To piggyback on Gookor's comments: even in our Modern Age, steam is still the number one way to produce electricity. The only difference is how the water is heated (coal, oil, atomic). Adding a Steam Turbine to generate power would be a good way to still utilize Steam Advantage w/o making it obsolete. Just a thought.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Electric Advantage will give you more stable energy storage (with batteries) and many new ways of making electricity. The simplest (cheapest to make) generator will be powered by steam and then there will also be photovoltaic, wind, and geothermal generators. You will be able to store electricity in a battery array, with a variety of battery technologies from lead-acid to lithium (the batteries will also be used in electric hand tools, but those will be coming later).
For machines that use electricity, I'm planning to have a rock crusher, furnace, drill, auto-crafter, LED lights, growth chamber, and laser defense turret to start with. Then I'll add the robots (and robot charging station) and finally I'll add a modern-style handgun and some electric tools (saw, drill, laser gun).
Electric Advantage is intended to feel like you're progressing from the steam age to the digital age (e.g. you make the steam machines first, then use those to collect enough resources to make the electric machines), though you won't need to have Steam Advantage to use Electric Advantage.
@Gooker: A Green Machine add-on would be awesome, especially if you add a bioreactor to ferment rotten flesh and other "food" items into energy. To answer your specific question, I haven't yet decided all of the variables, but here's what I have on my reference sheet: 1 unit of electric energy = 1 kj (kj = kilo joule). 1 piece of coal yields 50,000 kj electric energy and smelting an item will consume 3200 kj (16 kj per tick at normal furnace smelting rate). A lead-acid battery can store 8000 kj, nickel-metal-hydride stores 16000 kj, alkaline battery holds 32000 kj, and a lithium battery holds 64000 kj.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I implemented the easier of the two drill options.
Allow me to present: The Steam Track
The Steam Track is made by combining a steam pipe with a steel frame. The steam drill will automatically follow the track when it hits the limit of its drillbit (i.e. hits bedrock or extends out 64 blocks). When the drill moves, it places a steam pipe behind it and covers the hole with a steel frame block to prevent you from accidentally falling in. You can pick-up the steel frame and steam pipe to recraft the steam track, so using the track does not cost you any resources (beyond the initial investment).
Pro tip: put a line of item conveyors above your steam track to automatically collect the drill's inventory as it mines. If the drill inventory fills up, it stops drilling.
how does the drill decide witch track to move to first?
The Meaning of Life, the Universe, and Everything.
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found a odd mechanic, if there is no adjacent track for the drill to transfer to and it's at it's limit of 64 blocks and not full the drill wil just stay on and consume steam with the drill fully extended
EDIT:
after a little more testing, i set up a 3x3 flat grid and set the drill in the middle and seen where it went this is what i found
north, west, south, south, east, east, north, north
EDIT2:
i see a funny way this is working, you have the steel frame placed under the drillbit and no the drill it self, so if you place the drill on it's side and place track above it it will place a pipe under the drill and a frame under the drillbit
EDIT3:
found a bug, kinda funny but if you have a drillbit out and place another drill facing it from the dies it servers the connection to the first drill and thinks it's from the 2nd but you can destroy the 2nd and the bit will stay there until it's broken with a pickaxe (can make traps with this i like it)
I finally started beating on the RF conversion. I had to try pretty hard by attaching 6 PA err Progressive Automation machines with RF engines in them to a Unlimited Steam block. One was attached directly the rest with pipes. I also had a steam elevator attached for extra strain. The actual crash happened when I opened the last autocrafter to insert the RF engine (required for the machine to accept RF). Yes I had the attempt_automatic_RF_compatibility=true (set to false the mod does not accept your energy)
pastebin.com/ccxSff7t
I would much prefer Vanhal tonimpliment your lightweight API
I love a good crash when you push a program to the breaking point (unless the software is running on a computer more than 2 billion miles away from Earth). However, that crash occured in Progressive automation. It appears that it tried to check the fuel status of an empty item slot without checking whether the slot is empty or not. I'll send a pull request with the bug fix to the mod author (this bug is probably not limited to just interacting with Power Advantage).
On a different note, I've tripled the speed of the steam-powered rock crusher and pushed the change in Steam Advantage 1.3.1.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
I love a good crash when you push a program to the breaking point (unless the software is running on a computer more than 2 billion miles away from Earth). However, that crash occured in Progressive automation. It appears that it tried to check the fuel status of an empty item slot without checking whether the slot is empty or not. I'll send a pull request with the bug fix to the mod author (this bug is probably not limited to just interacting with Power Advantage).
On a different note, I've tripled the speed of the steam-powered rock crusher and pushed the change in Steam Advantage 1.3.1.
thanks for the speed increase, will you lower the speed again when electric< comes out? or will the electric one just be faster/more efficient?
I tried my best to automatically grab only unused enchantment IDs, but maybe I have a bug in that process. It's a bit odd that I'm conflicting with a Vanilla enchantment ID.
Do you get this error if you use only Steam Advantage and required mods? If you could narrow down the number of mods needed to replicate this bug, that would really help my debugging efforts.
On a different note, I'm sorry for being much less active on the Forums and in mod development this week. I'm moving to a new place and that eats up most of my time outside of work.
Rollback Post to RevisionRollBack
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
This is a problem with Steam Advantage. Power Advantage and Base Metals are fine. But i'm suprised it's a conflict with a vanilla id. Could you grab an id way out there, because I really want to use this mod. Btw, it's fine, I understand
Rollback Post to RevisionRollBack
There are 10 types of people in the world. Those that understand binary and those that don't.
For most IDs, Forge has a method to automatically give me a unique ID, but I don't see such a method for enchantments. I'll tweak my algorithm and see if that helps.
EDIT: I adjusted my algorithm and that should prevent this kind of bug from now on. Download it here.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Ok, thanks, cause I really want to use this mod, as well as the CustomNPC's mod.
I don't know why it's a conflict with CustonNPC's when the crash report said it was with a vanilla id. I looked inside the CustomNPC's jar and fount no class called EnchantmentDigging.
Rollback Post to RevisionRollBack
There are 10 types of people in the world. Those that understand binary and those that don't.
So there's an option in the customnpc's config to change starting enchantment id. the max was 256, while the default was 100. I changed it to 256. And now it's fixed! But at least with v1.3.2 users can have both mods installed without having to change the config.
My mods: Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
To piggyback on Gookor's comments: even in our Modern Age, steam is still the number one way to produce electricity. The only difference is how the water is heated (coal, oil, atomic). Adding a Steam Turbine to generate power would be a good way to still utilize Steam Advantage w/o making it obsolete. Just a thought.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Steam track looks awesome. I can't wait to try it out. Once...I'm able to assemble my desk back and plug in my mouse, that is Hopefully tomorrow.
You guys have already figured out what's coming.
Electric Advantage will give you more stable energy storage (with batteries) and many new ways of making electricity. The simplest (cheapest to make) generator will be powered by steam and then there will also be photovoltaic, wind, and geothermal generators. You will be able to store electricity in a battery array, with a variety of battery technologies from lead-acid to lithium (the batteries will also be used in electric hand tools, but those will be coming later).
For machines that use electricity, I'm planning to have a rock crusher, furnace, drill, auto-crafter, LED lights, growth chamber, and laser defense turret to start with. Then I'll add the robots (and robot charging station) and finally I'll add a modern-style handgun and some electric tools (saw, drill, laser gun).
Electric Advantage is intended to feel like you're progressing from the steam age to the digital age (e.g. you make the steam machines first, then use those to collect enough resources to make the electric machines), though you won't need to have Steam Advantage to use Electric Advantage.
@Gooker: A Green Machine add-on would be awesome, especially if you add a bioreactor to ferment rotten flesh and other "food" items into energy. To answer your specific question, I haven't yet decided all of the variables, but here's what I have on my reference sheet: 1 unit of electric energy = 1 kj (kj = kilo joule). 1 piece of coal yields 50,000 kj electric energy and smelting an item will consume 3200 kj (16 kj per tick at normal furnace smelting rate). A lead-acid battery can store 8000 kj, nickel-metal-hydride stores 16000 kj, alkaline battery holds 32000 kj, and a lithium battery holds 64000 kj.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
how does the drill decide witch track to move to first?
found a odd mechanic, if there is no adjacent track for the drill to transfer to and it's at it's limit of 64 blocks and not full the drill wil just stay on and consume steam with the drill fully extended
EDIT:
after a little more testing, i set up a 3x3 flat grid and set the drill in the middle and seen where it went this is what i found
north, west, south, south, east, east, north, north
EDIT2:
i see a funny way this is working, you have the steel frame placed under the drillbit and no the drill it self, so if you place the drill on it's side and place track above it it will place a pipe under the drill and a frame under the drillbit
EDIT3:
found a bug, kinda funny but if you have a drillbit out and place another drill facing it from the dies it servers the connection to the first drill and thinks it's from the 2nd but you can destroy the 2nd and the bit will stay there until it's broken with a pickaxe (can make traps with this i like it)
I finally started beating on the RF conversion. I had to try pretty hard by attaching 6 PA err Progressive Automation machines with RF engines in them to a Unlimited Steam block. One was attached directly the rest with pipes. I also had a steam elevator attached for extra strain. The actual crash happened when I opened the last autocrafter to insert the RF engine (required for the machine to accept RF). Yes I had the attempt_automatic_RF_compatibility=true (set to false the mod does not accept your energy)
pastebin.com/ccxSff7t
I would much prefer Vanhal tonimpliment your lightweight API
Didn't break with NeoTech (yet)
I love a good crash when you push a program to the breaking point (unless the software is running on a computer more than 2 billion miles away from Earth). However, that crash occured in Progressive automation. It appears that it tried to check the fuel status of an empty item slot without checking whether the slot is empty or not. I'll send a pull request with the bug fix to the mod author (this bug is probably not limited to just interacting with Power Advantage).
On a different note, I've tripled the speed of the steam-powered rock crusher and pushed the change in Steam Advantage 1.3.1.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
thanks for the speed increase, will you lower the speed again when electric< comes out? or will the electric one just be faster/more efficient?
I'm getting a crash on startup. Here's my crash report:
http://pastebin.com/7YUCMCtV
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
Oh no! Not duplicate enchantment IDs!
I tried my best to automatically grab only unused enchantment IDs, but maybe I have a bug in that process. It's a bit odd that I'm conflicting with a Vanilla enchantment ID.
Do you get this error if you use only Steam Advantage and required mods? If you could narrow down the number of mods needed to replicate this bug, that would really help my debugging efforts.
On a different note, I'm sorry for being much less active on the Forums and in mod development this week. I'm moving to a new place and that eats up most of my time outside of work.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
This is a problem with Steam Advantage. Power Advantage and Base Metals are fine. But i'm suprised it's a conflict with a vanilla id. Could you grab an id way out there, because I really want to use this mod. Btw, it's fine, I understand
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
Maybe you could add a config option for the enchantment id's to prevent further compatibility issues.
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
Found it. It's a conflict with the CustomNPC's mod.
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
For most IDs, Forge has a method to automatically give me a unique ID, but I don't see such a method for enchantments. I'll tweak my algorithm and see if that helps.
EDIT: I adjusted my algorithm and that should prevent this kind of bug from now on. Download it here.
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes
Ok, thanks, cause I really want to use this mod, as well as the CustomNPC's mod.
I don't know why it's a conflict with CustonNPC's when the crash report said it was with a vanilla id. I looked inside the CustomNPC's jar and fount no class called EnchantmentDigging.
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
So there's an option in the customnpc's config to change starting enchantment id. the max was 256, while the default was 100. I changed it to 256. And now it's fixed! But at least with v1.3.2 users can have both mods installed without having to change the config.
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
Thanks for the new version, it fixed it!
Btw, I have all of your mods!
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
This is a perfect alternative to Buildcraft.
There are 10 types of people in the world. Those that understand binary and those that don't.
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/2128869-1-9-15w35b-ragecraft-faithful-64x64
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1293018-opencomputers-v1-5-16
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272467-flans-mod-5-0-apocalypse-1-0-helicopters-mechas
Aww, thanks. That is a huge compliment!
My mods:
Base Metals, Power Advantage, Steam Advantage, Electric Advantage, Minecraft Mineralogy, Dr. Cyano's Lootable Bodies, Dr. Cyano's Wonderful Wands & Wizarding Robes