Hey Reika! I'm making a modpack through the Technic Launcher and I want to include DragonAPI in with it. It is for 1.7.10 and the other mods in the pack are Bibliowood, Bibliocraft, Decocraft, Growthcraft, Inventory Tweaks, Mantle, Minechem, Natura, NEI/Chickencore, Optifine, Pam’s Harvestcraft, Radix Core, TcNodeTracker, Tinkers Construct, Thaumcraft, Thaumcraft NEI plugin, CoFHCore/Thermal Foundation/Thermal Expansion/Thermal Dynamics, TreeCapitator/bspkrsCore, Xaeros Minimap. Let me know if you need any more information. Thanks!
Hi Reika! I'm working on creating a new modpack based around eldritch beings that start to take notice of the player crossing dimensions, and begin to affect the world and player as their awareness grows, along with players empowering themselves to fight against said beings. I'm looking for your permission to add ChromatiCraft, and obviously DragonAPI, to the pack. I've played through CC multiple times and reached endgame on the current version so I'm well acquainted with how it functions.
I'd also like to mention that ChromatiCraft is one of my top three favorite mods, alongside Botania and Academy Craft, and I want to express my heartfelt gratitude for all your hard work. It is a visually stunning mod in so many ways and the amount of problem solving that can be done utilizing environmental mechanics is amazing. I will freely admit to having actual screaming rages at my computer over my inability to figure things out though. Keep up the good work!
Hey Reika! I'm making a modpack through the Technic Launcher and I want to include DragonAPI in with it. It is for 1.7.10 and the other mods in the pack are Bibliowood, Bibliocraft, Decocraft, Growthcraft, Inventory Tweaks, Mantle, Minechem, Natura, NEI/Chickencore, Optifine, Pam’s Harvestcraft, Radix Core, TcNodeTracker, Tinkers Construct, Thaumcraft, Thaumcraft NEI plugin, CoFHCore/Thermal Foundation/Thermal Expansion/Thermal Dynamics, TreeCapitator/bspkrsCore, Xaeros Minimap. Let me know if you need any more information. Thanks!
I agree to follow all rules regarding public packs and will send a message informing Reika of the config changes once the pack is actually finished.
I would like to request four additional config options: one to enable editing what kinds of loot can appear in the various loot chests (so I can remove items from other mods), one to make rainbow forests less safe as time passes (or based on how long a player has been playing on a server), a third to reduce the maximum range of the elemental lamp, and the last to be able to disable guardian stones or limit the number a single player can put down. If you'd prefer, Reika, I'll submit all of those to the github.
I agree to follow all rules regarding public packs and will send a message informing Reika of the config changes once the pack is actually finished.
I would like to request four additional config options: one to enable editing what kinds of loot can appear in the various loot chests (so I can remove items from other mods), one to make rainbow forests less safe as time passes (or based on how long a player has been playing on a server), a third to reduce the maximum range of the elemental lamp, and the last to be able to disable guardian stones or limit the number a single player can put down. If you'd prefer, Reika, I'll submit all of those to the github.
For #1, you will like a new mod coming with v17. #2 is not going to happen. Nor is #3 or #4.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I've been notified that Chromaticraft isn't compatible with Hardcore Ender Expansion because killing Jean is a required research achievement and HEE inserts a new dragon in her place. I've looked in the configs for a possible fix, but if it's there, I missed it. Is there any way I can get that achievement to trigger for the death of HEE's dragon instead of the Vanilla Ender Dragon? My modpack, Pain in the End, has both, and I don't want to remove either if I can help it.
I've been notified that Chromaticraft isn't compatible with Hardcore Ender Expansion because killing Jean is a required research achievement and HEE inserts a new dragon in her place. I've looked in the configs for a possible fix, but if it's there, I missed it. Is there any way I can get that achievement to trigger for the death of HEE's dragon instead of the Vanilla Ender Dragon? My modpack, Pain in the End, has both, and I don't want to remove either if I can help it.
I have handling for that. Also, "Jean"?
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
In the MInecraft Wiki, it mentions that Notch and Dinnerbone have called the Ender Dragon Jean. So Chromaticraft does trigger the achievement when the HEE ender dragon dies?
Edit: I see Goof245 beat me to it, with the actual citations even!
... one to make rainbow forests less safe as time passes (or based on how long a player has been playing on a server)
You could just make a single biome mystcraft age with Lightning ("Charged", I think is the page), and the chromaticcraft worldgen pages. Start your players there. They'll be quite grateful for both the safe, peaceful start, and you'll get it to be less safe as time passes.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
TFW your Fusion Reactor kicks on for the first time, works properly, achievements get, and you forgot to adjust the height of your entire Neutron Absorber/Steam Boiler array to compensate for an earlier change to the reactor's position...........
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Does anybody know of a quicker way to navigate through the craftable items in the CC casting delagate rather than having click the arrow multiple times to get to the distant items? Is there a search function or something similar to quickly go through the list or to search function for a specific item (bearing in mind I don't currently have a copy of the item to put in the top left-hand box)? Any help is appreciated.
Does anybody know of a quicker way to navigate through the craftable items in the CC casting delagate rather than having click the arrow multiple times to get to the distant items? Is there a search function or something similar to quickly go through the list or to search function for a specific item (bearing in mind I don't currently have a copy of the item to put in the top left-hand box)? Any help is appreciated.
LCTRL skips by item type, LSHIFT skips by fragment.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
So I had to revert to a save from before turning on my Fusion Reactor, due to something causing so much lag that the game went into permanent limbo. Nothing would load past a chunk in front of me.
I have Railcraft World anchors positioned to make sure that all parts of the Fusion Reactor stay online, but this began as soon as I attempted to leave the Overworld and spend time in an RFTools dimension. I noticed that the game started to lag more and more, but by the time I went to investigate, it was too late.
I was under the impression that keeping the reactor chunk-loaded would prevent backups or piling up of entities (the plasma balls?), as those are the only things I can think of that would cause a slow buildup to complete lagging out of the game. I've not had this issue with the Fission reactors.
Being that it's a Fusion Reactor, it's surrounded by Neutron Absorbers, and they are also chunk-loaded, so there shouldn't be any neutrons piling up. I'm assuming the Absorbers still absorb 100% of neutrons, since I haven't seen any flying out since turning it on, but I'm stumped otherwise.
So I had to revert to a save from before turning on my Fusion Reactor, due to something causing so much lag that the game went into permanent limbo. Nothing would load past a chunk in front of me.
I have Railcraft World anchors positioned to make sure that all parts of the Fusion Reactor stay online, but this began as soon as I attempted to leave the Overworld and spend time in an RFTools dimension. I noticed that the game started to lag more and more, but by the time I went to investigate, it was too late.
I was under the impression that keeping the reactor chunk-loaded would prevent backups or piling up of entities (the plasma balls?), as those are the only things I can think of that would cause a slow buildup to complete lagging out of the game. I've not had this issue with the Fission reactors.
Being that it's a Fusion Reactor, it's surrounded by Neutron Absorbers, and they are also chunk-loaded, so there shouldn't be any neutrons piling up. I'm assuming the Absorbers still absorb 100% of neutrons, since I haven't seen any flying out since turning it on, but I'm stumped otherwise.
When I was trying to investigate this some time ago, it seemed to be related to sound packets. ( Plasma entities don't pile up in a reactor btw. They are destroyed when they fuse. There was an issue with them not dieing if you just fire them off out of the reactor though. I don't remember if Reika fixed that one yet. )
Try running just 1 injector. The sound packet issue seemed to be that only a certain number of sound packets would be processed over a given time: If you stayed below that ( by reducing the power of the reactor ), it wouldn't lag. The lower the power, the longer it would take to lag as well. If that still causes lag, you can try pulsing the 1 injector to further reduce the power.
How high is the consumption of water for cooling the steam boilers? Currently I use over 20 Transfer Nodes with a bunge of upgrades to deliver the water but sometimes not all boilers a full filled.
Also is the req. amount of amonia the same like for water to get 24.5 MRf/t instead of 16.5 MRf/t or is there a difference between both coolants?
Last question is about the coolant for the Toroid Magnets. Sometimes they are full and sometimes two are at arround 100mb of Liquid Nitrogen.
Is there a way to deliver it with Transfer Nodes too or can I only use the Liquid Pipes and if so which solution is there so that they are all full filled?
Currently I run a Refigration Unit with one Gas Turbine and a 8:1 Bedrock Gearbox on hte max. speed so it is compleatly on it's limit and surrounded with Import/Export Buses from AE2 for fast deliver to/over a Tesseract.
Eventually the setup isn't the best?
Water consumption is based on the heat absorbed. Heat absorbed is based on neutrons absorbed, which is fairly randomized. You just have to produce a good deal more water than gets consumed to be able to handle the spikes in consumption.
Make sure to keep your distribution network well balanced. If you use liquid pipes, make sure you keep the pressure high, and have multiple injection points to balance it out.
Last time I checked, ammonia was pretty much a no go for any standard fusion reactor. The random neutron spikes mentioned above would instantly bring the temperature higher than the ammonia limit. Cooling didn't matter, since these spikes were effectively instant. If it did work, yes, you would need ludicrous amounts of ammonia production.
Coolant for toroids is the same as the water. Keep the pressure high, and balance the input. Piping in to the reactor loop from 1 single side is very likely to cause issues. ( I usually do at least 4 spots, 1 per quadrant. )
For both of you: I always very highly recommend building a reactor in creative, and testing there. This way you can test things like the amount of water production, power needed for LN2, etc. very quickly. It's basically the "design" phase in the real world.
Building a reactor in creative is useless for this issue. I do not experience the lag problem when I'm around the reactor. This happens when I travel to another dimension with the fusion reactor left running in a different dimension. The sound packet thing would make sense only if the game was still trying to process sounds without the player around, which doesn't make sense.
You theoretically could use Ammonia to cool a Fusion reactor, but it would be amazingly dangerous and unbelievably expensive. Good heat transfer would be needed to make sure the steam boilers never get over 450c, but the amount of Ammonia you'd need would be astronomical.
So you say that using ammonia is worse and I should be use qatter instead of ammonia or do you want to say "If u rly want to use ammonia be aware that u'll need a hugh ammonia production line"?
The thing is ... 16.5 is much for one turbine and I saw mostly 4 turbines so if I can supply enough ammonia then each runs with 24.5 if I am rigth.
Is only to clear if water is better as producing ammonia *thinking*
I use Ammonia for my 2 Nuclear reactors ( power for ~3 High pressure turbines) and even 12 ammonia synthesizer + the recovered ammonia from 2 HPTs was not enough to get more Ammonia than the reactors convert to steam. Additionally you need an extreme constant source of Ammonium chloride + calcite/eggs.
The standard fusion reactor from reikas Video with 4 active injectors produce enough steam for ~17 HPTs ( I think zemerick told me that information)
I think its impossible to produce that ammount of Ammonia without killing the server with giant synthesizer factorys / ammonium chloride farms.
Forget Ammonia, you never get rid of all that power.
For water: I used 8 Transfer nodes highly upgraded BUT not all connected together because they search in the network for space and go through every single boiler which costs a lot of time. I used 2 Transfer nodes for one corner (one injector to the next one) and disconnected them to minimize their network. Unfortunately they produce much lag, thats why i recommend dew point aggregator + Bedrock pipes. One for each corner + Magnetostatics on high speed should be enough.
For the coolant: More Torque on the Refrigeration unit means more cooling yield per operation. I used 4 Refrigeration units + 4 Tier 5 Magnetostatics on Max speed / torque.
Hey Reika! I'm making a modpack through the Technic Launcher and I want to include DragonAPI in with it. It is for 1.7.10 and the other mods in the pack are Bibliowood, Bibliocraft, Decocraft, Growthcraft, Inventory Tweaks, Mantle, Minechem, Natura, NEI/Chickencore, Optifine, Pam’s Harvestcraft, Radix Core, TcNodeTracker, Tinkers Construct, Thaumcraft, Thaumcraft NEI plugin, CoFHCore/Thermal Foundation/Thermal Expansion/Thermal Dynamics, TreeCapitator/bspkrsCore, Xaeros Minimap. Let me know if you need any more information. Thanks!
Both of you will need to agree to the six rules.
I agree to follow all rules regarding public packs and will send a message informing Reika of the config changes once the pack is actually finished.
I would like to request four additional config options: one to enable editing what kinds of loot can appear in the various loot chests (so I can remove items from other mods), one to make rainbow forests less safe as time passes (or based on how long a player has been playing on a server), a third to reduce the maximum range of the elemental lamp, and the last to be able to disable guardian stones or limit the number a single player can put down. If you'd prefer, Reika, I'll submit all of those to the github.
You obviously didn't read them (completely)...
(Please read the whole page linked above if you are confused by my statement ;))
For #1, you will like a new mod coming with v17. #2 is not going to happen. Nor is #3 or #4.
I've been notified that Chromaticraft isn't compatible with Hardcore Ender Expansion because killing Jean is a required research achievement and HEE inserts a new dragon in her place. I've looked in the configs for a possible fix, but if it's there, I missed it. Is there any way I can get that achievement to trigger for the death of HEE's dragon instead of the Vanilla Ender Dragon? My modpack, Pain in the End, has both, and I don't want to remove either if I can help it.
"Wake up."
I have handling for that. Also, "Jean"?
https://www.reddit.com/r/Minecraft/comments/l9m8m/why_ender_dragons_wont_spawn_in_main_world/c2qxl5z/?context=1
https://twitter.com/Dinnerbone/status/558263033173389313
In the MInecraft Wiki, it mentions that Notch and Dinnerbone have called the Ender Dragon Jean. So Chromaticraft does trigger the achievement when the HEE ender dragon dies?
Edit: I see Goof245 beat me to it, with the actual citations even!
"Wake up."
You could just make a single biome mystcraft age with Lightning ("Charged", I think is the page), and the chromaticcraft worldgen pages. Start your players there. They'll be quite grateful for both the safe, peaceful start, and you'll get it to be less safe as time passes.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
TFW your Fusion Reactor kicks on for the first time, works properly, achievements get, and you forgot to adjust the height of your entire Neutron Absorber/Steam Boiler array to compensate for an earlier change to the reactor's position...........
Let me guess: That's when you gain another achievement?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Looks great, can't wait to get my Hands on it!
Haha, basically! Backups for days though. Gotta work out the bugs, one by one.
Does anybody know of a quicker way to navigate through the craftable items in the CC casting delagate rather than having click the arrow multiple times to get to the distant items? Is there a search function or something similar to quickly go through the list or to search function for a specific item (bearing in mind I don't currently have a copy of the item to put in the top left-hand box)? Any help is appreciated.
LCTRL skips by item type, LSHIFT skips by fragment.
So I had to revert to a save from before turning on my Fusion Reactor, due to something causing so much lag that the game went into permanent limbo. Nothing would load past a chunk in front of me.
I have Railcraft World anchors positioned to make sure that all parts of the Fusion Reactor stay online, but this began as soon as I attempted to leave the Overworld and spend time in an RFTools dimension. I noticed that the game started to lag more and more, but by the time I went to investigate, it was too late.
I was under the impression that keeping the reactor chunk-loaded would prevent backups or piling up of entities (the plasma balls?), as those are the only things I can think of that would cause a slow buildup to complete lagging out of the game. I've not had this issue with the Fission reactors.
Being that it's a Fusion Reactor, it's surrounded by Neutron Absorbers, and they are also chunk-loaded, so there shouldn't be any neutrons piling up. I'm assuming the Absorbers still absorb 100% of neutrons, since I haven't seen any flying out since turning it on, but I'm stumped otherwise.
When I was trying to investigate this some time ago, it seemed to be related to sound packets. ( Plasma entities don't pile up in a reactor btw. They are destroyed when they fuse. There was an issue with them not dieing if you just fire them off out of the reactor though. I don't remember if Reika fixed that one yet. )
Try running just 1 injector. The sound packet issue seemed to be that only a certain number of sound packets would be processed over a given time: If you stayed below that ( by reducing the power of the reactor ), it wouldn't lag. The lower the power, the longer it would take to lag as well. If that still causes lag, you can try pulsing the 1 injector to further reduce the power.
Water consumption is based on the heat absorbed. Heat absorbed is based on neutrons absorbed, which is fairly randomized. You just have to produce a good deal more water than gets consumed to be able to handle the spikes in consumption.
Make sure to keep your distribution network well balanced. If you use liquid pipes, make sure you keep the pressure high, and have multiple injection points to balance it out.
Last time I checked, ammonia was pretty much a no go for any standard fusion reactor. The random neutron spikes mentioned above would instantly bring the temperature higher than the ammonia limit. Cooling didn't matter, since these spikes were effectively instant. If it did work, yes, you would need ludicrous amounts of ammonia production.
Coolant for toroids is the same as the water. Keep the pressure high, and balance the input. Piping in to the reactor loop from 1 single side is very likely to cause issues. ( I usually do at least 4 spots, 1 per quadrant. )
For both of you: I always very highly recommend building a reactor in creative, and testing there. This way you can test things like the amount of water production, power needed for LN2, etc. very quickly. It's basically the "design" phase in the real world.
Building a reactor in creative is useless for this issue. I do not experience the lag problem when I'm around the reactor. This happens when I travel to another dimension with the fusion reactor left running in a different dimension. The sound packet thing would make sense only if the game was still trying to process sounds without the player around, which doesn't make sense.
You theoretically could use Ammonia to cool a Fusion reactor, but it would be amazingly dangerous and unbelievably expensive. Good heat transfer would be needed to make sure the steam boilers never get over 450c, but the amount of Ammonia you'd need would be astronomical.
I use Ammonia for my 2 Nuclear reactors ( power for ~3 High pressure turbines) and even 12 ammonia synthesizer + the recovered ammonia from 2 HPTs was not enough to get more Ammonia than the reactors convert to steam. Additionally you need an extreme constant source of Ammonium chloride + calcite/eggs.
The standard fusion reactor from reikas Video with 4 active injectors produce enough steam for ~17 HPTs ( I think zemerick told me that information)
I think its impossible to produce that ammount of Ammonia without killing the server with giant synthesizer factorys / ammonium chloride farms.
Forget Ammonia, you never get rid of all that power.
For water: I used 8 Transfer nodes highly upgraded BUT not all connected together because they search in the network for space and go through every single boiler which costs a lot of time. I used 2 Transfer nodes for one corner (one injector to the next one) and disconnected them to minimize their network. Unfortunately they produce much lag, thats why i recommend dew point aggregator + Bedrock pipes. One for each corner + Magnetostatics on high speed should be enough.
For the coolant: More Torque on the Refrigeration unit means more cooling yield per operation. I used 4 Refrigeration units + 4 Tier 5 Magnetostatics on Max speed / torque.
i hope my english is understandable :S