EDIT: Well, solved that particular crash. Still have the Ender IO thing, which looking at the crash reports a few pages back does seem to be the same one as the ChC incompatibility. Ah well, I"ll just wait for 13c.
steffe you need to agree to certain terms, and demonstrate that you have read them by not blanket accepting or copypasta, they can be found in op or his website which is in op.
I noticed, that the MagicBees Hiveacynth (the flower that generates bees from botania mana) doesn't generate the bees from chromaticraft. Is that intended or a missing cross mod interaction?
Good.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I'm creating a modpack and would really like to use some of your mods in it. I really like them. If you want me to tell you which of your mods I would like to use or if you want me to contact you in another way, please let me know.
I'm creating a modpack and would really like to use some of your mods in it. I really like them. If you want me to tell you which of your mods I would like to use or if you want me to contact you in another way, please let me know.
I hope you understand my english (I'm German :D)
bye
-MIC
Like with Steffeboy, you need to agree to the rules for public packs.
I'm trying to set up a pair of Lumen Beacons, because the last few colors I need are quite a ways away from my base and I found an area with those colors near each other orthogonal to my base, which seems like the best candidate case for the lumen beacon. I made sure they're set up on the same X and Y coordinates, so they should be orthogonal to each other, they're ~2800 blocks apart so they should be within the 512 < d < 4096 range, and I've flown the path between the two beacon blocks twice to make sure there were no obstacles. The multi-aura repeaters in the bottom of each beacon report (using the elemental manipulator) that they're connected to the colors I have networked near the respective beacon, but neither of them can see colors from the other beacon, so it appears either the beacons aren't connecting or I have the structure wrong.
Is there a way to tell whether beacon problems are due to line-of-sight, an incorrect structure, or something else?
Are correctly-formed beacons able to network (from the beacon block) to regular repeaters (within the regular repeater's range, not the beacon's)? If so, I had the thought that I should be able to check whether the structure was properly formed by placing a regular repeater of a nearby color up where it can only see the beacon and see if it reports being connected. I tried this and the normal repeater wasn't hooked up, though I don't know whether that's because the beacon isn't working or because that kind of connection isn't something that's supposed to work. Or is the beacon block supposed to be able to report directly whether it's connected, like the regular repeaters? I didn't notice the beacon block cycling through colors like the multi-aura repeaters do...
Does anyone have some suggestions about common lumen beacon problems I should check for? I counted out the blocks beforehand and my structure-building used up those blocks exactly, I checked embossed vs engraved stone based on the rounded or sharp corners... Is it a problem if the structure crosses chunk boundaries?
I'm trying to set up a pair of Lumen Beacons, because the last few colors I need are quite a ways away from my base and I found an area with those colors near each other orthogonal to my base, which seems like the best candidate case for the lumen beacon. I made sure they're set up on the same X and Y coordinates, so they should be orthogonal to each other, they're ~2800 blocks apart so they should be within the 512 < d < 4096 range, and I've flown the path between the two beacon blocks twice to make sure there were no obstacles. The multi-aura repeaters in the bottom of each beacon report (using the elemental manipulator) that they're connected to the colors I have networked near the respective beacon, but neither of them can see colors from the other beacon, so it appears either the beacons aren't connecting or I have the structure wrong.
Is there a way to tell whether beacon problems are due to line-of-sight, an incorrect structure, or something else?
Are correctly-formed beacons able to network (from the beacon block) to regular repeaters (within the regular repeater's range, not the beacon's)? If so, I had the thought that I should be able to check whether the structure was properly formed by placing a regular repeater of a nearby color up where it can only see the beacon and see if it reports being connected. I tried this and the normal repeater wasn't hooked up, though I don't know whether that's because the beacon isn't working or because that kind of connection isn't something that's supposed to work. Or is the beacon block supposed to be able to report directly whether it's connected, like the regular repeaters? I didn't notice the beacon block cycling through colors like the multi-aura repeaters do...
Does anyone have some suggestions about common lumen beacon problems I should check for? I counted out the blocks beforehand and my structure-building used up those blocks exactly, I checked embossed vs engraved stone based on the rounded or sharp corners... Is it a problem if the structure crosses chunk boundaries?
A beacon-to-repeater connection should work. Does the beacon block make the sparkles of a completed repeater?
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
The Meaning of Life, the Universe, and Everything.
Join Date:
12/28/2013
Posts:
59
Member Details
Hi Reika,
I am having an issue with ChromatiCraft on my server. I have recently added it and it works well for clients, but my fresh server wont start. Here is the crash report:
My server was not starting and Chromaticraft was among a few other mods I updated (galacticraft, galaxyspace, forestry, Chocolates Quest, micdoodlecore) and I started getting this weird crash that seemed to target Enderio, which i had not updated. I went through my mods that I updated or added and found when removing ChromatiCraft, the issue is fixed. This issue only happens on servers though, not clients.
I am currently building a mod pack I am titling "The Mash." I have decided I would like to have ChromatiCraft in the pack. I understand that I need to ask permission in order to include it, since my ultimate plans include a public release. So, may I have permission to use ChromatiCraft?
A beacon-to-repeater connection should work. Does the beacon block make the sparkles of a completed repeater?
Huh, I never noticed the sparkles before (or rather, I never looked at an inactive placed repeater block enough to notice the difference with the active ones).
I do see a sparkle effect on the beacon block...and the sparkles go away if I remove one of the structure blocks, so I guess that tells me I've got my structure correct...but a normal repeater up near the beacon still doesn't connect on a color I can see connecting to the multi-aura repeater in the bottom of the structure.
Which would make me think the likely problem is obstruction within the structure, between the beacon and the multi-aura repeater, but I don't see anything...
I've had the same problem last week. I remebered there was once a problem with Railcraft's residual heat and Rotarycraft's canola plants so i turned it off in the Railcraft config. Now the beacons work. I don't know, if this fixed it or if it was just the server-reboot that came along with it, but you should give it a try, if you have Railcraft installed.
I don't have Railcraft; I do have a couple of Thaumcraft's lamps around, which create invisible light sources, but I think they're all fairly far away from the beacon structure, I tried breaking into the structure and dropping down the shaft and didn't see any unexpected light sources, and there are no lamps near the beacon NOT at my base, so I don't think that's it.
Edit: There we go--I broke and re-placed the multi-aura repeaters in the bottom and it all started working.
Hmm, I think I'm seeing the incredibly slow transfer rate through the beacons that I saw reported elsewhere, though; the first thing that happened when the beacons connected was that the far-side sources started charging a relay source I had down, and after giving it some time the level of power reported in the picked-up source's tooltip for those colors is...10. Not 10k, 10. One color is at 500. I'm sure it wasn't a pylon-drained thing, because the relay source was the first thing that had the opportunity to touch those pylons (I certainly didn't drain them by hand beforehand...) Starting a ritual also exhibits super-slow charge for the colors across the beacon compared to the colors on the base's side...which could have been draining, if the relay source using some really inefficient transfer had drained the pylon, but I flew out to the pylon and it's near-fully charged.
I've had this EXACT same problem. One beacon works but the other doesn't. I went to the other one for it's location and it all of a sudden made the connect sound on the multi-aura so I decided to place a relay source and it began filling it. Although it was severely slow just like you said (and the guy from the issue tracker). Perhaps turbocharging the multi aura and beacon would make a bigger throughput?
So for a good Thorium reactor you cant use Ammonia?
What happens when i mix ammonia and water steam in the steam lines?
So it is possible to use ammonia, albeit dangerous.
I also tried mixing water-steam and ammonia-steam in one steam line. They do not mix. So one steam type will exclude another in a steam line. The turbines will also whine up and down depending on the type. Thus it is best not to mix the steam types.
Here's an unexpectedly tricky problem with RotaryCraft:
I was trying to automate coal coke production with a blast furnace. The problem: simply pumping things in will send the input to the wrong slots regardless of where I pump them in. If I pre-fill the blast furnace things will work, but of course I want production to be turned off at some point, and then the blast furnace will become empty and the problem will arise anew. I am unaware of a machine or conduit in my pack that can insert items into specific slots, so what can I do?
I noticed the RotaryCraft autocrafting patterns have a setting for "blast furnace crafting", so I assumed maybe the autocrafter could be made to behave like a blast furnace if I heat it up like one, but the pattern doesn't let me fill the output slot if set to "blast furnace crafting", nor does it set it on its own like with the normal crafting recipes, and so it can't be used for blast furnace automation.
Has anyone automated the blast furnace for on-demand batch production of coal coke regulated by an external switch (like from an AE2 level emitter)? If so, how did you do it?
Here's an unexpectedly tricky problem with RotaryCraft:
I was trying to automate coal coke production with a blast furnace. The problem: simply pumping things in will send the input to the wrong slots regardless of where I pump them in. If I pre-fill the blast furnace things will work, but of course I want production to be turned off at some point, and then the blast furnace will become empty and the problem will arise anew. I am unaware of a machine or conduit in my pack that can insert items into specific slots, so what can I do?
I noticed the RotaryCraft autocrafting patterns have a setting for "blast furnace crafting", so I assumed maybe the autocrafter could be made to behave like a blast furnace if I heat it up like one, but the pattern doesn't let me fill the output slot if set to "blast furnace crafting", nor does it set it on its own like with the normal crafting recipes, and so it can't be used for blast furnace automation.
Has anyone automated the blast furnace for on-demand batch production of coal coke regulated by an external switch (like from an AE2 level emitter)? If so, how did you do it?
Im
wondering if there is any way to disable the use of the "rotational
dynamo", or maybe limit its RF generating capabilities? Im playing
Revolution 2, and in conjunction with Immersive enginnering, it seems
overpowered im comparation to atleast simpler power generating
structures from IE.
-l
Use the config to gate its recipe.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I'm have a very strange issue where hostile mobs are not dropping experience and all cave crystals are giving off their Nether effects - even in the overworld. The exp issue persisted in a test instance using only ChromatiCraft and NEI. Tested on both Forge 1558 and 1614
Update: Only some of the crystals act like their nether variants and I've also tested the exp issue with newly generated configs.
Downgrading did it. Thanks.
EDIT: Well, solved that particular crash. Still have the Ender IO thing, which looking at the crash reports a few pages back does seem to be the same one as the ChC incompatibility. Ah well, I"ll just wait for 13c.
SMay I use Geostrata in my pack? It's called MixedModdedArts and will be available on Curse and Maybe FTB.
undefined
stands for Buildcraft!
steffe you need to agree to certain terms, and demonstrate that you have read them by not blanket accepting or copypasta, they can be found in op or his website which is in op.
Good.
I'm creating a modpack and would really like to use some of your mods in it. I really like them. If you want me to tell you which of your mods I would like to use or if you want me to contact you in another way, please let me know.
I hope you understand my english (I'm German :D)
bye
-MIC
Like with Steffeboy, you need to agree to the rules for public packs.
CC hive generation is not beholden to normal hive generation, and cannot be disabled.
Speaking of which, Modular Mayhem is slightly overdue for its monthly mod update pass.
I'm trying to set up a pair of Lumen Beacons, because the last few colors I need are quite a ways away from my base and I found an area with those colors near each other orthogonal to my base, which seems like the best candidate case for the lumen beacon. I made sure they're set up on the same X and Y coordinates, so they should be orthogonal to each other, they're ~2800 blocks apart so they should be within the 512 < d < 4096 range, and I've flown the path between the two beacon blocks twice to make sure there were no obstacles. The multi-aura repeaters in the bottom of each beacon report (using the elemental manipulator) that they're connected to the colors I have networked near the respective beacon, but neither of them can see colors from the other beacon, so it appears either the beacons aren't connecting or I have the structure wrong.
Is there a way to tell whether beacon problems are due to line-of-sight, an incorrect structure, or something else?
Are correctly-formed beacons able to network (from the beacon block) to regular repeaters (within the regular repeater's range, not the beacon's)? If so, I had the thought that I should be able to check whether the structure was properly formed by placing a regular repeater of a nearby color up where it can only see the beacon and see if it reports being connected. I tried this and the normal repeater wasn't hooked up, though I don't know whether that's because the beacon isn't working or because that kind of connection isn't something that's supposed to work. Or is the beacon block supposed to be able to report directly whether it's connected, like the regular repeaters? I didn't notice the beacon block cycling through colors like the multi-aura repeaters do...
Does anyone have some suggestions about common lumen beacon problems I should check for? I counted out the blocks beforehand and my structure-building used up those blocks exactly, I checked embossed vs engraved stone based on the rounded or sharp corners... Is it a problem if the structure crosses chunk boundaries?
A beacon-to-repeater connection should work. Does the beacon block make the sparkles of a completed repeater?
How do I agree to them?
Read the page.
Hi Reika,
I am having an issue with ChromatiCraft on my server. I have recently added it and it works well for clients, but my fresh server wont start. Here is the crash report:
http://pastebin.com/a8SM6qdJ
My server was not starting and Chromaticraft was among a few other mods I updated (galacticraft, galaxyspace, forestry, Chocolates Quest, micdoodlecore) and I started getting this weird crash that seemed to target Enderio, which i had not updated. I went through my mods that I updated or added and found when removing ChromatiCraft, the issue is fixed. This issue only happens on servers though, not clients.
Thanks.
I do not like Autonomous Activators.
I am currently building a mod pack I am titling "The Mash." I have decided I would like to have ChromatiCraft in the pack. I understand that I need to ask permission in order to include it, since my ultimate plans include a public release. So, may I have permission to use ChromatiCraft?
Huh, I never noticed the sparkles before (or rather, I never looked at an inactive placed repeater block enough to notice the difference with the active ones).
I do see a sparkle effect on the beacon block...and the sparkles go away if I remove one of the structure blocks, so I guess that tells me I've got my structure correct...but a normal repeater up near the beacon still doesn't connect on a color I can see connecting to the multi-aura repeater in the bottom of the structure.
Which would make me think the likely problem is obstruction within the structure, between the beacon and the multi-aura repeater, but I don't see anything...
I don't have Railcraft; I do have a couple of Thaumcraft's lamps around, which create invisible light sources, but I think they're all fairly far away from the beacon structure, I tried breaking into the structure and dropping down the shaft and didn't see any unexpected light sources, and there are no lamps near the beacon NOT at my base, so I don't think that's it.
Edit: There we go--I broke and re-placed the multi-aura repeaters in the bottom and it all started working.
Hmm, I think I'm seeing the incredibly slow transfer rate through the beacons that I saw reported elsewhere, though; the first thing that happened when the beacons connected was that the far-side sources started charging a relay source I had down, and after giving it some time the level of power reported in the picked-up source's tooltip for those colors is...10. Not 10k, 10. One color is at 500. I'm sure it wasn't a pylon-drained thing, because the relay source was the first thing that had the opportunity to touch those pylons (I certainly didn't drain them by hand beforehand...) Starting a ritual also exhibits super-slow charge for the colors across the beacon compared to the colors on the base's side...which could have been draining, if the relay source using some really inefficient transfer had drained the pylon, but I flew out to the pylon and it's near-fully charged.
I've had this EXACT same problem. One beacon works but the other doesn't. I went to the other one for it's location and it all of a sudden made the connect sound on the multi-aura so I decided to place a relay source and it began filling it. Although it was severely slow just like you said (and the guy from the issue tracker). Perhaps turbocharging the multi aura and beacon would make a bigger throughput?
I'm the best kind of weeb trash.
So it is possible to use ammonia, albeit dangerous.
I also tried mixing water-steam and ammonia-steam in one steam line. They do not mix. So one steam type will exclude another in a steam line. The turbines will also whine up and down depending on the type. Thus it is best not to mix the steam types.
Here's an unexpectedly tricky problem with RotaryCraft:
I was trying to automate coal coke production with a blast furnace. The problem: simply pumping things in will send the input to the wrong slots regardless of where I pump them in. If I pre-fill the blast furnace things will work, but of course I want production to be turned off at some point, and then the blast furnace will become empty and the problem will arise anew. I am unaware of a machine or conduit in my pack that can insert items into specific slots, so what can I do?
I noticed the RotaryCraft autocrafting patterns have a setting for "blast furnace crafting", so I assumed maybe the autocrafter could be made to behave like a blast furnace if I heat it up like one, but the pattern doesn't let me fill the output slot if set to "blast furnace crafting", nor does it set it on its own like with the normal crafting recipes, and so it can't be used for blast furnace automation.
Has anyone automated the blast furnace for on-demand batch production of coal coke regulated by an external switch (like from an AE2 level emitter)? If so, how did you do it?
Control power, not item feed.
Use the config to gate its recipe.
I'm have a very strange issue where hostile mobs are not dropping experience and all cave crystals are giving off their Nether effects - even in the overworld. The exp issue persisted in a test instance using only ChromatiCraft and NEI. Tested on both Forge 1558 and 1614
Update: Only some of the crystals act like their nether variants and I've also tested the exp issue with newly generated configs.