I currently get the following while Rotarycraft is installed on Horizons:
2013-12-10 11:36:05 [INFO] [STDERR] java.util.ConcurrentModificationException
2013-12-10 11:36:05 [INFO] [STDERR] at java.util.HashMap$Haerator.nextEntry(HashMap.java:926)
2013-12-10 11:36:05 [INFO] [STDERR] at java.util.HashMap$ValueIterator.next(HashMap.java:954)
2013-12-10 11:36:05 [INFO] [STDERR] at net.minecraft.nbt.NBTTagCompound.func_74734_a(SourceFile:25)
2013-12-10 11:36:05 [INFO] [STDERR] at net.minecraft.nbt.NBTBase.func_74731_a(SourceFile:119)
2013-12-10 11:36:05 [INFO] [STDERR] at net.minecraft.nbt.CompressedStreamTools.func_74800_a(CompressedStreamTools.java:140)
2013-12-10 11:36:05 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75821_a(AnvilChunkLoader.java:198)
2013-12-10 11:36:05 [INFO] [STDERR] at net.minecraft.world.chunk.storage.AnvilChunkLoader.func_75814_c(AnvilChunkLoader.java:184)
2013-12-10 11:36:05 [INFO] [STDERR] at net.minecraft.world.storage.ThreadedFileIOBase.func_75736_b(SourceFile:30)
2013-12-10 11:36:05 [INFO] [STDERR] at net.minecraft.world.storage.ThreadedFileIOBase.run(SourceFile:23)
2013-12-10 11:36:05 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:744)
If I remove Rotarycraft this is no longer spammed in the console.
This has something to do with an NBT tag, so there is something that is assigning an invalid NBT tag possibly.
RotaryCraft: Borer can now cut through twilight forest stronghold shield rock
RotaryCraft: Pile Driver can now puncture Twilight Forest labyrinth bedrock
Aren't those two supposed to be deliberately unbreakable?
I just realized I never hit the little green like arrow to give this thread rep so I went and did so. Looks like only two more people til Reika hits 50 likes and the thread is "popular." Hit that arrow everyone!
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there a configuration file for UsefullTnT? It appears to have an ID overlapping with Metallurgy.
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I currently get the following while Rotarycraft is installed on Horizons:
If I remove Rotarycraft this is no longer spammed in the console.
This has something to do with an NBT tag, so there is something that is assigning an invalid NBT tag possibly.
Find the TileEntity that is doing it.
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hi i was looking is the config files and seen "Meteor Time Detector ID"=30254 and others is there another mod that gives that because its not in the pack for monster!
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After upgrading to v12c I end up with giant logs filled with this error and they seem to be coming quick enough to cause a significant performance hit. The two vacuums in question are part of a farm with 3 fans and some sprinklers.
2014-01-02 14:33:12 [INFO] [STDERR] java.lang.NullPointerException
2014-01-02 14:33:12 [INFO] [STDOUT]
2014-01-02 14:33:12 [INFO] [STDOUT] Tile Entity Item Vacuum @ 183, 63, 344 is throwing class java.lang.NullPointerException on update: null
2014-01-02 14:33:12 [INFO] [STDERR] java.lang.NullPointerException
2014-01-02 14:33:12 [INFO] [STDOUT]
2014-01-02 14:33:12 [INFO] [STDOUT] Tile Entity Item Vacuum @ 188, 63, 326 is throwing class java.lang.NullPointerException on update: null
After upgrading to v12c I end up with giant logs filled with this error and they seem to be coming quick enough to cause a significant performance hit. The two vacuums in question are part of a farm with 3 fans and some sprinklers.
What can I do?
hi i was looking is the config files and seen "Meteor Time Detector ID"=30254 and others is there another mod that gives that because its not in the pack for monster!
From what config? That is not mine.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
I deliberately ignored the BoP ones as they are mostly useless. Aer the others useful?
The BoP ones are clogging my chests, so that's why I ask, Peridot is like Ruby and Sapphire in Project:Red (For Tools in between Iron and Diamond), Emery Ore is used as for an important socket module in Engineer's Toolbox, Amethyst makes the best vanilla-style tools [besides Bedrock of course], Dark Iron is crucial for High-Tech Factorization Stuff, and finally Chromite is the source of Chrome, and the source of small amounts of Iridium and Osmium [Osmium is no biggie if you have Mekanism] in Level Storage, a great IC2 Addon.
Thanks for the quick answer. Sadly, changing Metallurgy IDs would impact my existing world. I guess we'll have to go without UsefulTnT then.
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Ok so I've been having an intresting problem. I've made a reactor set up (in two sizes to see what worked and what didn't, large/small) and for some reason in both setups I've made I can't get my sodium heat pumps to well, heat up the inbound cold sodium. I have (in my smaller unit) 4 sodium heat pumps surrounding a heat exchanger that's powered via a high preformance engine, and those 4 heat pumps are surrounded by fuel cores full of thorium. (see here http://puu.sh/67XlI.png) Any ideas? (also... followed this design http://i.imgur.com/G8TYt3p.png as best I could if this helps any)
How do I read the speed or power of rotarycraft engines into a redstone circuit? The dynamometer apparently does not output a redstone signal.
The output of a Solar Tower intermittently jumps wildly from zero to multiple kilowatt/megwatt, and when it outputs zero the tower does not coast, but its output shaft locks up solid.
At zero output the Solar Tower then suddenly freezes any attached flywheels, unless the flywheels are broken free from the Solar Tower using a redstone triggered clutch.
How do I do this?
And oh, by the way, there's not a whole lot of documentation on flywheels, but as I understand it, gold ones store the most energy, and need the most torque to start spinning, since in real life gold is as heavy as lead.
It is very odd to see gold flywheels instantly snap to full speed on a 10+ MW Solar Tower, then stop dead when the Solar Tower output suddenly drops to zero, and then lurch back to full speed, stop dead again, full speed, etc. Output power from the Solar Tower does not ramp up and down smoothly.
In real life such sudden torsional force changes would likely tear the shaft right out of the center of the flywheel hub, if not explode the flywheel.
How do I read the speed or power of rotarycraft engines into a redstone circuit? The dynamometer apparently does not output a redstone signal.
There is no way, since there is no way to know what a good scaling is. You may want one redstone level per kilowatt, someone else per megawatt, and someone for every MJ/t (56.28kW).
The output of a Solar Tower intermittently jumps wildly from zero to multiple kilowatt/megwatt, and when it outputs zero the tower does not coast, but its output shaft locks up solid.
At zero output the Solar Tower then suddenly freezes any attached flywheels, unless the flywheels are broken free from the Solar Tower using a redstone triggered clutch.
How do I do this?
And oh, by the way, there's not a whole lot of documentation on flywheels, but as I understand it, gold ones store the most energy, and need the most torque to start spinning, since in real life gold is as heavy as lead.
It is very odd to see gold flywheels instantly snap to full speed on a 10+ MW Solar Tower, then stop dead when the Solar Tower output suddenly drops to zero, and then lurch back to full speed, stop dead again, full speed, etc. Output power from the Solar Tower does not ramp up and down smoothly.
In real life such sudden torsional force changes would likely tear the shaft right out of the center of the flywheel hub, if not explode the flywheel.
Ok so I've been having an intresting problem. I've made a reactor set up (in two sizes to see what worked and what didn't, large/small) and for some reason in both setups I've made I can't get my sodium heat pumps to well, heat up the inbound cold sodium. I have (in my smaller unit) 4 sodium heat pumps surrounding a heat exchanger that's powered via a high preformance engine, and those 4 heat pumps are surrounded by fuel cores full of thorium. (see here http://puu.sh/67XlI.png) Any ideas? (also... followed this design http://i.imgur.com/G8TYt3p.png as best I could if this helps any)
That reactor is probably too small to heat up enough.
The BoP ones are clogging my chests, so that's why I ask, Peridot is like Ruby and Sapphire in Project:Red (For Tools in between Iron and Diamond), Emery Ore is used as for an important socket module in Engineer's Toolbox, Amethyst makes the best vanilla-style tools [besides Bedrock of course], Dark Iron is crucial for High-Tech Factorization Stuff, and finally Chromite is the source of Chrome, and the source of small amounts of Iridium and Osmium [Osmium is no biggie if you have Mekanism] in Level Storage, a great IC2 Addon.
Then I will add Dark Iron, Emery, and Chromite. Tools are not worth an extractor entry.
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Feel free to support me and my mods via PayPal or Patreon
There is no way, since there is no way to know what a good scaling is. You may want one redstone level per kilowatt, someone else per megawatt, and someone for every MJ/t (56.28kW).
I did not realize you were still making major changes to the modpack. In that case, you could have an "Advanced Dynamometer" block which can output redstone signals, and has a user interface when you click on the block.
Measured parameter:
[X] Watt [_] Rad [_] Newton/Meter
Input time scale:
[X] per Second [_] per Minecraft Tick
Input measurement scale:
[X] 1 [_] K [_] M [_] G [_] T
Redstone output scaling:
[X] 1 [_] 2 [_] 4 [_] 8 [_] 16 [_] 32 [_] 64 [_] 128
Selecting: Watts, Per Second, Measurement scale of M, Redstone scale of 4
Redstone output:
0-3.9 MW = redstone signal 0
4-7.9 MW = redstone signal 1
8-11.9 MW = redstone signal 2
Max redstone output:
60-63.9 MW = redstone signal 15
Beyond that, players can use comparators to read and interact with the measured output levels.
Some measurement scales likely would not make sense or are far too large or small for the parameter being measured. In that case simply output the expected result: redstone zero, or always-on redstone 15, and let the end-users figure out sane measurement levels.
(Will anyone ever be measuring terawatts of shaft output? I'm not really familiar with this mod yet, so I don't know how high you're allowing things to go.)
Likely it would not need a scaled redstone output of 128. A scaled redstone output of 64 * 15 allows spanning of 945 units of measured input, which should be close enough measurement resolution for the user to decide to jump up to the next higher input scale.
I didn't see anyone else mention this, so here I am. I play open LAN with my friend, we have DragonAPI and RotaryCraft installed. Every time my friend launches minecraft, he gets a RotaryCraft handbook. Every time I connect to his LAN (with a different port number), I also get a RotaryCraft handbook. Currently, we have 17 RotaryCraft handbooks (excluding the 2 we made ourselves before this occured).
The tracker to determine who is a "new player" is stored with the world files. Is that being lost each time you connect?
Reika,
I have a few questions.
What would be the best way to speed up bedrock breaker? To maximize torque or speed at the minimum required torque?
The same questions is regarding extractor.
More speed. The same applies to all RotaryCraft machines.
What are the best parameters to speed up each stage?
For efficient instant operation, I toggle between 512Nm @ 65536 rad/s and 1Nm at 1000000 rad/s. This alternately runs 1/4 and 2/3 instantly. To run everything instantly at once, you need 512Nm at 1000000 rad/s, but that consumes 512MW of power.
I moved all machines to another chunk so I can load them and process quickly when it is required. What does take the most computational effort animation or internal computation? If animation, then it might be the solution to introduce an upgrade such as "safety/sound cover/isolation" that would render the static block.
The computation. Animation is nothing; it is no more difficult to render something at a 17-degree or 124-degree angle than it is to render at a zero-degree angle. The rendering of the actual model can cause FPS issues on low-end graphics cards, though.
Why not adding a configurable Redstone emitter then? I'm sure it would be very useful, considering it would also allow for fuel insertion automation and things like that
Hooking up the Magnetostatic Engine with TE Redstone Conduits does not always work correct. Sometimes they only connect when another conduid is placed on the piece next to the Engine, but will be disconnected again with restarting the server. Therefore the Engine will have to be reattached every time. Placing a Redstone Energy Cell directly behind the Engine does not work as well.
This is with RotaryCraft 12d and TE 2.0.0.0
A workaround is using "Universal Cable" from Mekanism when having it installed.
The conduits are "forgetting" their connectivity state.
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Feel free to support me and my mods via PayPal or Patreon
AE accepts RC shaft power. Is it any limitation on incoming power?
No, but something makes RC not a terribly efficient source of AE power. I am working on a "Digital Engine", though, which should be extremely efficient.
Then I noticed strange difference between drum fuel up Turbine engine and manual bucket filling. When I add bucket of jet fuel to gas engine I see increase of time for opeariton ~80 sec, whereas, when I calculate based on drum filling ~20 sec per bucket. Is it any difference?
It probably has something to do with how the fuel consumption is 8x larger during spin-up.
It may be, though I don't know what exactly to look at or check for. His player data most likely is, since I update my pack then copy the whole thing across to his PC, but as for mine, it shouldn't get deleted or lost for any reason I can think of.
Check in the world save/DragonAPI/PlayerTrackers. There should be a text file (.mcpt) there.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
First of all, RotaryCraft is awesome mod, Reika. Keep it up!
I'm experimenting with energy conversion (between RotaryCraft, RailCraft and ThermalExpansion) and want to provide some feedback. I did a quick search in this topic and believe these things were not discussed before.
1) Minor glitch: Rotational Dynamo renders disconnected from RF pipes after server restart. Any update to the nearby blocks fixes it. Not sure if it is RotaryCraft issue or Thermal Expansion.
2) RF -> Magnetostatic Engine -> Rotational Dynamo -> RF works great, without any energy loss. The only tiny thing that might be improved is conversion ratio: 256 Nm @ 1 krad/s currently translates to ~46.5 RF. If it was 40 RF, it would round up a bit better.
3) Steam Turbine seems to eat more steam than other engines that are supposed to work with RailCraft boilers, and it does not scale linearly (or I'm missing something). I only compared to ThermalExpansion Steam Dynamo, but Industrial Steam Engine from RailCraft itself has same properties (same steam requirements and same energy output).
My test setup includes two medium RailCraft boilers, one Low Pressure and one High Pressure, both 2x2x2 (8 boiler tanks). Both boilers are preheated to max temperature before I compare the numbers.
Low Pressure boiler produces 80 steam/t (10 steam/t per LP boiler tank). This allows to run two Steam Dynamos at full speed and produce 160 RF/t. Steam Turbine + Rotational Dynamo produce only 22 RF/t.
High Pressure boiler produces 160 steam/t (20 steam/t per HP boiler tank). This allows to run four Steam Dynamos at full speed, 320 RF/t. Steam Turbine + Rotational Dynamo produce only 91 RF/t.
At higher steam flow (in different setup with largest RailCraft boiler) Steam Turbine still produces a lot less energy than set of Steam Dynamos. I don't have exact numbers, because heating the boiler to max temperature take literally days.
Another minor note, Steam Turbine works well with Reservoir behind it, and with Tank from OpenBlocks. It does not work with ThermalExpansion pipes or Portable Tanks (would be great if it did).
4) Last setup I tried was RF -> Magnetostatic Engine -> Friction Boiler -> Steam Dynamo. This conversion is not very smooth, because steam is produced in whole buckets not milli-buckets per tick. Also, this setup consumes more water than other "boiling" mods (I had to set up two Aqueous Accumulators from Thermal Expansion just for one boiler). Steam Dynamos and Railcraft Boilers consume must less water.
Ok so I've been having an intresting problem. I've made a reactor set up (in two sizes to see what worked and what didn't, large/small) and for some reason in both setups I've made I can't get my sodium heat pumps to well, heat up the inbound cold sodium. I have (in my smaller unit) 4 sodium heat pumps surrounding a heat exchanger that's powered via a high preformance engine, and those 4 heat pumps are surrounded by fuel cores full of thorium. (see here http://puu.sh/67XlI.png) Any ideas? (also... followed this design http://i.imgur.com/G8TYt3p.png as best I could if this helps any)
That reactor is probably too small to heat up enough.
Ok so http://puu.sh/67XlI.png is too small, which I can see. However, even with my larger reactor http://puu.sh/68tpG.png it still seems to not be outputting enough heat to "boil" the sodium. Maybe I should remove some control rods or coolant cells? Or does the saying "Bigger is always better" apply in this case?
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Reika,Those vacuum NPEs went away after I used MCEdit to remove all of the railcraft block.hidden left over from when Horizons had that blockid set to 473 instead of 0.Edit, no they didn't still there, that was just a console derp.
Two vacuums on a fan farm causing problems, vacuums on a tree and blaze farm not causing problems.
Tried removing all item piping(using item ducts and transfer nodes), still get the errors.
Removed the sprinklers over the farm, still get the errors.
Removed any crop other than canola, still get the errors.
Removed the patch of soulsand for netherwart, still get the errors.
If I remove Rotarycraft this is no longer spammed in the console.
This has something to do with an NBT tag, so there is something that is assigning an invalid NBT tag possibly.
Aren't those two supposed to be deliberately unbreakable?
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
No, you have to change the Metallurgy ID.
RotaryCraft machines are capable of doing this sort of thing if given enough power and/or torque.
Find the TileEntity that is doing it.
What can I do?
Break and replace them and see if that fixes it.
From what config? That is not mine.
The BoP ones are clogging my chests, so that's why I ask, Peridot is like Ruby and Sapphire in Project:Red (For Tools in between Iron and Diamond), Emery Ore is used as for an important socket module in Engineer's Toolbox, Amethyst makes the best vanilla-style tools [besides Bedrock of course], Dark Iron is crucial for High-Tech Factorization Stuff, and finally Chromite is the source of Chrome, and the source of small amounts of Iridium and Osmium [Osmium is no biggie if you have Mekanism] in Level Storage, a great IC2 Addon.
Author of Thaumic Revelations, and maybe other stuff eventually.
That was the first thing I tried. Didn't help.
Thanks for the quick answer. Sadly, changing Metallurgy IDs would impact my existing world. I guess we'll have to go without UsefulTnT then.
Come visit us on WorldWarMinecraft series, now with space fights! Modpack is available here. Only 1GB RAM required! Lots of fun and no lag!
Visit our Voltz PvP/raid server at pvp.worldwarminecraft.net:25555 .
Join the PvE survival challenge on FunSquareGames Arcania craft.
How do I read the speed or power of rotarycraft engines into a redstone circuit? The dynamometer apparently does not output a redstone signal.
The output of a Solar Tower intermittently jumps wildly from zero to multiple kilowatt/megwatt, and when it outputs zero the tower does not coast, but its output shaft locks up solid.
At zero output the Solar Tower then suddenly freezes any attached flywheels, unless the flywheels are broken free from the Solar Tower using a redstone triggered clutch.
How do I do this?
And oh, by the way, there's not a whole lot of documentation on flywheels, but as I understand it, gold ones store the most energy, and need the most torque to start spinning, since in real life gold is as heavy as lead.
It is very odd to see gold flywheels instantly snap to full speed on a 10+ MW Solar Tower, then stop dead when the Solar Tower output suddenly drops to zero, and then lurch back to full speed, stop dead again, full speed, etc. Output power from the Solar Tower does not ramp up and down smoothly.
In real life such sudden torsional force changes would likely tear the shaft right out of the center of the flywheel hub, if not explode the flywheel.
There is no way, since there is no way to know what a good scaling is. You may want one redstone level per kilowatt, someone else per megawatt, and someone for every MJ/t (56.28kW).
Flywheels are undergoing a major rewrite.
That reactor is probably too small to heat up enough.
Do you know what that ID is? It may be one whose item does not exist in your world.
Then send me a copy of the log so I can have the entire stacktrace.
Then I will add Dark Iron, Emery, and Chromite. Tools are not worth an extractor entry.
I did not realize you were still making major changes to the modpack. In that case, you could have an "Advanced Dynamometer" block which can output redstone signals, and has a user interface when you click on the block.
Measured parameter:
[X] Watt [_] Rad [_] Newton/Meter
Input time scale:
[X] per Second [_] per Minecraft Tick
Input measurement scale:
[X] 1 [_] K [_] M [_] G [_] T
Redstone output scaling:
[X] 1 [_] 2 [_] 4 [_] 8 [_] 16 [_] 32 [_] 64 [_] 128
Selecting: Watts, Per Second, Measurement scale of M, Redstone scale of 4
Redstone output:
0-3.9 MW = redstone signal 0
4-7.9 MW = redstone signal 1
8-11.9 MW = redstone signal 2
Max redstone output:
60-63.9 MW = redstone signal 15
Beyond that, players can use comparators to read and interact with the measured output levels.
Some measurement scales likely would not make sense or are far too large or small for the parameter being measured. In that case simply output the expected result: redstone zero, or always-on redstone 15, and let the end-users figure out sane measurement levels.
(Will anyone ever be measuring terawatts of shaft output? I'm not really familiar with this mod yet, so I don't know how high you're allowing things to go.)
Likely it would not need a scaled redstone output of 128. A scaled redstone output of 64 * 15 allows spanning of 945 units of measured input, which should be close enough measurement resolution for the user to decide to jump up to the next higher input scale.
The tracker to determine who is a "new player" is stored with the world files. Is that being lost each time you connect?
More speed. The same applies to all RotaryCraft machines.
For efficient instant operation, I toggle between 512Nm @ 65536 rad/s and 1Nm at 1000000 rad/s. This alternately runs 1/4 and 2/3 instantly. To run everything instantly at once, you need 512Nm at 1000000 rad/s, but that consumes 512MW of power.
During the step.
A caution: I used to receive endless crash logs with Routers.
Correct.
The computation. Animation is nothing; it is no more difficult to render something at a 17-degree or 124-degree angle than it is to render at a zero-degree angle. The rendering of the actual model can cause FPS issues on low-end graphics cards, though.
I like that idea.
Spammed, no. Logged, yes.
The conduits are "forgetting" their connectivity state.
No, but something makes RC not a terribly efficient source of AE power. I am working on a "Digital Engine", though, which should be extremely efficient.
It probably has something to do with how the fuel consumption is 8x larger during spin-up.
Crash.
Check in the world save/DragonAPI/PlayerTrackers. There should be a text file (.mcpt) there.
First of all, RotaryCraft is awesome mod, Reika. Keep it up!
I'm experimenting with energy conversion (between RotaryCraft, RailCraft and ThermalExpansion) and want to provide some feedback. I did a quick search in this topic and believe these things were not discussed before.
1) Minor glitch: Rotational Dynamo renders disconnected from RF pipes after server restart. Any update to the nearby blocks fixes it. Not sure if it is RotaryCraft issue or Thermal Expansion.
2) RF -> Magnetostatic Engine -> Rotational Dynamo -> RF works great, without any energy loss. The only tiny thing that might be improved is conversion ratio: 256 Nm @ 1 krad/s currently translates to ~46.5 RF. If it was 40 RF, it would round up a bit better.
3) Steam Turbine seems to eat more steam than other engines that are supposed to work with RailCraft boilers, and it does not scale linearly (or I'm missing something). I only compared to ThermalExpansion Steam Dynamo, but Industrial Steam Engine from RailCraft itself has same properties (same steam requirements and same energy output).
My test setup includes two medium RailCraft boilers, one Low Pressure and one High Pressure, both 2x2x2 (8 boiler tanks). Both boilers are preheated to max temperature before I compare the numbers.
Low Pressure boiler produces 80 steam/t (10 steam/t per LP boiler tank). This allows to run two Steam Dynamos at full speed and produce 160 RF/t. Steam Turbine + Rotational Dynamo produce only 22 RF/t.
High Pressure boiler produces 160 steam/t (20 steam/t per HP boiler tank). This allows to run four Steam Dynamos at full speed, 320 RF/t. Steam Turbine + Rotational Dynamo produce only 91 RF/t.
At higher steam flow (in different setup with largest RailCraft boiler) Steam Turbine still produces a lot less energy than set of Steam Dynamos. I don't have exact numbers, because heating the boiler to max temperature take literally days.
Another minor note, Steam Turbine works well with Reservoir behind it, and with Tank from OpenBlocks. It does not work with ThermalExpansion pipes or Portable Tanks (would be great if it did).
4) Last setup I tried was RF -> Magnetostatic Engine -> Friction Boiler -> Steam Dynamo. This conversion is not very smooth, because steam is produced in whole buckets not milli-buckets per tick. Also, this setup consumes more water than other "boiling" mods (I had to set up two Aqueous Accumulators from Thermal Expansion just for one boiler). Steam Dynamos and Railcraft Boilers consume must less water.
Best regards
Ok so I've been having an intresting problem. I've made a reactor set up (in two sizes to see what worked and what didn't, large/small) and for some reason in both setups I've made I can't get my sodium heat pumps to well, heat up the inbound cold sodium. I have (in my smaller unit) 4 sodium heat pumps surrounding a heat exchanger that's powered via a high preformance engine, and those 4 heat pumps are surrounded by fuel cores full of thorium. (see here http://puu.sh/67XlI.png) Any ideas? (also... followed this design http://i.imgur.com/G8TYt3p.png as best I could if this helps any)
That reactor is probably too small to heat up enough.
Ok so http://puu.sh/67XlI.png is too small, which I can see. However, even with my larger reactor http://puu.sh/68tpG.png it still seems to not be outputting enough heat to "boil" the sodium. Maybe I should remove some control rods or coolant cells? Or does the saying "Bigger is always better" apply in this case?
Those vacuum NPEs went away after I used MCEdit to remove all of the railcraft block.hidden left over from when Horizons had that blockid set to 473 instead of0.Edit, no they didn't still there, that was just a console derp.Two vacuums on a fan farm causing problems, vacuums on a tree and blaze farm not causing problems.
Tried removing all item piping(using item ducts and transfer nodes), still get the errors.
Removed the sprinklers over the farm, still get the errors.
Removed any crop other than canola, still get the errors.
Removed the patch of soulsand for netherwart, still get the errors.
Running out of stuff to test at this end.