I found out that theres this glitch where it will say it's complete even if the solar generators aren't surrounded by salination blocks on the top ring and since I forgot to add those it wasn't getting heat.
Fixed it now.
I'm trying to set up a Tier 3 ore processing system with the latest version of Mek. The electrolytic separators are constantly drained of oxygen even when the purification chamber is not in use and its gas buffer is full. Is this suppose to happen? Where is the oxygen going? I am using elite pressurized pipes to send the oxygen from the separators to the purification chamber over about 12 blocks. I also have gas upgrades in the purification chamber.
The problem is the separators are completely draining my power system. They're sucking the ultimate energy cube I have dedicated to them dry in minutes and refilling that one energy cube to keep up with the separators is overtaxing my whole base's power system.. I have a gas-burning chamber set up as well, so the hydrogen is drained slowly.but I assumed that once the separators were full of oxygen they would stop pulling power. But they appear never to do that and I have no idea what is draining the oxygen. So the separators keep running and drawing power. And for the modest amount of power the gas-burner makes, the deficit is enormous. I went into the config and decreased the separators' power usage significantly, but still, I don't understand where the oxygen is going, which is making the separators run non-stop. Is this how the separators are suppose to work? is there something wrong with my set up (like do the pressurized pipes "leak" the oxygen over time and the 12 block distance increases this effect?)? Or is this bug?
I'm trying to set up a Tier 3 ore processing system with the latest version of Mek. The electrolytic separators are constantly drained of oxygen even when the purification chamber is not in use and its gas buffer is full. Is this suppose to happen? Where is the oxygen going? I am using elite pressurized pipes to send the oxygen from the separators to the purification chamber over about 12 blocks. I also have gas upgrades in the purification chamber. The separators, pipes and purification chamber are all within the same chunk.
The problem is the separators are completely draining my power system. They're sucking the ultimate energy cube I have dedicated to them dry in minutes and refilling that one energy cube to keep up with the separators is overtaxing my whole base's power system.. I have a gas-burning chamber set up as well, so the hydrogen is drained slowly.but I assumed that once the separators were full of oxygen they would stop pulling power. But they appear never to do that and I have no idea what is draining the oxygen. So the separators keep running and drawing power. And for the modest amount of power the gas-burner makes, the deficit is enormous. I went into the config and decreased the separators' power usage significantly, but still, I don't understand where the oxygen is going, which is making the separators run non-stop. Is this how the separators are suppose to work? is there something wrong with my set up (like do the pressurized pipes "leak" the oxygen over time and the 12 block distance increases this effect?)? Or is this bug?
Check the small buttons under each gas gauge. You have the option of dumping the gas into the atmosphere. In my set up, oxygen is going into the chamber and I'm dumping the excess hydrogen. I'm not losing any oxygen. The separator and chamber are only 1 block apart.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
When you say you have yours 1 block apart, do you mean the separator is inputting directly into the chamber or are you using a pressurized pipe?
I checked the buttons and they're both on Idle. I had two separators set up and just removed one and pumped 8 energy upgrades in the remaining one. That seemed to have helped with the power consumption but still, the oxygen read-out says "Empty"all the time. I moved the chamber so it's two blocks away now (the closest i can get it to the separator without completely dismantling everything in the room) but that hasn't changed anything with the oxygen readout. When I run the chain of machines to process ores, the chamber stays oxygenated just fine. So the set up works. I just can't figure out where the oxygen is going when I'm not processing any ores.
When you say you have yours 1 block apart, do you mean the separator is inputting directly into the chamber or are you using a pressurized pipe?
I checked the buttons and they're both on Idle. I had two separators set up and just removed one and pumped 8 energy upgrades in the remaining one. That seemed to have helped with the power consumption but still, the oxygen read-out says "Empty"all the time. I moved the chamber so it's two blocks away now (the closest i can get it to the separator without completely dismantling everything in the room) but that hasn't changed anything with the oxygen readout. When I run the chain of machines to process ores, the chamber stays oxygenated just fine. So the set up works. I just can't figure out where the oxygen is going when I'm not processing any ores.
Sometimes when you put upgrades it will move so fast you won't see it flow if you are importing to a tank or such. Also you can't have both set on idle or it will stop working when one fills up. It also takes a long time to fill up the gas tubes, and they need to be full before the separator will start to fill.
Yes, I have a pipe connecting the two. I think JJJ hit upon your solution: Make sure to dump the hydrogen, unless you want to pipe it into something else.
Rollback Post to RevisionRollBack
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
ok, JJJ, I'm trying out what you said to do. But they were doing all this weird stuff before i added the upgrades so the source of the problem can't be those. I did disconnect the gas burner, but they continued to draw power, as well make noise and the "vapor" animation, even after the hydrogen topped off and they stopped drawing water from the pump.
Now I have them set to vent exciess hydrogen, as you suggested, and am waiting to see if the O2 gauge fills up eventually. But you know what? They are obviously running but they're not making any noise anymore and only one is showing the animation. They. Are. Buggy.
And speaking of bugginess, I just had the exact same problem occur in this world as I had in Regrowth: I set up a wind farm, which worked for a few Minecraft days, but then suddenly all the universal cables stopped transmitting power. Even the ones not connected to the wind farm set-up. I have two power supply routes in my base, and both were usingthe Mek cables: one originally powered by Mek advanced solar gens (and had no problems with the cables), that i switched last night to the wind farm, and the second, a smaller supply for a small bank of TE and Ender IO machines that is powered by a bank of TE energy cells and is not connected to any Mek generators at all. All the cables in both power routes went dead. I spent the afternoon replacing them all with TE fluxducts because i just don't want to deal with this again. All I know is once the wind farm fully powers everything it's connected to, the cables die and no amount of fiddling fixes the problem permanently. Completely different packs (this one is my own private pack and there's no weird customizations), different tech mods used in conjunction with Mek (In Regrowth I used Railcraft, BC and Forestry machines with the wind farm; in this world I have only used Mek, TE and Ender IO machines so far, and only the Mek machines were connected directly to the wind farm), even different version of Mek (I'm currently using the latest Mek release, Regrowth uses Mek v7). Bug? I think it's likely.
ok, JJJ, I'm trying out what you said to do. But they were doing all this weird stuff before i added the upgrades so the source of the problem can't be those. I did disconnect the gas burner, but they continued to draw power, as well make noise and the "vapor" animation, even after the hydrogen topped off and they stopped drawing water from the pump.
Now I have them set to vent exciess hydrogen, as you suggested, and am waiting to see if the O2 gauge fills up eventually. But you know what? They are obviously running but they're not making any noise anymore and only one is showing the animation. They. Are. Buggy.
And speaking of bugginess, I just had the exact same problem occur in this world as I had in Regrowth: I set up a wind farm, which worked for a few Minecraft days, but then suddenly all the universal cables stopped transmitting power. Even the ones not connected to the wind farm set-up. I have two power supply routes in my base, and both were using the Mek cables: one originally powered by Mek advanced solar gens (and had no problems with the cables), that i switched last night to the wind farm, and the second, a smaller supply for a small bank of TE and Ender IO machines that is powered by a bank of TE energy cells and is not connected to any Mek generators at all. All the cables in both power routes went dead. I spent the afternoon replacing them all with TE fluxducts because i just don't want to deal with this again. All I know is once the wind farm fully powers everything it's connected to, the cables die and no amount of fiddling fixes the problem permanently. Completely different packs (this one is my own private pack and there's no weird customizations), different tech mods used in conjunction with Mek (In Regrowth I used Railcraft, BC and Forestry machines with the wind farm; in this world I have only used Mek, TE and Ender IO machines so far, and only the Mek machines were connected directly to the wind farm), even different version of Mek (I'm currently using the latest Mek release, Regrowth uses Mek v7). Bug? I think it's likely.
Make sure you have the latest Forge when using Mekanism 8. A lot of changes were made, and a lot of older versions of mods became incompatible with it. I run 119 mods and have no problem with Mekanism 8, but all of my mods are up to date. When I first installed Mekanism 8, I had to update almost everything.
i would to use the fusion reactors with Opencomputers (that is possible), and i would like if it's possible to create an control block for the laser amplifier, because i can't control or use informations of this block in open computers ?
i have some annoying bug with the newest Mekanism .246
ore x5 isnt working , it stops at the crystals and neither NEI or anything else shows connection to the next step ( "smelting" crystals )
also Chemical Crystalizer wont auto output without help from Ender IO .
AFAIK latest forge(1492) and Mekanism .246
-------
DERP (fluids)
on nevermind I figured it out
be glad, that's my advice, everytime i setup 5x processing the amount of machines required singlehandedly cripples the server, also it's too much work to be worthwhile.
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.
Can anyone share the secret to 'disabling' ores in the Mekanism config file? I want to use copper, tin, bronze, and steel from another mod instead of those currently in Mekanism.
I don't think you can disable bronze or steel, but Mekanism bronze and steel should be interchangeable with any other bronze and steel anyway, just use the other mod's method of creating them instead of Mekanism's. To disable copper and tin just set copperperchunk and tinperchunk to 0.
Can anyone share the secret to 'disabling' ores in the Mekanism config file? I want to use copper, tin, bronze, and steel from another mod instead of those currently in Mekanism.
The "other mod" should have OreDictionary entires so it wouldn't matter if the ore came from Mekanism or the "other mod" - they would be interchangeable. Mekanism even has a Oredictionificator for easy conversion (if needed)
As you never said which "other mod" I cannot say if it would use OreDictonary or not - if it doesn't it should be updated to do so.
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.
So I downloaded the mod and added it to my long list of mods I currently use and/or trying out and sadly the game fails to reach the loading screen now.
To manage everything I currently use MultiMC. My system is running OS X Yosemite 10.10.4.
I cannot figure out what is causing the crash only that Mekanism is the culprit. I'm betting it's a conflict with something, just need some assistance finding said something if that's the case.
Going back over the log again I noticed the error that's causing it to 'crash and burn'. Do not know how I missed it before. It's an UnsupportedClassVersion error. Checking my java version I found that it's out of date. Installing new java version now will update if that fixes the issue or not.
Well that seems to have done nothing, so back to square one.
EDIT: Welp, I messed with the Java version settings in MultiMC and it's running fine with Mekanism now. Somehow MultiMC was using and older java version from somewhere...
...the water wasn't the issue, heat was.
I found out that theres this glitch where it will say it's complete even if the solar generators aren't surrounded by salination blocks on the top ring and since I forgot to add those it wasn't getting heat.
Fixed it now.
I'm trying to set up a Tier 3 ore processing system with the latest version of Mek. The electrolytic separators are constantly drained of oxygen even when the purification chamber is not in use and its gas buffer is full. Is this suppose to happen? Where is the oxygen going? I am using elite pressurized pipes to send the oxygen from the separators to the purification chamber over about 12 blocks. I also have gas upgrades in the purification chamber.
The problem is the separators are completely draining my power system. They're sucking the ultimate energy cube I have dedicated to them dry in minutes and refilling that one energy cube to keep up with the separators is overtaxing my whole base's power system.. I have a gas-burning chamber set up as well, so the hydrogen is drained slowly.but I assumed that once the separators were full of oxygen they would stop pulling power. But they appear never to do that and I have no idea what is draining the oxygen. So the separators keep running and drawing power. And for the modest amount of power the gas-burner makes, the deficit is enormous. I went into the config and decreased the separators' power usage significantly, but still, I don't understand where the oxygen is going, which is making the separators run non-stop. Is this how the separators are suppose to work? is there something wrong with my set up (like do the pressurized pipes "leak" the oxygen over time and the 12 block distance increases this effect?)? Or is this bug?
Formerly known as ORabbit around these parts.
Check the small buttons under each gas gauge. You have the option of dumping the gas into the atmosphere. In my set up, oxygen is going into the chamber and I'm dumping the excess hydrogen. I'm not losing any oxygen. The separator and chamber are only 1 block apart.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
When you say you have yours 1 block apart, do you mean the separator is inputting directly into the chamber or are you using a pressurized pipe?
I checked the buttons and they're both on Idle. I had two separators set up and just removed one and pumped 8 energy upgrades in the remaining one. That seemed to have helped with the power consumption but still, the oxygen read-out says "Empty"all the time. I moved the chamber so it's two blocks away now (the closest i can get it to the separator without completely dismantling everything in the room) but that hasn't changed anything with the oxygen readout. When I run the chain of machines to process ores, the chamber stays oxygenated just fine. So the set up works. I just can't figure out where the oxygen is going when I'm not processing any ores.
Formerly known as ORabbit around these parts.
Sometimes when you put upgrades it will move so fast you won't see it flow if you are importing to a tank or such. Also you can't have both set on idle or it will stop working when one fills up. It also takes a long time to fill up the gas tubes, and they need to be full before the separator will start to fill.
Yes, I have a pipe connecting the two. I think JJJ hit upon your solution: Make sure to dump the hydrogen, unless you want to pipe it into something else.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
ok, JJJ, I'm trying out what you said to do. But they were doing all this weird stuff before i added the upgrades so the source of the problem can't be those. I did disconnect the gas burner, but they continued to draw power, as well make noise and the "vapor" animation, even after the hydrogen topped off and they stopped drawing water from the pump.
Now I have them set to vent exciess hydrogen, as you suggested, and am waiting to see if the O2 gauge fills up eventually. But you know what? They are obviously running but they're not making any noise anymore and only one is showing the animation. They. Are. Buggy.
And speaking of bugginess, I just had the exact same problem occur in this world as I had in Regrowth: I set up a wind farm, which worked for a few Minecraft days, but then suddenly all the universal cables stopped transmitting power. Even the ones not connected to the wind farm set-up. I have two power supply routes in my base, and both were using the Mek cables: one originally powered by Mek advanced solar gens (and had no problems with the cables), that i switched last night to the wind farm, and the second, a smaller supply for a small bank of TE and Ender IO machines that is powered by a bank of TE energy cells and is not connected to any Mek generators at all. All the cables in both power routes went dead. I spent the afternoon replacing them all with TE fluxducts because i just don't want to deal with this again. All I know is once the wind farm fully powers everything it's connected to, the cables die and no amount of fiddling fixes the problem permanently. Completely different packs (this one is my own private pack and there's no weird customizations), different tech mods used in conjunction with Mek (In Regrowth I used Railcraft, BC and Forestry machines with the wind farm; in this world I have only used Mek, TE and Ender IO machines so far, and only the Mek machines were connected directly to the wind farm), even different version of Mek (I'm currently using the latest Mek release, Regrowth uses Mek v7). Bug? I think it's likely.
Formerly known as ORabbit around these parts.
Make sure you have the latest Forge when using Mekanism 8. A lot of changes were made, and a lot of older versions of mods became incompatible with it. I run 119 mods and have no problem with Mekanism 8, but all of my mods are up to date. When I first installed Mekanism 8, I had to update almost everything.
Hello.
i would to use the fusion reactors with Opencomputers (that is possible), and i would like if it's possible to create an control block for the laser amplifier, because i can't control or use informations of this block in open computers ?
thank you
be glad, that's my advice, everytime i setup 5x processing the amount of machines required singlehandedly cripples the server, also it's too much work to be worthwhile.
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.
Can anyone share the secret to 'disabling' ores in the Mekanism config file? I want to use copper, tin, bronze, and steel from another mod instead of those currently in Mekanism.
I don't think you can disable bronze or steel, but Mekanism bronze and steel should be interchangeable with any other bronze and steel anyway, just use the other mod's method of creating them instead of Mekanism's. To disable copper and tin just set copperperchunk and tinperchunk to 0.
The "other mod" should have OreDictionary entires so it wouldn't matter if the ore came from Mekanism or the "other mod" - they would be interchangeable. Mekanism even has a Oredictionificator for easy conversion (if needed)
As you never said which "other mod" I cannot say if it would use OreDictonary or not - if it doesn't it should be updated to do so.
The Lord of the Rings mod by Mevans
Thanks.
The only reference to oredict I could find was in Public beta 8
You'll have to take it up further with the mod dev/s in question.
^ heat is the only one worthwhile at all these days imo.
wind needs too much cable wasted to place it at the build limit, solar is just worthless compared to nearly any/every other mod that adds it.
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.
Hi
So I downloaded the mod and added it to my long list of mods I currently use and/or trying out and sadly the game fails to reach the loading screen now.
Here is the crash log I posted to pastebin: http://pastebin.com/ZjyvZjt1
To manage everything I currently use MultiMC. My system is running OS X Yosemite 10.10.4.
I cannot figure out what is causing the crash only that Mekanism is the culprit. I'm betting it's a conflict with something, just need some assistance finding said something if that's the case.
Thanks in advance
Going back over the log again I noticed the error that's causing it to 'crash and burn'. Do not know how I missed it before. It's an UnsupportedClassVersion error. Checking my java version I found that it's out of date. Installing new java version now will update if that fixes the issue or not.
Well that seems to have done nothing, so back to square one.
EDIT: Welp, I messed with the Java version settings in MultiMC and it's running fine with Mekanism now. Somehow MultiMC was using and older java version from somewhere...
You need to update your java to at least 1.7