I have tried to make buildcraft work but haven't been successful, what is the correct version to use. I am not sure which version works correctly with Mc 1.4.4. I am finally getting the hang of railcraft now though. I am not running many mods but they are Forge 6.3.0.377, and rei's minimap with dokucraft textures.
Can we get a pipe that is like a iron waterproof but has the same capacity as a golden waterproof. Because it would be a lot easier to tube up because the gold pipes connect and iron pipes provide a bottle neck and allows only 2MJ/s to be produced
Sorry it took so long to figure out to exact cause of the lag bug I found earlier, I wasn't sure if it was related to the entity bugs in 1.4.2. Minecraft 1.4.5b Forge 385 RC 6.8.0.0
Anyway, the problem is that a tight loop of track with 3 or more minecarts moving steam from a boiler to say a tank or turbine will cause minor to extreme lag (0 fps). More carts (I used 7 in one test) make it lag more, forming the carts into a train makes no difference.
Basic test is the build the setup as show in the 2nd pic linked below, prime the boiler with water and fuel, then get the carts looping around. Then simply fly up a little and fly backwards from the carts, at some point the lag will hit.
Collection of images showing the bug, minimal setup to trigger it here. http://imgur.com/aJr4i,Ft6qd,17JgB,vPaUv
first image: ctrl+printscreen capture of carts merging into a central point (0 fps)
second image: track setup
third image: setup with 3 tank carts
forth image: setup with 8 tank carts (extra laggy)
With the mods stabilizing at 1.45, I am re-launching my server. So, in preparation I am making the necessary requests for permission to include the mods in a modpack for private, non-commercial distribution to the server members. I will be including a credits file in the pack acknowledging the hard work of the mod authors and giving links back to this thread, and the Railcraft Wiki.
Thanks for your consideration, and all of the hard work CJ. Railcraft is truly one of my favorite mods and indispensable on our server.
With the mods stabilizing at 1.45, I am re-launching my server. So, in preparation I am making the necessary requests for permission to include the mods in a modpack for private, non-commercial distribution to the server members. I will be including a credits file in the pack acknowledging the hard work of the mod authors and giving links back to this thread, and the Railcraft Wiki.
Thanks for your consideration, and all of the hard work CJ. Railcraft is truly one of my favorite mods and indispensable on our server.
Can I suggest a high-speed cross track? I'm trying to create a high-speed T junction where trains don't need to slow down if they're passing straight through, but without a cross track I can't figure out a way to manage this without risking cart explosions if I use slopes to vertically offset the two tracks on the main line.
Sorry it took so long to figure out to exact cause of the lag bug I found earlier, I wasn't sure if it was related to the entity bugs in 1.4.2. Minecraft 1.4.5b Forge 385 RC 6.8.0.0
Anyway, the problem is that a tight loop of track with 3 or more minecarts moving steam from a boiler to say a tank or turbine will cause minor to extreme lag (0 fps). More carts (I used 7 in one test) make it lag more, forming the carts into a train makes no difference.
Basic test is the build the setup as show in the 2nd pic linked below, prime the boiler with water and fuel, then get the carts looping around. Then simply fly up a little and fly backwards from the carts, at some point the lag will hit.
Collection of images showing the bug, minimal setup to trigger it here. http://imgur.com/aJr4i,Ft6qd,17JgB,vPaUv
first image: ctrl+printscreen capture of carts merging into a central point (0 fps)
second image: track setup
third image: setup with 3 tank carts
forth image: setup with 8 tank carts (extra laggy)
I duplicated your setup and profiled it extensively, never saw any significant lag issues. Could be hardware specific, sound, graphics or cpu.
Can I suggest a high-speed cross track? I'm trying to create a high-speed T junction where trains don't need to slow down if they're passing straight through, but without a cross track I can't figure out a way to manage this without risking cart explosions if I use slopes to vertically offset the two tracks on the main line.
If you are seeing explosions on slopes, please report it with a pic of the setup and your version number, because that would be a bug. High Speed cart should NOT explode on slopes.
I'm having some problems figuring out a way to get something to work. So I have oil really far away from my base, and I have all the tracks necessary to get a tank cart back and fourth. But the problem is, what is the way to set this up so that an anchor cart doesn't get in the way when using the liquid loaders/unloaders? And is there a way to make it so I could hook up multiple tank carts along with the anchor to have a little chain of tanks all being loaded/unloaded? I'm new to this mod, but I love the fun it adds. Any help anybody can offer would be greatly appreciated.
Here's a pic of how I basically have both ends setup as of now, just for reference.
Basically you'll want a loop at each end, use a Holding Track instead of Boarding. And yes it is possible to chain multiple Tank Carts together.
Everything works 100% fine, But when I enter a minecart and it starts moving it is VERY "jittery" I don't know how else to explain it.
I am not lagging, Nothing is "glitching" or "not working" but whenever I move in a minecart it almost looks like the minecart is having a seizure lol. It still moves along the track as it should but just very very "jittery"
I am using forge .395 if that makes any difference.
Just wondering if anyone else is experiencing this
I didn't see it in changelog, but Railcraft currently breaks dispensing of carts from vanilla dispensers.
i'm fairly positive that's intentional since covert was awesome enough to add not only cart dispensers but also train dispensers for us to use instead.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
The new capability of the boiler's steam being dumped into redpower liquid pipes is.. awesome. They actually look like proper steam tubes instead of silly gold square 'pipes'.
Covert, I love the implementation of steam. I have used it a done I have a 3x3 fuel fueled firebox with 3 high high pressure boilers. It supplying 9 industrial engines and a turbine. Now im debating whether to add another 4 engines or another turbine when I add the 4th layer of boilers. I love how much new cool stuff your adding, keep up the awesome work.
Hi!, is there a way to stop the energy consuming from rock crusher while is not in use? I try with buildcraft and gates, but no success (the machine stop working but the energy consuming continue).
Hi!, is there a way to stop the energy consuming from rock crusher while is not in use? I try with buildcraft and gates, but no success (the machine stop working but the energy consuming continue).
there is not, however when redpower is out i plan to test at least a few work arounds, a block breaker, a frame machine to remove one block from the structure and force it to come to a full stop instead of idling and still consuming power.
failing that, i've still got a handful of ideas left, portalgun, stripes pipes and a few others i may or may not be sure enough of to name.
Rollback Post to RevisionRollBack
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Not something that belongs in this mod. See here
Anyway, the problem is that a tight loop of track with 3 or more minecarts moving steam from a boiler to say a tank or turbine will cause minor to extreme lag (0 fps). More carts (I used 7 in one test) make it lag more, forming the carts into a train makes no difference.
Basic test is the build the setup as show in the 2nd pic linked below, prime the boiler with water and fuel, then get the carts looping around. Then simply fly up a little and fly backwards from the carts, at some point the lag will hit.
Collection of images showing the bug, minimal setup to trigger it here.
http://imgur.com/aJr4i,Ft6qd,17JgB,vPaUv
first image: ctrl+printscreen capture of carts merging into a central point (0 fps)
second image: track setup
third image: setup with 3 tank carts
forth image: setup with 8 tank carts (extra laggy)
Thanks for your consideration, and all of the hard work CJ. Railcraft is truly one of my favorite mods and indispensable on our server.
Private packs are fine. =P
I duplicated your setup and profiled it extensively, never saw any significant lag issues. Could be hardware specific, sound, graphics or cpu.
If you are seeing explosions on slopes, please report it with a pic of the setup and your version number, because that would be a bug. High Speed cart should NOT explode on slopes.
Basically you'll want a loop at each end, use a Holding Track instead of Boarding. And yes it is possible to chain multiple Tank Carts together.
It has only happened since I updated to 1.4.5
Everything works 100% fine, But when I enter a minecart and it starts moving it is VERY "jittery" I don't know how else to explain it.
I am not lagging, Nothing is "glitching" or "not working" but whenever I move in a minecart it almost looks like the minecart is having a seizure lol. It still moves along the track as it should but just very very "jittery"
I am using forge .395 if that makes any difference.
Just wondering if anyone else is experiencing this
i'm fairly positive that's intentional since covert was awesome enough to add not only cart dispensers but also train dispensers for us to use instead.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Thanks, CJ. Keep up the good work.
could be an item ID conflict... *scratches head* thats all ive got :/
yeah itd be 9x9 and 8 tall, if i recall correctly from my tinkering
He's a mad man with a box
Ok, thanks for the fast reply no wonder I can't make 9x9x9..
You've got an ID conflict.
there is not, however when redpower is out i plan to test at least a few work arounds, a block breaker, a frame machine to remove one block from the structure and force it to come to a full stop instead of idling and still consuming power.
failing that, i've still got a handful of ideas left, portalgun, stripes pipes and a few others i may or may not be sure enough of to name.
24 hours gone again, wasted in futility, welcome to minecraft modding, that is (unfortunately) our community.
(an ode to minecraft modding)
i keep making the same mistake, i think "oh, i've given them a few months, surely it'll be fixed by now" THAT is why i seem to ALWAYS be angry to some of you, my advice is to get the lead out.
there were nice things here, until the mod author threw a tantrum.
Oh, for those waiting with bated breath for the results of this "experiment," yes, world anchors fixed the problem.
Thanks!