Might I request an option for the Redstone Energy Cell to emit a redstone signal if full? As it is it just stops accepting energy, as do the energy conduits, which means that any combustion engines attached to it back up and explode unless you stick around and babysit them to shut them off when the time is right.
Might I request an option for the Redstone Energy Cell to emit a redstone signal if full? As it is it just stops accepting energy, as do the energy conduits, which means that any combustion engines attached to it back up and explode unless you stick around and babysit them to shut them off when the time is right.
There is already a gate condition for this. Yeah, you have to use structure pipe, but if you want to use combustion engines, that's just a thing.
So when suppling the steam to your engines do you run a tesseract with 5 ducts pulling from 1 tesseract?
I don't actually use steam engines in my current world (instead using power bridges from Power Converters 2 mod, which is awesome) but yeah you would have 5 liquiducts leading from the tesseract to different engines, should be able to power (160/40=) 4 industrial engines per line and 18 engines per boiler/tesseract.
If anyone is actually using power converters as well - they seem to bottleneck at 1000mb/t per side, so if i need to convert more steam in a single spot i use a construct like:
CB
TC
with T being the liquid tesseract, C - steam consumers and B - the bridge. And whatever outputs go on the remaining faces.
Edit: derped with the math on the number of engines.
I have a crash report I'm going to paste for you to take a peek at, no matter whose coding it may be. I've done the same for Ars Magica, since it only started after I upgraded Thermal Expansion from 2.16 to 2.20 and Powercrystal's Nether Ores from 2.03 to 2.04. Nether Ores doesn't affect this crash other than the fact that 2.04 has a hook for a version of TE later than 2.16.
It is an Ars Magica crash, and Ars worked fine with TE 2.16, but it may be interesting to take a peek at the coding to see what destabilized what. I'm no programmer or I'd be decompiling and poking around the code myself.
I'll be rolling back Thermal to 2.16 and NO to 2.03 so I can continue to play my world as is.
---- Minecraft Crash Report ----
// You're mean.
Time: 1/30/13 10:20 PM
Description: Failed to start game
java.lang.NullPointerException
at mithion.arsmagica.AMPowerLibrary.getRecipeFor(AMPowerLibrary.java:334)
at mithion.arsmagica.AMPowerLibrary.GetRawMaterialsForItem(AMPowerLibrary.java:227)
at mithion.arsmagica.AMPowerLibrary.calcItemPowerValue(AMPowerLibrary.java:168)
at mithion.arsmagica.AMPowerLibrary.initializePowerLookups(AMPowerLibrary.java:133)
at mithion.arsmagica.proxies.CommonProxy.Init(CommonProxy.java:183)
at mithion.arsmagica.proxies.ClientProxy.Init(ClientProxy.java:129)
at mithion.arsmagica.AMCore.load(AMCore.java:163)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Heres a question. So energy tesseracts are limited to 100MJ, would you be able to get 200MJ coming through a energy tesseract if you ran 2 energy conduits into and out of the tesseracts?
A little help.
From what I understand, the Magmatic engine will give 4 MJ/ticks when provided with a constant supply of Lava, and a place for the energy to go to. I have 8 magmatic engines connected, using the conduits, to a nearly empty redstone energy cell which then goes to a pair of pumps and a liquid transposer.
The problem is that the engines are all producing only 0.4 MJ/ticks.
Not sure if this matters, but in all of them energy stored is nearly constant at 3500 MJ
Heres a question. So energy tesseracts are limited to 100MJ, would you be able to get 200MJ coming through a energy tesseract if you ran 2 energy conduits into and out of the tesseracts?
The limit seems to be per sending tesseract, not per face or something else.
You will need 2 sender tesseracts on the same frequency and a single reciever should be sufficient.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/17/2012
Posts:
42
Member Details
Do TE's machines no longer connect to buildcraft pipes (waterproof)? This happen when I updated to 2.1.7. Is it suppose to be so or I'm facing an issue.
i have an idea to ballens the item and liquid tesseracts, that is it take half the time it take if in a golden pipe. so if it was 500 block array it would be a 250 block journey for the item or liquid
did the redstone energy conduit and the redstone energy cell problem get fixed for SMP? asking because I am using the 1.4.7 version now but during 1.4.6 we had to stop using it because it kept crashing and lagging the server when it was being used. using the DW20 ftb pack.
Do TE's machines no longer connect to buildcraft pipes (waterproof)? This happen when I updated to 2.1.7. Is it suppose to be so or I'm facing an issue.
i have an idea to ballens the item and liquid tesseracts, that is it take half the time it take if in a golden pipe. so if it was 500 block array it would be a 250 block journey for the item or liquid
lust an idea
The computational overhead involved here is not optimal nor is time really any sort of balancing factor, not to mention that the implicit distance calculation on this would be ruinous for servers.
did the redstone energy conduit and the redstone energy cell problem get fixed for SMP? asking because I am using the 1.4.7 version now but during 1.4.6 we had to stop using it because it kept crashing and lagging the server when it was being used. using the DW20 ftb pack.
This never happened. While there were issues with chunkloading and chunk corruption, cells and conduits did not cause crashes. The way that the conduits work actually makes them one of the absolute lowest overhead blocks in Minecraft, period. I never received reports of either of these occurring, so I'm afraid I'm going to have to sort of dismiss this as some strange rumor and poor interpretation of a crash log.
So, no, "the problem" isn't "fixed" as it was never there.
first off calm down second if it was a chunk loading problem then fine. all I was asking if any of the current problems that had ties to those 2 things where fixed really and there was no crash log because it only crashed the server and since i'm not the admin go figure why I wouldn't have it.
I do like the mod and was just making sure so I could go back to using it to power some items. or should I use the tesseract to power since I saw a vid showing someone sending power from one world to another through it.
I just wanted to make sure to avoid any errors that I noticed from the past but since you said there was no problem other then the chunk loading then maybe it was tied to other mods in the pack messing up when the chunk went crazy.
but to an actual question did the chunk loading and chunk error's get fixed?
To my knowledge, sure. We've been running newer versions for a while without issues. Thing is, the chunk issues never caused crashes, they caused excesses of energy and strange energy drains.
Its been a while since I first posted in this thread and the mod has come a long way. First, I must say thanks for the excellent work. I personally find most tech mods tedious and obtuse and there came a point where I just gave up on them entirely. But the massive amount of content you get from using IC2, Buildcraft etc lured me back one more time. This time though, Im focusing on Thermal Expansion because for once, a tech mod makes sense to me. The fact that it shares ores with a few other mods definitely helped me reach that decision. I dislike like having a ton of used-for-only-one-thing ores all over my worlds. That way I can eventually, maybe start dabbling in the other mods after I use TE to get a good powerflow going. It also helps that its so focused on gathering lava because all tech mods use it in some way so power conversion isnt even really an issue.
Speaking of ores, thats one place where I have slight issues with TE. Copper and tin are no brainers, probably should have already been in the game for making bronze tools (although you cant do even that with only this mod) Same could be said for silver. Lead and ferrous? Not so sure about those. According to wikipedia, ferrous is a broad term for metals that contain iron so I guess maybe its just a new way to get more iron? Regardless, I cant use these metals to make blocks, tools or anything but machines. Thats no good. So my suggestion is to add some aesthetic uses for the ores, like a machine that adds plating to a cobblestone block thus giving it the appearance of a metal block without having to use 9 ingots. Like, one dust and one cobble equals one copper plated block. Maybe there should be 3 different types of block combination for each metal, one for cobble, one for stone and another for wood planks. Doesnt sound like a whole lot of work to me, I really hope you take my suggestion into consideration.
Sorry, but I can't just invert how Liquiducts operate - people have built too many systems that rely on them to work as they do right now. Plus, that'd be just a bit much. Requiring a minimum of two blocks to extract is reasonable.
Right click liquiduct with redstone torch, get self-powered liquiduct that still uses one block of space?
Edit: Space isn't usually a problem, but the redstone torches are ugly. Although I suppose it doesn't really matter since all of my liquiducts/wires/etc are hidden anyway.
i'd like that too, but honestly, from what i recall kinglemming was willing to compromise (from what i understand possibly in 1.5?) and let people change the default behavior with an increased cost or upgrade mechanism, which honestly i'm fine with that, a redstone torch wouldn't be a bad price either imo.
either that or just using them with gates which would be a fairly elegant solution to that and a few other requests, i'd still like options though.
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.
There is already a gate condition for this. Yeah, you have to use structure pipe, but if you want to use combustion engines, that's just a thing.
I don't actually use steam engines in my current world (instead using power bridges from Power Converters 2 mod, which is awesome) but yeah you would have 5 liquiducts leading from the tesseract to different engines, should be able to power (160/40=) 4 industrial engines per line and 18 engines per boiler/tesseract.
If anyone is actually using power converters as well - they seem to bottleneck at 1000mb/t per side, so if i need to convert more steam in a single spot i use a construct like:
CB
TC
with T being the liquid tesseract, C - steam consumers and B - the bridge. And whatever outputs go on the remaining faces.
Edit: derped with the math on the number of engines.
Check out my mods: NEI Addons, Gendustry, Pressure Pipes, Advanced Generators, AE2 Stuff | Support me on Patreon!
I have a crash report I'm going to paste for you to take a peek at, no matter whose coding it may be. I've done the same for Ars Magica, since it only started after I upgraded Thermal Expansion from 2.16 to 2.20 and Powercrystal's Nether Ores from 2.03 to 2.04. Nether Ores doesn't affect this crash other than the fact that 2.04 has a hook for a version of TE later than 2.16.
It is an Ars Magica crash, and Ars worked fine with TE 2.16, but it may be interesting to take a peek at the coding to see what destabilized what. I'm no programmer or I'd be decompiling and poking around the code myself.
I'll be rolling back Thermal to 2.16 and NO to 2.03 so I can continue to play my world as is.
// You're mean.
Time: 1/30/13 10:20 PM
Description: Failed to start game
java.lang.NullPointerException
at mithion.arsmagica.AMPowerLibrary.getRecipeFor(AMPowerLibrary.java:334)
at mithion.arsmagica.AMPowerLibrary.GetRawMaterialsForItem(AMPowerLibrary.java:227)
at mithion.arsmagica.AMPowerLibrary.calcItemPowerValue(AMPowerLibrary.java:168)
at mithion.arsmagica.AMPowerLibrary.initializePowerLookups(AMPowerLibrary.java:133)
at mithion.arsmagica.proxies.CommonProxy.Init(CommonProxy.java:183)
at mithion.arsmagica.proxies.ClientProxy.Init(ClientProxy.java:129)
at mithion.arsmagica.AMCore.load(AMCore.java:163)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:487)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:140)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:69)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:317)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:300)
at com.google.common.eventbus.EventBus.post(EventBus.java:268)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:83)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:657)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:207)
at net.minecraft.client.Minecraft.a(Minecraft.java:456)
at asq.a(SourceFile:56)
at net.minecraft.client.Minecraft.run(Minecraft.java:744)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.4.7
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 422024296 bytes (402 MB) / 660733952 bytes (630 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v7.26a FML v4.7.22.539 Minecraft Forge 6.6.0.518 75 mods loaded, 74 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized
GuiAPI [GuiAPI] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized
TreeCapitator [TreeCapitator] ([1.4.6]TreeCapitator.Forge.1.4.6.r03.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized->Initialized
jammyfurniture [Jammy Furniture Mod] (1.4.6_Jammy_Furniture_Mod_V4.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_ReiMinimap [mod_ReiMinimap] ([1.4.6]ReiMinimap_v3.2_06.zip) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Core [BuildCraft] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Factory [BC Factory] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Transport [BC Transport] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Silicon [BC Silicon] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
APUnofficial [Additional Pipes] (AdditionalPipes-2.1.3u40-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
ComputerCraft [ComputerCraft] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized
CCTurtle [ComputerCraft Turtles] (ComputerCraft1.481.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion [Thermal Expansion] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
OmniTools [OmniTools] (OmniTools-3.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
IC2 [IndustrialCraft 2] (industrialcraft-2_1.112.201-lf.jar) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedMachines [IC2 Advanced Machines Addon] (AdvancedMachines_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized
AdvancedPowerManagement [Advanced Power Management] (AdvancedPowerManagement-1.1.55-IC2_1.112.jar) Unloaded->Constructed->Pre-initialized->Initialized
ArsMagica [Ars Magica] (ArsMagica_RC_5.32.272.zip) Unloaded->Constructed->Pre-initialized->Errored
BuildCraft|Builders [BC Builders] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
BuildCraft|Energy [BC Energy] (buildcraft-A-3.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
ValvePipe [Valve Pipe] (BuildCraft-Z-ValvePipeAM-1.4.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
ChickenChunks [ChickenChunks] (ChickenChunks 1.2.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
CustomSpawner [DrZhark's CustomSpawner] (CustomMobSpawner 1.11.zip) Unloaded->Constructed->Pre-initialized->Initialized
MoCreatures [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v4.5.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
EE3 [Equivalent Exchange 3] (ee3-universal-pre1f.jar) Unloaded->Constructed->Pre-initialized->Initialized
eplus [Enchanting Plus] (EnchantingPlus-1.12.6.jar) Unloaded->Constructed->Pre-initialized->Initialized
EnderStorage [EnderStorage] (EnderStorage 1.3.1.1.jar) Unloaded->Constructed->Pre-initialized->Initialized
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-1.4.7-3.8.0.jar) Unloaded->Constructed->Pre-initialized->Initialized
Forestry [Forestry for Minecraft] (forestry-A-2.0.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized
BinnieCore [Binnie Core] (extrabees-1.4.9.17-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
ExtraBees [Extra Bees] (extrabees-1.4.9.17-prerelease.zip) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyCore [Metallurgy Core] (Metallurgy Core 2.4.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyBase [Metallurgy Base] (Metallurgy Base Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyEnder [Metallurgy Ender] (Metallurgy Ender Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyFantasy [Metallurgy Fantasy] (Metallurgy Fantasy Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyNether [Metallurgy Nether] (Metallurgy Nether Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyPrecious [Metallurgy Precious] (Metallurgy Precious Metals 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
MetallurgyUtility [Metallurgy Utility] (Metallurgy Utility Ores 2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
Railcraft [Railcraft] (Railcraft_1.4.7-6.15.0.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerCore [RedPower] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerBase [RP Base] (RedPowerCore-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerMachine [RP Machine] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerCompat [RP Compat] (RedPowerCompat-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerWiring [RP Wiring] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerLogic [RP Logic] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerLighting [RP Lighting] (RedPowerDigital-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerWorld [RP World] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
RedPowerControl [RP Control] (RedPowerMechanical-2.0pr6.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Factory [Factory] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Energy [Energy] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|Transport [Transport] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
TwilightForest [The Twilight Forest] (twilightforest-1.15.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
GregTech_Addon [GregTech-Addon] (gregtechmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
ImmibisCore [Immibis Core] (immibis-core-52.2.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
ImmibisPeripherals [Immibis's Peripherals] (immibis-peripherals-52.0.4.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_InvTweaks [Inventory Tweaks] (InventoryTweaks_1.46.zip) Unloaded->Constructed->Pre-initialized->Initialized
IronChest [Iron Chest] (ironchest-universal-1.4.7-5.0.1.240.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_MMM_MMMLib [MMMLib] (MMMLib-1_4_7-3.zip) Unloaded->Constructed->Pre-initialized->Initialized
mod_LMM_littleMaidMob [littleMaidMob] (littleMaidMob-1_4_7-2.zip) Unloaded->Constructed->Pre-initialized->Initialized
LogisticsPipes|Main [Logistics Pipes] (LogisticsPipes-MC1.4.6-0.6.9.51.jar) Unloaded->Constructed->Pre-initialized->Initialized
mod_MAtmos [mod_MAtmos] (matmos_packaged.zip) Unloaded->Constructed->Pre-initialized->Initialized
Mystcraft [Mystcraft] (mystcraft-uni-1.4.6-0.9.5.00.zip) Unloaded->Constructed->Pre-initialized->Initialized
NEIPlugins [NEI Plugins] (NEIPlugins-1.0.4.5.jar) Unloaded->Constructed->Pre-initialized->Initialized
PowerCrystalsCore [PowerCrystals Core] (PowerCrystalsCore_1.0.1.zip) Unloaded->Constructed->Pre-initialized->Initialized
NetherOres [Nether Ores] (NetherOres_2.0.4.zip) Unloaded->Constructed->Pre-initialized->Initialized
StevesCarts [Steve's Carts] (StevesCarts2.0.0.a48.zip) Unloaded->Constructed->Pre-initialized->Initialized
Thaumcraft [Thaumcraft] (Thaumcraft3.0.2c.zip) Unloaded->Constructed->Pre-initialized->Initialized
ThermalExpansion|NEI [NEI] (ThermalExpansion-2.2.0.zip) Unloaded->Constructed->Pre-initialized->Initialized
Tubestuff [Tubestuff] (tubestuff-52.1.2.jar) Unloaded->Constructed->Pre-initialized->Initialized
weaponmod [Balkon's WeaponMod] (Weaponmod.zip) Unloaded->Constructed->Pre-initialized->Initialized
MCore [MCore] (coremods) Unloaded->Disabled
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6900 Series GL version 4.2.11931 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'forge,fml'
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Thanks,
Narethlian
Edit: Never mind it was steam... figured it out.
From what I understand, the Magmatic engine will give 4 MJ/ticks when provided with a constant supply of Lava, and a place for the energy to go to. I have 8 magmatic engines connected, using the conduits, to a nearly empty redstone energy cell which then goes to a pair of pumps and a liquid transposer.
The problem is that the engines are all producing only 0.4 MJ/ticks.
Not sure if this matters, but in all of them energy stored is nearly constant at 3500 MJ
The limit seems to be per sending tesseract, not per face or something else.
You will need 2 sender tesseracts on the same frequency and a single reciever should be sufficient.
Grey goo, planning to consume your creative world
What are they connected to?
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Now I feel incredibly foolish! Thanks a lot!
WHYYYYYY!?
http://puu.sh/1Vv6l
lust an idea
Both of you need to update BuildCraft to bring its pipe connection mechanics to the new standard. I patched that in myself.
The computational overhead involved here is not optimal nor is time really any sort of balancing factor, not to mention that the implicit distance calculation on this would be ruinous for servers.
This never happened. While there were issues with chunkloading and chunk corruption, cells and conduits did not cause crashes. The way that the conduits work actually makes them one of the absolute lowest overhead blocks in Minecraft, period. I never received reports of either of these occurring, so I'm afraid I'm going to have to sort of dismiss this as some strange rumor and poor interpretation of a crash log.
So, no, "the problem" isn't "fixed" as it was never there.
I do like the mod and was just making sure so I could go back to using it to power some items. or should I use the tesseract to power since I saw a vid showing someone sending power from one world to another through it.
I just wanted to make sure to avoid any errors that I noticed from the past but since you said there was no problem other then the chunk loading then maybe it was tied to other mods in the pack messing up when the chunk went crazy.
but to an actual question did the chunk loading and chunk error's get fixed?
Speaking of ores, thats one place where I have slight issues with TE. Copper and tin are no brainers, probably should have already been in the game for making bronze tools (although you cant do even that with only this mod) Same could be said for silver. Lead and ferrous? Not so sure about those. According to wikipedia, ferrous is a broad term for metals that contain iron so I guess maybe its just a new way to get more iron? Regardless, I cant use these metals to make blocks, tools or anything but machines. Thats no good. So my suggestion is to add some aesthetic uses for the ores, like a machine that adds plating to a cobblestone block thus giving it the appearance of a metal block without having to use 9 ingots. Like, one dust and one cobble equals one copper plated block. Maybe there should be 3 different types of block combination for each metal, one for cobble, one for stone and another for wood planks. Doesnt sound like a whole lot of work to me, I really hope you take my suggestion into consideration.
Right click liquiduct with redstone torch, get self-powered liquiduct that still uses one block of space?
Edit: Space isn't usually a problem, but the redstone torches are ugly. Although I suppose it doesn't really matter since all of my liquiducts/wires/etc are hidden anyway.
i'd like that too, but honestly, from what i recall kinglemming was willing to compromise (from what i understand possibly in 1.5?) and let people change the default behavior with an increased cost or upgrade mechanism, which honestly i'm fine with that, a redstone torch wouldn't be a bad price either imo.
either that or just using them with gates which would be a fairly elegant solution to that and a few other requests, i'd still like options though.
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.