put one of your facades next to the small tank and place a lever on it, turning on the lever pulls the liquid out, but still the switch doesn't seem to want to activate it. http://imgur.com/a/MDT1n
Thanks. Now that I see that set up, it reminds me that I have seen it before, got distracted, and forgot all about it. It seems like the switch just isn't emiiting a redstone signal. I will get it sorted.
the second picture shows how the pipes tend to get stuck looking like they're full of liquid.
This looks like expected behaviour to me. Fluids don't 'magically' crawl through my conduits. If they are not being pushed through by fluid being pumped in behind them then they will only flow downwards. To check if this is case, place a tank underneath the 'stuck' fluid and see if it drains out. While might be a little less convenient, it has always bugged me how unreleastic fluids tend to move through pipes in minecraft
On this note, I have decided to change this behaviour when there is a tiny a bit of liquid left in a pipe. I actually think how it is now makes sense (liquid pipes are always a bit wet after being used), but it is just too annoying to be a tinny bit short for the bucket of liquid metal you need. I haven't decide exactly what the cut off point will be for 'magic draining' though.
As well as nice as being able to specify what liquid can go into what pipe is, i believe that the TE rule might be more dynamically useful, That is "if there is liquid in a pipe, new pipes won't connect to it. That way you can run unconnected networks but still run multiple liquids through each if needed.
This is already implemented. The 'clicking with a full/empty bucket' is just extra icing on the cake
Found the culprits for my error. I get that render error with TooManyItems and InventoryTweaks. i removed all mods and tried reinstalling 1 mod at a time and found those two give me that error.
Edit: Scratch the InventoryTweaks just resolved it. nowits just TooManyItems
To be causing the error you are seeing, TooManyItems must be modifying some of the core minecraft GUI classes. As such, this isn't something I will be able to fix.
To be causing the error you are seeing, TooManyItems must be modifying some of the core minecraft GUI classes. As such, this isn't something I will be able to fix.
Thanks for your help though. looking forward to your future contributions to the minecraft modding community.
This looks like expected behaviour to me. Fluids don't 'magically' crawl through my conduits. If they are not being pushed through by fluid being pumped in behind them then they will only flow downwards. To check if this is case, place a tank underneath the 'stuck' fluid and see if it drains out. While might be a little less convenient, it has always bugged me how unreleastic fluids tend to move through pipes in minecraft
wouldn't it flow back into the tank it came from though? I can imagine this getting pretty wonky if another fluid trys to come into that pipe.
wouldn't it flow back into the tank it came from though? :
it does if you change the mode of the liquid conduit from output only.
Give it a try.
I can imagine this getting pretty wonky if another fluid trys to come into that pipe.
If there is a fluid in the any part of the pipe network, it wont allow a fluid of a different type to enter. If the fluid is of the same type, it just gets pushed along as you would expect.
Just to make sure you don't miss it: Edited my above post. Still not working as I want it to, argh.
I just did some testing with vaiours combinations of EU cables, capacitor banks and and redstone signals and I always got exactly the behaviour I expected.
I then went through your screen shots in detail, here is what i am seeing:
- The first point you make, that the capacitor is never quite 100% full seems to fit perfectly with the behaviour of the transfer nodes. If you look at there UI, you will see they slowly scan through there output / input options before taking action. With one taking power out, and one pushing power in you are never going to sit at 100% for very long unless these are perfectly synchronised. My UI displaying how full the capacity is is only updated once a second, so unless you are very lucky and it is at 100% for that tick, you wont see it at 100%. As long as the values bounce around close to 100% in that situtation, I see no issue.
- I next went through your step by step explanation. At each screen shot, the pictures showed exactly what I expected, but your commentary did not reflect what was shown in the screens
For example, in image 9 + 10 you say: However, if the capacitor is set to active with signal......this energy node, which feeds the lasers, keeps draining power from it even when the signal is on.
What you describe here is exactly what SHOULD happen. If output is set to be active with a signal, and you give it a signal, the node should drain power.
I am sorry if I am just not understanding what the issue you are having is, but I have spent quite a bit of time on this and haven't seen anything not working as I would expect. I am going to close the issue I have open for this for the moment. If you can come up with an easily reproducible test case that shows an issue with the latest version then I will be more than happy to open it again and fix it.
As it stands at the moment I can't reproduce and error, so i have nothing to fix.
Thanks so much for the taking the time to report the issue.
so... what is the flow rate of the fluid conduits ? this has been asked before: is there an improvement over BC golden fluid pipes ? do they have compression like the TE liquiducts ? im asking because i want to optimize my steam transfer from railcraft boiler to a couple of commercial steam engines.
I like the look of this mod a lot, but I find the painter to be something I would rather not have on my server. Is there a possible way to disable this one block?
I like the look of this mod a lot, but I find the painter to be something I would rather not have on my server. Is there a possible way to disable this one block?
Hoping so xD
No, largely because the conduit facades are painted with the block in the painter (as well as the stairs/whatever painting) so if it was disabled conduit facades would be useless and it would be impossible to cover them up at all.
i get this error when reload default textures, the game crash before start
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/09/13 16:54
Description: Initializing game
java.lang.NullPointerException
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addDust(CrusherRecipeManager.java:173)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.oreRegistered(CrusherRecipeManager.java:224)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.createRecipes(CrusherRecipeManager.java:77)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addRecipes(CrusherRecipeManager.java:26)
at crazypants.enderio.EnderIO.load(EnderIO.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addDust(CrusherRecipeManager.java:173)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.oreRegistered(CrusherRecipeManager.java:224)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.createRecipes(CrusherRecipeManager.java:77)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addRecipes(CrusherRecipeManager.java:26)
at crazypants.enderio.EnderIO.load(EnderIO.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Howdy! I am very much enjoying this mod. Being able to bundle the conduits is marvelous!
I have what appears to be an edge-case bug to report though.
It seems fluid conduits that are set to draw fluid from a tank do not get a redstone signal from conduit switches if the block the fluid conduit and conduit switch share is under 3 (or so) on the Y axis and are connected to a Railcraft multiblock steel tank. They behave as expected on a Buildcraft tank, and on an Ender Tank (from ChickenBones). The fluid conduit behaves as expected when powered by a vanilla (well, in this case a Forge MultiPart) lever or any other redstone signal I've tried (Project:Red, vanilla, Computercraft turtle).
so... what is the flow rate of the fluid conduits ? this has been asked before: is there an improvement over BC golden fluid pipes ? do they have compression like the TE liquiducts ? im asking because i want to optimize my steam transfer from railcraft boiler to a couple of commercial steam engines.
From what i noticed. A TON. Ive got 4 Hooked up to a Endertank sitting on the Boiler and It drains Half the Steam. Another 4 and another endertank and its Maxed, As in its Stuck at half Steam Perminately, Because so much is being pullled at once.
Hey cp do you think it would be possible to make it so when you detach one capacitor from a large multiblock bank of them that the single cap takes the max 250k MJ from the bank instead of taking an even split of the stored power. This would make it easier for me to use them as portable power supplies as right now when I remove them from my cap bank that is only around half full my single capacitor block only has 108k MJ. This causes me to have to take twice as many to power my quarry.
Also I'm not sure if it's my texture pack or your facades but when I try to use grass facades it shows up like you can see below. All the other facades I have painted so far worked great (stone, cobble, etc)
so... what is the flow rate of the fluid conduits ? this has been asked before: is there an improvement over BC golden fluid pipes ? do they have compression like the TE liquiducts ? im asking because i want to optimize my steam transfer from railcraft boiler to a couple of commercial steam engines.
When using the pipes top extract fluid themselves, they will pull a maximum of 50 millibuckets a tick (1 bucket a second). If fluid is being pushed into them (for example, from a rail craft tank boiler or a pump), then they are limited to 250mb a tick (5 buckets a second) per connection.
If fluid is not actively being pumped into them, then, in 1.6, the flow rate is determined by the viscosity of the fluid (as defined in the Forge API) and the amount of fluid in the conduit. Essentialy, using rough approximations of fluid dynamics, the fluids will attempt to become 'level', draining into external tanks where possible. For water, this flow rate between two conduits is 20mb a tick. In the 1.5 version, all fluids flow at this rate.
As for 'compressing' the fluid, I am not really sure what you mean. For each connection (either to an external tank/pipe or another conduit), the conduit holds a quarter of a bucket (250 mb) If all six faces are connected, it can therefore hold up to 1.5 buckets.
Given that every tank seems to hold a differing amount of fluid per block space, I am not really sure what would be considered a 'compressed' fluid.
From a practical point of view, just like liquiducts from TE, a single conduit can accept more steam from a single connection than a rail craft boiler will produce.
I automated production of the capacitor items, sorry for the cramped space, I'm kind of abusing a specific pair of mods to get the materials for gregtech machines, and I just build this where I was active at the time
I only have to provide the wool, sticks, redstone, iron, gold, gravel (and the fuel to turn it into the binding agent)
I have just raised issues in the tracker based on the posts from the past 12 hours or so.
Please, if you have a bug or feature request, can you please go here and raise an issue.
Keeping track of issues in the forum thread is extremely difficult and there is a good I chance I mill your issue altogether, and an even better just I will simply forget it shortly after reading it.
For the moment I will still try and create issues in the tracker myself from this thread, but if you want something fixed, or a feature implemented, creating an issue yourself will certainly increase how likely it is to happen.
If you already reported a bug or requested a feature in this thread, please check that an issue exists for it. If one doesn't already exist, it has been missed and isn't currently on the todo list.
No, largely because the conduit facades are painted with the block in the painter (as well as the stairs/whatever painting) so if it was disabled conduit facades would be useless and it would be impossible to cover them up at all.
I am really not quite sure why this has been asked a couple of times (poor painted items ) I could just disabled the recipe for all painted items except conduits. Actually not including the blocks at all is not something i'd do, but I could have the recipes removed from the painter based on a config option. If this is something you want, go to the issue tracker and raise a request.
Are the pipes and tubes, as well as other blocks/machines in general optimised to cause as little lag as possible? Basically, would it be viable to put on a server with hundreds/thousands of players without causing any sufficient lag, at least in comparison to mods like BC, TE, ect?
I have tried to make things as efficient as possible, and I can't see any reason why my machines and conduits would cause any more lag than other similar mods (in a few cases I would expect they cause less lag) but I have not done any direct performance testing to confirm this.
Unfortunately, the only practical way to know would be to try it, unless of course you happen to have a dedicated test team I can assign the task too
That just seems to crash my game before it even leaves the launcher window.
Thanks. Now that I see that set up, it reminds me that I have seen it before, got distracted, and forgot all about it. It seems like the switch just isn't emiiting a redstone signal. I will get it sorted.
This looks like expected behaviour to me. Fluids don't 'magically' crawl through my conduits. If they are not being pushed through by fluid being pumped in behind them then they will only flow downwards. To check if this is case, place a tank underneath the 'stuck' fluid and see if it drains out. While might be a little less convenient, it has always bugged me how unreleastic fluids tend to move through pipes in minecraft
On this note, I have decided to change this behaviour when there is a tiny a bit of liquid left in a pipe. I actually think how it is now makes sense (liquid pipes are always a bit wet after being used), but it is just too annoying to be a tinny bit short for the bucket of liquid metal you need. I haven't decide exactly what the cut off point will be for 'magic draining' though.
This is already implemented. The 'clicking with a full/empty bucket' is just extra icing on the cake
To be causing the error you are seeing, TooManyItems must be modifying some of the core minecraft GUI classes. As such, this isn't something I will be able to fix.
Thanks for your help though. looking forward to your future contributions to the minecraft modding community.
it does if you change the mode of the liquid conduit from output only.
Give it a try.
I can imagine this getting pretty wonky if another fluid trys to come into that pipe.
If there is a fluid in the any part of the pipe network, it wont allow a fluid of a different type to enter. If the fluid is of the same type, it just gets pushed along as you would expect.
I just did some testing with vaiours combinations of EU cables, capacitor banks and and redstone signals and I always got exactly the behaviour I expected.
I then went through your screen shots in detail, here is what i am seeing:
- The first point you make, that the capacitor is never quite 100% full seems to fit perfectly with the behaviour of the transfer nodes. If you look at there UI, you will see they slowly scan through there output / input options before taking action. With one taking power out, and one pushing power in you are never going to sit at 100% for very long unless these are perfectly synchronised. My UI displaying how full the capacity is is only updated once a second, so unless you are very lucky and it is at 100% for that tick, you wont see it at 100%. As long as the values bounce around close to 100% in that situtation, I see no issue.
- I next went through your step by step explanation. At each screen shot, the pictures showed exactly what I expected, but your commentary did not reflect what was shown in the screens
For example, in image 9 + 10 you say:
However, if the capacitor is set to active with signal......this energy node, which feeds the lasers, keeps draining power from it even when the signal is on.
What you describe here is exactly what SHOULD happen. If output is set to be active with a signal, and you give it a signal, the node should drain power.
I am sorry if I am just not understanding what the issue you are having is, but I have spent quite a bit of time on this and haven't seen anything not working as I would expect. I am going to close the issue I have open for this for the moment. If you can come up with an easily reproducible test case that shows an issue with the latest version then I will be more than happy to open it again and fix it.
As it stands at the moment I can't reproduce and error, so i have nothing to fix.
Thanks so much for the taking the time to report the issue.
cheers,
cp
Hoping so xD
---- Minecraft Crash Report ----
// Why did you do that?
Time: 4/09/13 16:54
Description: Initializing game
java.lang.NullPointerException
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addDust(CrusherRecipeManager.java:173)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.oreRegistered(CrusherRecipeManager.java:224)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.createRecipes(CrusherRecipeManager.java:77)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addRecipes(CrusherRecipeManager.java:26)
at crazypants.enderio.EnderIO.load(EnderIO.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addDust(CrusherRecipeManager.java:173)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.oreRegistered(CrusherRecipeManager.java:224)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.createRecipes(CrusherRecipeManager.java:77)
at crazypants.enderio.machine.crusher.CrusherRecipeManager.addRecipes(CrusherRecipeManager.java:26)
at crazypants.enderio.EnderIO.load(EnderIO.java:172)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:506)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:491)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0-ea, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1058116232 bytes (1009 MB) / 1315438592 bytes (1254 MB) up to 2863333376 bytes (2730 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:MaxPermSize=128m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v8.04 FML v6.2.60.849 Minecraft Forge 9.10.1.849 Optifine OptiFine_1.6.2_HD_U_C4 94 mods loaded, 94 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML{6.2.60.849} [Forge Mod Loader] (minecraftforge-9.10.1.849.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forge{9.10.1.849} [Minecraft Forge] (minecraftforge-9.10.1.849.jar) Unloaded->Constructed->Pre-initialized->Initialized
AppliedEnergistics-Core{rv13.b} [AppliedEnergistics Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore{0.9.0.5} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
InfiniBows{1.1.0 build 12} [Infinity Bow Fix] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems{1.6.1.3} [Not Enough Items] (NotEnoughItems 1.6.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
switches|pistontweak{1.2.1 build 24} [Switches|PistonTweak] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
DamageIndicatorsMod{2.9.0.0} [Damage Indicators] (1.6.2 DamageIndicators v2.9.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
cfm{2.9.2} [§bMrCrayfish's Furniture Mod] ([Forge]FurnitureModv2.9.2(FULL).zip) Unloaded->Constructed->Pre-initialized->Initialized
AppliedEnergistics{rv13.b} [Applied Energistics] (appeng-rv13-b-mc162.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioCraft{1.4.0} [BiblioCraft] (BiblioCraft[v1.4.0].zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura{2.1.7} [Natura] (Natura_1.6.2_2.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiomesOPlenty{0.6.2} [Biomes O' Plenty] (Biomes-O-Plenty-0.6.2-1.6.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioWoodsBoP{1.2} [BiblioWoods Biomes O'Plenty Edition] (BiblioWoods[BiomesOPlenty][v1.2].zip) Unloaded->Constructed->Pre-initialized->Initialized
IC2{2.0.137-experimental} [IndustrialCraft 2] (industrialcraft-2_2.0.137-experimental.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry{2.3.0.1} [Forestry for Minecraft] (forestry-A-2.3.0.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
BiblioWoodsForestry{1.2} [BiblioWoods Forestry Edition] (BiblioWoods[Forestry][v1.2].zip) Unloaded->Constructed->Pre-initialized->Initialized
BinnieCore{1.8-dev1} [Binnie Core] (binnie-mods-1.8-dev1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtraBees{1.8-dev1} [Extra Bees] (binnie-mods-1.8-dev1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtraTrees{1.8-dev1} [Extra Trees] (binnie-mods-1.8-dev1.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core{4.0.2} [BuildCraft] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Builders{4.0.2} [BC Builders] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy{4.0.2} [BC Energy] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory{4.0.2} [BC Factory] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport{4.0.2} [BC Transport] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon{4.0.2} [BC Silicon] (buildcraft-A-4.0.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
Additional-Buildcraft-Objects{1.0.6.165} [Additional Buildcraft Objects] (buildcraft-Z-additional-buildcraft-objects-1.0.6.165.jar) Unloaded->Constructed->Pre-initialized->Initialized
CarpentersBlocks{v1.83} [Carpenter's Blocks] (Carpenter's Blocks v1.83 - MC 1.6+.zip) Unloaded->Constructed->Pre-initialized->Initialized
ChickenChunks{1.3.3.2} [ChickenChunks] (ChickenChunks 1.3.3.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
Chisel{1.4.8} [Chisel] (chisel-1.6.2-1.4.8fix2.jar) Unloaded->Constructed->Pre-initialized->Initialized
CompactSolars{4.4.12.119} [Compact Solar Arrays] (compactsolars-universal-1.6.2-4.4.12.119.zip) Unloaded->Constructed->Pre-initialized->Initialized
CompactWindmills{1.0.2.1} [CompactWindmills] (CompactWindmills+MC.1.6.2+v.1.0.2.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ComputerCraft{1.56} [ComputerCraft] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized
CCTurtle{1.56} [ComputerCraft Turtles] (ComputerCraft1.56.zip) Unloaded->Constructed->Pre-initialized->Initialized
EnderStorage{1.4.3.3} [EnderStorage] (EnderStorage 1.4.3.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization{0.8.04beta2} [Factorization] (Factorization-0.8.04beta2.jar) Unloaded->Constructed->Pre-initialized->Initialized
Railcraft{8.0.1.0} [Railcraft] (Railcraft_1.6.2-8.0.1.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest{1.19.0} [The Twilight Forest] (twilightforest-1.19.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
DartCraft{Beta 0.2.05} [DartCraft] (DartCraft Beta 0.2.05.jar) Unloaded->Constructed->Pre-initialized->Initialized
dynamictanks{0.1.28} [Dynamic Liquid Tanks] (DynamicLiquidTanks-v0.2.10.04.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnderIO{0.1.19} [Ender IO] (EnderIO-1.6.2-0.1.19.0.jar) Unloaded->Constructed->Pre-initialized->Errored
EnhancedCore{1.1.3} [EnhancedCore] (EnhancedCore_1.1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
EP2{@VERSION@ (Build: @BUILD_NUMBER@)} [EnhancedPortals 2] (EnhancedPortals-2_1.0.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtraUtilities{0.3 prerelease 3a} [Extra Utilities] (extrautils - 0.3 Prerelease 3a.zip) Unloaded->Constructed->Pre-initialized->Initialized
factorization.misc{0.8.04beta2} [Factorization Miscellaneous Nonsense] (Factorization-0.8.04beta2.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization.notify{0.8.04beta2} [Factorization Notification System] (Factorization-0.8.04beta2.jar) Unloaded->Constructed->Pre-initialized->Initialized
factorization.dimensionalSlice{0.8.04beta2} [Factorization Dimensional Slices] (Factorization-0.8.04beta2.jar) Unloaded->Constructed->Pre-initialized->Initialized
flatsigns{1.4.0} [Flat Signs] (flatsigns-1.6.2-universal-1.4.0.15.jar) Unloaded->Constructed->Pre-initialized->Initialized
MFFS{3.3.0} [Modular Force Field System] (MFFS_v3.3.0.218.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct{1.6.2_1.4.3d7} [Tinkers' Construct] (TConstruct_1.6.2_1.4.3d10.jar) Unloaded->Constructed->Pre-initialized->Initialized
gregtech_addon{MC162} [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
Hats{2.0.1} [Hats] (Hats2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
HatStand{2.0.0} [HatStand] (HatStand2.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
iChunUtil{2.1.0} [iChunUtil] (iChunUtil2.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
inventorytweaks{1.56} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.56-b77.jar) Unloaded->Constructed->Pre-initialized->Initialized
IronChest{5.3.20.549} [Iron Chest] (ironchest-universal-1.6.2-5.3.20.549.zip) Unloaded->Constructed->Pre-initialized->Initialized
MiscPeripherals{3.3} [MiscPeripherals] (miscperipherals-3.4b2.zip) Unloaded->Constructed->Pre-initialized->Initialized
GraviSuite{1.9.5} [Gravitation Suite] (mod_zGraviSuite_1_9_5.zip) Unloaded->Constructed->Pre-initialized->Initialized
powersuits{0.8.0-645} [MachineMuse's Modular Powersuits] (ModularPowersuits-1.6.2-0.8.0-645.jar) Unloaded->Constructed->Pre-initialized->Initialized
Morph{0.1.0} [Morph] (Morph-Beta-0.1.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft{0.10.6.00} [Mystcraft] (mystcraft-uni-1.6.2-0.10.6.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
Natura|CompatMineFactoryReloaded{0.1} [Natura compat: MFR] (Natura_1.6.2_2.1.7.jar) Unloaded->Constructed->Pre-initialized->Initialized
NEIAddons{1.9.0.r40} [NEI Addons] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized
NEIAddons|AE{1.9.0.r40} [NEI Addons: Applied Energistics] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized
NEIAddons|CraftingTables{1.9.0.r40} [NEI Addons: Crafting Tables] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized
NEIAddons|ExtraBees{1.9.0.r40} [NEI Addons: Extra Bees] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized
NEIAddons|Forestry{1.9.0.r40} [NEI Addons: Forestry] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized
NEIAddons|MiscPeripherals{1.9.0.r40} [NEI Addons: Misc Peripherals] (neiaddons-1.6.2-1.9.0.r40.jar) Unloaded->Constructed->Pre-initialized->Initialized
ObsidiPlates{2.0.0} [Obsidian Pressure Plates] (obsidiplates-1.6.2-universal-2.0.0.15.jar) Unloaded->Constructed->Pre-initialized->Initialized
OpenPeripheral{0.2.1} [OpenPeripheral] (OpenPeripheral-0.2.1-preview8.jar) Unloaded->Constructed->Pre-initialized->Initialized
PaintersFlowerPot{v1.59} [Painter's Flower Pot] (Painter's Flower Pot v1.59 - MC 1.6.2+.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_PF{r1 for 1.6.2} [mod_PF] (PFClassesNDP_r1__1_6_2.zip) Unloaded->Constructed->Pre-initialized->Initialized
PortalGun{2.0.1} [PortalGun] (PortalGun2.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
ForgeMultipart{1.0.0.155} [Forge Multipart] (ForgeMultipart-universal-1.6.2-1.0.0.155.jar) Unloaded->Constructed->Pre-initialized->Initialized
ProjRed|Core{4.0.0pre.37} [Project: Red-Core] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized
ProjRed|Expansion{4.0.0pre.37} [Project: Red-Expansion] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized
ProjRed|Exploration{4.0.0pre.37} [Project: Red-Exploration] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized
ProjRed|Illumination{4.0.0pre.37} [Project: Red-Illumination] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized
ProjRed|Integration{4.0.0pre.37} [Project: Red-Integration] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized
ProjRed|Transmission{4.0.0pre.37} [Project: Red-Transmission] (ProjectRed-1.6.2-4.0.0pre.37.jar) Unloaded->Constructed->Pre-initialized->Initialized
JAKJ_RedstoneInMotion{2.0.1.0} [Redstone In Motion] (RedstoneInMotion_2.0.1.0_mc1.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
StevesCarts{2.0.0.a132} [Steve's Carts 2] (StevesCarts2.0.0.a132.zip) Unloaded->Constructed->Pre-initialized->Initialized
switches{1.2.1} [Switches] (switches-1.6.2-universal-coremod-1.2.1.24.jar) Unloaded->Constructed->Pre-initialized->Initialized
TConstruct|CompatMineFactoryReloaded{0.1} [TConstruct Compat: MFR] (TConstruct_1.6.2_1.4.3d10.jar) Unloaded->Constructed->Pre-initialized->Initialized
TelePipes{1.0.0} [Teleport Pipes] (TeleportPipes-Pre1b.zip) Unloaded->Constructed->Pre-initialized->Initialized
Translocator{1.1.0.8} [Translocator] (Translocator 1.1.0.8.jar) Unloaded->Constructed->Pre-initialized->Initialized
WR-CBE|Core{1.4.0.5} [WR-CBE Core] (WR-CBE 1.4.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
WR-CBE|Addons{1.4.0.5} [WR-CBE Addons] (WR-CBE 1.4.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
WR-CBE|Logic{1.4.0.5} [WR-CBE Logic] (WR-CBE 1.4.0.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
xact{0.4.2c} [XACT Mod] (XACT v0.4.2c.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_ZanMinimap{0.9.4} [Zan's Minimap] (ZansMinimap1.6.2.zip) Unloaded->Constructed->Pre-initialized->Initialized
McMultipart{1.0.0.155} [Minecraft Multipart Plugin] (ForgeMultipart-universal-1.6.2-1.0.0.155.jar) Unloaded->Constructed->Pre-initialized->Initialized
ForgeMicroblock{1.0.0.155} [Forge Microblocks] (ForgeMultipart-universal-1.6.2-1.0.0.155.jar) Unloaded->Constructed->Pre-initialized->Initialized
Launched Version: 1.6.2-Forge9.10.1.849
LWJGL: 2.9.0
OpenGL: GeForce GTX 570/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I have what appears to be an edge-case bug to report though.
It seems fluid conduits that are set to draw fluid from a tank do not get a redstone signal from conduit switches if the block the fluid conduit and conduit switch share is under 3 (or so) on the Y axis and are connected to a Railcraft multiblock steel tank. They behave as expected on a Buildcraft tank, and on an Ender Tank (from ChickenBones). The fluid conduit behaves as expected when powered by a vanilla (well, in this case a Forge MultiPart) lever or any other redstone signal I've tried (Project:Red, vanilla, Computercraft turtle).
This game is so oreing.
From what i noticed. A TON. Ive got 4 Hooked up to a Endertank sitting on the Boiler and It drains Half the Steam. Another 4 and another endertank and its Maxed, As in its Stuck at half Steam Perminately, Because so much is being pullled at once.
Also I'm not sure if it's my texture pack or your facades but when I try to use grass facades it shows up like you can see below. All the other facades I have painted so far worked great (stone, cobble, etc)
Stirling Generator is unable to power a Thermal Expansion Redstone Energy Cell if placed directly adjacent to the Generator.
using EnderIO-1.5.2-0.1.19.0.jar
When using the pipes top extract fluid themselves, they will pull a maximum of 50 millibuckets a tick (1 bucket a second). If fluid is being pushed into them (for example, from a rail craft tank boiler or a pump), then they are limited to 250mb a tick (5 buckets a second) per connection.
If fluid is not actively being pumped into them, then, in 1.6, the flow rate is determined by the viscosity of the fluid (as defined in the Forge API) and the amount of fluid in the conduit. Essentialy, using rough approximations of fluid dynamics, the fluids will attempt to become 'level', draining into external tanks where possible. For water, this flow rate between two conduits is 20mb a tick. In the 1.5 version, all fluids flow at this rate.
As for 'compressing' the fluid, I am not really sure what you mean. For each connection (either to an external tank/pipe or another conduit), the conduit holds a quarter of a bucket (250 mb) If all six faces are connected, it can therefore hold up to 1.5 buckets.
Given that every tank seems to hold a differing amount of fluid per block space, I am not really sure what would be considered a 'compressed' fluid.
From a practical point of view, just like liquiducts from TE, a single conduit can accept more steam from a single connection than a rail craft boiler will produce.
Does this answer everything you need to know?
I only have to provide the wool, sticks, redstone, iron, gold, gravel (and the fuel to turn it into the binding agent)
See the source of all knowledge and wisdom ;).
Please, if you have a bug or feature request, can you please go here and raise an issue.
Keeping track of issues in the forum thread is extremely difficult and there is a good I chance I mill your issue altogether, and an even better just I will simply forget it shortly after reading it.
For the moment I will still try and create issues in the tracker myself from this thread, but if you want something fixed, or a feature implemented, creating an issue yourself will certainly increase how likely it is to happen.
If you already reported a bug or requested a feature in this thread, please check that an issue exists for it. If one doesn't already exist, it has been missed and isn't currently on the todo list.
cheers,
cp
1. RTFM!
I know my documentation isnt great but this is on the main post.
I am really not quite sure why this has been asked a couple of times (poor painted items ) I could just disabled the recipe for all painted items except conduits. Actually not including the blocks at all is not something i'd do, but I could have the recipes removed from the painter based on a config option. If this is something you want, go to the issue tracker and raise a request.
I have tried to make things as efficient as possible, and I can't see any reason why my machines and conduits would cause any more lag than other similar mods (in a few cases I would expect they cause less lag) but I have not done any direct performance testing to confirm this.
Unfortunately, the only practical way to know would be to try it, unless of course you happen to have a dedicated test team I can assign the task too
Apologies, I just said same as BC Stirling gen, which is 1 mj/t. Updated now.