I have a really big issue, One of my friends planted one of those very large rubber trees from BOP and I don't want it around :P. I dont want to take out MFR and everyone loss everything from the mod so is there any way that I can take out the leaves and rubber wood and reload the server and then put them back
Can someone help me, My game just freezes up at the the mojang screen.
game Info:
minecraft:1.6.4
Forge: 9.11.1.965
PowerCrystalsCore: 1.1.8-9
MinefactoryReloaded-2.7.6-448
Lauches fine with PowerCrstal core alone, but i add minefactory and it freezes at mojang screen.
Can you give us some information about the new items; Chunk Loader and rednet power cable please. The chunk loader seems erratic. It's drawing about 18k RF /t and the buffer is going up accordingly, however the radius (4) does not seem to be uniform. Also, I don't know if this is by design but it doesn't appear to be possible to adjust the radius if the thing has any power in it.
Is there a way to measure the ammount of energy going through buildcraft pipes?
also, is there a mod that add "advanced comparators" like comparators that output more than 15 signal(so you could mesure each item thats added to a chest or something)?
I'm wondering cause ive been messing around with signal strength in the rednet cables and i found out they can have more than 15 signal strength
The Meaning of Life, the Universe, and Everything.
Location:
Breda
Join Date:
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Posts:
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Member Details
There's a lot of mods installed on my server, so I'm not sure if this error report is of any use. But I'm getting this one on my server between I think MFR and ExtraBiomes XL:
mcpc-plus-1.6.4-R2.1-forge965-B250
MineFactoryReloaded-2.7.6-448
PowerCrystalsCore-1.1.8-20
ExtrabiomesXL-universal-1.6.4-3.15.6B
And about 250 other mods
Greetings. I greatly enjoy this mod, though I'm currently working on a mod "energy eaters" that has a bit of a conflict. The issue is that an MFR harvester quickly breaks any energy balancing, as an MFR tree farm produces enough charcoal to rival a nuclear reactor. I have a few questions about what would be possible.
1. Is it possible to adjust how fast an MFR harvester operates using the idle timer? For example, setting it so that it only breaks one block a second? One idea we have is to set it to require more power per transaction depending on how fast you set the 'max speed' in the interface.
2. Is it possible to have the MFR harvester require different amounts of power depending on what block it is breaking? For example to have it require far more energy to break wood blocks than to break wheat.
Can you give us some information about the new items; Chunk Loader and rednet power cable please. The chunk loader seems erratic. It's drawing about 18k RF /t and the buffer is going up accordingly, however the radius (4) does not seem to be uniform. Also, I don't know if this is by design but it doesn't appear to be possible to adjust the radius if the thing has any power in it.
The radius of the ChunkLoader is circular rather than square and by default obeys the per-ticket limit in forgeChunkLoading.cfg (you can make it ignore this, but it will continue to obey the per-player limit based on who placed the chunkloader). To the best of my knowledge it does allow changing the radius while active, so if you can verify it can't be changed and it's not being limited by your config settings I'd like to know
Is there a way to measure the ammount of energy going through buildcraft pipes?
also, is there a mod that add "advanced comparators" like comparators that output more than 15 signal(so you could mesure each item thats added to a chest or something)?
I'm wondering cause ive been messing around with signal strength in the rednet cables and i found out they can have more than 15 signal strength
I don't believe either of these things exist, unfortunately. ComputerCraft can, in theory use the full range, but I don't think it's designed to take advantage of it.
Greetings. I greatly enjoy this mod, though I'm currently working on a mod "energy eaters" that has a bit of a conflict. The issue is that an MFR harvester quickly breaks any energy balancing, as an MFR tree farm produces enough charcoal to rival a nuclear reactor. I have a few questions about what would be possible.
1. Is it possible to adjust how fast an MFR harvester operates using the idle timer? For example, setting it so that it only breaks one block a second? One idea we have is to set it to require more power per transaction depending on how fast you set the 'max speed' in the interface.
2. Is it possible to have the MFR harvester require different amounts of power depending on what block it is breaking? For example to have it require far more energy to break wood blocks than to break wheat.
The energy usage per block harvested is configurable for end-users/mod pack creators.
Thanks for the info that the MFR harvester "Per block" energy can be configured. What I want to know though, is can you have it require different energy for different blocks. For example, to have wood take far more energy than leaves to harvest.
Thanks for the info that the MFR harvester "Per block" energy can be configured. What I want to know though, is can you have it require different energy for different blocks. For example, to have wood take far more energy than leaves to harvest.
The Meaning of Life, the Universe, and Everything.
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11/5/2010
Posts:
79
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Okay, so being a long-time fan of this mod, I decided to check it out again tonight, for possible inclusion in my server's modpack when we update.
And I have to say, the steam turbine is either bugged, or it is WICKEDLY overpowered. It costs approximately twice as much as a steam dynamo from Thermal Expansion, and produces twice as much power. This is good. The fact that it can run off of nothing but water, and the fact that supplying it with enough water to accomplish this is trivial with either Thermal Expansion or Extra Utilities installed, is very bad. Your steam turbine is twice as powerful as any other RF producer (and by extension about 3x as powerful as a Buildcraft combustion engine running on fuel, since the conversion is 1MJ=10RF, so it's producing the equivalent of 16 MJ/t), but effectively uses no fuel and has no downside.
Is this intentional? I can't really see a block that produces 2x the power of any of the existing dynamos while not requiring a source of fuel as being intended behavior...
Okay, so being a long-time fan of this mod, I decided to check it out again tonight, for possible inclusion in my server's modpack when we update.
And I have to say, the steam turbine is either bugged, or it is WICKEDLY overpowered. It costs approximately twice as much as a steam dynamo from Thermal Expansion, and produces twice as much power. This is good. The fact that it can run off of nothing but water, and the fact that supplying it with enough water to accomplish this is trivial with either Thermal Expansion or Extra Utilities installed, is very bad. Your steam turbine is twice as powerful as any other RF producer (and by extension about 3x as powerful as a Buildcraft combustion engine running on fuel, since the conversion is 1MJ=10RF, so it's producing the equivalent of 16 MJ/t), but effectively uses no fuel and has no downside.
Is this intentional? I can't really see a block that produces 2x the power of any of the existing dynamos while not requiring a source of fuel as being intended behavior...
The Meaning of Life, the Universe, and Everything.
Join Date:
1/30/2014
Posts:
144
Minecraft:
132tahsr ndf 73
Member Details
Server is insta crashing in a redwood biome. I known MFR has issue with a fluid which they fixed and I know EBXL has issue with redwood generation and I read a forum about issues with village generation in EBXL. I have updated both EBXL and turned off village gen and updated MFR however still crashing hmm. It seems there are multiple mods at play I will continues to test for now here is my crash log.
I still need help, when I load minecraft it stays on the mojang screen so I have to force quit it. I've tried looking for the logs but the logs i've found are way too long to be it.
The radius of the ChunkLoader is circular rather than square and by default obeys the per-ticket limit in forgeChunkLoading.cfg (you can make it ignore this, but it will continue to obey the per-player limit based on who placed the chunkloader). To the best of my knowledge it does allow changing the radius while active, so if you can verify it can't be changed and it's not being limited by your config settings I'd like to know
Yup it was obeying the chunkloading ticket settings. And once the config was set to ignore it allowed changing the radius whilst operational.
I get a server crash when trying to draw IC2 energy with the new rednet power cable using industrialcraft-2_2.0.397-experimental. Is there a different version I should be using or is this behavior unintended? It seems to convert power to IC2 machines just fine- it's trying to draw it out that causes the crash. It's happened a few times in testing, once corrupting a world out of four tests, but I may be misidentifying the crash. There seem to be two variants.
This variant occurred when connected to an IC2 storage box (MFSU, I believe).
Time: 3/17/14 5:46 AM
Description: Exception in server tick loop
java.lang.NullPointerException
at powercrystals.minefactoryreloaded.tile.rednet.TileEntityRedNetEnergy.transfer(TileEntityRedNetEnergy.java:389)
at powercrystals.minefactoryreloaded.tile.rednet.RedstoneEnergyNetwork.doGridUpdate(RedstoneEnergyNetwork.java:187)
at powercrystals.minefactoryreloaded.net.GridTickHandler.tickEnd(GridTickHandler.java:92)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:622)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
This variant occurred when connected to an IC2 coal generator.
Time: 3/17/14 5:35 AMDescription: Exception in server tick loopjava.lang.NullPointerException at powercrystals.minefactoryreloaded.tile.rednet.TileEntityRedNetEnergy.extract(TileEntityRedNetEnergy.java:345) at powercrystals.minefactoryreloaded.tile.rednet.RedstoneEnergyNetwork.doGridPreUpdate(RedstoneEnergyNetwork.java:155) at powercrystals.minefactoryreloaded.net.GridTickHandler.tickStart(GridTickHandler.java:70) at cpw.mods.fml.common.FMLCommonHandler.tickStart(FMLCommonHandler.java:122) at cpw.mods.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:287) at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:576) at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484) at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
On another note, the more expensive recipe that takes up 6 energynet cable, two gold bars and a block of redstone still only yields one cable of the same kind. Is it supposed to yield 6 cables, or a single cable with more power throughput? Other than that, I love the new cables. The ability to send redstone along the power lines is awesome.
http://pastebin.com/raf7zhcj
Digital Reality Private Pack - 200+ Mods, Dedi Server
Is there a way to fix this? I`m not good at programing and I don`t know what to do with the crash report By the way, thanks for the help.
2.2.2
MineFactory Reloaded
2.7.6
P.S. Пичалька
game Info:
minecraft:1.6.4
Forge: 9.11.1.965
PowerCrystalsCore: 1.1.8-9
MinefactoryReloaded-2.7.6-448
Lauches fine with PowerCrstal core alone, but i add minefactory and it freezes at mojang screen.
also, is there a mod that add "advanced comparators" like comparators that output more than 15 signal(so you could mesure each item thats added to a chest or something)?
I'm wondering cause ive been messing around with signal strength in the rednet cables and i found out they can have more than 15 signal strength
http://pastebin.com/YqvPe7Km
mcpc-plus-1.6.4-R2.1-forge965-B250
MineFactoryReloaded-2.7.6-448
PowerCrystalsCore-1.1.8-20
ExtrabiomesXL-universal-1.6.4-3.15.6B
And about 250 other mods
1. Is it possible to adjust how fast an MFR harvester operates using the idle timer? For example, setting it so that it only breaks one block a second? One idea we have is to set it to require more power per transaction depending on how fast you set the 'max speed' in the interface.
2. Is it possible to have the MFR harvester require different amounts of power depending on what block it is breaking? For example to have it require far more energy to break wood blocks than to break wheat.
They're only meant to take Biofuel, it accepting the other liquids was a bug in the last version.
The radius of the ChunkLoader is circular rather than square and by default obeys the per-ticket limit in forgeChunkLoading.cfg (you can make it ignore this, but it will continue to obey the per-player limit based on who placed the chunkloader). To the best of my knowledge it does allow changing the radius while active, so if you can verify it can't be changed and it's not being limited by your config settings I'd like to know
I don't believe either of these things exist, unfortunately. ComputerCraft can, in theory use the full range, but I don't think it's designed to take advantage of it.
The energy usage per block harvested is configurable for end-users/mod pack creators.
It was a bug that the biofuel generator accepted anything that wasn't biofuel in 2.7.5.
No.
And I have to say, the steam turbine is either bugged, or it is WICKEDLY overpowered. It costs approximately twice as much as a steam dynamo from Thermal Expansion, and produces twice as much power. This is good. The fact that it can run off of nothing but water, and the fact that supplying it with enough water to accomplish this is trivial with either Thermal Expansion or Extra Utilities installed, is very bad. Your steam turbine is twice as powerful as any other RF producer (and by extension about 3x as powerful as a Buildcraft combustion engine running on fuel, since the conversion is 1MJ=10RF, so it's producing the equivalent of 16 MJ/t), but effectively uses no fuel and has no downside.
Is this intentional? I can't really see a block that produces 2x the power of any of the existing dynamos while not requiring a source of fuel as being intended behavior...
Update to 2.7.6.
http://pastebin.com/h99pcYg0
NOTE: This post has been placed on both MFR forum and EBXL forum as those are the current mod at play in this issue
EDIT: XBXL? EBXL, oops
Yup it was obeying the chunkloading ticket settings. And once the config was set to ignore it allowed changing the radius whilst operational.
This variant occurred when connected to an IC2 storage box (MFSU, I believe).
Description: Exception in server tick loop
java.lang.NullPointerException
at powercrystals.minefactoryreloaded.tile.rednet.TileEntityRedNetEnergy.transfer(TileEntityRedNetEnergy.java:389)
at powercrystals.minefactoryreloaded.tile.rednet.RedstoneEnergyNetwork.doGridUpdate(RedstoneEnergyNetwork.java:187)
at powercrystals.minefactoryreloaded.net.GridTickHandler.tickEnd(GridTickHandler.java:92)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPostServerTick(FMLCommonHandler.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:622)
at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:129)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:484)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:583)
This variant occurred when connected to an IC2 coal generator.
On another note, the more expensive recipe that takes up 6 energynet cable, two gold bars and a block of redstone still only yields one cable of the same kind. Is it supposed to yield 6 cables, or a single cable with more power throughput? Other than that, I love the new cables. The ability to send redstone along the power lines is awesome.