Anyone got any advice on making sintered tungsten ingots? Is the only way to produce them to go through hydrokinetic engines? I've thrown as much power at the friction heater as I can (yes, I matches torque and speed, 1024 on both for 1 MW of power), which only gets the furnace to 1230C.
I just use 2-3 microturbines for my smelting needs with the exception of that trimetal alloy which takes gas turbines.
And umm about that Chromaticraft stuff... anybody?
I vaguely recall there was some kind of Chromaticraft ore in the End. Am I supposed to start seeing it after I kill End Dragon?
I just didn't want to go through hours of adding mods one by one regenerating End each time to see which one is responsible for messing up with End ore generation only to find out I wasn't even supposed to see them after killing End Dragon. Now that you assured World Reveal from killing it is the one that reveals End ores, I spent a few hours trying to isolate the problem and it turns out it was Space Research mod (addon to Galacticraft) that messed it up. Disabling it's ores generation in config didn't do anything so I'm just removing it, never got around to playing with it yet anyway. I have no idea why its author decided to completely disable any ore gen in the End including Chromaticrafts, Draconic Evolution, Reactocraft's pitchblende too as I now realized, and probably other mods as well. Anyway, fixed now, thanks again
Hey Reika,
I know you are against people changing the recipes in your mods.
But I have a request. It wouldn't be altering any recipes in a way that is balance breaking.
All I would like to do is unify things to avoid confusion while people play my pack eventually.
In this example I have like 12 different copper ingots. I just want 1. So I am going through every recipe and changing it to GregTech's copper.
However when I go to the worktable I have no ability to alter the recipes.
And I still have to repeat this process for lead, tin, silver, etc.
So my request is:
If I remove the other coppers from the ore dictionary I would like to see that the recipes are disabled in the worktable from RotaryCraft, so that way I don't have 6 pages for one recipe where I only really have 1 copper that's able to be crafted.
Thanks for reading
EDIT: also here's a screenshot of my example.
There is a config to rotate the recipes.
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
So... I'm looking at updating the Reika mods I use on my server (DragonAPI, RotaryCraft, ReactorCraft and ElectriCraft, all 19c currently), and going off the changelogs, I'm in a bit of a conundrum. I have a running fusion reactor that does have induction generators directly connected to some HP turbines, and according to the code, pushing more that 400MW into one of those will cause it to explode. Now, I do have some other turbines with turbine generators connected to them, but in 19c, I can't get the screwdriver to switch the modes on those generators. It seems like I need to update to something like 21a, rewire my system, and then update to the latest. That said, I can't find older versions anywhere, and just updating and watching my reactor explode isn't an option. The support systems for the reactor run off of one of those induction generators, so it'd quickly run out of lubricant and coolant, and the van de graaff's would also shut off, letting plasma run rampant.
You’re pretty much out of luck for not updating to each version almost as soon as it came out. If possible, get better tanks, store some power in industrial coils or batteries, remove the induction generators, update, build the turbine generators/rewire, and you should be good.
Hmmm, actually, I forgot, I have my van de graaffs and centrifuge running off an auxiliary hydrokinetic setup. I've got enough steam in the lines to run the turbines for a loooong time, so I should just be able to shut off the heat rays to ramp down the reactor to let the coils go cold and stop requiring coolant. The turbines MIGHT run out of lubricant though, but if I remember correctly, they just stop spinning if that happens, which is ok in this case. I can cold start the reactor from the stored fuel that I keep on hand.
You’re pretty much out of luck for not updating to each version almost as soon as it came out. If possible, get better tanks, store some power in industrial coils or batteries, remove the induction generators, update, build the turbine generators/rewire, and you should be good.
Well, that sort of happens when you stop playing for a year or so
You’re pretty much out of luck for not updating to each version almost as soon as it came out. If possible, get better tanks, store some power in industrial coils or batteries, remove the induction generators, update, build the turbine generators/rewire, and you should be good.
I think I future-proofed it pretty well regardless. There are enough batteries in my system that it should be able to free run for a bit even if I disconnect the turbine running the secondary systems. The solenoid, heat rays and LN2 generation are pulling about 584MW, while the lubricant farm uses 58.7MW. The farm has 4 procyon batteries, one for each centrifuge processing the husks, and a graphene battery for the 4 grinders. The heat rays and the solenoid are chump change, though I do have another graphene battery on the solenoid as a safety net. It's the LN2 system that is pulling almost all of that 584MW, but luckily I put an auroral battery on that. I think I'll still shut off the heat rays to put the system into a cold standby, and there is so much steam in the lines (something like 4 million cubic meters in each one) that the turbines will keep running almost indefinitely. I did finally put some steam grates and condensers in to bleed off the excess steam, seemed like 4 did the trick, so shutting off the plasma might not be a bad idea if only to get that excess steam out of the system.
So I guess the pertinent question for me is this: can you shift-right click the generator block in the already-completed multiblock structure with a screwdriver to change the mode? It sounded like you had to do it before it was actually completed, though I'm not seeing anywhere in the code that actually enforces that.
EDIT: Nevermind, just tested it, and yeah, only seems to work if the multiblock is broken.
So, managed to get the upgrade done without too much drama, but something weird is happening. Prior to the update, the Turbine Generator was generating a monstrous amount of current, with total power equivalent to the full output of a HP Turbine. Now, I know the update clamped the max torque on those turbines based on the type of steam, so I scaled my expectations accordingly, which is fine. There is still more than enough output to run my secondary systems (which I actually had over-engineered, and I was able to scale them back a bit), so the excess power I just dump into an induction motor. However, no matter what I do, I can't seem to get it to use all of the available current. Right now, I've got 56A running to my lube farm and 282A running to my heat rays, solenoid and LN2 system. That leaves 1255A from the max of 1593A, so I dropped a 1200A resistor in front of the motor. But it is only pulling 757A. I can't for the life of me figure out why. Checking the current on the wires, everything adds up correctly, and the whole system is pulling 1095A. But that's only because the motor is only pulling 757A. Very weird.
Attempting to find reason to this rhyme, I tried running two motors instead at 600A each. They maxed out at 504A (each, so progress!). Increasing the resistance had no effect. Bumping up to 3 motors at 400A ended up with them running at 376A each.
EDIT: 4 motors @300A each did the trick. As for WHY, I have no idea.
Hello everyone, I need help with the Dragon API mod and Flan's Mod, the problem is that when I want to craft an item that has Redstone Repeater, I don’t get it because it’s worth tile.diode.name, I even set separately 2 mods from the rest of the modpack, but this problem has not disappeared. (+ I contacted the developer of the flan’s mod and they answered me like this: "PS: This is most likely not a problem associated in any way with FlansMod, since FlansMod registers the recipe with the normal vanilla repeater and therefore no change in FlansMod would fix the problem.)
Do you have Minetweaker installed? If so, create a recipe with the Vanilla repeater item and see if it does the same thing.
DISCLAIMER: I have no clue if the following statement is true or not, feel free to correct me on it: It seems to me that flans might be pulling some representation of the block that DAPI uses for technical purposes, not the actual item. If so, it could be their fault.
I just use 2-3 microturbines for my smelting needs with the exception of that trimetal alloy which takes gas turbines.
And umm about that Chromaticraft stuff... anybody?
I vaguely recall there was some kind of Chromaticraft ore in the End. Am I supposed to start seeing it after I kill End Dragon?
Sintered Tungsten does not need 4MW. It's 2MW, so a single Microturbine is enough.
CornPlanter, regarding your CrC question; did you try what Silfryi suggested?
I was not sure how to interpret that suggestion, did it mean yes or no to my question?
The DE dragon is not the MC one from what I remember. You should see stuff when you kill the Vanilla one, try that
Advanced Rocketry and Reika's mods
I just didn't want to go through hours of adding mods one by one regenerating End each time to see which one is responsible for messing up with End ore generation only to find out I wasn't even supposed to see them after killing End Dragon. Now that you assured World Reveal from killing it is the one that reveals End ores, I spent a few hours trying to isolate the problem and it turns out it was Space Research mod (addon to Galacticraft) that messed it up. Disabling it's ores generation in config didn't do anything so I'm just removing it, never got around to playing with it yet anyway. I have no idea why its author decided to completely disable any ore gen in the End including Chromaticrafts, Draconic Evolution, Reactocraft's pitchblende too as I now realized, and probably other mods as well. Anyway, fixed now, thanks again
There is a config to rotate the recipes.
So... I'm looking at updating the Reika mods I use on my server (DragonAPI, RotaryCraft, ReactorCraft and ElectriCraft, all 19c currently), and going off the changelogs, I'm in a bit of a conundrum. I have a running fusion reactor that does have induction generators directly connected to some HP turbines, and according to the code, pushing more that 400MW into one of those will cause it to explode. Now, I do have some other turbines with turbine generators connected to them, but in 19c, I can't get the screwdriver to switch the modes on those generators. It seems like I need to update to something like 21a, rewire my system, and then update to the latest. That said, I can't find older versions anywhere, and just updating and watching my reactor explode isn't an option. The support systems for the reactor run off of one of those induction generators, so it'd quickly run out of lubricant and coolant, and the van de graaff's would also shut off, letting plasma run rampant.
You’re pretty much out of luck for not updating to each version almost as soon as it came out. If possible, get better tanks, store some power in industrial coils or batteries, remove the induction generators, update, build the turbine generators/rewire, and you should be good.
Advanced Rocketry and Reika's mods
Hmmm, actually, I forgot, I have my van de graaffs and centrifuge running off an auxiliary hydrokinetic setup. I've got enough steam in the lines to run the turbines for a loooong time, so I should just be able to shut off the heat rays to ramp down the reactor to let the coils go cold and stop requiring coolant. The turbines MIGHT run out of lubricant though, but if I remember correctly, they just stop spinning if that happens, which is ok in this case. I can cold start the reactor from the stored fuel that I keep on hand.
Well, that sort of happens when you stop playing for a year or so
I think I future-proofed it pretty well regardless. There are enough batteries in my system that it should be able to free run for a bit even if I disconnect the turbine running the secondary systems. The solenoid, heat rays and LN2 generation are pulling about 584MW, while the lubricant farm uses 58.7MW. The farm has 4 procyon batteries, one for each centrifuge processing the husks, and a graphene battery for the 4 grinders. The heat rays and the solenoid are chump change, though I do have another graphene battery on the solenoid as a safety net. It's the LN2 system that is pulling almost all of that 584MW, but luckily I put an auroral battery on that. I think I'll still shut off the heat rays to put the system into a cold standby, and there is so much steam in the lines (something like 4 million cubic meters in each one) that the turbines will keep running almost indefinitely. I did finally put some steam grates and condensers in to bleed off the excess steam, seemed like 4 did the trick, so shutting off the plasma might not be a bad idea if only to get that excess steam out of the system.
So I guess the pertinent question for me is this: can you shift-right click the generator block in the already-completed multiblock structure with a screwdriver to change the mode? It sounded like you had to do it before it was actually completed, though I'm not seeing anywhere in the code that actually enforces that.
EDIT: Nevermind, just tested it, and yeah, only seems to work if the multiblock is broken.
So, managed to get the upgrade done without too much drama, but something weird is happening. Prior to the update, the Turbine Generator was generating a monstrous amount of current, with total power equivalent to the full output of a HP Turbine. Now, I know the update clamped the max torque on those turbines based on the type of steam, so I scaled my expectations accordingly, which is fine. There is still more than enough output to run my secondary systems (which I actually had over-engineered, and I was able to scale them back a bit), so the excess power I just dump into an induction motor. However, no matter what I do, I can't seem to get it to use all of the available current. Right now, I've got 56A running to my lube farm and 282A running to my heat rays, solenoid and LN2 system. That leaves 1255A from the max of 1593A, so I dropped a 1200A resistor in front of the motor. But it is only pulling 757A. I can't for the life of me figure out why. Checking the current on the wires, everything adds up correctly, and the whole system is pulling 1095A. But that's only because the motor is only pulling 757A. Very weird.
Attempting to find reason to this rhyme, I tried running two motors instead at 600A each. They maxed out at 504A (each, so progress!). Increasing the resistance had no effect. Bumping up to 3 motors at 400A ended up with them running at 376A each.
EDIT: 4 motors @300A each did the trick. As for WHY, I have no idea.
Hello Reika
I want to disable flight using the jetpacks, what is the config option to do this? Thank you.
JetpacksRespectFlightPermissions=false. Change it to true and disable flight somehow and it should work.
Advanced Rocketry and Reika's mods
Hello everyone, I need help with the Dragon API mod and Flan's Mod, the problem is that when I want to craft an item that has Redstone Repeater, I don’t get it because it’s worth tile.diode.name, I even set separately 2 mods from the rest of the modpack, but this problem has not disappeared. (+ I contacted the developer of the flan’s mod and they answered me like this: "PS: This is most likely not a problem associated in any way with FlansMod, since FlansMod registers the recipe with the normal vanilla repeater and therefore no change in FlansMod would fix the problem.)
Version Minecraft: 1.7.10
Version Dragon API: v22d
How do i fix it?
Do the other recipes that use repeaters work?
Advanced Rocketry and Reika's mods
These are all recipes from flan 's mod that I use repeaters, in other modes there is no such thing
Do you have Minetweaker installed? If so, create a recipe with the Vanilla repeater item and see if it does the same thing.
DISCLAIMER: I have no clue if the following statement is true or not, feel free to correct me on it: It seems to me that flans might be pulling some representation of the block that DAPI uses for technical purposes, not the actual item. If so, it could be their fault.
Advanced Rocketry and Reika's mods