The waterfall is over 64 blocks above the engines and all were producing power correctly before the update. Also the dynamometer shows that more power should be being produced.
_DBCooper
I have not touched this code since I wrote it, but I will double-check.
I have tried to do research but I found nothing in the change logs on your site that said anything about the magnetostatic engines. I apologize for looking lazy but I really did try to find the answers on my own.
_DBCooper
That would be because the v16 update came out several weeks ago, and the last changelog always replaces the older ones.
with that setup the dynamometer power display keeps twitching between 0 and normal power for me:
but its constant when i replace the multi clutches with shafts
I don't suppose there's a way to disable overworld crystal generation in geostrata? I like all the stone types, but in combination with my overly huge modpack the crystals are causing noticeable and rather obnoxious lag spikes.
No. Also, I rather doubt that they are causing major lagspikes, considering no code in them runs unless a mob is nearby, and even then, all it does is apply a potion effect.
I do not know if this is bug of rotarycraft or just some accident between mods, because I have a lot of them installed, but whenever I try to put block next to the steam boiler by clicking on its side, my game crashes.
Hi all, I only just discovered this mod and I'm getting into it. Looks really amazing. However I'm using this mod together with a ton of other mods and my question is about Metallurgy 3 compatibility. Will the ores (like atlarus, silver, platinum, ...) and so on work with the machines from RotaryCraft?
Thanks
Standard materials like Silver and Platinum already are; ones I deemed either "mostly useless" or "getting extra multiplication does not help" are excluded. I do not want to add 400 ores for new tools.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
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DM's Tech Mix
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[represent]
i had a problem with RotaryCraft when i attempt to create a world using magic launcher the mod likes to make it 10x harder by making it take forever making me have to restart minecraft. bug?
Standard materials like Silver and Platinum already are; ones I deemed either "mostly useless" or "getting extra multiplication does not help" are excluded. I do not want to add 400 ores for new tools.
Ok, well materials like Atlarus and so on are not really useless. The pickaxes and armor you can make with them are really strong and good (much higher tier then diamond). But I agree with the decision to not include them though. They are supposed to be rare and hard to get so multiplying the yield with 5 seems a bit overpowered.
Rollback Post to RevisionRollBack
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
i had a problem with RotaryCraft when i attempt to create a world using magic launcher the mod likes to make it 10x harder by making it take forever making me have to restart minecraft. bug?
did you really have to quote the ENTRE OP?
without spoilers?
sounds like a possible bug with magic launcher/modpack/your computer. not rotary.
might be the pack is too large for your computer to load in a reasonable timeframe.
FTB loads monster (a fairly large, all-in-one pack that includes rotary) reasonably fast on my laptop, and it runs fairly well.
electricraft is looking interesting. any details to share yet?
love the way everything looks.
i had a problem with RotaryCraft when i attempt to create a world using magic launcher the mod likes to make it 10x harder by making it take forever making me have to restart minecraft. bug?
Why the hell did you quote the entire first post when it is neither necessary nor relevant? Are you just trying to make your post 20x larger, in the misguided idea that the more obnoxious it is, the more help you get? Go back and fix your post before expecting any support.
Rollback Post to RevisionRollBack
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 cant help myself. Your mods, the models, the time and work. I just cant express how much I love every bit of it. The fun stuff that can be done. What I love the most is the looks. Far to many mods just take 'here's a block that does something.. a normal boring block with some texture'. you go so much further giving each 'block' a depth of detail and design a shape all its own, moving parts that show something is going on! (even if that something is a full on melt down due to bad cooling design)
We need more modders that do more of THIS. Truly design a machine, make it fun to look at as well as use. Not just take the same boring blocks and slapping a texture onto it.
I'd love to sit down and watch you make some of these some times.
I do have to ask, have you ever though of using such a fine sense of detail for making more 'just for looks' mods? Kind of like the old furniture mods. Or even make a basic 'steampunk' power mod setup?
I dunno, I'd love to see -someone- bring back old water wheels, and large windmills. The only one you can find these days is a japanese mod that is old.
I cant help myself. Your mods, the models, the time and work. I just cant express how much I love every bit of it. The fun stuff that can be done. What I love the most is the looks. Far to many mods just take 'here's a block that does something.. a normal boring block with some texture'. you go so much further giving each 'block' a depth of detail and design a shape all its own, moving parts that show something is going on! (even if that something is a full on melt down due to bad cooling design)
We need more modders that do more of THIS. Truly design a machine, make it fun to look at as well as use. Not just take the same boring blocks and slapping a texture onto it.
I'd love to sit down and watch you make some of these some times.
Aye. It's a shame that his internet is too slow to stream. You could probably get better speeds by using a carrier pigeon!
Hey Reika, could I ask for a little thing? I'm finding after using your cave gen editor and lowering the generation by well, a LOT, I am now getting a lot of this:
Most hilly biomes are pooling lava all over the place. I've tested it by genning the same worlds with and with out the cave gen, and it only happens with the cave gen on. Both with modded games (screenys taken with the DW20 mod pack) as well as your mod standalone.
Any tall hilly biomes do it, extreme hills being the primary one that is effected the worst, most areas in them are well.. that.
another effected area....
more minor but it can get as bad as
@.x
I'm wondering, hoping that you could maybe beat this one back. It seems that by cutting back the cave gen has caused a mishap with the underground lava pockets. I'm noticing on more normal ground level a lot of the pockets are just below the ground by as few as one block, not exposed. But when you get to the higher elevations the jagged and uneven surface layout makes these pockets break open and spill everywhere.
I don't mind the ones more at normal surface level... but maybe you can tell the generation to not form lava above a certain height so that every biome that forms high hills, rather default or modded, don't get bathed in lava.
..it's also only lava, waters not effected it seems.
I like having few caves in my world. I hate having my underground a spaghetti bowl or having ravine after ravine after ravine cut into the world and surface... but I'm also not to fond of lava hills. ;P
Hey Reika, could I ask for a little thing? I'm finding after using your cave gen editor and lowering the generation by well, a LOT, I am now getting a lot of this:
Most hilly biomes are pooling lava all over the place. I've tested it by genning the same worlds with and with out the cave gen, and it only happens with the cave gen on. Both with modded games (screenys taken with the DW20 mod pack) as well as your mod standalone.
Any tall hilly biomes do it, extreme hills being the primary one that is effected the worst, most areas in them are well.. that.
another effected area....
more minor but it can get as bad as
@.x
I'm wondering, hoping that you could maybe beat this one back. It seems that by cutting back the cave gen has caused a mishap with the underground lava pockets. I'm noticing on more normal ground level a lot of the pockets are just below the ground by as few as one block, not exposed. But when you get to the higher elevations the jagged and uneven surface layout makes these pockets break open and spill everywhere.
I don't mind the ones more at normal surface level... but maybe you can tell the generation to not form lava above a certain height so that every biome that forms high hills, rather default or modded, don't get bathed in lava.
..it's also only lava, waters not effected it seems.
I like having few caves in my world. I hate having my underground a spaghetti bowl or having ravine after ravine after ravine cut into the world and surface... but I'm also not to fond of lava hills. ;P
This is very, very strange, and I have no idea what causes it.
Also:
Rollback Post to RevisionRollBack
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 did start a pledge on your Patreon. Granted it's not very much, but my income is in the form of quarterly stipends, from Parent PLUS loans for living expenses in university, so I want to be sure I'll have enough left over to send every month
I did start a pledge on your Patreon. Granted it's not very much, but my income is in the form of quarterly stipends, from Parent PLUS loans for living expenses in university, so I want to be sure I'll have enough left over to send every month
That was more a joke than anything else.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Oh, do you folllow Greg's Ore Dictionary convention? I added GregTech in today and your GeoStrata rocks appear to not follow it. Not sure if you care for it or not, but just letting you know.
Yeahh very strange indeed. But anyho... yeah these are also no single block lava flows. I could fix that easy. These are large lava pools the same kind you find underground or breaking the surface, some are one block deep, others 2 or more so at times you cant even click the 'bottom' or walls of the pools to try and remove them.
I re-genned one of my worlds that I had already played far into as well, I didn't want a huge TRIPLE ravine carving up my front yard like in the default world... well... with the dw20 modpack theres a huge redwood right smack against a huge hill that gets split by a river.... it made for a nice foresty build entrance that can be hidden inside the hill and extend across the river..
well.. the regen has that hill soaked in lava, and theres no amount of speed to keep that tree from lighting up even with creative. T.T I wanted that world for my lets play too.
Any hope for a fix to this? something to tell world gen to not spawn lava at such heights maybe? Even in creative mode with the sheer number of these I cant fix it all in time before -some- damage is done @.x even poking the config and telling it to not gen 'deep lava' hoping maybe that had something to do with it... nope.
each and every re-make of the same world has the same lava floods, same locations. there never any different.
Oh, do you folllow Greg's Ore Dictionary convention? I added GregTech in today and your GeoStrata rocks appear to not follow it. Not sure if you care for it or not, but just letting you know.
I do not. Those rocks already have 4 names, including the one assigned by Forge.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
But I can't see it. I tried to delete all my mods, tried to delete configs and even reinstalled minecraft and minecraft forge. But now I have the same result: I can't see the beam from laser gun. lt only burns me and other environment.
But I can't see it. I tried to delete all my mods, tried to delete configs and even reinstalled minecraft and minecraft forge. But now I have the same result: I can't see the beam from laser gun. lt only burns me and other environment.
I have not touched this code since I wrote it, but I will double-check.
That would be because the v16 update came out several weeks ago, and the last changelog always replaces the older ones.
I will try this.
No.
No. Also, I rather doubt that they are causing major lagspikes, considering no code in them runs unless a mob is nearby, and even then, all it does is apply a potion effect.
I have never heard of this.
Standard materials like Silver and Platinum already are; ones I deemed either "mostly useless" or "getting extra multiplication does not help" are excluded. I do not want to add 400 ores for new tools.
i had a problem with RotaryCraft when i attempt to create a world using magic launcher the mod likes to make it 10x harder by making it take forever making me have to restart minecraft. bug?
Ok, well materials like Atlarus and so on are not really useless. The pickaxes and armor you can make with them are really strong and good (much higher tier then diamond). But I agree with the decision to not include them though. They are supposed to be rare and hard to get so multiplying the yield with 5 seems a bit overpowered.
Author of RFTools, RFTools Control, RFTools Dimensions, Deep Resonance, Immersive Craft, CombatHelp, NICE, Aqua Munda, Ariente, XNet, Interaction Wheel, The Lost Cities, Lost Souls, Need To Breathe, EFab, The One Probe and co-author of Not Enough Wands and RF Lux.
YouTube Channel: https://www.youtube.com/channel/UCYMg1JQw3syJBgPeW6m68lA?view_as=subscriber
Support me at my Patreon page (http://www.patreon.com/McJty) or directly on my Paypal account ([email protected]). Thanks
did you really have to quote the ENTRE OP?
without spoilers?
sounds like a possible bug with magic launcher/modpack/your computer. not rotary.
might be the pack is too large for your computer to load in a reasonable timeframe.
FTB loads monster (a fairly large, all-in-one pack that includes rotary) reasonably fast on my laptop, and it runs fairly well.
electricraft is looking interesting. any details to share yet?
love the way everything looks.
Well, there are two new components, of which this is one:
Transmission only.
Why the hell did you quote the entire first post when it is neither necessary nor relevant? Are you just trying to make your post 20x larger, in the misguided idea that the more obnoxious it is, the more help you get? Go back and fix your post before expecting any support.
We need more modders that do more of THIS. Truly design a machine, make it fun to look at as well as use. Not just take the same boring blocks and slapping a texture onto it.
I'd love to sit down and watch you make some of these some times.
I do have to ask, have you ever though of using such a fine sense of detail for making more 'just for looks' mods? Kind of like the old furniture mods. Or even make a basic 'steampunk' power mod setup?
I dunno, I'd love to see -someone- bring back old water wheels, and large windmills. The only one you can find these days is a japanese mod that is old.
Aye. It's a shame that his internet is too slow to stream. You could probably get better speeds by using a carrier pigeon!
If only someone was feeling generous...
Most hilly biomes are pooling lava all over the place. I've tested it by genning the same worlds with and with out the cave gen, and it only happens with the cave gen on. Both with modded games (screenys taken with the DW20 mod pack) as well as your mod standalone.
Any tall hilly biomes do it, extreme hills being the primary one that is effected the worst, most areas in them are well.. that.
another effected area....
more minor but it can get as bad as
@.x
I'm wondering, hoping that you could maybe beat this one back. It seems that by cutting back the cave gen has caused a mishap with the underground lava pockets. I'm noticing on more normal ground level a lot of the pockets are just below the ground by as few as one block, not exposed. But when you get to the higher elevations the jagged and uneven surface layout makes these pockets break open and spill everywhere.
I don't mind the ones more at normal surface level... but maybe you can tell the generation to not form lava above a certain height so that every biome that forms high hills, rather default or modded, don't get bathed in lava.
..it's also only lava, waters not effected it seems.
I like having few caves in my world. I hate having my underground a spaghetti bowl or having ravine after ravine after ravine cut into the world and surface... but I'm also not to fond of lava hills. ;P
This is very, very strange, and I have no idea what causes it.
Also:
I did start a pledge on your Patreon. Granted it's not very much, but my income is in the form of quarterly stipends, from Parent PLUS loans for living expenses in university, so I want to be sure I'll have enough left over to send every month
That was more a joke than anything else.
I re-genned one of my worlds that I had already played far into as well, I didn't want a huge TRIPLE ravine carving up my front yard like in the default world... well... with the dw20 modpack theres a huge redwood right smack against a huge hill that gets split by a river.... it made for a nice foresty build entrance that can be hidden inside the hill and extend across the river..
well.. the regen has that hill soaked in lava, and theres no amount of speed to keep that tree from lighting up even with creative. T.T I wanted that world for my lets play too.
Any hope for a fix to this? something to tell world gen to not spawn lava at such heights maybe? Even in creative mode with the sheer number of these I cant fix it all in time before -some- damage is done @.x even poking the config and telling it to not gen 'deep lava' hoping maybe that had something to do with it... nope.
each and every re-make of the same world has the same lava floods, same locations. there never any different.
I do not. Those rocks already have 4 names, including the one assigned by Forge.
Would the output through the multi-clutch be tied to screen rendering at all?
Tried with just rotarycraft and dragonAPI.
In MC video settings I set it to max FPS and get no flicker.
I set to power saver and get flickering maybe once per 3-5 seconds.
If I add back all my mods -- I get flicker rarely on max FPS and 50% of the time on power saver.
Balanced seemed equal to max FPS.
But I can't see it. I tried to delete all my mods, tried to delete configs and even reinstalled minecraft and minecraft forge. But now I have the same result: I can't see the beam from laser gun. lt only burns me and other environment.