Found what I was looking for in the changelog I was linked to. I'll have to try v20 at some point to see if it fixes the issues I'm having, if that's even possible.
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If you are satisfied and do what you feel you must do, no matter what that is... then you have reached perfection. -Metamoq, Corwid of the Free
Quick heads up, I used your Tokamak blueprint today - The blueprint seems to be vertically out of allignment?. If i remember rightly, the blue print of the magnet is showing too low as are the plasma injector housings in relation to the toroid magnet ring.
I fixed that a couple of days ago for v22b.
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Feel free to support me and my mods via PayPal or Patreon
I will do that to allow craftability, but it will not be usable by automated systems like MACs.
Any chance you could do this with the Bucket of Water -> Salt recipe? Or if not, look into why Rotarycraft's salt isn't registering with the ore dictionary alongside a couple of other mod added salt items?
I have some more information regarding the magnetostatics that work but show wrong information. It appears to be that all new magnetostatics that I place right now don't correctly display what they are doing (both WAILA as well as internally in the magnetostatic GUI). However, all older magnetostatics that were in the world a longer time (not sure from which version though) appear to be fine.
To explain this problem even further. I can now even place a magnetostatics on a single dirt block, not connected to anything. No RF conduits, no other machines. Just on top of a single dirt block. I can then open the GUI and raise the speed and it will appear to start working. WAILA shows that it is consuming RF and in the GUI it also looks as if the thing is working. But it can't consume RF because it doesn't have any.
Note that the animations of the dynamo are correct however. When it really works you can see it really animate and in the case I just explained above (where WAILA says it is consuming RF) it isn't actually animating.
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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 have some more information regarding the magnetostatics that work but show wrong information. It appears to be that all new magnetostatics that I place right now don't correctly display what they are doing (both WAILA as well as internally in the magnetostatic GUI). However, all older magnetostatics that were in the world a longer time (not sure from which version though) appear to be fine.
To explain this problem even further. I can now even place a magnetostatics on a single dirt block, not connected to anything. No RF conduits, no other machines. Just on top of a single dirt block. I can then open the GUI and raise the speed and it will appear to start working. WAILA shows that it is consuming RF and in the GUI it also looks as if the thing is working. But it can't consume RF because it doesn't have any.
Note that the animations of the dynamo are correct however. When it really works you can see it really animate and in the case I just explained above (where WAILA says it is consuming RF) it isn't actually animating.
This makes no sense to me.
Also - does this look appropriate? Each crystal bee type has one good gene (for example, one has "fastest worker", while another has "temperature tolerance +/- 5", and so on), allowing for more genetic feedstock. Yellow are internal to Forestry, and blue are hive bees.
Yes, it is a bit weird. Note also (but I doubt that will be the reason) that the moment that new magnetostatics stopped displaying correctly also coincides with the moment I moved my Minecraft installation from Windows to Linux. Probably a coincidence though as that shouldn't make a difference for java.
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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 am busy making a modpack for Explosivenetworks/Private if It doesn't turn out well, and I would like to add a bunch of your different mods to the pack. Could I please get Permission to do so? (Incase)
Also - does this look appropriate? Each crystal bee type has one good gene (for example, one has "fastest worker", while another has "temperature tolerance +/- 5", and so on), allowing for more genetic feedstock.
Not sure what you mean by good gene. As in a useful trait? Or good gene vs. one that does not correctly express?
What do the lines mean? Is it some cross-breeding system? How do the colors listed in boxes relate to the traits?
Sorry for not replying earlier, was away over the weekend.
Yes, the server is almost crashing, CPU load is at 100% at all times, and placing and removing blocks takes seconds.
I just did some more testing, and it seems as if wire length definitely does have an impact on performance.
The setup is turbine -> induction generator -> insulated silver wire -> 1-3 batteries, hooked up in parallel. All times given are tileentity update times in µs for the Electricraft block "Converter", which is the induction generator ("teleport to" option of opis teleports me right in front of it with the generator highlighted in red). Neither the wires nor the batteries even show up in opis.
I then placed the batteries next to the induction generator (wire length 2) and hooked up the 400 block cable at first in parallel to the batteries. Even though there was no consumer or battery at the end of the wire, times went up:
Finally I tried hooking up the 400 block cable to the output of two batteries near the generator:
Redstone signal to batteries off (no output): 56894µs
Redstone signal to one battery on: 106088µs
Redstone signal to both on: 101784µs
By the way, all these times are with rotational power hooked up (950MW). Removing the power lowers the worst case (400 blocks, 3 batteries) from 175929µs to 79464µs.
I hope you can find the cause of these times, because currently the server is unplayable with it Let me know if I can do any more tests that would help you.
For one, it sounds like the generator is constantly remapping the network, which would cause major lag that is proportional to wire length.
Two, a turbine is going to do this. Its power output constantly fluctuates, so it needs to constantly remap the power.
Edit:
One question though ... if only the constant updates forced by the turbine are the cause, why is the time still at 80000µs if the turbines are disconnected and no power is produced?
That...is still in need of investigating.
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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
If it helps, I've just found out that induction generators without anything attached to them use 170ms. If you attach a single shaft (diamond shaft in my case) to them, even if that one is not connected to anything, the time goes down to not measurable for that block.
One issue remains even then, the total tick time with the 400 block cable (and the three batteries at the end) connected is ~80ms. If I disconnect the batteries, it goes down to 35ms (which is pretty normal in my world).
I have no idea where these extra 45ms come from though. The values for "World tick", "Tile Entities", "Entities", "Handlers" and "Total" in Opis stay the same, only the "Tick Time" goes up.
Unfortunately I don't know enough about timing in Minecraft to have a clue as to what's going on.
Wait...TileEntities time does not increase?
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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
What are you talking about?
That is not the recipe that is used to make ball bearings.
What's it supposed to be then? Because that recipe does work, just not with hsla.
Someone else added it.
That's a recipe added in by the FTB team due to conflicts with the standard recipe for ball bearings.
Yep, found this in the minetweaker config. recipes.remove(<30886:10>);
recipes.addShapeless(<30886:10> * 8, [oreDict.ingotSteel, oreDict.ingotSteel]);
Alright, so can i just change those to ingotHSLA? I'm just playing ssp so i don't need to worry about server files or w/e.
If you have GT installed, the steel ingots will not be registered as ingotHSLA. Use the square recipe.
Anyways, changing it to ingotHSLA worked so i'll probably just leave it at that.
I fixed that a couple of days ago for v22b.
Any chance you could do this with the Bucket of Water -> Salt recipe? Or if not, look into why Rotarycraft's salt isn't registering with the ore dictionary alongside a couple of other mod added salt items?
To explain this problem even further. I can now even place a magnetostatics on a single dirt block, not connected to anything. No RF conduits, no other machines. Just on top of a single dirt block. I can then open the GUI and raise the speed and it will appear to start working. WAILA shows that it is consuming RF and in the GUI it also looks as if the thing is working. But it can't consume RF because it doesn't have any.
Note that the animations of the dynamo are correct however. When it really works you can see it really animate and in the case I just explained above (where WAILA says it is consuming RF) it isn't actually animating.
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
This makes no sense to me.
Also - does this look appropriate? Each crystal bee type has one good gene (for example, one has "fastest worker", while another has "temperature tolerance +/- 5", and so on), allowing for more genetic feedstock. Yellow are internal to Forestry, and blue are hive bees.
Yes, it is a bit weird. Note also (but I doubt that will be the reason) that the moment that new magnetostatics stopped displaying correctly also coincides with the moment I moved my Minecraft installation from Windows to Linux. Probably a coincidence though as that shouldn't make a difference for java.
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
Not sure what you mean by good gene. As in a useful trait? Or good gene vs. one that does not correctly express?
What do the lines mean? Is it some cross-breeding system? How do the colors listed in boxes relate to the traits?
For one, it sounds like the generator is constantly remapping the network, which would cause major lag that is proportional to wire length.
Two, a turbine is going to do this. Its power output constantly fluctuates, so it needs to constantly remap the power.
For example, Light Blue (Speed Potion) has the "Fastest Worker" gene, while Lime has the "Largest Territory" gene. All their other genes are mediocre.
Yes.
Those are the crystal colors.
That...is still in need of investigating.
Wait...TileEntities time does not increase?