I'm playing Big Dig, and I can't figure out what to put in each slot in the Centrifuge. Big Dig is for 1.5.2, so the Voltz wiki shows the updated interface, so that didn't help, and the Technic wiki has pretty much no documentation on Atomic Science.
Hmm...I have a question. I'm playing with the 1.5.1 version 0.5.1.19, and i can't seem to get much more than a kilowatt from any single large turbine. Shouldn't the max output be higher? I've used them on fission and fusion reactors, I can get them spinning up pretty powerfully, but they peak at a lil over a kw. I don't know what a fusion reactor needs, but using five large turbines I can't seem to make fusion reactor self powered. I know it's an older version, but it's the only recommended one I was able to get all the mods working together from UE on at the time.
Am I doing something wrong or are the large turbines heavily nerfed? I see a lot of Voltz videos showing massive outputs with less, but I think voltz uses an older version of Atomic Science and Minecraft. It's rather disappointing that my two advanced solars from Mekanism have nearly double the output of my five large turbine fusion reactor.
Turbines have gone through a lot of buffs in versions later than you have, and I'm sorry to say that it looks like that's all they make. If you update, you will get lots of power, but not in your version from what I can tell. Sorry.
I'm playing Big Dig, and I can't figure out what to put in each slot in the Centrifuge. Big Dig is for 1.5.2, so the Voltz wiki shows the updated interface, so that didn't help, and the Technic wiki has pretty much no documentation on Atomic Science.
Ok, if you're using 1.5, then the GUI should have a tank on the left, and 4 other slots. The one just next to the tank is unused. The one on the right with a lightning bolt is for a battery, and the 2 left are for output. Enriched uranium will go into one of them, and breeder uranium will go into the other.
You don't really need to put anything in any of the slots. The only thing you need to do is pump uranium hexiflouride into it from a nuclear boiler. Use buildcraft pipes or anything else that transfers liquid for this, because there's no item that can store it like a bucket or anything.
Turbines have gone through a lot of buffs in versions later than you have, and I'm sorry to say that it looks like that's all they make. If you update, you will get lots of power, but not in your version from what I can tell. Sorry.
Ok, if you're using 1.5, then the GUI should have a tank on the left, and 4 other slots. The one just next to the tank is unused. The one on the right with a lightning bolt is for a battery, and the 2 left are for output. Enriched uranium will go into one of them, and breeder uranium will go into the other.
You don't really need to put anything in any of the slots. The only thing you need to do is pump uranium hexiflouride into it from a nuclear boiler. Use buildcraft pipes or anything else that transfers liquid for this, because there's no item that can store it like a bucket or anything.
Nuclear Boiler!? Uranium Refinement has seriously changed since I watched that video on it. Thanks for telling me that my knowledge was completely out of date! Now, to get a Nuclear Boiler... Whatever that is.
Nuclear Boiler!? Uranium Refinement has seriously changed since I watched that video on it. Thanks for telling me that my knowledge was completely out of date! Now, to get a Nuclear Boiler... Whatever that is.
You also need a chemical extractor now. Here's the tl;dr version of uranium processing:
1: you will need: a chemical extractor, a nuclear boiler, and a centrifuge.
2: make sure they are all powered.
3: pump water into the chemical extractor, and the nuclear boiler, but not the centrifuge.
4: put uranium ore into the chemical extractor, and it will be processed into yellowcake.
5: take the yellowcake and put it into the nuclear boiler. It will fill up with uranium hexiflouride.
6: pump the uranium hexiflouride into the centrifuge using pipes. It needs to be pumped, and will not automatically fill adjacent pipes.
7: the centrifuge will process the uranium hexiflouride into either an enriched uranium, or a breeding uranium.
8: take the enriched uranium, and make a fissile fuel rod. Right click this on a fission reactor, and it will boil water in a 5x5 square. Put turbines above the water to obtain power.
For me the strange matter production doesn't work either. I use the latest 1.5.2 version of AS and Tried multiple setups for strange matter production. As soon as more than one particle accelerators are in one ring/line/setup only one of them works, the others say "Failure" in their GUI. I've also tried the Schematic from page 30, it's the same problem there.
Can someone help me?
Also, Antimatterproduction is incredibly slow, not because the ring is too small, but because everey particle only gives me 5mg of antimatter.
Is that normal/was the LHC nerfed? Because earlier (1.4.7) I needed like 3 particles for a 125mg cell.
- Shadow
For me the strange matter production doesn't work either. I use the latest 1.5.2 version of AS and Tried multiple setups for strange matter production. As soon as more than one particle accelerators are in one ring/line/setup only one of them works, the others say "Failure" in their GUI. I've also tried the Schematic from page 30, it's the same problem there.
Can someone help me?
Also, Antimatterproduction is incredibly slow, not because the ring is too small, but because everey particle only gives me 5mg of antimatter.
Is that normal/was the LHC nerfed? Because earlier (1.4.7) I needed like 3 particles for a 125mg cell.
- Shadow
I don't know why your strange matter is doing that with my schematic, especially sense it works so well for me, but I do know that yes, antimatter production was nerfed.
You also need a chemical extractor now. Here's the tl;dr version of uranium processing:
1: you will need: a chemical extractor, a nuclear boiler, and a centrifuge.
2: make sure they are all powered.
3: pump water into the chemical extractor, and the nuclear boiler, but not the centrifuge.
4: put uranium ore into the chemical extractor, and it will be processed into yellowcake.
5: take the yellowcake and put it into the nuclear boiler. It will fill up with uranium hexiflouride.
6: pump the uranium hexiflouride into the centrifuge using pipes. It needs to be pumped, and will not automatically fill adjacent pipes.
7: the centrifuge will process the uranium hexiflouride into either an enriched uranium, or a breeding uranium.
8: take the enriched uranium, and make a fissile fuel rod. Right click this on a fission reactor, and it will boil water in a 5x5 square. Put turbines above the water to obtain power.
I have already made a Fissile Fuel Rod by putting Uraninite into a Nuclear Boiler. Does using Yellowcake produce more Uranium Hexafluoride?
You also need a chemical extractor now. Here's the tl;dr version of uranium processing:
1: you will need: a chemical extractor, a nuclear boiler, and a centrifuge.
2: make sure they are all powered.
3: pump water into the chemical extractor, and the nuclear boiler, but not the centrifuge.
4: put uranium ore into the chemical extractor, and it will be processed into yellowcake.
5: take the yellowcake and put it into the nuclear boiler. It will fill up with uranium hexiflouride.
6: pump the uranium hexiflouride into the centrifuge using pipes. It needs to be pumped, and will not automatically fill adjacent pipes.
7: the centrifuge will process the uranium hexiflouride into either an enriched uranium, or a breeding uranium.
8: take the enriched uranium, and make a fissile fuel rod. Right click this on a fission reactor, and it will boil water in a 5x5 square. Put turbines above the water to obtain power.
Since you seem to be an expert on the subject, can you tell me what I'm supposed to do with all the Uranium-238 that's piling up in my Radioactive Materials chest?
Ok, Antimatter was nerfed and the setup works for you, great.
But still, what does that "Failure" state in the gui mean, It still takes all the energy it gets, but no particle is accelerated, really none.
Maybe that's the cause for the setup not working for me...
Also, why is the average antimatter per particle not configurable? :DD what I mean: if I make something to antimatter, I sometimes would like to have its original weight as Antimatter product... Just how heavy was a cubic metre of gold...?
Imho everything should be configurable and overpowereable anyway
- Shadow
I have already made a Fissile Fuel Rod by putting Uraninite into a Nuclear Boiler. Does using Yellowcake produce more Uranium Hexafluoride?
I didn't even know you could put uranium ore into the boiler. I guess you learn something new every day. Anyway, Uranium ore and yellowcake will both produce the same amount of uranium hexiflouride. The difference is that using a chemical extractor will produce 3 yellowcake per uranium ore, which means 3x more uranium hexiflouride.
Since you seem to be an expert on the subject, can you tell me what I'm supposed to do with all the Uranium-238 that's piling up in my Radioactive Materials chest?
It's used for breeding, and I don't have all the details for that. But from what I do know, if you use the instant builder set on the breeder setting, with a radius value of 2, and look at the 5 reactors you have:
The center one is for fissile fuel rods. Use one that is almost depleted.
The other 4 are for breeder rods. Use full ones.
Insert all of them at the same time.
Once they heat up, the fissile rod will start "charging".
That's pretty much all I know about breeder reactors.
The Meaning of Life, the Universe, and Everything.
Join Date:
6/4/2013
Posts:
49
Member Details
I love this mod and all. but it appears to be incompatible with Galacticraft!!! Any Ideas?
---- Minecraft Crash Report ----
// There are four lights!
Time: 7/27/13 12:06 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: micdoodle8.mods.galacticraft.moon.blocks.GCMoonBlock.c(F)Lnet/minecraft/block/Block;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoSuchMethodError: micdoodle8.mods.galacticraft.moon.blocks.GCMoonBlock.c(F)Lnet/minecraft/block/Block;
at micdoodle8.mods.galacticraft.moon.blocks.GCMoonBlocks.initBlocks(GCMoonBlocks.java:18)
at micdoodle8.mods.galacticraft.moon.GalacticraftMoon.preLoad(GalacticraftMoon.java:56)
at micdoodle8.mods.galacticraft.core.GalacticraftCore.preInit(GalacticraftCore.java:169)
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:540)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
Wow. Ok, why is there no accurate, or current information about this mod? Not even the mod spotlights are current, or correct anymore. And even the official web site has virtually no information. Even the official wiki basically just tells you that a Fusion/fission reactor makes energy.
Rollback Post to RevisionRollBack
(Redefining Multiplayer. Click the banner to check it out.)
Wow. Ok, why is there no accurate, or current information about this mod? Not even the mod spotlights are current, or correct anymore. And even the official web site has virtually no information. Even the official wiki basically just tells you that a Fusion/fission reactor makes energy.
so... after noticing quite a bit of strange non-sensical type behavior from the particle accelerator i built and had running (namely creating strange matter for no reason, had to use the auto builder again to correct in fact, i assume replacing the structure manually entirely should work as well) i logged into the server control panel to stop it for tonight's update and had noticed the following (explains a LOT) in the server console.
thankfully looks to be a minor chunkloading issue, maybe? i'm just a layman at reading the server console but from my interpretation it looks as though the particle is colliding incorrectly because of reaching an unloaded chunk.
for further info, the radius of the particle accelerator was 30, i had tried a 100 radius particle accelerator previously and had noticed that to have quite some increase of problems with particles colliding incorrectly.
it seems quite frankly strange that the issue could be caused by chunkloading quotas, i'm quite positive that it shouldn't be an issue, the entire particle accelerator including the area of the 100 radius one should be force loaded at any rate by CB's chickenchunks chunkloaders anyway to my knowledge.
MC 1.5.2
FML 737
AS v0.6.1.80
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.
well this is embarrassing, i derped a bit, either that or one of the other two players switched off the chickenchunks chunkloader apparently, it does still seem strange that the built in chunk loader wasn't able to chunkload frankly not a very huge area though, i have to wonder if it's because the 100 radius one was still present nearby that it exceeded it's limit so easily.
i mean, i've personally got three chunkloaders in total all force loading at least 80-100+ chunks each placed under my username and haven't seen issues with yet.
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.
Lucky you, even If you don'T want it, at least you are able to get strange matter.
I still can't seem to get any.
€dit:
Okay, with a new version and setting the particle accelerators up the right way i got your setup working - perfectly!
I already tried 2 different designs before, and used more than 12 stacks of dirt - nothing.
But yours is working flawlessly.
Thank you very much
- Shadow
I need help with the strange matter generation. I tried the schematic posted on page 30 and it worked in single player, got multiple strange matter from just 2 stacks of dirt. But now that I'm on my multiplayer server which I installed atomic science, strange matter will not generate. I've gone through multiple stacks of material and have received no strange matter. I had this problem on the 1.5.2 version and now on the 1.6.2 version as well.
Wait, what?
Turbines have gone through a lot of buffs in versions later than you have, and I'm sorry to say that it looks like that's all they make. If you update, you will get lots of power, but not in your version from what I can tell. Sorry.
Ok, if you're using 1.5, then the GUI should have a tank on the left, and 4 other slots. The one just next to the tank is unused. The one on the right with a lightning bolt is for a battery, and the 2 left are for output. Enriched uranium will go into one of them, and breeder uranium will go into the other.
You don't really need to put anything in any of the slots. The only thing you need to do is pump uranium hexiflouride into it from a nuclear boiler. Use buildcraft pipes or anything else that transfers liquid for this, because there's no item that can store it like a bucket or anything.
I made my own shader pack, by the way.
Nuclear Boiler!? Uranium Refinement has seriously changed since I watched that video on it. Thanks for telling me that my knowledge was completely out of date! Now, to get a Nuclear Boiler... Whatever that is.
Wait, what?
You also need a chemical extractor now. Here's the tl;dr version of uranium processing:
1: you will need: a chemical extractor, a nuclear boiler, and a centrifuge.
2: make sure they are all powered.
3: pump water into the chemical extractor, and the nuclear boiler, but not the centrifuge.
4: put uranium ore into the chemical extractor, and it will be processed into yellowcake.
5: take the yellowcake and put it into the nuclear boiler. It will fill up with uranium hexiflouride.
6: pump the uranium hexiflouride into the centrifuge using pipes. It needs to be pumped, and will not automatically fill adjacent pipes.
7: the centrifuge will process the uranium hexiflouride into either an enriched uranium, or a breeding uranium.
8: take the enriched uranium, and make a fissile fuel rod. Right click this on a fission reactor, and it will boil water in a 5x5 square. Put turbines above the water to obtain power.
I made my own shader pack, by the way.
Can someone help me?
Also, Antimatterproduction is incredibly slow, not because the ring is too small, but because everey particle only gives me 5mg of antimatter.
Is that normal/was the LHC nerfed? Because earlier (1.4.7) I needed like 3 particles for a 125mg cell.
- Shadow
I don't know why your strange matter is doing that with my schematic, especially sense it works so well for me, but I do know that yes, antimatter production was nerfed.
I made my own shader pack, by the way.
I have already made a Fissile Fuel Rod by putting Uraninite into a Nuclear Boiler. Does using Yellowcake produce more Uranium Hexafluoride?
Wait, what?
Since you seem to be an expert on the subject, can you tell me what I'm supposed to do with all the Uranium-238 that's piling up in my Radioactive Materials chest?
Wait, what?
But still, what does that "Failure" state in the gui mean, It still takes all the energy it gets, but no particle is accelerated, really none.
Maybe that's the cause for the setup not working for me...
Also, why is the average antimatter per particle not configurable? :DD
what I mean: if I make something to antimatter, I sometimes would like to have its original weight as Antimatter product... Just how heavy was a cubic metre of gold...?
Imho everything should be configurable and overpowereable anyway
- Shadow
I didn't even know you could put uranium ore into the boiler. I guess you learn something new every day. Anyway, Uranium ore and yellowcake will both produce the same amount of uranium hexiflouride. The difference is that using a chemical extractor will produce 3 yellowcake per uranium ore, which means 3x more uranium hexiflouride.
It's used for breeding, and I don't have all the details for that. But from what I do know, if you use the instant builder set on the breeder setting, with a radius value of 2, and look at the 5 reactors you have:
The center one is for fissile fuel rods. Use one that is almost depleted.
The other 4 are for breeder rods. Use full ones.
Insert all of them at the same time.
Once they heat up, the fissile rod will start "charging".
That's pretty much all I know about breeder reactors.
I made my own shader pack, by the way.
// There are four lights!
Time: 7/27/13 12:06 PM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: micdoodle8.mods.galacticraft.moon.blocks.GCMoonBlock.c(F)Lnet/minecraft/block/Block;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:522)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:182)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:470)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:796)
at net.minecraft.client.main.Main.main(SourceFile:101)
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 net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoSuchMethodError: micdoodle8.mods.galacticraft.moon.blocks.GCMoonBlock.c(F)Lnet/minecraft/block/Block;
at micdoodle8.mods.galacticraft.moon.blocks.GCMoonBlocks.initBlocks(GCMoonBlocks.java:18)
at micdoodle8.mods.galacticraft.moon.GalacticraftMoon.preLoad(GalacticraftMoon.java:56)
at micdoodle8.mods.galacticraft.core.GalacticraftCore.preInit(GalacticraftCore.java:169)
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:540)
at sun.reflect.GeneratedMethodAccessor1.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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
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:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:521)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.6.0_32, Sun Microsystems Inc.
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Sun Microsystems Inc.
Memory: 68977112 bytes (65 MB) / 122306560 bytes (116 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
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 v8.04 FML v6.2.34.799 Minecraft Forge 9.10.0.799 27 mods loaded, 27 mods active
mcp{8.04} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{6.2.34.799} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized
Forge{9.10.0.799} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized
Micdoodlecore{} [Micdoodle8 Core] (coremods) Unloaded->Constructed->Pre-initialized
PlayerAPI{1.1} [Player API] (coremods) Unloaded->Constructed->Pre-initialized
mod_bspkrsCore{v3.03(1.6.2)} [bspkrsCore] ([1.6.2]bspkrsCorev3.03.zip) Unloaded->Constructed->Pre-initialized
DamageIndicatorsMod{2.8.5.1} [Damage Indicators] (1.6.2 DamageIndicators v2.8.5.1.zip) Unloaded->Constructed->Pre-initialized
BetterFurnaces{3.3} [Better Furnaces] ([1.6.2]BetterFurnacesV3.3.zip) Unloaded->Constructed->Pre-initialized
craftableAnimals{2.3} [Craftable Animals] ([1.6.2]CraftableAnimals v2.3.jar) Unloaded->Constructed->Pre-initialized
mod_ReiMinimap{v3.4_01 [1.6.2]} [mod_ReiMinimap] ([1.6.2]ReiMinimap_v3.4_01.zip) Unloaded->Constructed->Pre-initialized
TreeCapitator{Forge 1.6.2.r01} [TreeCapitator] ([1.6.2]TreeCapitator.Forge.1.6.2.r01.Uni.CoreMod.jar) Unloaded->Constructed->Pre-initialized
IC2{1.118.401-lf} [IndustrialCraft 2] (industrialcraft-2_1.118.401-lf.jar) Unloaded->Constructed->Pre-initialized
AdvancedMachines{5.1} [IC2 Advanced Machines Addon] (AdvancedMachines_1.6.2.zip) Unloaded->Constructed->Pre-initialized
AtomicScience{0.7.0} [Atomic Science] (Atomic_Science_v0.7.0.100.jar) Unloaded->Constructed->Pre-initialized
Backpack{1.12.15} [Backpack] (backpack-1.12.15-1.6.2.zip) Unloaded->Constructed->Pre-initialized
BiblioCraft{1.3.4} [BiblioCraft] (BiblioCraft[v1.3.4].zip) Unloaded->Constructed->Pre-initialized
eplus{1.16.2} [Enchanting Plus] (EnchantingPlus-1.16.2.jar) Unloaded->Constructed->Pre-initialized
GalacticraftCore{0.1.38} [Galacticraft Core] (Galacticraft-1.6.2-a0.1.38.494.jar) Unloaded->Constructed->Errored
inventorytweaks{1.55b} [Inventory Tweaks] (InventoryTweaks-MC1.6.2-1.55b-b61.jar) Unloaded->Constructed->Pre-initialized
PetBat{1.2.2} [Pet Bat] (PetBat_1.6.2.zip) Unloaded->Constructed->Pre-initialized
buddyPet{1.0} [My tiny buddy] (PetBuddy 1.6.2 v2.zip) Unloaded->Constructed->Pre-initialized
mod_SmartMoving{14.1} [Smart Moving] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized
mod_SmartRender{1.1} [Smart Render] (Smart Moving Universal for ModLoader or Minecraft Forge or MCPC+.zip) Unloaded->Constructed->Pre-initialized
TF2Dispenser{1.6.2} [TF2 Dispenser] (TF2_Dispenser_1.6.2a.zip) Unloaded->Constructed->Pre-initialized
TF2Sentry{1.6.2} [TF2 Sentry] (TF2_Sentry_1.6.2a.zip) Unloaded->Constructed->Pre-initialized
TF2Teleporter{1.6.2} [TF2 Teleporter] (TF2_Teleporter_1.6.2a.zip) Unloaded->Constructed->Pre-initialized
weaponmod{1.6.2 v1.13.5} [Balkon's WeaponMod] (WeaponMod.zip) Unloaded->Constructed->Pre-initialized
EDIT 1: Sorry about the double post
(Redefining Multiplayer. Click the banner to check it out.)
http://paste.ubuntu.com/5938647/
thankfully looks to be a minor chunkloading issue, maybe? i'm just a layman at reading the server console but from my interpretation it looks as though the particle is colliding incorrectly because of reaching an unloaded chunk.
for further info, the radius of the particle accelerator was 30, i had tried a 100 radius particle accelerator previously and had noticed that to have quite some increase of problems with particles colliding incorrectly.
it seems quite frankly strange that the issue could be caused by chunkloading quotas, i'm quite positive that it shouldn't be an issue, the entire particle accelerator including the area of the 100 radius one should be force loaded at any rate by CB's chickenchunks chunkloaders anyway to my knowledge.
MC 1.5.2
FML 737
AS v0.6.1.80
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.
well this is embarrassing, i derped a bit, either that or one of the other two players switched off the chickenchunks chunkloader apparently, it does still seem strange that the built in chunk loader wasn't able to chunkload frankly not a very huge area though, i have to wonder if it's because the 100 radius one was still present nearby that it exceeded it's limit so easily.
i mean, i've personally got three chunkloaders in total all force loading at least 80-100+ chunks each placed under my username and haven't seen issues with yet.
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.
Lucky you, even If you don'T want it, at least you are able to get strange matter.I still can't seem to get any.
€dit:
Okay, with a new version and setting the particle accelerators up the right way i got your setup working - perfectly!
I already tried 2 different designs before, and used more than 12 stacks of dirt - nothing.
But yours is working flawlessly.
Thank you very much
- Shadow