It consumes it, but it does not output or store it if it was empty when it did the consuming. Instead the energy vanishes. In the example:
Lustrous battery: outputs 512 V, 64 A. It outputs 1638 J/t (512*64/20)
Generator: outputs 512 V, 63 A. It outputs 1612 J/t.
If the battery is half full, it receives 1612, adds 26 J from its storage, and outputs 1638 J.
If the battery is empty, it receives 1612, discards it (doesn't store it), and outputs 0 J. Where does the 1612 J go?
If it must output either 1638 J or nothing, it really seems like it should store the 1612 J and output nothing that tick.
My guess is that the charge does in fact build up, but as soon as it reaches the threshold, it is immediately consumed.
Yes. The issue is that a battery will not accept power because it was full in the past, even if it is not full now. Once full it locks into "can't receive power" mode and stays that way, at least in the setup I described. I defined "update itself" two paragraphs later :-P "The battery can be triggered to fill up again by breaking/replacing a wire next to it, replacing the redstone torch, or by toggling a relay next to it. I figure anything that updates the wire network will do."
I uninstalled all the mods of yours, and reinstalled just API, Exp. Redstone and GeoStrata (The only ones I use) And it crashed again when clicking the compass on creative inventory to search for the offending item, and here's the crash report, again. Older versions without the accelerator work fine (I was on v19 before updating them)
HSLA is high-grade steel. I am willing to make you smelt the coal into purer carbon beforehand, but that is it.
That's fair, and pretty much what I was asking about anyways. Though it'd be nice to be able to use charcoal too, since you have to purify the carbon anyways and charcoal is the carbon-based byproduct of burning carbon-based lifeforms. Even if you have it give half the pure carbon output coal does for balance reasons.
Another, similar question was in regards to allowing Steelworks steel to be used in leau of HSLA. Just that specific steel, because of how it's made. That or getting permission to go bug Toops about maybe adding an HSLA steel recipe for the High Oven.
That's fair, and pretty much what I was asking about anyways. Though it'd be nice to be able to use charcoal too, since you have to purify the carbon anyways and charcoal is the carbon-based byproduct of burning carbon-based lifeforms. Even if you have it give half the pure carbon output coal does for balance reasons.
Another, similar question was in regards to allowing Steelworks steel to be used in leau of HSLA. Just that specific steel, because of how it's made. That or getting permission to go bug Toops about maybe adding an HSLA steel recipe for the High Oven.
I would strongly prefer that only the RC blast furnace make HSLA; also, my machines will only use HSLA.
My thoughts on using charcoal instead of Coal to make HSLA Steel? I kinda thought you did require charcoal instead of coal proper.
I've got a bit more interest in actual Metallurgy then a good deal of Minecraft players, and yes, Charcoal is better then coal in such a situation. Coal itself tends to have impurities, and in fact, it's rare to find coal that doesn't have some impurity of some kind, let alone one that isn't going to mess with the steel itself.
After all, steel isn't just an alloy of carbon and iron; it's vastly more complex then that.
...also, going to mention this on the FTB forums as well, but did the makers of PneumatiCraft and HydrauliCraft mention the API issues with your mod and theirs? IE your mod has outdated versions of one or both of their API files and the game can't even load until one trims your copies of their API files?
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Ok im sorry if you have already done this but how do you make a generator that turns rotary power to RF power with no caps or anything like that? i saw it in one of your videos and i know its a multi block structure but i cant seem to find anywhere how to make it.
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Charcoal makes sense, the reasons why having been discussed already. On the topic of carbon sources that have had their impurities burned out, that's exactly what coked coal is. So if you have any thoughts about adding in a process for purifying coal within Rotarycraft for use in HSLA steel production, coke would be a sensible way to go and being able to swap it out with Railcraft's coke would make sense, as I see it. Using the Friction Heater to coke it out would also make sense and for people using both Rotarycraft and Railcraft, it presents options as far as coke production: Railcrafts slow but free Ovens that also produce creosote OR Rotarycraft's faster Friction Heater but obviously you need a source of power to do that.
That's just my personal opinion on the matter.
The ability to turn coal flakes from the Extractor into coke without first smelting them into normal coal would be nice if you were to go this route.
EDIT:
Meant to say, regardless of HOW you were to go about this, I definitely think you should make HSLA steel require something less dirty than coal, given your efforts to keep Rotarycraft so focused on realistic ideas. As YX33A pointed out, raw coal is not good for metals. I do a little bit of amateur blacksmithing and have only used charcoal personally. But when forging with coal, it's very important to make sure the piece you're working with is being heated with coals that have already had their impurities burned out. The new coal stays to the edges of the forge and the coal in the center cokes out as you work.
So in short, I agree to changing HSLA steel production to something a bit more 'realistic'
also, going to mention this on the FTB forums as well, but did the makers of PneumatiCraft and HydrauliCraft mention the API issues with your mod and theirs? IE your mod has outdated versions of one or both of their API files and the game can't even load until one trims your copies of their API files?
I keep deleting it from the folder, yet somehow it keeps reappearing.
Just found a minor bug with the tile accelerators.. the recipe for 2x to 256x changes each time I restart my game meaning I can't auto-craft them in AE without changing to the flavor of the login's recipe
Not a bug, though given the fact I have received over 100 bug reports overnight from it - half by email - and the fact it causes client/server issues, I will be changing it.
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I like the purified carbon idea, however I must object that it is already difficult to initially get going with your mod. My friends have enough difficulty grasping the simple math involved with matching torque and speed values, let alone adding extra steps.
Although, perhaps the extra effort put into refining before hand could improve yield?
Shifting gears here, I'm still running v22. But I noticed that the Converter upgrade Tier 2, has not gained a single microTesla for over an hour with a 3 second magnetizing rate.
I like the purified carbon idea, however I must object that it is already difficult to initially get going with your mod. My friends have enough difficulty grasping the simple math involved with matching torque and speed values, let alone adding extra steps.
Although, perhaps the extra effort put into refining before hand could improve yield?
Shifting gears here, I'm still running v22. But I noticed that the Converter upgrade Tier 2, has not gained a single microTesla for over an hour with a 3 second magnetizing rate.
At the risk of sounding elitist, if your friends can't understand the basic math involved with rads and torque, maybe they shouldn't be playing RotaryCraft but having a refresher course on math.
That said, the converter upgrade, in v22... Does the issue persist when you upgrade to v23b? Because last I checked, Reika isn't supporting even slightly outdated versions of his mods(wise move IMO).
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"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Shifting gears here, I'm still running v22. But I noticed that the Converter upgrade Tier 2, has not gained a single microTesla for over an hour with a 3 second magnetizing rate.
At the risk of sounding elitist, if your friends can't understand the basic math involved with rads and torque, maybe they shouldn't be playing RotaryCraft but having a refresher course on math.
That said, the converter upgrade, in v22... Does the issue persist when you upgrade to v23b? Because last I checked, Reika isn't supporting even slightly outdated versions of his mods(wise move IMO).
Who needs math? XD Just wing it >:3 Fun things happen when you randomly do stuff. *watches a tower he built fall over* Whoops!
At the risk of sounding elitist, if your friends can't understand the basic math involved with rads and torque, maybe they shouldn't be playing RotaryCraft but having a refresher course on math.
That said, the converter upgrade, in v22... Does the issue persist when you upgrade to v23b? Because last I checked, Reika isn't supporting even slightly outdated versions of his mods(wise move IMO).
No, you're not sounding elitist, its just the fact that ppl cant be arsed to think for themselves sometimes. One of my players is in AP courses in high school and he just doesnt feel like doing the math.
Updated just now to v32b. No dice. Still broke.
And yes, I have AC clock. Comparator in substractor mode (you cant get anything faster than this). Many server ops/owners will ban for these setups due to the tick lag they cause.
I can do shaft cores, but not the upgrade. I do know that Reika made them more difficult to magnetize, but did not specify just how long. 2 hours burned is quite some time.
Edit:
I have attempted to magnetize it with a microturbine, an 8x in speed mode and outputting 1M rad/s. Its not working. Time per step, 0.05 sec.
Another Edit:
It suddenly started to accumulate a charge sporadicly (not in a linear fashion). It was large lumps of teslas in rapid speed, I broke the gear box to put in direct drive. It tossed all the charge on the upgrade. All of it. It was up to 120 mTes.
Final Edit:
Seems the comparator setup is TOO fast. So fast in fact that it's never hitting true zero level in the circuit. Please disregard this, but keep in mind that this type of clock setup is very effective at running an AC engine, but not magnetizing.
The generator gives 1635 J/t to battery 1. This battery is empty and stays empty. However, battery 2 does not charge up at all, which is what I would expect should happen if battery 1 outputs as soon as it hits the treshold. So, it seems battery 1 makes the energy disappear.
I had a look at the source and I think I have an idea of what's going on. (for reference of whoever else wants to look, it's in https://github.com/R...ityBattery.java)
When updateEntity starts, energy is 0 as the battery starts empty. In line 40 this gets increased by what it takes in. Then, in line 54, it gets decreased below 0 (because more is taken out than put in, in the current example), so the line after that it's set to 0 again.
Then, line 57 recalculates the network. However, since the battery's energy is already 0 here, during that calculation it will be treated as empty and unable to emit any power, even though some power was just taken from the battery.
Instead, canEmitPower should return true for the entire rest of the tick if power was removed from the battery. And to prevent a cheap power exploit, the battery should only remove power if it has enough for its output value.
What I think could happen (haven't tested this of course):
At line 66, change
return energy > 0 && [rest of line]
to
return energy >= (long)this.getGenVoltage() * (long)this.getGenCurrent() && [rest of line]
This way a battery can only emit power when it has enough for that tick.
At line 29 add:
private long energyRemoved = 0;
In updateEntity (line 50) change:
if (this.canEmitPower()) {
int v = this.getGenVoltage();
int a = this.getGenCurrent();
long p = (long)v*(long)a;
// energy -= p; // No longer directly remove energy, instead remember that it was removed.
energyRemoved = p;
// if (energy < 0) {
// energy = 0;
// network.updateWires();
// }
}
The remembering is necessary because if energy would be decreased here already, canEmitPower would still return false this tick, and it shouldn't do that until the next tick.
In updateEntity (line 35):
energy -= energyRemoved;
energyRemoved = 0;
if (energy < energyRemoved) { // Effectively energy < (long)this.getGenVoltage() * (long)this.getGenCurrent(), i.e. the battery is now "empty".
network.updateWires();
}
Does this account for the /20 ratio of ticks to seconds?
Seems the comparator setup is TOO fast. So fast in fact that it's never hitting true zero level in the circuit. Please disregard this, but keep in mind that this type of clock setup is very effective at running an AC engine, but not magnetizing.
No, the problem is that this clock design alternates 13-1. Since only zero is "off", you must give it one block of wire to provide true AC.
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What i mean by how you build it is what materials do you use? ive been messing around in a single player world and i cant find any reactorcraft materials that work for this turbine generator. I looked at your pictures and the materials just dont seem to line up
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I found the cause of the "could not initialize class" accelerator crash. It turns out there was an unintentional dependence on RC.
So in theory, that crash shouldn't have occurred for me? I had and have the latest versions of Dragon APi, ReactorCraft, RotaryCraft, ElectriCraft, Geostrata, and Expanded Redstone, v23b/c, and I get that crash whenever I attempt to do any sort of block update around a placed accelerator.
Also, the changelogs for v23 mentions updated Magical Crops support, however, fans are still unable to harvest Uranium Crops. This is with Magical Crops 3.2.0 Beta 15a, which seems to be the latest version, out since the end of February.
well, FTB finally updated to 23c, and theres a few things I noticed:
the new HP turbines are being annoying in that the multi-block doesn't want to form despite being built right.
what block should I place last in each layer or should it matter?
I read somewhere one HP is equivalent in steam usage to 8 regular turbines, is this correct?
could you rework the order in which the turbine generator is built (as in, change what block needs placed last), as it stands both it and the turbines are built from the outside in, and the last blocks you need to place are in a position where you have to destroy part of one of the structures to make it work.
still regarding the generator, when putting one together in creative, the "turbine generator" block itself liked to turn into a deuterium processor when given a block update.
and when I finally got it built, the assembled render was rotated 90 degrees from the actual structure.
was this just from me not putting it in straight?
Regarding the rotated generator, make sure you are placing the "turbine generator" block at the end of the shaft aiming directly down the shaft else you will get strange completion renders. As for the rest, I have the same issue, i can't complete the high-pressure turbine multiblocks.
Try this.
If a given stage doesn't complete, stand on the top-center block of that stage. "Drill" down until you reach the turbine shaft piece. Don't destroy that.
Replace the blocks you just drilled.
That stage and all previous stages should render.
Note that I could NOT fix stage 3 if there was ANY block where stage 4 should go. So if stage 3 breaks and stage 4 is started, I always completely removed stage 4. YMMV.
you need a current version of reactorcraft, I imagine you're on an out of date version?
Well im on the latest horizons update, im sorry if im being iggnorant but i had assumed that they would have updated it far enough for this, how do i check what version horizons is using of rotary/reactorcraft.
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Want a mod with the best magnets available? The download Better Magnets!
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My guess is that the charge does in fact build up, but as soon as it reaches the threshold, it is immediately consumed.
I will look into this one.
No. Heat accumulation is also increased in speed.
That would be internal to how IC2 works. Maybe it has a hardcoded timer.
The only thing I can think of is connecting to a server without the new version.
That's fair, and pretty much what I was asking about anyways. Though it'd be nice to be able to use charcoal too, since you have to purify the carbon anyways and charcoal is the carbon-based byproduct of burning carbon-based lifeforms. Even if you have it give half the pure carbon output coal does for balance reasons.
Another, similar question was in regards to allowing Steelworks steel to be used in leau of HSLA. Just that specific steel, because of how it's made. That or getting permission to go bug Toops about maybe adding an HSLA steel recipe for the High Oven.
What are the other users' opinion on this?
I would strongly prefer that only the RC blast furnace make HSLA; also, my machines will only use HSLA.
I found the cause of the "could not initialize class" accelerator crash. It turns out there was an unintentional dependence on RC.
I've got a bit more interest in actual Metallurgy then a good deal of Minecraft players, and yes, Charcoal is better then coal in such a situation. Coal itself tends to have impurities, and in fact, it's rare to find coal that doesn't have some impurity of some kind, let alone one that isn't going to mess with the steel itself.
After all, steel isn't just an alloy of carbon and iron; it's vastly more complex then that.
...also, going to mention this on the FTB forums as well, but did the makers of PneumatiCraft and HydrauliCraft mention the API issues with your mod and theirs? IE your mod has outdated versions of one or both of their API files and the game can't even load until one trims your copies of their API files?
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Want a mod with the best magnets available? The download Better Magnets!
And if you like Avaritia then you will love More Avaritia! Adds recipes for creative items from a huge list of mods, and even adds more custom items that fit the Avaritia theme!
Charcoal makes sense, the reasons why having been discussed already. On the topic of carbon sources that have had their impurities burned out, that's exactly what coked coal is. So if you have any thoughts about adding in a process for purifying coal within Rotarycraft for use in HSLA steel production, coke would be a sensible way to go and being able to swap it out with Railcraft's coke would make sense, as I see it. Using the Friction Heater to coke it out would also make sense and for people using both Rotarycraft and Railcraft, it presents options as far as coke production: Railcrafts slow but free Ovens that also produce creosote OR Rotarycraft's faster Friction Heater but obviously you need a source of power to do that.
That's just my personal opinion on the matter.
The ability to turn coal flakes from the Extractor into coke without first smelting them into normal coal would be nice if you were to go this route.
EDIT:
Meant to say, regardless of HOW you were to go about this, I definitely think you should make HSLA steel require something less dirty than coal, given your efforts to keep Rotarycraft so focused on realistic ideas. As YX33A pointed out, raw coal is not good for metals. I do a little bit of amateur blacksmithing and have only used charcoal personally. But when forging with coal, it's very important to make sure the piece you're working with is being heated with coals that have already had their impurities burned out. The new coal stays to the edges of the forge and the coal in the center cokes out as you work.
So in short, I agree to changing HSLA steel production to something a bit more 'realistic'
Yes to both.
When it is ready.
I keep deleting it from the folder, yet somehow it keeps reappearing.
Not a bug, though given the fact I have received over 100 bug reports overnight from it - half by email - and the fact it causes client/server issues, I will be changing it.
I like the purified carbon idea, however I must object that it is already difficult to initially get going with your mod. My friends have enough difficulty grasping the simple math involved with matching torque and speed values, let alone adding extra steps.
Although, perhaps the extra effort put into refining before hand could improve yield?
Shifting gears here, I'm still running v22. But I noticed that the Converter upgrade Tier 2, has not gained a single microTesla for over an hour with a 3 second magnetizing rate.
That said, the converter upgrade, in v22... Does the issue persist when you upgrade to v23b? Because last I checked, Reika isn't supporting even slightly outdated versions of his mods(wise move IMO).
"Minecraft is like an orgasm - even science can't describe it"
[quote=Cryptonat][quote=Snitch]Basically you're stuck in hell till you find a portal out. There are alternatives to pig, by the way, as you probably know. :> There are no alternatives to Bacon. Ever.
Are you providing an A/C redstone current?
Actually this doesn't seem to be working, at least not for me (you can see the particles in the background):
In other news, this carrot farm goes hilariously fast (and evidently block breaking ignores particles: minimal as well):
Oh goodness! Okay let me see what happens when I do that. I didn't realize this XD But then i've been sort of in a haze as of late haha.
Who needs math? XD Just wing it >:3 Fun things happen when you randomly do stuff. *watches a tower he built fall over* Whoops!
No, you're not sounding elitist, its just the fact that ppl cant be arsed to think for themselves sometimes. One of my players is in AP courses in high school and he just doesnt feel like doing the math.
Updated just now to v32b. No dice. Still broke.
And yes, I have AC clock. Comparator in substractor mode (you cant get anything faster than this). Many server ops/owners will ban for these setups due to the tick lag they cause.
I can do shaft cores, but not the upgrade. I do know that Reika made them more difficult to magnetize, but did not specify just how long. 2 hours burned is quite some time.
Edit:
I have attempted to magnetize it with a microturbine, an 8x in speed mode and outputting 1M rad/s. Its not working. Time per step, 0.05 sec.
Another Edit:
It suddenly started to accumulate a charge sporadicly (not in a linear fashion). It was large lumps of teslas in rapid speed, I broke the gear box to put in direct drive. It tossed all the charge on the upgrade. All of it. It was up to 120 mTes.
Final Edit:
Seems the comparator setup is TOO fast. So fast in fact that it's never hitting true zero level in the circuit. Please disregard this, but keep in mind that this type of clock setup is very effective at running an AC engine, but not magnetizing.
Does this account for the /20 ratio of ticks to seconds?
No, the problem is that this clock design alternates 13-1. Since only zero is "off", you must give it one block of wire to provide true AC.
Want a mod with the best magnets available? The download Better Magnets!
And if you like Avaritia then you will love More Avaritia! Adds recipes for creative items from a huge list of mods, and even adds more custom items that fit the Avaritia theme!
So in theory, that crash shouldn't have occurred for me? I had and have the latest versions of Dragon APi, ReactorCraft, RotaryCraft, ElectriCraft, Geostrata, and Expanded Redstone, v23b/c, and I get that crash whenever I attempt to do any sort of block update around a placed accelerator.
Also, the changelogs for v23 mentions updated Magical Crops support, however, fans are still unable to harvest Uranium Crops. This is with Magical Crops 3.2.0 Beta 15a, which seems to be the latest version, out since the end of February.
the new HP turbines are being annoying in that the multi-block doesn't want to form despite being built right.
what block should I place last in each layer or should it matter?
I read somewhere one HP is equivalent in steam usage to 8 regular turbines, is this correct?
could you rework the order in which the turbine generator is built (as in, change what block needs placed last), as it stands both it and the turbines are built from the outside in, and the last blocks you need to place are in a position where you have to destroy part of one of the structures to make it work.
still regarding the generator, when putting one together in creative, the "turbine generator" block itself liked to turn into a deuterium processor when given a block update.
and when I finally got it built, the assembled render was rotated 90 degrees from the actual structure.
was this just from me not putting it in straight?
Just an fyi, as you said it would only work with tons of steam from fusion plants, or large fission ones.
If I do continue to see performance improvements from the new turbine, I'll gladly take a 60-70% drop in efficiency.
Try this.
If a given stage doesn't complete, stand on the top-center block of that stage. "Drill" down until you reach the turbine shaft piece. Don't destroy that.
Replace the blocks you just drilled.
That stage and all previous stages should render.
Note that I could NOT fix stage 3 if there was ANY block where stage 4 should go. So if stage 3 breaks and stage 4 is started, I always completely removed stage 4. YMMV.
Well im on the latest horizons update, im sorry if im being iggnorant but i had assumed that they would have updated it far enough for this, how do i check what version horizons is using of rotary/reactorcraft.
Want a mod with the best magnets available? The download Better Magnets!
And if you like Avaritia then you will love More Avaritia! Adds recipes for creative items from a huge list of mods, and even adds more custom items that fit the Avaritia theme!