java.lang.ArrayIndexOutOfBoundsException: 134214206
at mods.eln.item.electricalitem.PortableOreScannerItem$RenderStorage.getBlockKeyFactor(PortableOreScannerItem.java:502)
at mods.eln.item.electricalitem.PortableOreScannerItem$RenderStorage.generate(PortableOreScannerItem.java:520)
at mods.eln.transparentnode.autominer.AutoMinerRender.refresh(AutoMinerRender.java:182)
at mods.eln.node.transparent.TransparentNodeEntity.clientRefresh(TransparentNodeEntity.java:192)
at mods.eln.client.FrameTime.tick(FrameTime.java:102)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_400_FrameTime_tick_RenderTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
at cpw.mods.fml.common.FMLCommonHandler.onRenderTickStart(FMLCommonHandler.java:334)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:988)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mods.eln.item.electricalitem.PortableOreScannerItem$RenderStorage.getBlockKeyFactor(PortableOreScannerItem.java:502)
at mods.eln.item.electricalitem.PortableOreScannerItem$RenderStorage.generate(PortableOreScannerItem.java:520)
at mods.eln.transparentnode.autominer.AutoMinerRender.refresh(AutoMinerRender.java:182)
at mods.eln.node.transparent.TransparentNodeEntity.clientRefresh(TransparentNodeEntity.java:192)
at mods.eln.client.FrameTime.tick(FrameTime.java:102)
at cpw.mods.fml.common.eventhandler.ASMEventHandler_400_FrameTime_tick_RenderTickEvent.invoke(.dynamic)
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:51)
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:122)
java.lang.Error: Recipe CardboardEnchantmentRecipe didn't match sample input.
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler$CachedStationRecipe.cycle(NEIRecipeHandler.java:192)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler$CachedStationRecipe.(NEIRecipeHandler.java:171)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler.getRecipes(NEIRecipeHandler.java:122)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler.loadCraftingRecipes(NEIRecipeHandler.java:96)
at codechicken.nei.recipe.TemplateRecipeHandler.loadCraftingRecipes(TemplateRecipeHandler.java:327)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler.loadCraftingRecipes(NEIRecipeHandler.java:91)
at codechicken.nei.recipe.TemplateRecipeHandler.getRecipeHandler(TemplateRecipeHandler.java:465)
at codechicken.nei.recipe.GuiCraftingRecipe.openRecipeGui(GuiCraftingRecipe.java:20)
at codechicken.nei.ItemPanel.mouseUp(ItemPanel.java:252)
at codechicken.nei.LayoutManager.onMouseUp(LayoutManager.java:166)
at codechicken.nei.guihook.GuiContainerManager.mouseUp(GuiContainerManager.java:378)
at codechicken.nei.guihook.GuiContainerManager.overrideMouseUp(GuiContainerManager.java:370)
at net.minecraft.client.gui.inventory.GuiContainer.func_146286_b(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:306)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1629)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler$CachedStationRecipe.cycle(NEIRecipeHandler.java:192)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler$CachedStationRecipe.(NEIRecipeHandler.java:171)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler.getRecipes(NEIRecipeHandler.java:122)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler.loadCraftingRecipes(NEIRecipeHandler.java:96)
at codechicken.nei.recipe.TemplateRecipeHandler.loadCraftingRecipes(TemplateRecipeHandler.java:327)
at net.mcft.copy.betterstorage.addon.nei.NEIRecipeHandler.loadCraftingRecipes(NEIRecipeHandler.java:91)
at codechicken.nei.recipe.TemplateRecipeHandler.getRecipeHandler(TemplateRecipeHandler.java:465)
at codechicken.nei.recipe.GuiCraftingRecipe.openRecipeGui(GuiCraftingRecipe.java:20)
at codechicken.nei.ItemPanel.mouseUp(ItemPanel.java:252)
at codechicken.nei.LayoutManager.onMouseUp(LayoutManager.java:166)
at codechicken.nei.guihook.GuiContainerManager.mouseUp(GuiContainerManager.java:378)
at codechicken.nei.guihook.GuiContainerManager.overrideMouseUp(GuiContainerManager.java:370)
at net.minecraft.client.gui.inventory.GuiContainer.func_146286_b(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:306)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
So yeah, I've concluded that I cannot put coal burners, and turbine, in a series and cannot compound and combine the output of each set. I've tried different things and nothing seems to work... only thing I've read that was one way current was those diodes. Which explodes. I know I've asked in various ways before... I haven't really receive the vital info I was looking for.
As for external control of the furnaces, I've got that down, shutting them on and off. Just need to justify having more than one set of generators to compile a massive load of energy.
Hi,
I don't understood the problem. You don't need diodes for that. just duplicate a heat furnace + turbine + cooling at some place and you can link each with cables. By this way each contribute. Additionaly you can do power regulation to have a eguals power contribution.
In a precedent post you say "IE if Unit 1 produces 220v and Unit 2 Produces 220v at the turbines it'll feed the power to a hub that reflects ~400v"
it's not the case, voltage don't stack by this way, only current => power stack by this way.
Can add to your tutorial Maps an example house? kinda like the picture you have on the front page so we can see how you get power from the roof and how you make all your doors and switchs work? how your machine room is set up and such? like it would be in a normal minecraft game..
Hi,
Yes it's a good idea, i must add a flat map with a little pretty house and some electrical instalation
And now every now and then when I shutdown my lan server the Electrical Age mod stuff vanishes. Everything is gone upon restart. No settings, no version change, no tampering of files. The mod version I am using is the r16 for 1.7.2. Has this happen before, to others?
As for the previous question of mine, thank you I'll take a look at that. I already segregated each unit with the ability to run a cable together at a centralized point. I didn't know Volts don't stack.
one strange thing bout the fluorescent lights are when a bulb burns out... it doesnt disappear.. is this normal or no? plus is a craft recipe gonna be used for this fixture?
And now every now and then when I shutdown my lan server the Electrical Age mod stuff vanishes. Everything is gone upon restart. No settings, no version change, no tampering of files. The mod version I am using is the r16 for 1.7.2. Has this happen before, to others?
As for the previous question of mine, thank you I'll take a look at that. I already segregated each unit with the ability to run a cable together at a centralized point. I didn't know Volts don't stack.
It's a beta, you use r16 that is totaly outdated, now we are at r40 that fix lot of bug and issue.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/28/2013
Posts:
52
Member Details
What can cause transformers to explode?
I have a solar farm, with sets of 4 panels in series (so about 55V max) that is put through a 1:4 transformer to produce 200V power, which at the other end of a long wire is converted 4:1 to 50V for all house circuitry and batteries. I now want to add a wind farm, so I have a few wind turbines connected in parallel to a 1:4 transformer, the 200V side of which is connected to the other circuit.
All is fine until randomly (wind change? sunrise/set?) the transformer from the wind farm explodes.
I have a solar farm, with sets of 4 panels in series (so about 55V max) that is put through a 1:4 transformer to produce 200V power, which at the other end of a long wire is converted 4:1 to 50V for all house circuitry and batteries. I now want to add a wind farm, so I have a few wind turbines connected in parallel to a 1:4 transformer, the 200V side of which is connected to the other circuit.
All is fine until randomly (wind change? sunrise/set?) the transformer from the wind farm explodes.
I'm guessing it explodes when the wind picks up and it starts creating more power than it can handle. I haven't messed with wind power much, but maybe it's possible to shut down wind turbines with a signal cable that is hooked up to a voltage regulator. (Edit: Nope, that doesn't work.) There is an example of something like that in the tutorial map, but with a heat furnace instead of a wind turbine. I'd test it out right now if I wasn't on my phone.
Edit: I've been doing wind turbine testing with low-voltage cable. It seems 5 or 6 wind turbines are fine as long as it doesn't rain. With just 4 wind turbines, I wasn't able to get them to overload. Based on what I'm seeing, I think overloading happens when the cable overheats. It seems ~150° is the danger zone for low-voltage cable.
Edit 2: After doing some more testing, I was able to make 6 wind turbines even more stable than 4 wind turbines by distributing the stress points in the cable better.
I have a solar farm, with sets of 4 panels in series (so about 55V max) that is put through a 1:4 transformer to produce 200V power, which at the other end of a long wire is converted 4:1 to 50V for all house circuitry and batteries. I now want to add a wind farm, so I have a few wind turbines connected in parallel to a 1:4 transformer, the 200V side of which is connected to the other circuit.
All is fine until randomly (wind change? sunrise/set?) the transformer from the wind farm explodes.
I'm guessing it explodes when the wind picks up and it starts creating more power than it can handle. I haven't messed with wind power much, but maybe it's possible to shut down wind turbines with a signal cable that is hooked up to a voltage regulator. (Edit: Nope, that doesn't work.) There is an example of something like that in the tutorial map, but with a heat furnace instead of a wind turbine. I'd test it out right now if I wasn't on my phone.
Edit: I've been doing wind turbine testing with low-voltage cable. It seems 5 or 6 wind turbines are fine as long as it doesn't rain. With just 4 wind turbines, I wasn't able to get them to overload. Based on what I'm seeing, I think overloading happens when the cable overheats. It seems ~150° is the danger zone for low-voltage cable.
Edit 2: After doing some more testing, I was able to make 6 wind turbines even more stable than 4 wind turbines by distributing the stress points in the cable better.
I must keep a look about wind distribution and wind turbine power generation and put a maximal power (actualy there is no maximal)
In any case, wind turbine generated power can varies a lot. you can considerate that a wind turbine can hit 200 W when there is thunder. and that is why that exploid on 50V cable if you have a farm of wind turbine.
One soluton is the 200V cable, groupe wind turbine by 4, put a transformer for 50V to 200V. and all is ok
Hi, I'm coming here in order to ask some questions.
I'm in 1.7.10 with the version beta of r40.
Here is my problem : In my survival map, I would like to create a giant hub with dozens of transporters, I created them and everything. And every hub transporter is linked with an outside transporter located at least at 400 blocks away.
But, in the end, the transporters just teleport me randomly around the map, especially in the ground.
This happens when I'm NOT using an electrical source with 800V exactly. When I'm using one, the teleportation is working perfectly.
When I try with other energy providers like wind turbine, water turbine, solar panel, or batteries, with transformers 1:4, I can't get to 800V exactly and the transporter teleport me randomly again.
So here are my questions:
1. Is this a normal reaction ?
2. How to avoid that ?
3. Isn't there an item that can reduce my maximum output voltage to 800V exactly ?
4. When I'm using Transporters with natural energy providers ( turbines, solar panels), the voltage is divided by 2 after using, is it normal ?
Thanks
Hi,
Yes it's normal in some case. Having the voltage ~800V don't mean that you can mentain it. (when the transporter switch on, the voltage fall) and the transporter can't work properly and transport you very far (malus for go under 600V)
To avoid that you must put some battery. if possible not to far, (look the tutorial map end)
There is no item that can regulate your voltage to 800 exactly. But you can do a buck converter. but it's not easy to do and i must do a map for that (http://en.wikipedia.org/wiki/Buck_converter)
Good luck ^^ keep a look to tutorial map
I was comparing the cost-oriented batteries to the capacity-oriented batteries. The capacity-oriented batteries are less than a third as efficient as the cost-oriented batteries.
All tests done with 50V turbine and a stone heat furnace with 1% regulator, 2 combustion chambers, and target temperature set at 300°. Test was concluded when the heat furnace cooled down to 20°. Batteries began the tests at their default charges (25.4 KJ for cost-oriented and 102 KJ for capacity-oriented).
Edit: I did some more tests, and it seems that I'm only getting 12.6V from the capacity-oriented battery. The cost-oriented battery gives me 50.5V.
Edit: I did some more tests, and it seems that I'm only getting 12.6V from the capacity-oriented battery. The cost-oriented battery gives me 50.5V.
Yes - it says this in the Hold-Shift info, and all the other details that seem to be what you're trying to determine with that test (cheap holds 60kJ, capacity holds 240kJ - 4x as much with only about 2x the resources).
Yes - it says this in the Hold-Shift info, and all the other details that seem to be what you're trying to determine with that test (cheap holds 60kJ, capacity holds 240kJ - 4x as much with only about 2x the resources).
Are there any plans to allow power cable to be suspended from blocks or fence posts so that we can make something like this:
It's a good idea, but for the moment we are underwater XD
[quote=Tanuji;/members/Tanuji;/forums/mapping-and-modding/minecraft-mods/2104648-electrical-age-physics-electric-circuits-more?comment=635]
Hi,
thanks for the fast answer !
Well I did go through the tutorial map for several hours, I even broke several rooms by trying out some new things but I still can't really understand all of it :/
So, If I understood correctly, If I'm getting to a wrong position after the tp, that's because my circuit couldn't maintain 800V for long ? Is that it ?
But the electrical source in the other hand, is maintaining this voltage no matter what happens ?
The thing is that I have to handle at least 30 different transporters, And for the battery you have to change them someday right ? That's why I would like to construct some circuits that don't need to get changed or maintained ( If my transporter is at 5000 blocks away, I don't want to walk to there just to change a battery ), like the batteries and the thermal circuits..
Is it possible to get a stable circuit, counting only on natural energy providers like wind and water turbines ? And if so, which component should I use to do that ?
Also, when you link one battery to another, the voltage is increasing at the same time, but why, when you link for example 3 water turbines, the voltage still remains the same ( one turbine's voltage), am I doing it wrong or is it normal ?
Great mod btw, it's really interesting and brain hurting x)
Yes it's that. Natural energy can fill batteries that provide supply to the transporter. just be sur to store enough energy. I must add a on the GUI the energy needed for transportation !
Battery are bipolar component, water/wind/heat turbine have only one side, the second side is hide and connected to the ground. to simplify connection but current and power are stacked.
I was comparing the cost-oriented batteries to the capacity-oriented batteries. The capacity-oriented batteries are less than a third as efficient as the cost-oriented batteries.
All tests done with 50V turbine and a stone heat furnace with 1% regulator, 2 combustion chambers, and target temperature set at 300°. Test was concluded when the heat furnace cooled down to 20°. Batteries began the tests at their default charges (25.4 KJ for cost-oriented and 102 KJ for capacity-oriented).
Edit: I did some more tests, and it seems that I'm only getting 12.6V from the capacity-oriented battery. The cost-oriented battery gives me 50.5V.
The reason why you get less energy with capacity oriented batteries setup is because you force turbine to turn at 12V, and they are not efficient at this voltage. To have a good setup with this kind of battery and a 50V turbine you must put transformator or 4 battery in serial. Warning, this kind of battery have a limited power.
Hey, is the map download/ github down, because whenever i click the links, on website and forum I get a this webpage is not available, even though I have internet access.
Thanks for issue, i fix that in r41
Very strang crash report, so for the moment you can use the integrated wiki with the X key
Hi,
I don't understood the problem. You don't need diodes for that. just duplicate a heat furnace + turbine + cooling at some place and you can link each with cables. By this way each contribute. Additionaly you can do power regulation to have a eguals power contribution.
In a precedent post you say "IE if Unit 1 produces 220v and Unit 2 Produces 220v at the turbines it'll feed the power to a hub that reflects ~400v"
it's not the case, voltage don't stack by this way, only current => power stack by this way.
Hi,
Yes it's a good idea, i must add a flat map with a little pretty house and some electrical instalation
Website | Github | IRC
As for the previous question of mine, thank you I'll take a look at that. I already segregated each unit with the ability to run a cable together at a centralized point. I didn't know Volts don't stack.
It's a beta, you use r16 that is totaly outdated, now we are at r40 that fix lot of bug and issue.
Website | Github | IRC
I have a solar farm, with sets of 4 panels in series (so about 55V max) that is put through a 1:4 transformer to produce 200V power, which at the other end of a long wire is converted 4:1 to 50V for all house circuitry and batteries. I now want to add a wind farm, so I have a few wind turbines connected in parallel to a 1:4 transformer, the 200V side of which is connected to the other circuit.
All is fine until randomly (wind change? sunrise/set?) the transformer from the wind farm explodes.
I'm guessing it explodes when the wind picks up and it starts creating more power than it can handle.
I haven't messed with wind power much, but maybe it's possible to shut down wind turbines with a signal cable that is hooked up to a voltage regulator.(Edit: Nope, that doesn't work.) There is an example of something like that in the tutorial map, but with a heat furnace instead of a wind turbine. I'd test it out right now if I wasn't on my phone.Edit: I've been doing wind turbine testing with low-voltage cable. It seems 5 or 6 wind turbines are fine as long as it doesn't rain. With just 4 wind turbines, I wasn't able to get them to overload. Based on what I'm seeing, I think overloading happens when the cable overheats. It seems ~150° is the danger zone for low-voltage cable.
Edit 2: After doing some more testing, I was able to make 6 wind turbines even more stable than 4 wind turbines by distributing the stress points in the cable better.
I must keep a look about wind distribution and wind turbine power generation and put a maximal power (actualy there is no maximal)
In any case, wind turbine generated power can varies a lot. you can considerate that a wind turbine can hit 200 W when there is thunder. and that is why that exploid on 50V cable if you have a farm of wind turbine.
One soluton is the 200V cable, groupe wind turbine by 4, put a transformer for 50V to 200V. and all is ok
Website | Github | IRC
Hi,
Yes it's normal in some case. Having the voltage ~800V don't mean that you can mentain it. (when the transporter switch on, the voltage fall) and the transporter can't work properly and transport you very far (malus for go under 600V)
To avoid that you must put some battery. if possible not to far, (look the tutorial map end)
There is no item that can regulate your voltage to 800 exactly. But you can do a buck converter. but it's not easy to do and i must do a map for that (http://en.wikipedia.org/wiki/Buck_converter)
Good luck ^^ keep a look to tutorial map
Website | Github | IRC
Here are my test results:
3 charcoal, 2 cost-oriented batteries ..... charge gained = 51.0 KJ (17.0 KJ per charcoal)
4 charcoal, 2 cost-oriented batteries ..... charge gained = 69.2 KJ (17.3 KJ per charcoal)
8 charcoal, 6 cost-oriented batteries ..... charge gained = 144.6 KJ (18.075 KJ per charcoal)
12 charcoal, 6 cost-oriented batteries ..... charge gained = 216 KJ (18.0 KJ per charcoal)
10 charcoal, 2 capacity-oriented batteries ..... charge gained = 56.0 KJ (5.6 KJ per charcoal)
32 charcoal, 6 capacity-oriented batteries ..... charge gained = 192 KJ (6.0 KJ per charcoal)
All tests done with 50V turbine and a stone heat furnace with 1% regulator, 2 combustion chambers, and target temperature set at 300°. Test was concluded when the heat furnace cooled down to 20°. Batteries began the tests at their default charges (25.4 KJ for cost-oriented and 102 KJ for capacity-oriented).
Edit: I did some more tests, and it seems that I'm only getting 12.6V from the capacity-oriented battery. The cost-oriented battery gives me 50.5V.
There is no way to do this.
Yes - it says this in the Hold-Shift info, and all the other details that seem to be what you're trying to determine with that test (cheap holds 60kJ, capacity holds 240kJ - 4x as much with only about 2x the resources).
Thank you, that fixed it.
Yes it's that. Natural energy can fill batteries that provide supply to the transporter. just be sur to store enough energy. I must add a on the GUI the energy needed for transportation !
Battery are bipolar component, water/wind/heat turbine have only one side, the second side is hide and connected to the ground. to simplify connection but current and power are stacked.
The reason why you get less energy with capacity oriented batteries setup is because you force turbine to turn at 12V, and they are not efficient at this voltage. To have a good setup with this kind of battery and a 50V turbine you must put transformator or 4 battery in serial. Warning, this kind of battery have a limited power.
Website | Github | IRC
MineAlity Modpack Lead Developer.