Last I heard -- and this was about a month ago -- since the change to itemstacks in 1.11 to make null itemstacks illegal (think inventory arrays -- where you used to have a null for an empty, you now have to have an explicit air item instead) would basically kill updating, he did not feel that there was any point to even going to 1.10, and anything past that was a non-starter.
This is my understanding of the issue; actual issue details may vary. Void where prohibited. Do not take while operating heavy machinery. May cause headaches.
(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?
Returning to sintering - as i understand, sintering is processing of thing (mostly metal powder) under its melting point to alter its properties or create new, hard to acheive alloy. Therefore, as my NEI shows, i must get tungsten flakes and use friction heater to make sintered tungsten. Fine, but im unable to gather RC tungsten ore (if even exists). All ive managed to find is nether tungsten ore and few GT ores, which can give tungsten dust. Im still confused, why RC tungsten cannot be equal to GT. Moreover, as Greg mentioned, my NEI shows tungsten flakes in two types - grey and black, both of RC. But only black flakes are "meltable" in electric furnance giving dusts, what (i suppose) was intentional. Then can i make somehow reverse thing - create proper tungsten flakes out of dusts? At least i have MineTweaker Recipe Maker, but i wish to do it in balanced way as possible.
RC Tungsten flakes are made by processing iron ore in the extractor. As mentioned, the rate is approximately 1 flake per stack of ore.
That flake is then cooked at high temperatures, requiring sufficient power and gearing.
why RC tungsten cannot be equal to GT
Because RC Tungsten is a proxy for "User has gotten to the point of being able to make bedrock breakers". It is the proxy for "completed most of the progress through the mod".
The engines you need to get the high temperatures are the same engines that you need to run the bedrock breakers. I believe you also need to make diamond gear boxes and diamond shafts, as the weaker gears/shafts will break at that power level.
(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?
Last I heard -- and this was about a month ago -- since the change to itemstacks in 1.11 to make null itemstacks illegal (think inventory arrays -- where you used to have a null for an empty, you now have to have an explicit air item instead) would basically kill updating, he did not feel that there was any point to even going to 1.10, and anything past that was a non-starter.
This is my understanding of the issue; actual issue details may vary. Void where prohibited. Do not take while operating heavy machinery. May cause headaches.
in other words modding is currently in the "eff this version, i'm waiting till forge updates to the next one" stage, i knew it, what a shame.
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.
For some reason when i try to craft "Casting Delegate" table won't pull argia energy, however it pulled other 3. It just stands there and looks pretty. Is there any way to fix this?
The Casting Delegate can't pull energy from the 2 outside repeaters on each side of the complex - the horizontal beams block LoS. You'll either need to reorder your pylons, or build a Multi-Aura in a location that lets it send to the Delegate.
The Casting Delegate can't pull energy from the 2 outside repeaters on each side of the complex - the horizontal beams block LoS. You'll either need to reorder your pylons, or build a Multi-Aura in a location that lets it send to the Delegate.
Or put an upside-down version of each colored repeater a few blocks above each upright one, floating in the air. Could be fun. Would definitely work.
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I've put together a modpack on Curse called Pain in the End, and I'm also currently doing a let's play with it. Pain in the End features RotaryCraft, ReactorCraft, ElectriCraft, Void Monster, CritterPet, and ChromatiCraft, as well as a bunch of other mods by other people. I would like to ask your permission to make this pack public, and promise that it is only to be distributed on the Curse launcher, that I will make no modifications to the mod files other than config files, and no changes to recipes without discussing them with you and receiving your blessing, which I do not anticipate attempting at this time. I will also not attempt to make money off of your mods in any way(unless my YouTube channel really takes off, which frankly would shock me). I further promise not to claim that I have had anything to do with the writing, coding or creation of your mods, and I will only download them and their updates through the Curse launcher.
Having a lubrication problem, so I figured I'd post in here, see if anyone has any ideas. I'm running a full power 16 hydrokinetic engine setup (64 block high waterfall, bedrock shaft upgrades), and I can't seem to keep up with the lubricant requirements. My canola farm is working great (overabundant, really), but no matter how much power I put into my grinders, it doesn't seem like enough. Right now, I've got half of the entire hydrokinetic output (so 4MW) going into 4 grinders, at max speed with minimum torque (128 Nm each, 8192 rad/s). Have these all connected with lubricant hose to a pipe pump (running off a steam engine with an 8x gearbox), with that filling a reservoir, which dumps into the hydrokinetic engines with as short a drop as I can manage (4 block of hose). Given all that, the engines still consume more lubricant than I can produce.
I AM using a shaft power bus to split the power to the grinders, but the controller uses so little lubricant that it doesn't seem like it should be a factor.
I should also add that I've done no tweaking to the RotaryCraft.cfg, it is bone-stock V16d. I had to change a single potion ID to get it to work with the modpack I'm using (Infinity Evolved), but besides that I've made no configuration tweaks.
Having a lubrication problem, so I figured I'd post in here, see if anyone has any ideas. I'm running a full power 16 hydrokinetic engine setup (64 block high waterfall, bedrock shaft upgrades), and I can't seem to keep up with the lubricant requirements. My canola farm is working great (overabundant, really), but no matter how much power I put into my grinders, it doesn't seem like enough. Right now, I've got half of the entire hydrokinetic output (so 4MW) going into 4 grinders, at max speed with minimum torque (128 Nm, 8192 rad/s). Have these all connected with lubricant hose to a pipe pump (running off a steam engine with an 8x gearbox), with that filling a reservoir, which dumps into the hydrokinetic engines with as short a drop as I can manage (4 block of hose). Given all that, the engines still consume more lubricant than I can produce.
Step 1: separate your hydrokinetics into 4 groups of 4 each. Having more than 4 chained together will increase their consumption exponentially.
Step 2: have all that power go into a single grinder. 4 MW is exactly enough power to get them to process canola every tick.
Step 1: separate your hydrokinetics into 4 groups of 4 each. Having more than 4 chained together will increase their consumption exponentially.
Step 2: have all that power go into a single grinder. 4 MW is exactly enough power to get them to process canola every tick.
Can you still use shaft junctions to merge the output again (given the 4 input limit on them)? The whole point of doing this is to run all 4 stages of an extractor.
Can you still use shaft junctions to merge the output again (given the 4 input limit on them)? The whole point of doing this is to run all 4 stages of an extractor.
Yes, shaft junctions will still work for this as long as they're upgraded with bedrock.
<snipped>
Step 2: have all that power go into a single grinder. 4 MW is exactly enough power to get them to process canola every tick.
That definitely works, and actually doesn't require splitting up the hydrokinetics. But, I'm worried about possibly causing lag for one of my players that is on a somewhat mediocre connection. It that grinder running at 1 operation per tick gonna cause him lag if he enters the chunk with it?
That definitely works, and actually doesn't require splitting up the hydrokinetics. But, I'm worried about possibly causing lag for one of my players that is on a somewhat mediocre connection. It that grinder running at 1 operation per tick gonna cause him lag if he enters the chunk with it?
They don't even sync their inventories when the GUI isn't open, so no. If you're concerned about lag in general though, I would suggest 2 things. 1: don't have excessive numbers of machines. More machines = more network load, even if they're not doing anything. Especially when the player first enters the area. And 2: if you need to have a lot of machines, have multiple separated buildings for them instead of cramming them all into one spot. Far away machines don't typically sync data as frequently. Additionally, most of reika's machines skip rendering of some parts if they're really far away, which is good for framerate too. Bonus points if you can make the buildings so far away that they're outside your render distance, cause then they won't be syncing anything at all.
(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?
I've put together a modpack on Curse called Pain in the End, and I'm also currently doing a let's play
with it. Pain in the End features RotaryCraft, ReactorCraft,
ElectriCraft, Void Monster, CritterPet, and ChromatiCraft, as well as a
bunch of other mods by other people. I would like to ask your permission
to make this pack public, and promise that it is only to be distributed
on the Curse launcher, that I will make no modifications to the mod
files other than config files, and no changes to recipes without
discussing them with you and receiving your blessing, which I do not
anticipate attempting at this time. I will also not attempt to make
money off of your mods in any way(unless my YouTube channel really takes
off, which frankly would shock me). I further promise not to claim that
I have had anything to do with the writing, coding or creation of your
mods, and I will only download them and their updates through the Curse
launcher.
Thanks for taking the time to read this.
Go ahead.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Are you planning on making a new mod? If so what is it about?
HEH, considering the name (Pain in the "End" - my quotes for emphasis), I'm guessing he's trying to make a modpack with a focus on complexity and difficulty.
HEH, considering the name (Pain in the "End" - my quotes for emphasis), I'm guessing he's trying to make a modpack with a focus on complexity and difficulty.
I think they were asking Reika if he was making a new mod...
I feel like every time I post asking for help, I've gotten even further behind than before. Now I can't even get the basic Casting Room to work...what obvious mistake have I made this time?
Last I heard -- and this was about a month ago -- since the change to itemstacks in 1.11 to make null itemstacks illegal (think inventory arrays -- where you used to have a null for an empty, you now have to have an explicit air item instead) would basically kill updating, he did not feel that there was any point to even going to 1.10, and anything past that was a non-starter.
This is my understanding of the issue; actual issue details may vary. Void where prohibited. Do not take while operating heavy machinery. May cause headaches.
* 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?
RC Tungsten flakes are made by processing iron ore in the extractor. As mentioned, the rate is approximately 1 flake per stack of ore.
That flake is then cooked at high temperatures, requiring sufficient power and gearing.
Because RC Tungsten is a proxy for "User has gotten to the point of being able to make bedrock breakers". It is the proxy for "completed most of the progress through the mod".
The engines you need to get the high temperatures are the same engines that you need to run the bedrock breakers. I believe you also need to make diamond gear boxes and diamond shafts, as the weaker gears/shafts will break at that power level.
* 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?
in other words modding is currently in the "eff this version, i'm waiting till forge updates to the next one" stage, i knew it, what a shame.
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.
Will this mod be ported or updated to 1.10.2? Most of the major 1.7.10 and new mods appear to be migrating to 1.10.2.
Previous post:
I meant RC, ReactorCraft and Dragon API
Reika is NOT updating till he feels like it .-.
I'm the best kind of weeb trash.
The Casting Delegate can't pull energy from the 2 outside repeaters on each side of the complex - the horizontal beams block LoS. You'll either need to reorder your pylons, or build a Multi-Aura in a location that lets it send to the Delegate.
Or put an upside-down version of each colored repeater a few blocks above each upright one, floating in the air. Could be fun. Would definitely work.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Hello!
I've put together a modpack on Curse called Pain in the End, and I'm also currently doing a let's play with it. Pain in the End features RotaryCraft, ReactorCraft, ElectriCraft, Void Monster, CritterPet, and ChromatiCraft, as well as a bunch of other mods by other people. I would like to ask your permission to make this pack public, and promise that it is only to be distributed on the Curse launcher, that I will make no modifications to the mod files other than config files, and no changes to recipes without discussing them with you and receiving your blessing, which I do not anticipate attempting at this time. I will also not attempt to make money off of your mods in any way(unless my YouTube channel really takes off, which frankly would shock me). I further promise not to claim that I have had anything to do with the writing, coding or creation of your mods, and I will only download them and their updates through the Curse launcher.
Thanks for taking the time to read this.
"Wake up."
Having a lubrication problem, so I figured I'd post in here, see if anyone has any ideas. I'm running a full power 16 hydrokinetic engine setup (64 block high waterfall, bedrock shaft upgrades), and I can't seem to keep up with the lubricant requirements. My canola farm is working great (overabundant, really), but no matter how much power I put into my grinders, it doesn't seem like enough. Right now, I've got half of the entire hydrokinetic output (so 4MW) going into 4 grinders, at max speed with minimum torque (128 Nm each, 8192 rad/s). Have these all connected with lubricant hose to a pipe pump (running off a steam engine with an 8x gearbox), with that filling a reservoir, which dumps into the hydrokinetic engines with as short a drop as I can manage (4 block of hose). Given all that, the engines still consume more lubricant than I can produce.
I AM using a shaft power bus to split the power to the grinders, but the controller uses so little lubricant that it doesn't seem like it should be a factor.
I should also add that I've done no tweaking to the RotaryCraft.cfg, it is bone-stock V16d. I had to change a single potion ID to get it to work with the modpack I'm using (Infinity Evolved), but besides that I've made no configuration tweaks.
Step 1: separate your hydrokinetics into 4 groups of 4 each. Having more than 4 chained together will increase their consumption exponentially.
Step 2: have all that power go into a single grinder. 4 MW is exactly enough power to get them to process canola every tick.
I made my own shader pack, by the way.
Can you still use shaft junctions to merge the output again (given the 4 input limit on them)? The whole point of doing this is to run all 4 stages of an extractor.
Yes, shaft junctions will still work for this as long as they're upgraded with bedrock.
I made my own shader pack, by the way.
I need this mod for 1.10.
That definitely works, and actually doesn't require splitting up the hydrokinetics. But, I'm worried about possibly causing lag for one of my players that is on a somewhat mediocre connection. It that grinder running at 1 operation per tick gonna cause him lag if he enters the chunk with it?
They don't even sync their inventories when the GUI isn't open, so no. If you're concerned about lag in general though, I would suggest 2 things. 1: don't have excessive numbers of machines. More machines = more network load, even if they're not doing anything. Especially when the player first enters the area. And 2: if you need to have a lot of machines, have multiple separated buildings for them instead of cramming them all into one spot. Far away machines don't typically sync data as frequently. Additionally, most of reika's machines skip rendering of some parts if they're really far away, which is good for framerate too. Bonus points if you can make the buildings so far away that they're outside your render distance, cause then they won't be syncing anything at all.
I made my own shader pack, by the way.
Two things:
1. There are something like 6 different mods here.
2. None are currently even planned for 1.10 as far as I know.
* 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?
Go ahead.
HEH, considering the name (Pain in the "End" - my quotes for emphasis), I'm guessing he's trying to make a modpack with a focus on complexity and difficulty.
I think they were asking Reika if he was making a new mod...
I feel like every time I post asking for help, I've gotten even further behind than before. Now I can't even get the basic Casting Room to work...what obvious mistake have I made this time?
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~