1x Solenoid Magnet
40x Ferromagnetic Base
56x Magnetic Linkage
20x Central Permanent Magnet (You can't auto-craft the magnets for these, but I'm including them as part of the list for completion's sake)
28x Auxiliary Permanent Magnet (You can't auto-craft the magnets these, but I'm including them as part of the list for completion's sake)
40x Hysteresis Rod
17x Solenoid Hub
36x Toroid Magnets
Here's the catch though. Aside from the magnet processing, It's gotta' be in the same-sized area as that Bedrockium Ingot contraption. Also, once you have the base materials mapped, the whole thing should take no more than 20 minutes, minus the Permanent Magnets (god those suck).
All joking aside, this is the requirements to craft all multi-block portions of a Reactorcraft Fusion reactor with 5 Pre-heater buildings and 4 Plasma Structures. I'll leave it to ya'll to figure out the raw materials cost. It was... amusing. Enjoy, folks!
This happened because the Tier 2 asked far too many cobble and didnt had free space on the destination. When this happens, LP sends the items back to storage just to request them again when it has space free on the destination. The problem is, you have no extra storage, the barrel is a creative barrel and probably does not accept items or you dont have a itemsink on it and you have no chest as a default sink, so the items were spewed from the pipes.
On a normal system with a normal barrel and an itemsink or 'crap chests' with itemsinks, the items would go back to storage and not fall on the ground.
That makes sense. This little test didn't have itemsinks at all but my normal network do. Could likely get away with a mark 2 crafting card without worry then. I like my revision to the design as it cuts crafting power cost considerably. That is interesting in and of itself. It would seam to indicate that the crafting table does in fact use power...
They really need to update the documentation about this. I cant recall the name but look for something like network monitor or something similar. I think it has the same icon has the network monitor on the wiki but is red... Not sure... I always struggle to remember what is it when I start a new game. Just... try all the items on the table, one will open the GUI for the upgrades
That item doesn't have a recipe as far as I could tell. I don't think this functionality is fully implemented. I'll cheat one in and play with it.
1x Solenoid Magnet
40x Ferromagnetic Base
56x Magnetic Linkage
20x Central Permanent Magnet (You can't auto-craft the magnets for these, but I'm including them as part of the list for completion's sake)
28x Auxiliary Permanent Magnet (You can't auto-craft the magnets these, but I'm including them as part of the list for completion's sake)
40x Hysteresis Rod
17x Solenoid Hub
32x Toroid Magnets
Here's the catch though. Aside from the magnet processing, It's gotta' be in the same-sized area as that Bedrockium Ingot contraption. Also, once you have the base materials mapped, the whole thing should take no more than 20 minutes, minus the Permanent Magnets (god those suck).
All joking aside, this is the requirements to craft all multi-block portions of a Reactorcraft Fusion reactor with 5 Pre-heater buildings and 4 Plasma Structures. I'll leave it to ya'll to figure out the raw materials cost. It was... amusing. Enjoy, folks!
Ain't kiddin' about those magnets either...
Well now... I will take up this challenge! It will take a bit though.
There is no chance that it will be the same size area; x, y, z, but, it won't be that much bigger I think. Gotta investigate.
The biggest thing that will blow the required space way out is the raw material storage since I am not using dense storage such as AE and instead barrels.
This will be fun. I have never crafted any part of the fusion reactor; auto or otherwise.
Well now... I will take up this challenge! It will take a bit though.
There is no chance that it will be the same size area; x, y, z, but, it won't be that much bigger I think. Gotta investigate.
The biggest thing that will blow the required space way out is the raw material storage since I am not using dense storage such as AE and instead barrels.
This will be fun. I have never crafted any part of the fusion reactor; auto or otherwise.
I little progress on this.
Fully automated magnets!
I'll tell you how it works when I am done with this challenge. Feel free to guess though.
20x Central Permanent Magnet (You can't auto-craft the magnets for these, but I'm including them as part of the list for completion's sake)
28x Auxiliary Permanent Magnet (You can't auto-craft the magnets these, but I'm including them as part of the list for completion's sake)
...
Ain't kiddin' about those magnets either...
Word of caution, you should not tell me something cannot be done; cause I take it personal . See above
Word of caution, you should not tell me something cannot be done; cause I take it personal . See above
Haha, I like your style! Crazy over-engineering for the win!
Our definitions differ on "automate" and "auto-craft" a bit. You can certainly automate the magnets. I had meant more along the lines of "there's no system to push a button and receive a magnet", like setting up successive patterns in AE and then having a complex item be produced. Pretty cool stuff!
You gotta' do all this fun jazz in your Survival world, man! Not serving anyone any good sitting in a Creative world.
Haha, I like your style! Crazy over-engineering for the win!
Our definitions differ on "automate" and "auto-craft" a bit. You can certainly automate the magnets. I had meant more along the lines of "there's no system to push a button and receive a magnet", like setting up successive patterns in AE and then having a complex item be produced. Pretty cool stuff!
You gotta' do all this fun jazz in your Survival world, man! Not serving anyone any good sitting in a Creative world.
If you can automate something, logistics can plug in directly and auto craft it . This I have done...
Alright, here is what I got.
The space required is not much more then the prior system as promised; minus the magnet autocrafting setup which is awesome. With this setup, I can press a button and get a magnet of any tier I want. In addition, any recipe that needs a magnet, will auto request it and wait around until it is done.
Given the amount of time it takes to make those magnets, I would setup a chest with active supplier cards for each tier I wanted a small stock pile of before needing them. To speed it up a bit, I doubled up the first 2 tiers of the magnet crafting by using ender io conduits in round robin mode and doubling the recipe to needing 8 items to craft 4. This makes a crafting request balance correctly across 2 setups via round robin.
In any case, auto crafting everything minus the things that need magnets takes less then 50 seconds. If I had the magnets on hand, it would take less then 1 minute to craft all the parts needed for a tokamak . Power draw was about 15 million RF total.
The magic sauce for the magnet automation is the refined relocation advanced block extender. This block has 2 really neat functions; 1, it can round robin items into blocks that have more then 1 inventory slot (does NOT work for compacter), 2, it can decrease the stack size of each inventory slot in a block (does work with the compacter). I set the stack size on each compacter to 1 and the items balance out as they should. I use the double chest method, one for input and one for output that I described earlier. This buffers the input without over flowing and without blocking the output. Logistics also respects this and sends items that would overflow back to the source.
There are a couple assumptions that this setup makes and doesn't automate (out side the scope of this)
HSLA is automated or stockpiled
ferromagnetic ingot is automated or stockpiled
blast glass is automated or stockpiled
same for iron, gold, glass and jet fuel
All those systems I can automate if need be but I thought this sufficient.
The way I did this was to setup active supplier cards for each item you listed on a chest and leave that whole thing disconnected. Upon connecting it, those cards would request everything all at once. The first image (lowest timestamp) has my cursor over the area where I connect a pipe.
The last image (of the chest inventory) had it's timestamp cut off but it was 2017-02-18_15.36.23. You'll just have to trust me.
One thing to note, un-routable pipes from logistics pipes will accept a pipe plug but it DOES NOT WORK! it still bounces items around even though those pipes do not visually connect. I had to swap a number of them for basic pipes which do honor the pipe plug.
I bow to your awesome logistics powers. I had no idea that a block existed for limiting stack sizes into something. Ima have to play with that, since there's a few Reika machines that don't play nice with auto inserts.
Anyone else randomly get a healing aura-type thing over their head? Like, I'll get a bunch of "0s" floating above me like I gained a brief regen effect. No idea what's causing it, even at full health. I've also seen random monsters get it too when attacking them. They aren't boss mobs and don't seem to be wearing a helmet or anything that would let them gain health. Makes some mobs almost un-killable with a bedrock sword. Have to swap to a high-end TechGuns weapon to burst through the healing.
I've also seen bosses gain this ability. One in particular being the eyeball boss out in the End from HEE. It makes him unable to be killed by normal means. I had to cheat in a DE power staff best weapon thinger and even then it was a drawn out battle for no reason.
Edit: Question #2 -
Anyone have a currently-running Fusion Reactor in Survival on 3.4.4? If so, is it in your Overworld on in a different dimension? Are you able to chunkload it and leave the dimension it's in for periods of time successfully?
I'm getting world-ending lag build-up if I leave the Overworld, and my guess is that Plasma balls are building up to infinity. Last I remember, they are entities, so it's the only thing that makes sense, but I didn't think that was supposed to happen if everything was kept chunkloaded. Any info would be appreciated! Until I can get to the bottom of this, I'm at a stand-still. Had to revert to a 2-hour old backup because the lag rendered the save unrecoverable.
metnavman, currently enjoying same idiocy. Would really like to learn what mod causes itso i could throw it into the garbage
That is the void monster.
I took a peak at the code a while back and it is indeed, idiocy. He will also respawn if you kill him. Can only damage him every 2.5 seconds, can only deal a max amount of damage per hit, etc. Pretty crazy. I have toyed with the idea of trapping him somehow so that he can be safely stored away somewhere in a corner and never bother me again...
Anyone else randomly get a healing aura-type thing over their head? Like, I'll get a bunch of "0s" floating above me like I gained a brief regen effect. No idea what's causing it, even at full health. I've also seen random monsters get it too when attacking them. They aren't boss mobs and don't seem to be wearing a helmet or anything that would let them gain health. Makes some mobs almost un-killable with a bedrock sword. Have to swap to a high-end TechGuns weapon to burst through the healing.
I've also seen bosses gain this ability. One in particular being the eyeball boss out in the End from HEE. It makes him unable to be killed by normal means. I had to cheat in a DE power staff best weapon thinger and even then it was a drawn out battle for no reason.
This is a long shot, but are you by any chance wearing an enhanced Kurauri pendant? I wore one of those everywhere for the regen 3 effect at first, until I realized that it also affects all other nearby entities, making stuff really hard to kill.
I have one, but it's turned off inside the CrC pendant bag. Will have to see if it's causing the issue.
The void monster thing isn't too terrible. Tech Guns chews him up and spits him out. He doesn't get heals from that aura though. Look closely and the numbers "should" all be zeros. Shits wierd.
Edit: Figured it out!
The problem is 2-fold, and has nothing to do with the Void Monster. That's something else, probably tied to it's code or some interaction w/the mod pack. For this issue I was describing:
Kataiser is correct - The Kurauri Pendant is giving hostile mobs the regen aura, if you have it either in your inventory or "activated" in the CrC pendant bag. This does not occur if you store it in another location (golden sack) or do not have it.
For the random healing aura appearing over character's head - It's the "Life steal" aura from Chromaticraft, from the altar. Instead of firing off when you melee something, it looks to be firing off at random intervals and doing nothing.
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So it is Kurauri pendant? It should probably be a bug then, i've played with ChC before this pack and i don't remember healing mobs with it
The numbers are indeed zeros but i clearly see through WAILA he's getting from 291 to 300 HP in a matter of a second
ignitediris, while it may sound brutal on paper, Void Monster is actually fine, circlestrafing makes him absolutely harmless and he's a very convenient way to get Nether Stars without torturing yourself with wither skeletons grind, although i recommend blacklisting him from all dimensions except Nether and Overworld
Edit: Unless it has to do with the fact that it's Nether because i clearly remember that Pendants DO act like crystals do in the Nether and reverse their effect.
Did you guys encounter this mad enemy regen in the Nether only? I've only tried it there
Edit2: Also metnavman is right on TG, for whatever reason, poor thing is utterly confused by Chainsaw and doesn't blinks away or puts it's shield up, made a mincemeat out of him in a few seconds.
So it is Kurauri pendant? It should probably be a bug then, i've played with ChC before this pack and i don't remember healing mobs with it
The numbers are indeed zeros but i clearly see through WAILA he's getting from 291 to 300 HP in a matter of a second
ignitediris, while it may sound brutal on paper, Void Monster is actually fine, circlestrafing makes him absolutely harmless and he's a very convenient way to get Nether Stars without torturing yourself with wither skeletons grind, although i recommend blacklisting him from all dimensions except Nether and Overworld
Edit: Unless it has to do with the fact that it's Nether because i clearly remember that Pendants DO act like crystals do in the Nether and reverse their effect.
Did you guys encounter this mad enemy regen in the Nether only? I've only tried it there
Edit2: Also metnavman is right on TG, for whatever reason, poor thing is utterly confused by Chainsaw and doesn't blinks away or puts it's shield up, made a mincemeat out of him in a few seconds.
I have experienced this health regen while wearing the pendant in the over world. I have never really gotten this far in chromaticraft before and thought that is how it works. When it happens, it is very very fast; rapid fire 0's but they are indeed getting healed. God help you if you are being ambushed cause they all get healed at once.
As far as nether stars go, I was going to make an enderio spawn farm for skulls and make a wither auto kill farm. I like to automate things.
That desire to automate things stems from my need to solve problems to finality. So, I'll find some way to make the void monster never bother me again . I just thought it was a little cheap that you can only damage him every couple of seconds and only to a max amount per hit regardless of the gear you have.
Is anyone aware of the mod that controls climate temperature? I have a river (river biome) flowing through a jungle biome next to my base. The river keeps freezing over destroying the immersion. I'd like to adjust this in the confit if possible. Thanks in advance.
There is a known bug with the Seasons mod that causes temperatures to not properly rise and fall to melt the ice. Your best bet is to remove that mod, as it will never be fixed in 1.7.10. Your world, if already frozen like that "might" recover if it's not been too long. Otherwise, you'll need to use commands to replace the ice blocks with water source, or they're never going away.
Is anyone aware of the mod that controls climate temperature? I have a river (river biome) flowing through a jungle biome next to my base. The river keeps freezing over destroying the immersion. I'd like to adjust this in the confit if possible. Thanks in advance.
Adding on to what was said above - the mod is Harder Wildlife. Go into HarderWildlife.cfg and set doSeasons=false.
Adding on to what was said above - the mod is Harder Wildlife. Go into HarderWildlife.cfg and set doSeasons=false.
Ah yes, good call. I've removed that mod completely. Not only for that reason but also due to the "replacement" for turning off seasons messes with Rotarycraft's temperature settings. The mod does a couple things that are nifty for about 10 minutes. Not really worth it.
I'm trying to figure out why my sheep / cows / chicken are always dying before breeding at all... which is annoying because i need to constantly get more just for milk..
I'm glad you enjoyed the warm-up, Ignitediris! Now for the final exam:
20x Liquid Pipe
5x Hydrogen Preheater
44x Magnetic Containment Pipe
10 Laser Concentration Lens
150x Thermal Insulation Core
60x Preheater Unit Housing Corner
200x Preheater Unit Housing Edge
210x Preheater Unit Housing Face
4x Fusion Plasma Injector
36x Plasma Injector Base
72x Plasma Injector Lower Corner
128x Plasma Injector Side Panel
36x Plasma Injector Top
72x Plasma Injector Upper Corner
12x Plasma Injector Induction Coil
32x Plasma Injector Column Piece
44x Plasma Injector Hysteresis Core
1x Solenoid Magnet
40x Ferromagnetic Base
56x Magnetic Linkage
20x Central Permanent Magnet (You can't auto-craft the magnets for these, but I'm including them as part of the list for completion's sake)
28x Auxiliary Permanent Magnet (You can't auto-craft the magnets these, but I'm including them as part of the list for completion's sake)
40x Hysteresis Rod
17x Solenoid Hub
36x Toroid Magnets
Here's the catch though. Aside from the magnet processing, It's gotta' be in the same-sized area as that Bedrockium Ingot contraption. Also, once you have the base materials mapped, the whole thing should take no more than 20 minutes, minus the Permanent Magnets (god those suck).
All joking aside, this is the requirements to craft all multi-block portions of a Reactorcraft Fusion reactor with 5 Pre-heater buildings and 4 Plasma Structures. I'll leave it to ya'll to figure out the raw materials cost. It was... amusing. Enjoy, folks!
Ain't kiddin' about those magnets either...
That makes sense. This little test didn't have itemsinks at all but my normal network do. Could likely get away with a mark 2 crafting card without worry then. I like my revision to the design as it cuts crafting power cost considerably. That is interesting in and of itself. It would seam to indicate that the crafting table does in fact use power...
That item doesn't have a recipe as far as I could tell. I don't think this functionality is fully implemented. I'll cheat one in and play with it.
Well now... I will take up this challenge! It will take a bit though.
There is no chance that it will be the same size area; x, y, z, but, it won't be that much bigger I think. Gotta investigate.
The biggest thing that will blow the required space way out is the raw material storage since I am not using dense storage such as AE and instead barrels.
This will be fun. I have never crafted any part of the fusion reactor; auto or otherwise.
I little progress on this.
Fully automated magnets!
I'll tell you how it works when I am done with this challenge. Feel free to guess though.
Word of caution, you should not tell me something cannot be done; cause I take it personal . See above
Haha, I like your style! Crazy over-engineering for the win!
Our definitions differ on "automate" and "auto-craft" a bit. You can certainly automate the magnets. I had meant more along the lines of "there's no system to push a button and receive a magnet", like setting up successive patterns in AE and then having a complex item be produced. Pretty cool stuff!
You gotta' do all this fun jazz in your Survival world, man! Not serving anyone any good sitting in a Creative world.
If you can automate something, logistics can plug in directly and auto craft it . This I have done...
Alright, here is what I got.
The space required is not much more then the prior system as promised; minus the magnet autocrafting setup which is awesome. With this setup, I can press a button and get a magnet of any tier I want. In addition, any recipe that needs a magnet, will auto request it and wait around until it is done.
Given the amount of time it takes to make those magnets, I would setup a chest with active supplier cards for each tier I wanted a small stock pile of before needing them. To speed it up a bit, I doubled up the first 2 tiers of the magnet crafting by using ender io conduits in round robin mode and doubling the recipe to needing 8 items to craft 4. This makes a crafting request balance correctly across 2 setups via round robin.
In any case, auto crafting everything minus the things that need magnets takes less then 50 seconds. If I had the magnets on hand, it would take less then 1 minute to craft all the parts needed for a tokamak . Power draw was about 15 million RF total.
The magic sauce for the magnet automation is the refined relocation advanced block extender. This block has 2 really neat functions; 1, it can round robin items into blocks that have more then 1 inventory slot (does NOT work for compacter), 2, it can decrease the stack size of each inventory slot in a block (does work with the compacter). I set the stack size on each compacter to 1 and the items balance out as they should. I use the double chest method, one for input and one for output that I described earlier. This buffers the input without over flowing and without blocking the output. Logistics also respects this and sends items that would overflow back to the source.
There are a couple assumptions that this setup makes and doesn't automate (out side the scope of this)
All those systems I can automate if need be but I thought this sufficient.
The way I did this was to setup active supplier cards for each item you listed on a chest and leave that whole thing disconnected. Upon connecting it, those cards would request everything all at once. The first image (lowest timestamp) has my cursor over the area where I connect a pipe.
The last image (of the chest inventory) had it's timestamp cut off but it was 2017-02-18_15.36.23. You'll just have to trust me.
One thing to note, un-routable pipes from logistics pipes will accept a pipe plug but it DOES NOT WORK! it still bounces items around even though those pipes do not visually connect. I had to swap a number of them for basic pipes which do honor the pipe plug.
That's amazing...
I bow to your awesome logistics powers. I had no idea that a block existed for limiting stack sizes into something. Ima have to play with that, since there's a few Reika machines that don't play nice with auto inserts.
Pretty cool stuff, man. You're a mad scientist.
Anyone else randomly get a healing aura-type thing over their head? Like, I'll get a bunch of "0s" floating above me like I gained a brief regen effect. No idea what's causing it, even at full health. I've also seen random monsters get it too when attacking them. They aren't boss mobs and don't seem to be wearing a helmet or anything that would let them gain health. Makes some mobs almost un-killable with a bedrock sword. Have to swap to a high-end TechGuns weapon to burst through the healing.
I've also seen bosses gain this ability. One in particular being the eyeball boss out in the End from HEE. It makes him unable to be killed by normal means. I had to cheat in a DE power staff best weapon thinger and even then it was a drawn out battle for no reason.
Edit: Question #2 -
Anyone have a currently-running Fusion Reactor in Survival on 3.4.4? If so, is it in your Overworld on in a different dimension? Are you able to chunkload it and leave the dimension it's in for periods of time successfully?
I'm getting world-ending lag build-up if I leave the Overworld, and my guess is that Plasma balls are building up to infinity. Last I remember, they are entities, so it's the only thing that makes sense, but I didn't think that was supposed to happen if everything was kept chunkloaded. Any info would be appreciated! Until I can get to the bottom of this, I'm at a stand-still. Had to revert to a 2-hour old backup because the lag rendered the save unrecoverable.
metnavman, currently enjoying same idiocy. Would really like to learn what mod causes itso i could throw it into the garbage
That is the void monster.
I took a peak at the code a while back and it is indeed, idiocy. He will also respawn if you kill him. Can only damage him every 2.5 seconds, can only deal a max amount of damage per hit, etc. Pretty crazy. I have toyed with the idea of trapping him somehow so that he can be safely stored away somewhere in a corner and never bother me again...
EDIT: he eats torches too
https://github.com/ReikaKalseki/VoidMonster/blob/master/Entity/EntityVoidMonster.java
This is a long shot, but are you by any chance wearing an enhanced Kurauri pendant? I wore one of those everywhere for the regen 3 effect at first, until I realized that it also affects all other nearby entities, making stuff really hard to kill.
I have one, but it's turned off inside the CrC pendant bag. Will have to see if it's causing the issue.
The void monster thing isn't too terrible. Tech Guns chews him up and spits him out. He doesn't get heals from that aura though. Look closely and the numbers "should" all be zeros. Shits wierd.
Edit: Figured it out!
The problem is 2-fold, and has nothing to do with the Void Monster. That's something else, probably tied to it's code or some interaction w/the mod pack. For this issue I was describing:
Kataiser is correct - The Kurauri Pendant is giving hostile mobs the regen aura, if you have it either in your inventory or "activated" in the CrC pendant bag. This does not occur if you store it in another location (golden sack) or do not have it.
For the random healing aura appearing over character's head - It's the "Life steal" aura from Chromaticraft, from the altar. Instead of firing off when you melee something, it looks to be firing off at random intervals and doing nothing.
So it is Kurauri pendant? It should probably be a bug then, i've played with ChC before this pack and i don't remember healing mobs with it
The numbers are indeed zeros but i clearly see through WAILA he's getting from 291 to 300 HP in a matter of a second
ignitediris, while it may sound brutal on paper, Void Monster is actually fine, circlestrafing makes him absolutely harmless and he's a very convenient way to get Nether Stars without torturing yourself with wither skeletons grind, although i recommend blacklisting him from all dimensions except Nether and Overworld
Edit: Unless it has to do with the fact that it's Nether because i clearly remember that Pendants DO act like crystals do in the Nether and reverse their effect.
Did you guys encounter this mad enemy regen in the Nether only? I've only tried it there
Edit2: Also metnavman is right on TG, for whatever reason, poor thing is utterly confused by Chainsaw and doesn't blinks away or puts it's shield up, made a mincemeat out of him in a few seconds.
I have experienced this health regen while wearing the pendant in the over world. I have never really gotten this far in chromaticraft before and thought that is how it works. When it happens, it is very very fast; rapid fire 0's but they are indeed getting healed. God help you if you are being ambushed cause they all get healed at once.
As far as nether stars go, I was going to make an enderio spawn farm for skulls and make a wither auto kill farm. I like to automate things.
That desire to automate things stems from my need to solve problems to finality. So, I'll find some way to make the void monster never bother me again . I just thought it was a little cheap that you can only damage him every couple of seconds and only to a max amount per hit regardless of the gear you have.
As per Reika, the pendants working that way is intended. Basically boils down to "Make a Pendant Bag, deactivate Regen pendant prior to battle".
Learned that this is the case for EVERY pendant. The Tahara pendant clears effects from bad guys.
There is a known bug with the Seasons mod that causes temperatures to not properly rise and fall to melt the ice. Your best bet is to remove that mod, as it will never be fixed in 1.7.10. Your world, if already frozen like that "might" recover if it's not been too long. Otherwise, you'll need to use commands to replace the ice blocks with water source, or they're never going away.
Adding on to what was said above - the mod is Harder Wildlife. Go into HarderWildlife.cfg and set doSeasons=false.
Ah yes, good call. I've removed that mod completely. Not only for that reason but also due to the "replacement" for turning off seasons messes with Rotarycraft's temperature settings. The mod does a couple things that are nifty for about 10 minutes. Not really worth it.
What mod controls the animal breeding / death?
I'm trying to figure out why my sheep / cows / chicken are always dying before breeding at all... which is annoying because i need to constantly get more just for milk..