Is it an exploit that power source information is lost when power is converted from electric -> shaft and vice versa? I'm currently using this behavior to regenerate excess power emitted by a battery. I also intend to use this consolidate power sources (from reactorcraft turbines) so that I can run a base electrical grid without running afoul of the 4 source limit. I've tested this on modpacks with v9b and v11b.
Example:
I get that you could use this behaviour to combine the power of large numbers of low tier engines, but if it didn't work like this, centralized power grids would be limited to 4 maxed out HP ammonia turbines (~50GW), using pure electricraft transmission, or else reliant on conversion to 3rd party power systems such as RF, and using consumables like liquid nitrogen or lubricant.
Information about the source is lost when you are using batteries, not when it is converted from shaft to electric.
If you are talking about maximum power per network... well, the most powerfull power station in the world provides about 8-9 GW and it doesn't use single cable to bring all that power to consumers. But this is just a game and we can transmit far mor energy over a single cable. So using more than 4 sources of power for single electric motor is exploit in terms of game mechanics. It only means that you can't have more than 50 GW of power from one motor, but I believe that you can have any number of power sources as long as they don't exceed 1/4 number of power consumers. But 50 GW... for maxing out extractor you need only 0,25 GW. If I rememder correctly the most powerhungry machine is bedrock breacker with maxing out at 17,17 GW. So with 50 GW in the network you can power absurdous amount of machines at max speed and you still can have parallel lines for more machines. But it is not really usefull to have all 50 GW over single line.
However these restrictions are absolute only for early- and mid-game. When you reach bedrock, mass tier5 magnetostatics and high-pressure turbines you are almost free from these restrictions. So feel free using RF to combine more than 4 HP turbines.
Ok looks like the 'power sources' being preserved are shaft power generating engines, not batteries or induction motors/generators.
I suppose in theory you could have more than 50GW on a single machine if you spammed auroral batteries (tested 64), or combined multiple lines with bedrock shaft junctions somehow. Some machines don't max out at 1 operation per tick and can go to multiple operations per tick, but I doubt the boring machine and bedrock breaker are included in this. There should still be a hard limit of about 1 Grad/s which is the maximum speed of bedrock gearboxes.
Ok looks like the 'power sources' being preserved are shaft power generating engines, not batteries or induction motors/generators.
I suppose in theory you could have more than 50GW on a single machine if you spammed auroral batteries (tested 64), or combined multiple lines with bedrock shaft junctions somehow. Some machines don't max out at 1 operation per tick and can go to multiple operations per tick, but I doubt the boring machine and bedrock breaker are included in this. There should still be a hard limit of about 1 Grad/s which is the maximum speed of bedrock gearboxes.
Batteries are counted as sources. So it is not possible to make more than 1 GW with 1 motor and any number of batteries (at least with the latest version of mods). 64 batteries is only 16 GW, but 1 motor can take only 1 GW from that network.
50 GW per machine is limit only without bedrock and no processing machine can use that amount of power (may be some defensive/offensive ones can). Some machines can further increase effectivness after 1 tick operation like refrigeration unit which can use more torque for more output per operation. However these machines require far far less power than bedrock breacker. You can easily reach power levels higher than 50 GW with bedrock without any exploits and workarounds just with simple rotarycraft mechanics of mid-end-game but what for?
There are several concepts in real life, some breed U233 efficiently enough (in terms of neutron usage) to keep a reaction ongoing without a (naturally) fissile source, some do not. I was merely asking so I can stop trying to achieve a reactor design that is self sustainable, because in terms of fuel efficiency it already is quite good as it is, waste is rather minimal, and U235 isn't really that scarce in a normal RoC/ReC world. You're probably right with your assumption that it is to keep some gameplay balance.
Curious: You can run Thorium Cores together with Breeder cores (quite effectively actually). I don't know if that is intended, but I'm pretty sure IRL a setup like this would hardly work because Th232's cross section is too small to effectively work with fast spectrum neutrons.
I've done some more tests and looks like I'm missing something. I build simple thorium reactor that sits around 450 C (looks like it is optimal temperature due to some temperature fluctuations) and it can barely keep 2 turbines while fission reactor with the same fuel core and uranium consumption and standard boilers can keep 6 turbines with building surplus of steam. Not to mention that thorium reactor eats thorium and fluorite at enormous rates in addition to normal uranium pellets consumption.
After updating all my mods , RotaryCraft and all of their subsequent blocks only appear as grey cubes with purple corners and black sides. Has anyone else come across this recently or is it just me?
The error is reading as
"[Client thread/INFO] [FML]: ERROR: Texture Map could not find texture 'rotarycraft:textures/blocks/old/tile6_6.png, java.io.FileNotFoundException'; File not found."
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can someone tell me how to power the dang radar without rotary because i place 1 bock of redstone it don't work 2 it won't work 3 it wont work 4 it sometimes works what do i have to do!!!!
After updating all my mods , RotaryCraft and all of their subsequent blocks only appear as grey cubes with purple corners and black sides. Has anyone else come across this recently or is it just me?
The error is reading as
"[Client thread/INFO] [FML]: ERROR: Texture Map could not find texture 'rotarycraft:textures/blocks/old/tile6_6.png, java.io.FileNotFoundException'; File not found."
Even after updating to v12d I'm still facing the same problem, it seems like the RotaryCraft block entities still exist (for example I can still see the contents of a reservoir and hop inside it), they still just dont appear as the rendered blocks they should.
I'm having the same issue. Was originally on 11B and issue was happening on mutliple saves / worlds. Updated to 12D and experiencing the same issue. Startup log is reporting a number of missing texture errors:
[15:35:35] [Client thread/ERROR]: domain rotarycraft is missing 196 textures
Edit: This is in regards to Artifact18's post in regards to missing textures for Rotarycraft machines.
So the april fools prank is cute. Mind you it didn't work for me in 12c, just a bunch of missing textures, so that drove me up the wall trying to figure out what the eff was happening. 12d seems to have solved it.
This, of course, leads me to ask: How do I turn it off? More machines than don't have no ye olde texture, and the ones that do are almost indistinguishable at times.
Changing my system clock isn't an option, unfortunately, and the mod is good enough that I'm not thrilled with the idea of going 1-3 days without. Doubly so when I consider how much of my infrastructure is now dependent on it.
I've got a little bit of a problem :(. Due to either a fault with my installation, or incompatibility with another mod and ChromatiCraft, every time I join, I get this crash whenever I log in to the server (private, not public), which specifically mentions ChromatiCraft's EntityLightningBall. I'm at a loss here, as no potion ID conflicts are being reported, and the client and server have the same potion ID's.
Here is a problem, it seems strange texture error in Rotarycraft.
I was using the version v7f at that time. But if I upgrade to v12d, the problem still exist.
I also try to build a new world, restart the game, and apply a texture pack. They don't work.
After delete a folder \assets\rotarycraft\textures\blocks\old in the mod, all those blocks are changed into texture missing block.
http://pastebin.com/RG8a5FL6
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[p]Highlight:
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Caused by: Reika.DragonAPI.Exception.ASMException$ASMConflictException: Error ASMing net/minecraft/entity/player/EntityPlayerMP:
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An ASM conflict occurred when applying the patch KEEPINVEVENT2 to method 'func_70645_a (Lnet/minecraft/util/DamageSource;)V'
[*]
Could not find 'keepInventory' gamerule lookup
[*]
One of the mods involved: DragonAPI
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List tags are malformed.
Information about the source is lost when you are using batteries, not when it is converted from shaft to electric.
If you are talking about maximum power per network... well, the most powerfull power station in the world provides about 8-9 GW and it doesn't use single cable to bring all that power to consumers. But this is just a game and we can transmit far mor energy over a single cable. So using more than 4 sources of power for single electric motor is exploit in terms of game mechanics. It only means that you can't have more than 50 GW of power from one motor, but I believe that you can have any number of power sources as long as they don't exceed 1/4 number of power consumers. But 50 GW... for maxing out extractor you need only 0,25 GW. If I rememder correctly the most powerhungry machine is bedrock breacker with maxing out at 17,17 GW. So with 50 GW in the network you can power absurdous amount of machines at max speed and you still can have parallel lines for more machines. But it is not really usefull to have all 50 GW over single line.
However these restrictions are absolute only for early- and mid-game. When you reach bedrock, mass tier5 magnetostatics and high-pressure turbines you are almost free from these restrictions. So feel free using RF to combine more than 4 HP turbines.
Ok looks like the 'power sources' being preserved are shaft power generating engines, not batteries or induction motors/generators.
I suppose in theory you could have more than 50GW on a single machine if you spammed auroral batteries (tested 64), or combined multiple lines with bedrock shaft junctions somehow. Some machines don't max out at 1 operation per tick and can go to multiple operations per tick, but I doubt the boring machine and bedrock breaker are included in this. There should still be a hard limit of about 1 Grad/s which is the maximum speed of bedrock gearboxes.
Batteries are counted as sources. So it is not possible to make more than 1 GW with 1 motor and any number of batteries (at least with the latest version of mods). 64 batteries is only 16 GW, but 1 motor can take only 1 GW from that network.
50 GW per machine is limit only without bedrock and no processing machine can use that amount of power (may be some defensive/offensive ones can). Some machines can further increase effectivness after 1 tick operation like refrigeration unit which can use more torque for more output per operation. However these machines require far far less power than bedrock breacker. You can easily reach power levels higher than 50 GW with bedrock without any exploits and workarounds just with simple rotarycraft mechanics of mid-end-game but what for?
I've done some more tests and looks like I'm missing something. I build simple thorium reactor that sits around 450 C (looks like it is optimal temperature due to some temperature fluctuations) and it can barely keep 2 turbines while fission reactor with the same fuel core and uranium consumption and standard boilers can keep 6 turbines with building surplus of steam. Not to mention that thorium reactor eats thorium and fluorite at enormous rates in addition to normal uranium pellets consumption.
Void Reeds in swamp biomes and Aura Ivy in Extreme Hills. Or Google
There's something wrong. Is this an april fools joke?
sorry for the offtopic but, is that why the avatar's are all upside down today, too?
Did you answer my question, or joemama's?
After updating all my mods , RotaryCraft and all of their subsequent blocks only appear as grey cubes with purple corners and black sides. Has anyone else come across this recently or is it just me?
The error is reading as
"[Client thread/INFO] [FML]: ERROR: Texture Map could not find texture 'rotarycraft:textures/blocks/old/tile6_6.png, java.io.FileNotFoundException'; File not found."
can someone tell me how to power the dang radar without rotary because i place 1 bock of redstone it don't work 2 it won't work 3 it wont work 4 it sometimes works what do i have to do!!!!
v12d is out.
Even after updating to v12d I'm still facing the same problem, it seems like the RotaryCraft block entities still exist (for example I can still see the contents of a reservoir and hop inside it), they still just dont appear as the rendered blocks they should.
crash report with v12d dragon api:
http://pastebin.com/5J37sYWn
I'm having the same issue. Was originally on 11B and issue was happening on mutliple saves / worlds. Updated to 12D and experiencing the same issue. Startup log is reporting a number of missing texture errors:
[15:35:35] [Client thread/ERROR]: domain rotarycraft is missing 196 textures
Edit: This is in regards to Artifact18's post in regards to missing textures for Rotarycraft machines.
So the april fools prank is cute. Mind you it didn't work for me in 12c, just a bunch of missing textures, so that drove me up the wall trying to figure out what the eff was happening. 12d seems to have solved it.
This, of course, leads me to ask: How do I turn it off? More machines than don't have no ye olde texture, and the ones that do are almost indistinguishable at times.
Changing my system clock isn't an option, unfortunately, and the mod is good enough that I'm not thrilled with the idea of going 1-3 days without. Doubly so when I consider how much of my infrastructure is now dependent on it.
You either A: wait till April 3rd for normal textures or B: change your system clock.
I'm the best kind of weeb trash.
I've got a little bit of a problem :(. Due to either a fault with my installation, or incompatibility with another mod and ChromatiCraft, every time I join, I get this crash whenever I log in to the server (private, not public), which specifically mentions ChromatiCraft's EntityLightningBall. I'm at a loss here, as no potion ID conflicts are being reported, and the client and server have the same potion ID's.
Can confirm this, getting pretty much the same crash log
Forgive my poor English , please.
Here is a problem, it seems strange texture error in Rotarycraft.
I was using the version v7f at that time. But if I upgrade to v12d, the problem still exist.
I also try to build a new world, restart the game, and apply a texture pack. They don't work.
After delete a folder \assets\rotarycraft\textures\blocks\old in the mod, all those blocks are changed into texture missing block.
How can i solve the problem?