I Figured out an easier solution without any loss and no Chance to overcharge an industrial coil.[...]hope this is understandable.
Very much so. An elegant solution.
As for overcharging an industrial coil: a bedrock-upgraded coil stores 280TJ, which means that a solar tower outputting 268 MW - or an auroral battery - will take more than one million seconds to charge it - that's about 12 real-time days.
As for overcharging an industrial coil: a bedrock-upgraded coil stores 280TJ, which means that a solar tower outputting 268 MW - or an auroral battery - will take more than one million seconds to charge it - that's about 12 real-time days.
Thank you,
My server is now ran 36 Days, On the right side i will connect an Ammonia Highpressure turbine from my Nuclear Reactors,t at the moment its under construction. If i make 1 single mistake with the Bedrock coil i need a new house... so i prefer the Batterys
Can you clarify what the dungeon loot test is? (Assume I've got mods that add to the dungeon loot table).
Also, does the new ore basically mean "have to look in new chunks" or go to a new world? Or did you somehow manage to use that existing tiered ore block to store a new ore?
(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 the fermenter achievement bugged? I currently have 43 yeast in my inventory, and have already powered a gasoline engine, but have not yet received this achievement. It did not trigger on creation or extraction, unlike any of the other achievements.
Also, crash when using NEI to look at the 'recipes' in the drying rack from either the GUI or NEI's salt recipe.
java.lang.ClassCastException: Reika.DragonAPI.Instantiable.Data.Maps.ThresholdMapping cannot be cast to java.util.Map
at Reika.DragonAPI.Libraries.Java.ReikaJavaLibrary.getValuesForMapOfMaps(ReikaJavaLibrary.java:747)
at Reika.DragonAPI.Instantiable.Data.Maps.FluidHashMap.values(FluidHashMap.java:130)
at Reika.RotaryCraft.Auxiliary.RecipeManagers.RecipesDryingBed.getAllRecipes(RecipesDryingBed.java:149)
at Reika.RotaryCraft.ModInterface.NEI.DryingBedHandler.loadCraftingRecipes(DryingBedHandler.java:105)
at codechicken.nei.recipe.TemplateRecipeHandler.getRecipeHandler(TemplateRecipeHandler.java:466)
at codechicken.nei.recipe.GuiCraftingRecipe.openRecipeGui(GuiCraftingRecipe.java:20)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:574)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:567)
at codechicken.nei.recipe.TemplateRecipeHandler.mouseClicked(TemplateRecipeHandler.java:558)
at codechicken.nei.recipe.GuiRecipe.func_73864_a(GuiRecipe.java:99)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at Reika.DragonAPI.Libraries.Java.ReikaJavaLibrary.getValuesForMapOfMaps(ReikaJavaLibrary.java:747)
at Reika.DragonAPI.Instantiable.Data.Maps.FluidHashMap.values(FluidHashMap.java:130)
at Reika.RotaryCraft.Auxiliary.RecipeManagers.RecipesDryingBed.getAllRecipes(RecipesDryingBed.java:149)
at Reika.RotaryCraft.ModInterface.NEI.DryingBedHandler.loadCraftingRecipes(DryingBedHandler.java:105)
at codechicken.nei.recipe.TemplateRecipeHandler.getRecipeHandler(TemplateRecipeHandler.java:466)
at codechicken.nei.recipe.GuiCraftingRecipe.openRecipeGui(GuiCraftingRecipe.java:20)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:574)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:567)
at codechicken.nei.recipe.TemplateRecipeHandler.mouseClicked(TemplateRecipeHandler.java:558)
at codechicken.nei.recipe.GuiRecipe.func_73864_a(GuiRecipe.java:99)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
1. If I want to chain 16 Hydrokinetic Engines together, I'll need to use 16 bedrock shafts to upgrade all 16 of them?
2. With all 16 of them, I'll be getting a total of 262, 144 Nm of torque and 32 rad/s of speed. Am I correct to say that with one 256:1, or two 16:1 gearbox on speed mode (have to use bedrock gearboxes too, right?), I'll be getting 1024 Nm of torque and speed of 8192 rad/s?
3. If above is true, that alone can run the rotational dynamo at full speed?
1. If I want to chain 16 Hydrokinetic Engines together, I'll need to use 16 bedrock shafts to upgrade all 16 of them?
2. With all 16 of them, I'll be getting a total of 262, 144 Nm of torque and 32 rad/s of speed. Am I correct to say that with one 256:1, or two 16:1 gearbox on speed mode (have to use bedrock gearboxes too, right?), I'll be getting 1024 Nm of torque and speed of 8192 rad/s?
3. If above is true, that alone can run the rotational dynamo at full speed?
This is all correct. There is one downside to chaining many engines though: lubricant consumption rises expotentially with the number of chained engines, so that 8 chained engines consume 4 times as much lubricant as 4 chained engines, and so on. For that reason, it is considerably more efficient to run 4 chains of 4 engines and run 4 rotational dynamos. You also don't need bedrock for that version, neither for the engines nor for the gearboxes.
Question about the Casting Delegate. As I understood it, a properly placed Casting Delegate (directly above the casting table, at the same level as the diamond blocks) should be able to draw from the same repeaters that are part of the casting complex structure itself that the casting table uses to power itself. I was also under the impression that when connected to an ME network, it would not only be able to draw from the entire network for materials, but would also provide it's available recipes to the auto-crafting.
Did I misunderstand the Delegate's usage, or is something wrong with mine? I'm having to continually break and move the delegate elsewhere to charge it, which is completely impractical. And it isn't providing recipes to the system as I thought it should (It is pulling items from it just fine, though).
Question about the Casting Delegate. As I understood it, a properly placed Casting Delegate (directly above the casting table, at the same level as the diamond blocks) should be able to draw from the same repeaters that are part of the casting complex structure itself that the casting table uses to power itself. I was also under the impression that when connected to an ME network, it would not only be able to draw from the entire network for materials, but would also provide it's available recipes to the auto-crafting.
Did I misunderstand the Delegate's usage, or is something wrong with mine? I'm having to continually break and move the delegate elsewhere to charge it, which is completely impractical. And it isn't providing recipes to the system as I thought it should (It is pulling items from it just fine, though).
I'm using the same setup as you (well, nearly the same, you can place the wireless endpoint directly on top of the casting delegate, you don't need a cable), and it works well within its limitations. A few things:
(1) I don't think I've seen lumens go into the casting delegate directly except once. I didn't even know charging was an issue except when I placed it first. In any case, if it does draw power, it needs LOS to the repeaters. I never had a problem getting the casting delegate to do things, so there may be some invisible blocks interfering in your case.
(2) It doesn't provide recipes to the ME network, indeed. I'm not sure if this is intended behaviour or not. Providing an external facility's recipes to the ME network would normally be the task of the ME interface, but ChromatiCraft's recipes are too many and have potentially too many different ingredients for that to work here. Having the delegate work as an interface would greatly increase its usability, since at the moment, you have to select your casting recipe by scrolling through the potentially very long list in the delegate's GUI.
(3) The casting delegate also can't trigger AE2 autocrafting, so it isn't possible to use it for recursive crafting. The raw materials have to be in the ME network.
I think the benefit is still considerable as it is. You don't need to place the items manually in the casting structure, and you can draw from the ME network for raw materials. But there is room for improvement.
Well, mine is definitely not getting powered from it's position above the casting table. I'm only able to have it place ~10 item stacks before it runs out of one or another of it's colors and I have to break and it take it somewhere else to charge up.
So...I'm sorry I have to say this, but at the moment, doing the progression tasks in the chroma dimension is not enjoyable. There are several factors which on their own, constitute a minor annoyance at best, but compound each other to result in a tedious and sometimes frustrating experience:
(1) The occasional crash when using the elemental sonar in proximity to puzzle structures. Normally, the occasional crash bug isn't that big an issue, but in this case it makes you lose considerably time, since the dimension is reset when you restart the game, and if you're unlucky, you'll have to travel another 8000 blocks with worldgen active, meaning slowly, only to risk yet another crash when you get close to another structure. There is also a significant chance of losing all ChromatiCraft progression achievements.
(2) Dimension reset after crash or leaving the game. This means you can't leave a game session at any time, but you have to complete at least one objective if you don't want to lose all the time you spent searching. In the case of a crash, that loss is forced. I understand resetting the dimension if you re-enter it through the portal beacon, but resetting it while you're in it and left the game, that's frustrating, because you know, searching for those structures 16 times, and travelling about 60000 blocks distance in total with worldgen active, which means I can't use my favorite jetpack to zip over, that's not very enjoyable in the first place, and being forced to repeat even one puzzle structure searching tour because of the dimension reset makes me want to scream.
(3) I like the elemental sonar mechanic. Really, I do, but considering the distances I have to travel, and with worldgen active, this gets old the fifth time I have to do it, and after ten timesI feel I'm ready for the asylum. This might just be tolerable without the slow travel and the risk of a crash... I should mention that I have a really fast computer. Most players probably travel slower than I do with worldgen active.
(4) The way back. I found to my frustration that it is no longer possible to teleport out of the dimension - and not even with a config option to re-enable it. Again, I don't mind digging my way to the standard exits once, but this too, gets old very fast. Random digging is no fun, and even if, as I suspect, the location of the exits isn't completely random, it's still random enough to spend way too much time digging. To add insult to injury, ChromatiCraft's powerful digging tool - the excavation star - can excavate everything, but not normal stone. Now, this would usually motivate me to do as much as I can in one visit to the dimension, but the risk of a crash every time I use the elemental sonar makes me do the opposite.
To put this into perspective, I'm finding ChromatiCraft a beautiful and powerful mod, with a strong identity, tons of useful stuff and mod interaction and lots of humor in the lexicon descriptions (those regularly make me chuckle). The dimension is beautiful, too. Even so, the dimension regularly brings to me to the limits of my patience. Fixing that crash (crash logs have been posted several times by me and others), reducing dimension resets and an easier way home (at least after the first time) would greatly improve things. Also, maybe reduce the distances a bit?
I believe I figured out the problem I was having with the Casting Delegate. It seems it can't actually receive from the repeaters in the corners of the casting complex; the lower beams there block the LoS. This is unfortunate, as my (and I imagine other's) inclination is to arrange the pylons around in order of the colors, and unless I've missed something, there is no way to have all 4 colors needed for the Delegate on the sides while still keeping everything in order.
Any chance of a change to allow the Casting Delegate to draw it's power through the Casting Table?
I believe I figured out the problem I was having with the Casting Delegate. It seems it can't actually receive from the repeaters in the corners of the casting complex; the lower beams there block the LoS. This is unfortunate, as my (and I imagine other's) inclination is to arrange the pylons around in order of the colors...
LOL, if you've done enough with ChromatiCraft, it becomes almost a litany, right? Kuro, Karmir, Kijani, Ruskea, Nila, Zambarau, Vadali, Argia.... (I actually have the whole sequence memorized).
But no, why wouldn't I arrange the repeaters in a more practical way, for instance by having them point in the direction of their pylons?
BTW, while I'm posting here - has anyone found out how to acquire those elusive "ortho crystals" you need for the new Mineral Extractor recipe? They don't appear to come from an ore, at least I haven't found them in the Overworld, the End or the chroma dimension's near and far regions. The name suggests like something you would make, but there is no recipe to be found in NEI, and I haven't found any helpful info in the lexicon.
I believe I figured out the problem I was having with the Casting Delegate. It seems it can't actually receive from the repeaters in the corners of the casting complex; the lower beams there block the LoS. This is unfortunate, as my (and I imagine other's) inclination is to arrange the pylons around in order of the colors, and unless I've missed something, there is no way to have all 4 colors needed for the Delegate on the sides while still keeping everything in order.
Any chance of a change to allow the Casting Delegate to draw it's power through the Casting Table?
What I did was set up two multi-aura repeaters at opposite corners of the complex, set back a little ways and up so they can see each other across the top. Each multi-aura has visibility to the colors along two sides, so together they can see everything. I originally set these up so I only had to worry about running each color to the table itself, and not also running a line of each color over to, say, the ritual table or the relay source.
I originally tried to build this pair of multi-aura repeaters upside-down because it felt like that would give them more direct line-of-sight to the repeaters below them, but I couldn't get it to work (don't know if this is because it actually wasn't working, or if it's because I didn't realize at the time that you get the "failure" noise when you try to check routing of a color whose pylon is drained). They seem to work fine right-side-up though.
Downside: sometimes colors seem to get spuriously routed through the multi-aura repeaters instead of taking the more direct path. I'm not sure how much it costs in terms of efficiency when this happens.
Downside: sometimes colors seem to get spuriously routed through the multi-aura repeaters instead of taking the more direct path. I'm not sure how much it costs in terms of efficiency when this happens.
I'm using the same setup, and I have encountered the same weird routing behaviour. Attentuation isn't actually such a big factor in my experience, and most likely you won't notice one or two additional repeater jumps. There is a new config option "Make Pylon pathfinding attempt shortest path", it has the warning "can be intensive" added, so apparently the standard routing takes significantly less computation. I might try it for aesthetic reasons, but after you've powered-up your pylons with power crystals, even the difference between a pylon in direct connection distance and one 1000 blocks away isn't all that noticeable unless you have a large constant power drain on your network.
So, is there anything up among the lava rivers in the Upper Nether, or am I wasting my time looking for secrets? I've already found three structures on the roof itself (Lava Wells, Bedrock Chambers, and Fiery Mazes) although there is apparently at least a fourth...
[noparse][05:20:21] [User Authenticator #2/INFO]: UUID of player AnrDaemon is 67a804fe-2010-4231-8179-86dbd39545da
[05:20:22] [Netty IO #4/INFO] [FML]: Client protocol version 2
[05:20:22] [Netty IO #4/INFO] [FML]: Client attempting to join with 113 mods : [email protected],[email protected],[email protected],[email protected],[email protected],ProjRed|[email protected],[email protected]_beta,MineFactoryReloaded|[email protected],[email protected],[email protected],[email protected],[email protected],Micdoodlecore@,WR-CBE|[email protected],MineFactoryReloaded|[email protected],[email protected],MineFactoryReloaded|[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],ThaumicTinkerer@unspecified,[email protected],[email protected],[email protected],NEIAddons|[email protected],[email protected],[email protected],[email protected],@000,NEIAddons|[email protected],NEIAddons|[email protected],[email protected],[email protected],ProjRed|[email protected],[email protected],[email protected],[email protected],[email protected],ProjRed|[email protected],[email protected],[email protected],[email protected],appliedenergistics2-core@rv2-stable-10,[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],ProjRed|[email protected],[email protected],appliedenergistics2@rv2-stable-10,thaumcraftneiplugin@@VERSION@,WR-CBE|[email protected],[email protected],MineFactoryReloaded|[email protected],MineFactoryReloaded|[email protected],WR-CBE|[email protected],[email protected],[email protected],[email protected],MineFactoryReloaded|[email protected],[email protected],[email protected],[email protected],NEIAddons|[email protected],[email protected],[email protected],MineFactoryReloaded|[email protected],[email protected],[email protected],[email protected],[email protected],[email protected]_beta,[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],NEIAddons|[email protected],@0,MineFactoryReloaded|[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],[email protected],ProjRed|[email protected],[email protected],ProjRed|[email protected],[email protected],[email protected],[email protected],[email protected],[email protected]
[05:20:22] [Netty IO #4/INFO] [FML]: Attempting connection with missing mods [CaveControl, Dynmap, ForgeEssentials] at CLIENT
[05:20:22] [Netty IO #4/INFO] [journeymap]: CLIENT
[05:20:22] [Server thread/INFO] [FML]: [Server thread] Server side modded connection established
[05:20:22] [Server thread/INFO]: AnrDaemon[/127.0.0.1:63232] logged in with entity id 135 at (681.8294640741973, 2.0, 176.02549980213513)
[05:20:22] [Server thread/INFO]: AnrDaemon joined the game
[05:20:22] [Server thread/INFO] [EnderCore]: Sending server configs to client for com.enderio.core.common.config.ConfigHandler
[05:20:22] [Server thread/INFO] [EnderCore]: Sending server configs to client for tterrag.wailaplugins.config.WPConfigHandler
[05:20:22] [Server thread/INFO] [Waila]: Player EntityPlayerMP['AnrDaemon'/135, l='world', x=681,83, y=2,00, z=176,03] connected. Sending ping
[05:20:23] [Thread-22/INFO] [journeymap]: Login: Sending WorldID Packet to AnrDaemon
[05:20:31] [Server thread/INFO] [FML]: DRAGONAPI: Player AnrDaemon passed hash check for DragonAPI. Hash: 73B15B8E72790103518CE4F84959589DB2392ABA22E53FDB88FC08F37E5FE094
[05:20:31] [Server thread/ERROR] [FML]: There was a critical exception handling a packet on channel DragonAPIData
java.lang.NullPointerException
at cpw.mods.fml.common.network.FMLOutboundHandler$OutboundTarget$4.selectNetworks(FMLOutboundHandler.java:109) ~[FMLOutboundHandler$OutboundTarget$4.class:?]
at cpw.mods.fml.common.network.FMLOutboundHandler.write(FMLOutboundHandler.java:273) ~[FMLOutboundHandler.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:637) ~[DefaultChannelHandlerContext.class:?]
at io.netty.handler.codec.MessageToMessageEncoder.write(MessageToMessageEncoder.java:115) ~[MessageToMessageEncoder.class:?]
at io.netty.handler.codec.MessageToMessageCodec.write(MessageToMessageCodec.java:116) ~[MessageToMessageCodec.class:?]
at io.netty.channel.DefaultChannelHandlerContext.invokeWrite(DefaultChannelHandlerContext.java:644) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.write(DefaultChannelHandlerContext.java:698) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:688) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelHandlerContext.writeAndFlush(DefaultChannelHandlerContext.java:717) ~[DefaultChannelHandlerContext.class:?]
at io.netty.channel.DefaultChannelPipeline.writeAndFlush(DefaultChannelPipeline.java:893) ~[DefaultChannelPipeline.class:?]
at io.netty.channel.AbstractChannel.writeAndFlush(AbstractChannel.java:239) ~[AbstractChannel.class:?]
at cpw.mods.fml.common.network.simpleimpl.SimpleNetworkWrapper.sendTo(SimpleNetworkWrapper.java:196) ~[SimpleNetworkWrapper.class:?]
at Reika.DragonAPI.Instantiable.IO.PacketPipeline.sendToPlayer(PacketPipeline.java:83) ~[PacketPipeline.class:?]
at Reika.DragonAPI.Libraries.IO.ReikaPacketHelper.sendDataPacket(ReikaPacketHelper.java:250) ~[ReikaPacketHelper.class:?]
at Reika.DragonAPI.Libraries.IO.ReikaPacketHelper.sendDataPacket(ReikaPacketHelper.java:210) ~[ReikaPacketHelper.class:?]
at Reika.DragonAPI.Extras.LoginHandler.onPlayerLogout(LoginHandler.java:88) ~[LoginHandler.class:?]
at Reika.DragonAPI.Auxiliary.Trackers.PlayerHandler.onLogin(PlayerHandler.java:43) ~[PlayerHandler.class:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler_509_PlayerHandler_onLogin_PlayerLoggedOutEvent.invoke(.dynamic) ~[?:?]
at cpw.mods.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:54) ~[ASMEventHandler.class:?]
at cpw.mods.fml.common.eventhandler.EventBus.post(EventBus.java:140) ~[EventBus.class:?]
at cpw.mods.fml.common.FMLCommonHandler.firePlayerLoggedOut(FMLCommonHandler.java:555) ~[FMLCommonHandler.class:?]
at net.minecraft.server.management.ServerConfigurationManager.func_72367_e(ServerConfigurationManager.java:318) ~[oi.class:?]
at net.minecraft.network.NetHandlerPlayServer.func_147231_a(NetHandlerPlayServer.java:633) ~[nh.class:?]
at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:154) [nc.class:?]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:334) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) [li.class:?]
[05:20:31] [Server thread/INFO]: AnrDaemon lost connection: TextComponent{text='A fatal error has occured, this connection is terminated', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}}
[05:20:31] [Server thread/INFO]: AnrDaemon left the game[/noparse]
If I recall the events correctly, this is what I did:
1. I rolled a new modpack incarnation, which basically contained only upgrades and limited additions (Catwalks, AOBD berry bushes, Dynmap for server, TiC Tooltips for client).
2. I started server, all went seemingly well.
3. I started client without Highlands Integrator (was testing if I can omit it on client). Connection to server did not go, so I rebooted client with that mod enabled.
4. Upon connection, the server shot me with that exception and client disconnected.
5. Immediately, I tried to reconnect, and this time succeed.
It's ****ing Minecraft. I will build for aesthetics over efficiency very time, so long as it remains functional.
Sure, except for space considerations. Your setup looks beautiful, but I don't usually reserve ten times as much space as actually needed for a structure when I plan it. Also, I like to settle in hills for aesthetic reasons (flat space is boring), so I don't usually have that much flat space in the first place.
I had to use Matter Phase to finally find those. (BTW, is it normal that I start suffocating when I use Matter Phase? I would have though that part of the point of it would be that that doesn't happen.) Try looking up.
There's a group of 5 Crystal Matrix in the core of some of the floating islands in the Skylands biome. Honestly, those islands are worth investigating anyway - I found another that was composed entirely of Diamond Ore other than the outside layer.
In that case, my game may be bugged, because I don't get those islands in the current version of my modpack that has v14, as opposed to the previous one that had v13. I had wondered where they were gone. They should be reasonably common around your entry point if things didn't change since v13, and indeed, when I use /findbiome they should be all over the place, but they apparently don't spawn, at least not at a height visible from y=450 or less. This may or may not have anything to do with the fact that some chroma dimension biome names are overwritten by GalactiCraft biome names, while the landscape looks plausibly chroma-dimension-like on the surface and below, and has all the features required for progression and getting back home.
Can anyone confirm that this may be a bug, or must I look elsewhere? That's the trouble with a mod that's still undergoing significant development....intended change or bug?
Increasingly, I get the impression that biome management is somewhat messy because of mod interactions....
There is nothing progression-relevant up there, but I think you need to fully explore one each of four different structure types. These structures are all on the surface of the Nether roof.
Fair enough. I usually settle in an Extreme Hills biome if I can find one fast enough too, but this is the first time I've had a desert this close to my spawn since 1.6.4, so I went for it.
I don't know how it was in versions previous to v14, but I had to go out ~20k blocks before I started finding any biomes other than Luminescent Sanctuary and Structure Field. (Which yeah, was as much of a pain as it sounds. I've just used "/tp ~ ~ 20000" since when I wanted to explore out there, 'cause I'm sorry, but traveling that far with active worldgen is neither fun or kind to the server.) Still trying to figure out the "Dimension Flare" entities you sometimes run into out there
...there's a 4th Nether roof structure? I know about the large one with the Ghast spawner (which as far as I can tell is the only one actually needed for the progression flag), the bedrock maze with the Blaze/Zombie Pigman spawners, and the little pavilions with the chest under a block of lava.
I don't know how it was in versions previous to v14, but I had to go out ~20k blocks before I started finding any biomes other than Luminescent Sanctuary and Structure Field. (Which yeah, was as much of a pain as it sounds. I've just used "/tp ~ ~ 20000" since when I wanted to explore out there, 'cause I'm sorry, but traveling that far with active worldgen is neither fun or kind to the server.)
The thing is, I don't even know the correct biome name for many areas I travel through because I see GalactiCraft/GalaxySpace names like "Io" (the most common). I have "Iridescent Archipelago" and "Crystal Plains" in the far regions, one other whose name I don't recall, and GC/GS names for the rest. If I say "/findbiome Skylands", I get a very long list including places just around the corner from the entry point, but they're all named "Io". BTW, thank you for reminding me of that command.
...there's a 4th Nether roof structure? I know about the large one with the Ghast spawner (which as far as I can tell is the only one actually needed for the progression flag), the bedrock maze with the Blaze/Zombie Pigman spawners, and the little pavilions with the chest under a block of lava.
You're probably missing...
...the shielding stone maze with the layer of lava hidden in the ceiling and the tnt traps. I got my progression from the structure with the Nether portal.
Very much so. An elegant solution.
As for overcharging an industrial coil: a bedrock-upgraded coil stores 280TJ, which means that a solar tower outputting 268 MW - or an auroral battery - will take more than one million seconds to charge it - that's about 12 real-time days.
Thank you,
My server is now ran 36 Days, On the right side i will connect an Ammonia Highpressure turbine from my Nuclear Reactors,t at the moment its under construction. If i make 1 single mistake with the Bedrock coil i need a new house... so i prefer the Batterys
Can you clarify what the dungeon loot test is? (Assume I've got mods that add to the dungeon loot table). Also, does the new ore basically mean "have to look in new chunks" or go to a new world? Or did you somehow manage to use that existing tiered ore block to store a new ore?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(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 the fermenter achievement bugged? I currently have 43 yeast in my inventory, and have already powered a gasoline engine, but have not yet received this achievement. It did not trigger on creation or extraction, unlike any of the other achievements.
Also, crash when using NEI to look at the 'recipes' in the drying rack from either the GUI or NEI's salt recipe.
---- Minecraft Crash Report ----
// There are four lights!
Time: 6/13/16 10:03 PM
Description: Updating screen events
java.lang.ClassCastException: Reika.DragonAPI.Instantiable.Data.Maps.ThresholdMapping cannot be cast to java.util.Map
at Reika.DragonAPI.Libraries.Java.ReikaJavaLibrary.getValuesForMapOfMaps(ReikaJavaLibrary.java:747)
at Reika.DragonAPI.Instantiable.Data.Maps.FluidHashMap.values(FluidHashMap.java:130)
at Reika.RotaryCraft.Auxiliary.RecipeManagers.RecipesDryingBed.getAllRecipes(RecipesDryingBed.java:149)
at Reika.RotaryCraft.ModInterface.NEI.DryingBedHandler.loadCraftingRecipes(DryingBedHandler.java:105)
at codechicken.nei.recipe.TemplateRecipeHandler.getRecipeHandler(TemplateRecipeHandler.java:466)
at codechicken.nei.recipe.GuiCraftingRecipe.openRecipeGui(GuiCraftingRecipe.java:20)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:574)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:567)
at codechicken.nei.recipe.TemplateRecipeHandler.mouseClicked(TemplateRecipeHandler.java:558)
at codechicken.nei.recipe.GuiRecipe.func_73864_a(GuiRecipe.java:99)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1640)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at Reika.DragonAPI.Libraries.Java.ReikaJavaLibrary.getValuesForMapOfMaps(ReikaJavaLibrary.java:747)
at Reika.DragonAPI.Instantiable.Data.Maps.FluidHashMap.values(FluidHashMap.java:130)
at Reika.RotaryCraft.Auxiliary.RecipeManagers.RecipesDryingBed.getAllRecipes(RecipesDryingBed.java:149)
at Reika.RotaryCraft.ModInterface.NEI.DryingBedHandler.loadCraftingRecipes(DryingBedHandler.java:105)
at codechicken.nei.recipe.TemplateRecipeHandler.getRecipeHandler(TemplateRecipeHandler.java:466)
at codechicken.nei.recipe.GuiCraftingRecipe.openRecipeGui(GuiCraftingRecipe.java:20)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:574)
at codechicken.nei.recipe.TemplateRecipeHandler.transferRect(TemplateRecipeHandler.java:567)
at codechicken.nei.recipe.TemplateRecipeHandler.mouseClicked(TemplateRecipeHandler.java:558)
at codechicken.nei.recipe.GuiRecipe.func_73864_a(GuiRecipe.java:99)
at net.minecraft.client.gui.GuiScreen.func_146274_d(GuiScreen.java:296)
at net.minecraft.client.gui.inventory.GuiContainer.func_146274_d(GuiContainer.java)
at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:268)
-- Affected screen --
Details:
Screen name: codechicken.nei.recipe.GuiCraftingRecipe
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityClientPlayerMP['geekman9097'/356, l='MpServer', x=-302.68, y=65.62, z=333.36]]
Chunk stats: MultiplayerChunkCache: 225, 225
Level seed: 0
Level generator: ID 04 - ATG, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-112,64,240), Chunk: (at 0,4,0 in -7,15; contains blocks -112,0,240 to -97,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1337666 game time, 386512 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 46 total; [EntityCow['Cow'/385, l='MpServer', x=-372.72, y=134.00, z=401.41], EntityMeteor['entity.Meteor.name'/129, l='MpServer', x=-179.62, y=625.50, z=429.56], EntityCow['Cow'/386, l='MpServer', x=-375.13, y=142.00, z=406.97], EntityCow['Cow'/66, l='MpServer', x=-240.91, y=98.00, z=314.16], EntityMeteor['entity.Meteor.name'/130, l='MpServer', x=-177.45, y=685.50, z=449.30], KingBlueSlime['King Slime'/67, l='MpServer', x=-252.41, y=216.00, z=380.41], EntityCow['Cow'/68, l='MpServer', x=-245.97, y=140.00, z=409.88], EntityMeteor['entity.Meteor.name'/69, l='MpServer', x=-234.57, y=657.50, z=447.01], EntityCow['Cow'/79, l='MpServer', x=-235.66, y=125.00, z=274.28], EntityCow['Cow'/80, l='MpServer', x=-230.56, y=135.00, z=278.63], EntityCow['Cow'/81, l='MpServer', x=-229.47, y=135.00, z=279.84], EntityCow['Cow'/82, l='MpServer', x=-233.72, y=143.00, z=272.50], EntityCow['Cow'/83, l='MpServer', x=-233.50, y=141.00, z=382.34], EntityCow['Cow'/84, l='MpServer', x=-228.28, y=145.00, z=398.72], EntityCow['Cow'/85, l='MpServer', x=-235.59, y=144.00, z=400.38], EntitySnowman['Snow Golem'/354, l='MpServer', x=-305.22, y=61.00, z=334.78], EntitySkeleton['Skeleton'/355, l='MpServer', x=-315.88, y=61.00, z=320.50], EntitySlime['Slime'/36, l='MpServer', x=-280.63, y=81.00, z=328.63], EntityClientPlayerMP['geekman9097'/356, l='MpServer', x=-302.68, y=65.62, z=333.36], EntityCow['Cow'/37, l='MpServer', x=-286.41, y=102.00, z=366.72], EntityCow['Cow'/358, l='MpServer', x=-332.88, y=63.00, z=305.69], EntityCow['Cow'/38, l='MpServer', x=-279.19, y=138.00, z=397.88], EntityCow['Cow'/359, l='MpServer', x=-334.75, y=63.00, z=310.63], EntityCow['Cow'/39, l='MpServer', x=-286.91, y=140.00, z=399.97], EntityCow['Cow'/360, l='MpServer', x=-329.06, y=63.00, z=309.81], EntityCow['Cow'/361, l='MpServer', x=-331.91, y=63.00, z=306.88], EntityCow['Cow'/362, l='MpServer', x=-321.47, y=63.00, z=295.72], EntityCow['Cow'/363, l='MpServer', x=-317.25, y=97.00, z=370.44], EntityCow['Cow'/364, l='MpServer', x=-313.47, y=68.00, z=285.53], EntityCow['Cow'/365, l='MpServer', x=-344.53, y=74.00, z=357.47], EntityCow['Cow'/366, l='MpServer', x=-348.44, y=84.00, z=367.59], EntityCow['Cow'/368, l='MpServer', x=-347.75, y=97.00, z=375.53], EntityCow['Cow'/369, l='MpServer', x=-334.69, y=105.00, z=386.56], EntityCow['Cow'/49, l='MpServer', x=-258.28, y=93.00, z=298.66], EntityCow['Cow'/370, l='MpServer', x=-352.53, y=72.00, z=358.47], EntityCow['Cow'/50, l='MpServer', x=-259.63, y=90.00, z=323.41], EntityCow['Cow'/371, l='MpServer', x=-357.72, y=70.00, z=352.34], KingBlueSlime['King Slime'/51, l='MpServer', x=-258.41, y=217.00, z=376.59], EntityCow['Cow'/372, l='MpServer', x=-358.59, y=98.00, z=370.94], EntityCow['Cow'/52, l='MpServer', x=-269.91, y=141.00, z=407.03], EntityCow['Cow'/373, l='MpServer', x=-315.28, y=127.00, z=405.50], EntityCow['Cow'/374, l='MpServer', x=-355.28, y=110.00, z=389.50], EntityCow['Cow'/375, l='MpServer', x=-359.84, y=103.00, z=388.03], EntityCow['Cow'/376, l='MpServer', x=-370.28, y=92.00, z=373.31], EntityCow['Cow'/378, l='MpServer', x=-332.88, y=64.00, z=256.78], EntityCow['Cow'/381, l='MpServer', x=-361.63, y=135.00, z=401.44]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:919)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Mac OS X (x86_64) version 10.11.5
Java Version: 1.8.0_66, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 509233608 bytes (485 MB) / 1056964608 bytes (1008 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 4 total; -Xmx1G -XX:+UseG1GC -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 47645, allocated: 0, tallocated: 4096
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 34 mods loaded, 34 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA CodeChickenCore{1.0.7.47} [CodeChicken Core] (minecraft.jar)
UCHIJAAAA NotEnoughItems{1.0.5.118} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.118-universal.jar)
UCHIJAAAA OpenEye{0.6} [OpenEye] (OpenEye-0.6-1.7.10.jar)
UCHIJAAAA <DragonAPI ASM>{0} [DragonAPI ASM Data Initialization] (minecraft.jar)
UCHIJAAAA AppleCore{1.3.2} [AppleCore] (AppleCore-mc1.7.10-1.3.2.jar)
UCHIJAAAA ATG{0.10.0} [Alternate Terrain Generation] (ATG-1.7.10-0.12.0.jar)
UCHIJAAAA BiblioCraft{1.11.5} [BiblioCraft] (BiblioCraft[v1.11.5][MC1.7.10].jar)
UCHIJAAAA CarpentersBlocks{3.3.7} [Carpenter's Blocks] (Carpenter's Blocks v3.3.7 - MC 1.7.10.jar)
UCHIJAAAA CustomOreGen{1.2.24} [Custom Ore Generation] (CustomOreGen-1.7.10-1.2.24.jar)
UCHIJAAAA Mantle{1.7.10-0.3.2.jenkins191} [Mantle] (Mantle-1.7.10-0.3.2b.jar)
UCHIJAAAA Waila{1.5.10} [Waila] (Waila-1.5.10_1.7.10.jar)
UCHIJAAAA TConstruct{1.7.10-1.8.8.build988} [Tinkers' Construct] (TConstruct-1.7.10-1.8.8.jar)
UCHIJAAAA DragonAPI{1.0} [DragonAPI] (DragonAPI 1.7.10 V14d.jar)
UCHIJAAAA FFS{1.7.10-1.3.5.60} [Fancy Fluid Storage] (Fancy Fluid Storage-1.7.10-1.3.5.60.jar)
UCHIJAAAA farseek{1.0.11} [Farseek] (Farseek-1.0.11.jar)
UCHIJAAAA GeoStrata{1.0} [GeoStrata] (GeoStrata 1.7.10 V14b.jar)
UCHIJAAAA inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] (InventoryTweaks-1.59-dev-152.jar)
UCHIJAAAA IronChest{6.0.60.741} [Iron Chest] (ironchest-1.7.10-6.0.60.741-universal.jar)
UCHIJAAAA journeymap{5.1.4p1} [JourneyMap] (journeymap-1.7.10-5.1.4p1-unlimited.jar)
UCHIJAAAA MeteorCraft{1.0} [MeteorCraft] (MeteorCraft 1.7.10 V14a.jar)
UCHIJAAAA harvestcraft{1.7.10j} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10Lb.jar)
UCHIJAAAA RotaryCraft{1.0} [RotaryCraft] (RotaryCraft 1.7.10 V14d.jar)
UCHIJAAAA ReactorCraft{1.0} [ReactorCraft] (ReactorCraft 1.7.10 V14d.jar)
UCHIJAAAA RTG{0.7.0} [Realistic Terrain Generation] (RTG-1.7.10-0.7.0.jar)
UCHIJAAAA Scenter{1.7.10-3.2.1} [Scenter] (scenter-1.7.10-3.2.1.jar)
UCHIJAAAA SpiceOfLife{1.3.2} [The Spice of Life] (SpiceOfLife-mc1.7.10-1.3.2.jar)
UCHIJAAAA StorageDrawers{1.7.10-1.9.8} [Storage Drawers] (StorageDrawers-1.7.10-1.9.8.jar)
UCHIJAAAA streams{0.2} [Streams] (Streams-0.2.jar)
UCHIJAAAA TiCTooltips{1.2.5} [TiC Tooltips] (TiCTooltips-mc1.7.10-1.2.5.jar)
UCHIJAAAA TMechworks{0.2.14.100} [Tinkers' Mechworks] (TMechworks-1.7.10-0.2.14.100.jar)
UCHIJAAAA WailaHarvestability{1.1.5} [Waila Harvestability] (WailaHarvestability-mc1.7.10-1.1.5.jar)
Mantle Environment: Environment healthy.
TConstruct Environment: Environment healthy.
Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
LWJGL: 2.9.1
OpenGL: Intel HD Graphics 4000 OpenGL Engine GL version 2.1 INTEL-10.14.66, Intel Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I'm a Webcomic lover. Have some banners of my favorites:
GENERATION 25: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Just a few minors questions.
1. If I want to chain 16 Hydrokinetic Engines together, I'll need to use 16 bedrock shafts to upgrade all 16 of them?
2. With all 16 of them, I'll be getting a total of 262, 144 Nm of torque and 32 rad/s of speed. Am I correct to say that with one 256:1, or two 16:1 gearbox on speed mode (have to use bedrock gearboxes too, right?), I'll be getting 1024 Nm of torque and speed of 8192 rad/s?
3. If above is true, that alone can run the rotational dynamo at full speed?
This is all correct. There is one downside to chaining many engines though: lubricant consumption rises expotentially with the number of chained engines, so that 8 chained engines consume 4 times as much lubricant as 4 chained engines, and so on. For that reason, it is considerably more efficient to run 4 chains of 4 engines and run 4 rotational dynamos. You also don't need bedrock for that version, neither for the engines nor for the gearboxes.
Thanks for the reply.
Guess I'll have to play around with it in a test world and see how it works out then.
Cheers.
Question about the Casting Delegate. As I understood it, a properly placed Casting Delegate (directly above the casting table, at the same level as the diamond blocks) should be able to draw from the same repeaters that are part of the casting complex structure itself that the casting table uses to power itself. I was also under the impression that when connected to an ME network, it would not only be able to draw from the entire network for materials, but would also provide it's available recipes to the auto-crafting.
Did I misunderstand the Delegate's usage, or is something wrong with mine? I'm having to continually break and move the delegate elsewhere to charge it, which is completely impractical. And it isn't providing recipes to the system as I thought it should (It is pulling items from it just fine, though).
I'm using the same setup as you (well, nearly the same, you can place the wireless endpoint directly on top of the casting delegate, you don't need a cable), and it works well within its limitations. A few things:
(1) I don't think I've seen lumens go into the casting delegate directly except once. I didn't even know charging was an issue except when I placed it first. In any case, if it does draw power, it needs LOS to the repeaters. I never had a problem getting the casting delegate to do things, so there may be some invisible blocks interfering in your case.
(2) It doesn't provide recipes to the ME network, indeed. I'm not sure if this is intended behaviour or not. Providing an external facility's recipes to the ME network would normally be the task of the ME interface, but ChromatiCraft's recipes are too many and have potentially too many different ingredients for that to work here. Having the delegate work as an interface would greatly increase its usability, since at the moment, you have to select your casting recipe by scrolling through the potentially very long list in the delegate's GUI.
(3) The casting delegate also can't trigger AE2 autocrafting, so it isn't possible to use it for recursive crafting. The raw materials have to be in the ME network.
I think the benefit is still considerable as it is. You don't need to place the items manually in the casting structure, and you can draw from the ME network for raw materials. But there is room for improvement.
Well, mine is definitely not getting powered from it's position above the casting table. I'm only able to have it place ~10 item stacks before it runs out of one or another of it's colors and I have to break and it take it somewhere else to charge up.
So...I'm sorry I have to say this, but at the moment, doing the progression tasks in the chroma dimension is not enjoyable. There are several factors which on their own, constitute a minor annoyance at best, but compound each other to result in a tedious and sometimes frustrating experience:
(1) The occasional crash when using the elemental sonar in proximity to puzzle structures. Normally, the occasional crash bug isn't that big an issue, but in this case it makes you lose considerably time, since the dimension is reset when you restart the game, and if you're unlucky, you'll have to travel another 8000 blocks with worldgen active, meaning slowly, only to risk yet another crash when you get close to another structure. There is also a significant chance of losing all ChromatiCraft progression achievements.
(2) Dimension reset after crash or leaving the game. This means you can't leave a game session at any time, but you have to complete at least one objective if you don't want to lose all the time you spent searching. In the case of a crash, that loss is forced. I understand resetting the dimension if you re-enter it through the portal beacon, but resetting it while you're in it and left the game, that's frustrating, because you know, searching for those structures 16 times, and travelling about 60000 blocks distance in total with worldgen active, which means I can't use my favorite jetpack to zip over, that's not very enjoyable in the first place, and being forced to repeat even one puzzle structure searching tour because of the dimension reset makes me want to scream.
(3) I like the elemental sonar mechanic. Really, I do, but considering the distances I have to travel, and with worldgen active, this gets old the fifth time I have to do it, and after ten timesI feel I'm ready for the asylum. This might just be tolerable without the slow travel and the risk of a crash... I should mention that I have a really fast computer. Most players probably travel slower than I do with worldgen active.
(4) The way back. I found to my frustration that it is no longer possible to teleport out of the dimension - and not even with a config option to re-enable it. Again, I don't mind digging my way to the standard exits once, but this too, gets old very fast. Random digging is no fun, and even if, as I suspect, the location of the exits isn't completely random, it's still random enough to spend way too much time digging. To add insult to injury, ChromatiCraft's powerful digging tool - the excavation star - can excavate everything, but not normal stone. Now, this would usually motivate me to do as much as I can in one visit to the dimension, but the risk of a crash every time I use the elemental sonar makes me do the opposite.
To put this into perspective, I'm finding ChromatiCraft a beautiful and powerful mod, with a strong identity, tons of useful stuff and mod interaction and lots of humor in the lexicon descriptions (those regularly make me chuckle). The dimension is beautiful, too. Even so, the dimension regularly brings to me to the limits of my patience. Fixing that crash (crash logs have been posted several times by me and others), reducing dimension resets and an easier way home (at least after the first time) would greatly improve things. Also, maybe reduce the distances a bit?
I believe I figured out the problem I was having with the Casting Delegate. It seems it can't actually receive from the repeaters in the corners of the casting complex; the lower beams there block the LoS. This is unfortunate, as my (and I imagine other's) inclination is to arrange the pylons around in order of the colors, and unless I've missed something, there is no way to have all 4 colors needed for the Delegate on the sides while still keeping everything in order.
Any chance of a change to allow the Casting Delegate to draw it's power through the Casting Table?
LOL, if you've done enough with ChromatiCraft, it becomes almost a litany, right? Kuro, Karmir, Kijani, Ruskea, Nila, Zambarau, Vadali, Argia.... (I actually have the whole sequence memorized).
But no, why wouldn't I arrange the repeaters in a more practical way, for instance by having them point in the direction of their pylons?
BTW, while I'm posting here - has anyone found out how to acquire those elusive "ortho crystals" you need for the new Mineral Extractor recipe? They don't appear to come from an ore, at least I haven't found them in the Overworld, the End or the chroma dimension's near and far regions. The name suggests like something you would make, but there is no recipe to be found in NEI, and I haven't found any helpful info in the lexicon.
What I did was set up two multi-aura repeaters at opposite corners of the complex, set back a little ways and up so they can see each other across the top. Each multi-aura has visibility to the colors along two sides, so together they can see everything. I originally set these up so I only had to worry about running each color to the table itself, and not also running a line of each color over to, say, the ritual table or the relay source.
I originally tried to build this pair of multi-aura repeaters upside-down because it felt like that would give them more direct line-of-sight to the repeaters below them, but I couldn't get it to work (don't know if this is because it actually wasn't working, or if it's because I didn't realize at the time that you get the "failure" noise when you try to check routing of a color whose pylon is drained). They seem to work fine right-side-up though.
Downside: sometimes colors seem to get spuriously routed through the multi-aura repeaters instead of taking the more direct path. I'm not sure how much it costs in terms of efficiency when this happens.
I'm using the same setup, and I have encountered the same weird routing behaviour. Attentuation isn't actually such a big factor in my experience, and most likely you won't notice one or two additional repeater jumps. There is a new config option "Make Pylon pathfinding attempt shortest path", it has the warning "can be intensive" added, so apparently the standard routing takes significantly less computation. I might try it for aesthetic reasons, but after you've powered-up your pylons with power crystals, even the difference between a pylon in direct connection distance and one 1000 blocks away isn't all that noticeable unless you have a large constant power drain on your network.
So, is there anything up among the lava rivers in the Upper Nether, or am I wasting my time looking for secrets? I've already found three structures on the roof itself (Lava Wells, Bedrock Chambers, and Fiery Mazes) although there is apparently at least a fourth...
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
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Reika, can you help assessing this exception?
If I recall the events correctly, this is what I did:
1. I rolled a new modpack incarnation, which basically contained only upgrades and limited additions (Catwalks, AOBD berry bushes, Dynmap for server, TiC Tooltips for client).
2. I started server, all went seemingly well.
3. I started client without Highlands Integrator (was testing if I can omit it on client). Connection to server did not go, so I rebooted client with that mod enabled.
4. Upon connection, the server shot me with that exception and client disconnected.
5. Immediately, I tried to reconnect, and this time succeed.
Sure, except for space considerations. Your setup looks beautiful, but I don't usually reserve ten times as much space as actually needed for a structure when I plan it. Also, I like to settle in hills for aesthetic reasons (flat space is boring), so I don't usually have that much flat space in the first place.
In that case, my game may be bugged, because I don't get those islands in the current version of my modpack that has v14, as opposed to the previous one that had v13. I had wondered where they were gone. They should be reasonably common around your entry point if things didn't change since v13, and indeed, when I use /findbiome they should be all over the place, but they apparently don't spawn, at least not at a height visible from y=450 or less. This may or may not have anything to do with the fact that some chroma dimension biome names are overwritten by GalactiCraft biome names, while the landscape looks plausibly chroma-dimension-like on the surface and below, and has all the features required for progression and getting back home.
Can anyone confirm that this may be a bug, or must I look elsewhere? That's the trouble with a mod that's still undergoing significant development....intended change or bug?
Increasingly, I get the impression that biome management is somewhat messy because of mod interactions....
@Zsashas
Fair enough. I usually settle in an Extreme Hills biome if I can find one fast enough too, but this is the first time I've had a desert this close to my spawn since 1.6.4, so I went for it.
I don't know how it was in versions previous to v14, but I had to go out ~20k blocks before I started finding any biomes other than Luminescent Sanctuary and Structure Field. (Which yeah, was as much of a pain as it sounds. I've just used "/tp ~ ~ 20000" since when I wanted to explore out there, 'cause I'm sorry, but traveling that far with active worldgen is neither fun or kind to the server.) Still trying to figure out the "Dimension Flare" entities you sometimes run into out there
...there's a 4th Nether roof structure? I know about the large one with the Ghast spawner (which as far as I can tell is the only one actually needed for the progression flag), the bedrock maze with the Blaze/Zombie Pigman spawners, and the little pavilions with the chest under a block of lava.
The thing is, I don't even know the correct biome name for many areas I travel through because I see GalactiCraft/GalaxySpace names like "Io" (the most common). I have "Iridescent Archipelago" and "Crystal Plains" in the far regions, one other whose name I don't recall, and GC/GS names for the rest. If I say "/findbiome Skylands", I get a very long list including places just around the corner from the entry point, but they're all named "Io". BTW, thank you for reminding me of that command.
You're probably missing...