Are there any known issues with the world anchor? [RC 6.17.0.0]
I used it in the nether on my server, and after i died in the nether mob spawning in the overworld has decreased a lot...
I solved the problem by breaking the anchor in the nether, then deleting the player.dat (dont know if this was necessary in the end) and then die again in the nether... now mobs are spawning again...
I reproduced this issue about 3 times to be sure it was railcrafts problem before posting it here... hope this helps someone.
Its unlikely to be specifically related to Anchors. If there is a bug there, it would be in the Forge code.
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It seems that i cannot find the most recent post where you stated that i didn't answer your question and you explained your question differently, so i post with an '@' rather than a quote. anyways:
I don't remember CJ ever saying he was policing other mods, but he was using a mod to police usage on his mod; not to make sure other people are using said mod correctly, but, as he correctly assumes, almost all(if not all) mod packs that use Redpower also use Railcraft, thus making this check, a check that should work every time an unauthorized modpack uses Redpower. That said, it may not be the best solution(the best one is to have the tekkit/technic team either get permission or deprecate Tekkit AND Technic all together), but it is the best that will work for the time being; tekkit & technic are hellbent on using popular mods in their packs, even if they have no permission.
Actions speak louder than words. The DRM has been proven to check other mods, meaning CJ is effectively attempting to control other mods that used aside his. It's not his place to decide how those mods are used. If the authors want code signing, they'll add it themselves.
Also, how do Technic things factor in to this? I'm against the DRM because putting DRM in a mod is ridiculous. Especially given the mod could only be created via reverse-engineering, making it borderline hypocritical as well as dumb. And when has DRM ever deterred the people it was meant to deter? I mean really.
As stated before, the whole point of this DRM stuff was to prevent the Tekkit/Technic team from USING railcraft. Hence the crashes with redpower, and everything I've said about unauthorized USAGE.
EDIT:
Tekkit factors in because they are infringing on copyright stuff by USING RAILCRAFT(as well as a whole bunch of other mods) in their pack; as in, the failed to comply with the license on the wiki. if you read it, then this whole thing might make sense to you.
I want to know why Covert Jaguar thinks he has the right to control how other mods are used. The DRM, modpacks and other things are lesser matters. The problem is, I could release a mod tomorrow, and for all I know, Covert Jaguar could decide that he knows better than me when it comes to how my mod is used. Actions speak louder than words, and Covert Jaguar's actions say that he thinks he knows better than people when it comes to how their work is used.
Grr.
Covert made the mod. He does want to make credit for doing so, and Tekkit doesn't do that justice.
What mockery of logic took from the quoted paragraph to any support of Tekkit? Did you actually read the post, or did you just assume I'm some evil Technic-Goon because I dared to commit the grievous sin of criticizing a modder?
Actually I missed a fatal line in your post, so sorry for my ignorance.
Its a network of trust, the idea is that all mods are supposed to check each other, each new mod adding a new layer of security onto the system. Just checking yourself is 100% pointless because its easily bypassed. But if you have 6 mods checking you, it becomes much harder. Anyway, that's how it was advertised to me, but I think only a couple other mods have implemented it besides mine.
I simply looked through my Forgecraft install for all the mods that were signed at the time. I've said repeatedly that I would remove the check for any mod who's author requests that I do so. None have.
Now, this topic is done. If it continues I will have to start reporting people.
well all i have to say is i look forward to seeing what new toys we get in the next release. Ya always seem to find something that we needed but didn't know we needed.
I was wondering, now that Railcraft still isn't ready for 1.5.1, where would I get liquid tank replacement?
Iron tank is only thing I use from this mod, so a mod that would only add liquid tank would be awesome.
Buildcraft has a tank, Enderstorage has a tank, Tinker's Construct has... 3 tanks? None have the big, multiblock tanks, but they are tanks and do store liquids.
I hear Xycraft has a 1.5.1 release nearly ready.
I don't know how close CJ is to having a version for 1.5.1. I need to read back further in the topic.
I was wondering, now that Railcraft still isn't ready for 1.5.1, where would I get liquid tank replacement?
Iron tank is only thing I use from this mod, so a mod that would only add liquid tank would be awesome.
Good luck building said quantum tank unless your tech level is through the roof. They require an abysmal amount of resources, much like other Gregtech recipes. It's a fair price for 2.1 million bucket storage, though.
Hello, i would like to use your mod in my modpack. Not alot of people play it, but I do not own the mod. The modpack has 48 mods, but mainly ic2, forestry, buildcraft, steve's carts, thaumcraft, and redpower.
Hello, i would like to use your mod in my modpack. Not alot of people play it, but I do not own the mod. The modpack has 48 mods, but mainly ic2, forestry, buildcraft, steve's carts, thaumcraft, and redpower.
Go read my license then drop me a PM with more info.
Hi, I'm having problems setting up a rockcrusher or boiler powered steam engines in general...
I built an underground facility with a very large boiler, I believe the term was 12HP. Across the hall I set up a giant irontank to store the steam because why not? The idea was to generate the steam and store it in the tank, no problems so far.
Next, I wanted to build a rockcrusher, connect 2 or 3 Industrial Steam Engines to it and power them with steam from the irontank. The problem appears to be that the engines run at 50% capacity at best, and that's when only a single engine is running. Activating more engines just saps the power from the first one, so they become useless.
I tried transporting the steam with tank carts and Redpower Fluidpipes (dont use Buildcraft) but in both cases the engines consume more steam then I can fuel them with. So far the only way I found to properly use the Industrial Engines (aka running at max capacity) is to connect them directly to the steamboiler.
Is there ANY way to transport the steam? Because right now, it appears that I have to build all my steam-industry directly around the boilers, without using a single pipe or other means of transport.
Hi, I'm having problems setting up a rockcrusher or boiler powered steam engines in general...
I built an underground facility with a very large boiler, I believe the term was 12HP. Across the hall I set up a giant irontank to store the steam because why not? The idea was to generate the steam and store it in the tank, no problems so far.
Next, I wanted to build a rockcrusher, connect 2 or 3 Industrial Steam Engines to it and power them with steam from the irontank. The problem appears to be that the engines run at 50% capacity at best, and that's when only a single engine is running. Activating more engines just saps the power from the first one, so they become useless.
I tried transporting the steam with tank carts and Redpower Fluidpipes (dont use Buildcraft) but in both cases the engines consume more steam then I can fuel them with. So far the only way I found to properly use the Industrial Engines (aka running at max capacity) is to connect them directly to the steamboiler.
Is there ANY way to transport the steam? Because right now, it appears that I have to build all my steam-industry directly around the boilers, without using a single pipe or other means of transport.
Am I overlooking something?
I Highly suggest looking into Thermal Expansion, the Liquiducts are the absolute best solution for liquid transport. Next to that, Redpower fluidpipes work over VERY short distances, you may need to install a pump for it too work properly (Pumping steam lmfao)
Hi, CovertJaguar!
What are your thoughs about current Steam Turbine balance? I know you don't want to increase its efficiency although there are some mods that are making it a bit useless... (because of the common power conversion ratio), but don't you think that it's might be a good idea of doubling the steam consumption and output? Or maybe have it "fit" 36HP boiler by consuming 720 st/tick and output 225 eu/t or something like that?
The reason I'm suggesting it is that turbine is already pretty expensive (259 steel to start and then repair it at the rate of approximately 1 steel/10 hours, not taking into account the boiler) so people build it only if they like it a lot (like me ') since there are a lot of generators that are cheaper and easier to build.
Or maybe add a second tier of turbine? "Huge Steam Turbine" or something like that.
Hi, CovertJaguar!
What are your thoughs about current Steam Turbine balance? I know you don't want to increase its efficiency although there are some mods that are making it a bit useless... (because of the common power conversion ratio), but don't you think that it's might be a good idea of doubling the steam consumption and output? Or maybe have it "fit" 36HP boiler by consuming 720 st/tick and output 225 eu/t or something like that?
The reason I'm suggesting it is that turbine is already pretty expensive (259 steel to start and then repair it at the rate of approximately 1 steel/10 hours, not taking into account the boiler) so people build it only if they like it a lot (like me ') since there are a lot of generators that are cheaper and easier to build.
Or maybe add a second tier of turbine? "Huge Steam Turbine" or something like that.
My only comment is that the so called "common" power conversion ratio is only used by one mod (Power Converters) and was poorly thought out.
As for the rest, well there is really no way I can make it both interesting and still beat all those other "cheaper" power sources. I've kind of given up on it at this point.
Ah, I see.
Well, there are a lot of turbine balance changes in changelogs so I thought you are still tweaking it. I like rhe concept very much (I suggested such kind of power generation to Alblaka a long ago) but it seems people think it is "underpowered". Actually, if you trying to feed a bunch of Greg's machines (and his fabricator) you need too many turbines to do so, so, maybe a more powerful turbine even with the same efficiency might me a solution.
If it was outputting, say 500 eu/t for 1600 steam/t, maybe people would think of using it instead of those stupid one-block solar panels.
Its unlikely to be specifically related to Anchors. If there is a bug there, it would be in the Forge code.
It seems that i cannot find the most recent post where you stated that i didn't answer your question and you explained your question differently, so i post with an '@' rather than a quote. anyways:
I don't remember CJ ever saying he was policing other mods, but he was using a mod to police usage on his mod; not to make sure other people are using said mod correctly, but, as he correctly assumes, almost all(if not all) mod packs that use Redpower also use Railcraft, thus making this check, a check that should work every time an unauthorized modpack uses Redpower. That said, it may not be the best solution(the best one is to have the tekkit/technic team either get permission or deprecate Tekkit AND Technic all together), but it is the best that will work for the time being; tekkit & technic are hellbent on using popular mods in their packs, even if they have no permission.
As stated before, the whole point of this DRM stuff was to prevent the Tekkit/Technic team from USING railcraft. Hence the crashes with redpower, and everything I've said about unauthorized USAGE.
EDIT:
Tekkit factors in because they are infringing on copyright stuff by USING RAILCRAFT(as well as a whole bunch of other mods) in their pack; as in, the failed to comply with the license on the wiki. if you read it, then this whole thing might make sense to you.
Covert made the mod. He does want to make credit for doing so, and Tekkit doesn't do that justice.
Actually I missed a fatal line in your post, so sorry for my ignorance.
I simply looked through my Forgecraft install for all the mods that were signed at the time. I've said repeatedly that I would remove the check for any mod who's author requests that I do so. None have.
Now, this topic is done. If it continues I will have to start reporting people.
Stacks of Buildcraft tanks? for now...
I hear Xycraft has a 1.5.1 release nearly ready.
I don't know how close CJ is to having a version for 1.5.1. I need to read back further in the topic.
Use BC tank until you can afford GT quantum tank?
Go read my license then drop me a PM with more info.
I built an underground facility with a very large boiler, I believe the term was 12HP. Across the hall I set up a giant irontank to store the steam because why not? The idea was to generate the steam and store it in the tank, no problems so far.
Next, I wanted to build a rockcrusher, connect 2 or 3 Industrial Steam Engines to it and power them with steam from the irontank. The problem appears to be that the engines run at 50% capacity at best, and that's when only a single engine is running. Activating more engines just saps the power from the first one, so they become useless.
I tried transporting the steam with tank carts and Redpower Fluidpipes (dont use Buildcraft) but in both cases the engines consume more steam then I can fuel them with. So far the only way I found to properly use the Industrial Engines (aka running at max capacity) is to connect them directly to the steamboiler.
Is there ANY way to transport the steam? Because right now, it appears that I have to build all my steam-industry directly around the boilers, without using a single pipe or other means of transport.
Am I overlooking something?
I Highly suggest looking into Thermal Expansion, the Liquiducts are the absolute best solution for liquid transport. Next to that, Redpower fluidpipes work over VERY short distances, you may need to install a pump for it too work properly (Pumping steam lmfao)
What are your thoughs about current Steam Turbine balance? I know you don't want to increase its efficiency although there are some mods that are making it a bit useless... (because of the common power conversion ratio), but don't you think that it's might be a good idea of doubling the steam consumption and output? Or maybe have it "fit" 36HP boiler by consuming 720 st/tick and output 225 eu/t or something like that?
The reason I'm suggesting it is that turbine is already pretty expensive (259 steel to start and then repair it at the rate of approximately 1 steel/10 hours, not taking into account the boiler) so people build it only if they like it a lot (like me ') since there are a lot of generators that are cheaper and easier to build.
Or maybe add a second tier of turbine? "Huge Steam Turbine" or something like that.
My only comment is that the so called "common" power conversion ratio is only used by one mod (Power Converters) and was poorly thought out.
As for the rest, well there is really no way I can make it both interesting and still beat all those other "cheaper" power sources. I've kind of given up on it at this point.
Well, there are a lot of turbine balance changes in changelogs so I thought you are still tweaking it. I like rhe concept very much (I suggested such kind of power generation to Alblaka a long ago) but it seems people think it is "underpowered". Actually, if you trying to feed a bunch of Greg's machines (and his fabricator) you need too many turbines to do so, so, maybe a more powerful turbine even with the same efficiency might me a solution.
If it was outputting, say 500 eu/t for 1600 steam/t, maybe people would think of using it instead of those stupid one-block solar panels.