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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Rotarycraft's Rotational Dynamos forget their TE Conduit connections during save/load. The RF Engines are remembering them now though.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Quote from Mortvana

    1. Not sure if the bug is on TeamCoFH's side or Reika's.
    2. Are you putting enough lubricant in?
    3. Use the Engine Control Unit.


    2. I lubed them, they spun, but they were cutting the power to from like 2.4k from a single hydro to 666 with 3x hydros.
    3. Doesn't seem to do anything to the Ethanol Crystal engine, Magneto.. err.. RF Fueled engine, or the BC Fuel Engine, they just run regardless, those are the 2 I tried to make redstone activated.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    The Thermal Expansion conduits are losing their connections on load sometimes its always the same ones some always stay connected and some break everytime, I don't know if its a RotaryCraft or Thermal Expansion bug.

    Hydro Engines say they can be daisy chained but when I do that its lowering their power rather then combining them together.

    I can't figure out how to shut the most of the engines off either with a redstone signal/lever with the exception of the Jet Engine; which is the only one that seems to take a signal.
    Posted in: Minecraft Mods
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    posted a message on Railcraft 9.2.2.0
    I have a question, will it ever be possible to link a Tank Cart to a Locomotive for extra water storage like a Coal Tender functions? Right now we can store like 10 hours of coal inside of the Engine but only like 10 minutes of water. :o
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    Ah I see now, thx :D
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    So the hulls 'Fuel cost per tick' is just energy required to move, hmm. Something isn't right here.

    To test I made 2 carts, a Reinforced hull + Galgadorian Farmer + Fertilizer powered by a Solar Engine and a Compact Solar Engine, and a Galgadorian Hull + Galgadorian Farmer + Fertilizer powered by the same Solar engine and Compact solar engine. Both hulls are taken to a streetch of 50 tracks in a row.

    Test start, hulls move 1 square to the manager and get their seed loads and fertilizer, they accumulate about 3000 solar energy then begin, within 10 squares the reinforced hull has 5000 solar energy stored, the Galgadorian hull is at zero and falling behind. By square 20 the reinforced hull is almost 7 squares ahead of the Galgadorian hull. At the out-of-seeds mark the Reinforced is at 9000 stored power with a lead of about 12 squares on the Galgadorian hull.

    So if the hull type only affect movement cost, were is all the energy going? Even with the Galgadorian is dead stationary planting its still eating over double the energy output the Reinforced is.
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    Question: Inside the game tooltip it doesn't show this but on the wiki hulls have "Fuel cost per tick" attribute ranging from 1 to 10 per tick. Is this the power cost of each action the cart does? E.g. To till a tile it would cost a reinforced hull 4 energy, but a galgadorian hull 10 energy?
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    Quote from FnordMan

    sorta off topic here but straw golems from Thaumcraft 3 work with flax and henequin. Haven't tested them on Natura yet as I haven't been running that particular mod for long.


    That's what some people on my server use, others are using minefactory on sheep. Either way isn't very effective on a large scale like SC could be. :D
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    Hey Vswe, do you plan to ever make a crop modules for Natura's Cotton? Xycraft's Henequen? Redpower's Flax? Any of these would allow us to make a string/wool plantation :D
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    Quote from Gory Moon

    The hydrator and the fertilizer does work with the extra range.


    O yay, I thought they were still 3x3 since thats what the official wiki says.
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    Thanks for adding the galgadorian farmer, the extended range too is even better then before :D now we just need a hydrator and a fertilizer that can actually do something with the extended range. lol
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    I put one cart per 3 chunk farm circuit and each day I can see its gone down quite a bit, its basically picking 95% of the time on that so it wears pretty quickly.
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    We need a galgadorian farming tool that has infinite durability, I don't have time to baby sit my farms, that's why I stopped using Forestry for SC.
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    It mostly works, oddly the sugar reeds on the bends aren't cut.
    Posted in: Minecraft Mods
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    posted a message on [1.6+] Steve's Carts 2 (v2.0.0.a123)
    Quote from Gory Moon

    Use a cart with a iron drill and put the tracks in 1 block higher then the Sugar Cane/Cactus.


    Thats brilliant :o
    Posted in: Minecraft Mods
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