Instead of removing each mod one by one, I ended up simply testing Chromaticraft in a instance with only a select few mods. In three instances consisting of only Chromaticraft, Extra Utilities (for the Angel Ring) and InvTweaks, Storage Drawers and EnderIO respectively, I was able to replicate the issue.
So more than likely it is an issue with how Chromaticraft interacts with certain inventory actions. Hopefully you can figure out what exactly is causing it.
The player capability system, which is what is used for creative flight (and other things like being damage-proof), does not interact with the player's inventory, which makes an interaction very hard to conceptualize.
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
Then Chromaticraft is a key component, as I have most of the mods you mentioned EXCEPT Chromaticraft, and I haven't encountered this issue in, like… 3 years?
So, after looking through the net for a while I couldn't find a solution for my issue with the centrifugal fluid extractor. My current setup has it surrounded by source blocks on 3 sides as well as on top, at Y 41, with 20 blocks of water on top, and in the ocean biome (I also have a deep ocean biome, which I thought might be an issue, though none of the sides is any biome but ocean), but no matter what I do, providing minimum torque at 256 rad/s doesn't produce any heavy water whatsoever.
A picture of the centrifugal fluid extractor with F3 overlay is in the spoiler.
It's being powered by an AC engine with a 1-Clock (Redstone Comparator set to Subtract + Redstone Torch and Dust), it's running constantly, but the extractor isn't doing anything. Should the fluid pipes be on top? Should I move my setup to a deep ocean biome? I'm sorry if the solution is right there, it's escaping me. My Sea Level is Y62, by the way.
EDIT: Found a thread on FTB that said it had to be placed exactly at Y45-47 to function, moved extractor right to Y45, immediately functioned. Bug? Or intented behavior? If intended, why not fix the description in the Reactorcraft Handbook? It says Below y=45... xD. Thanks nonetheless!
So, after looking through the net for a while I couldn't find a solution for my issue with the centrifugal fluid extractor. My current setup has it surrounded by source blocks on 3 sides as well as on top, at Y 41, with 20 blocks of water on top, and in the ocean biome (I also have a deep ocean biome, which I thought might be an issue, though none of the sides is any biome but ocean), but no matter what I do, providing minimum torque at 256 rad/s doesn't produce any heavy water whatsoever.
A picture of the centrifugal fluid extractor with F3 overlay is in the spoiler.
It's being powered by an AC engine with a 1-Clock (Redstone Comparator set to Subtract + Redstone Torch and Dust), it's running constantly, but the extractor isn't doing anything. Should the fluid pipes be on top? Should I move my setup to a deep ocean biome? I'm sorry if the solution is right there, it's escaping me. My Sea Level is Y62, by the way.
EDIT: Found a thread on FTB that said it had to be placed exactly at Y45-47 to function, moved extractor right to Y45, immediately functioned. Bug? Or intented behavior? If intended, why not fix the description in the Reactorcraft Handbook? It says Below y=45... xD. Thanks nonetheless!
I am not convinced they all were source blocks in the original location.
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
Hi reika, I haven't been around to bug you so I thought I'd drop in and say hi! Also I've not updated so any errors I found will not be reported. Toodles
I am not convinced they all were source blocks in the original location.
You know how you can only pick up water in buckets from source blocks right? I confirmed all source blocks because on right click with a bucket, the block directly on your head is the one picked up, and I repeatedly checked my three different locations for source blocks. When I moved the extractor, I had to check the source blocks around it for Y 40 through y 45, but it only worked on Y 45.
On a previous attempt at Y 15, I dug a 3x3 tower under the ocean floor to get there, and refilled every water block with the typical "endless water" 3x3 pool trick. I then confirmed the source blocks for every position (you can check it's a source block in an endless water because you can pick it up repeatedly in the same space) before mounting the Extractor. It still didn't work :/. The only thing with that one was the biome type being Deep Ocean, so I wouldn't be surprised if it didn't work because of that. The first attempt at Y 40 did have a lot of flowing water blocks instead of source blocks, but I moved that position before reading in detail about the source blocks, hence the second attempt at Y 15. This third one was first checked for source blocks before placing the extractor, but still only worked at Y 45.
My request is ... could you add a "computercraft-peripheral" for the "Central Control" block? or something simillar?...
I want to have a remote monitoring for the reactor control rods in my actual nuclear reactor...
P.S: I know there's a reactor CPU remote control, but I'm not convinced at all that you can't have a real-time status (Control rods, Temperature, Fuel, Waste, etc.) for the nuclear reactor.
My request is ... could you add a "computercraft-peripheral" for the "Central Control" block? or something simillar?...
I want to have a remote monitoring for the reactor control rods in my actual nuclear reactor...
P.S: I know there's a reactor CPU remote control, but I'm not convinced at all that you can't have a real-time status (Control rods, Temperature, Fuel, Waste, etc.) for the nuclear reactor.
All of the ReC blocks are CC and OC compatible directly.
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
So Reika, I’ve been absolutely loving your mods, with how they are such a refreshing change from plug&play RF. I’ve been playing them for the past 3/4 of a year or so, and just don’t want to stop because they are so engaging. I wanted a read, so I’ve spent the past month or so reading the entirety of this thread and the one on the FTB forums. Needless to say, it was quite an interesting read. I have to say, people can be stupid and really lazy at times. I also have one suggestion for RotaryCraft.
I’ve seen your distaste at the handwavyness of the chunkloader in RC, and after seeing the post about how MC chunks seem to have a quantum state where they are only loaded if observed, I would suggest saying that the chunkloader is spinning so fast because it must observe all of the chunks at once, and updating the recipe to have either a CCTV camera or an eye of ender to “observe” the chunks with. That would use at least less handwavyness on your part and make it seem more realistic. Still loving how light your mods are, and keep up the great work!
EDIT: Also, are we supposed to be able to achieve over half of a fusion reactor’s power output with a fission reactor?
Design in question runs ~9 HTPs, but somewhat less. Simulator link:
Sorry to interrupt the vernal festivities Master Reika,
but Gregorious hexii Artorus will be ready for beta launch to the public by week's end. So, to re-word my request for permission made on March 11th (and response to your concerns later that same day) in semi-legalese...
Users of the pack do not have permission to reupload and redistribute the pack.
Under no circumstances may I or the users of the pack extract your mods from the pack and rehost them.
The pack must comply with the rules regarding third-party modification discussed below.
The pack is strictly non-commercial.
I neither claim any credit for your work, nor imply a contributory relationship to the authoring of the packaged mods.
Only the official release versions of the mods as hosted on your official download locations, like Curse or your own site, will be used.
The pack does not use external mods to significantly change the way your mods work, such that a guide for the default setup would be misleading or useless for the pack (or vice versa), nor that the mods' techtrees, if applicable, are radically altered, nor are features missing.
In order to achieve pack coherence, and in good faith with the above condition, CraftTweaker has been used to:
* add a replacement screwdriver shaped recipe requiring HSLA-steel, since you deleted the standard one to avoid a HarvestCraft conflict.
* Change the Floodlamp recipe to include Lumium like all the other anti-mob lanterns in this pack.
* add an alternate rad suit material recipe from rubber, lead sheet, and leather.
* Several intermediate recipes given additional variations using GT parts
-- the previously proposed Impellor change has been cancelled
-- Mount: use Tin or TinAlloy ring (0.25 or 1 ingot) for the upper ingots, and TinAlloy, Iron, or Steel ingots for lower corners. A HSLA base plate remains. [2 TinAlloy = 1 Iron + 1 Tin, derived from Railcraft's "tin plate"]
-- ball bearing: 3 from 4 Rounds = polished nuggets of HSLA.
-- shaft bearing: two curved plates, a ring, and four ball bearings all in HSLA = 2.842 to 5.592 vs 3 ingots worth
-- mirror part: optionally replace the 3 silver plates with 3 silver foil (0.25 or 1 ingot each);
option the glass blocks with cast glass panels (equal material) to allow aluminum foil backing.
-- 1mT magnet from 4 magnetized iron or 3 magnetized steel (gregT's ore dict = ferromagnetic ingots), vs two magnetite gems
-- 256mT magnet from 3 magnetized neodymium [takes 9x as long at 4x power tier], vs 16 1mT magnets
[I was considering full Tesla, but Nd is only slightly rarer than nickel with the ore-processing chain expected at that power tier].
(Noting that the fusion reactor parts are made from 4T or higher magnets.)
The provided configs are used for:
making oregen more lumpy and de-duplicated where possible,
allowing machines to be assembled in standard crafting tables,
and providing Extractor uses for the many new ores (if not accurate ones).
I just experienced a minor problem that I'm curious if there's already a way to fix, if not to simply bring it to your attention.
I was running my pulse jet furnace with oxygen accelerant to make HSLA steel and I noticed the temperature would frequently and randomly dip below 900C, sometimes staying below for several seconds at a time. The temperature of my lab seems slightly on the cool side; a performance engine properly cooled runs at 18C so that may be contributing, but it's just a warm forest-like biome - no snow or ice at all.
I might be wrong, but it's my understanding that oxygen accelerant is intended to keep the furnace above 900C, since it does increase the temperature when being used from around 850C, but I don't know for sure.
I recorded a short video of the temperature dipping below 900C, though it didn't stay below during the recording.
If there's any information I can provide that might help or otherwise be useful, I'd be more than happy to give it.
Sorry to interrupt the vernal festivities Master Reika,
but Gregorious hexii Artorus will be ready for beta launch to the public by week's end. So, to re-word my request for permission made on March 11th (and response to your concerns later that same day) in semi-legalese...
Users of the pack do not have permission to reupload and redistribute the pack.
Under no circumstances may I or the users of the pack extract your mods from the pack and rehost them.
The pack must comply with the rules regarding third-party modification discussed below.
The pack is strictly non-commercial.
I neither claim any credit for your work, nor imply a contributory relationship to the authoring of the packaged mods.
Only the official release versions of the mods as hosted on your official download locations, like Curse or your own site, will be used.
The pack does not use external mods to significantly change the way your mods work, such that a guide for the default setup would be misleading or useless for the pack (or vice versa), nor that the mods' techtrees, if applicable, are radically altered, nor are features missing.
In order to achieve pack coherence, and in good faith with the above condition, CraftTweaker has been used to:
* add a replacement screwdriver shaped recipe requiring HSLA-steel, since you deleted the standard one to avoid a HarvestCraft conflict.
* Change the Floodlamp recipe to include Lumium like all the other anti-mob lanterns in this pack.
* add an alternate rad suit material recipe from rubber, lead sheet, and leather.
* Several intermediate recipes given additional variations using GT parts
-- the previously proposed Impellor change has been cancelled
-- Mount: use Tin or TinAlloy ring (0.25 or 1 ingot) for the upper ingots, and TinAlloy, Iron, or Steel ingots for lower corners. A HSLA base plate remains. [2 TinAlloy = 1 Iron + 1 Tin, derived from Railcraft's "tin plate"]
-- ball bearing: 3 from 4 Rounds = polished nuggets of HSLA.
-- shaft bearing: two curved plates, a ring, and four ball bearings all in HSLA = 2.842 to 5.592 vs 3 ingots worth
-- mirror part: optionally replace the 3 silver plates with 3 silver foil (0.25 or 1 ingot each);
option the glass blocks with cast glass panels (equal material) to allow aluminum foil backing.
-- 1mT magnet from 4 magnetized iron or 3 magnetized steel (gregT's ore dict = ferromagnetic ingots), vs two magnetite gems
-- 256mT magnet from 3 magnetized neodymium [takes 9x as long at 4x power tier], vs 16 1mT magnets
[I was considering full Tesla, but Nd is only slightly rarer than nickel with the ore-processing chain expected at that power tier].
(Noting that the fusion reactor parts are made from 4T or higher magnets.)
The provided configs are used for:
making oregen more lumpy and de-duplicated where possible,
allowing machines to be assembled in standard crafting tables,
and providing Extractor uses for the many new ores (if not accurate ones).
Sorry it just genuinely pissed me off. At exactly midnight (of the 1st of april), all of my machinery and blocks of your mods changed to magenta-black checkerboard and the server crashed with an error that took me 40 minutes to diagnose. Disabling the above mentioned config entry fixed the server crash. It's my personal opinion that this is a bit too far for an april fools joke is all.
Ya I got the crashes too but this config change seems to have fixed it.
No, that was going to be today because I had to stop yesterday. I was thinking it may be different in practice, but I don’t think it will meltdown because if the fairly low temperatures in the simulator. Off to test!
No, that was going to be today because I had to stop yesterday. I was thinking it may be different in practice, but I don’t think it will meltdown because if the fairly low temperatures in the simulator. Off to test!
Definitely do this in a test world first, the results of a failed design can be less than ideal to clean up.
The player capability system, which is what is used for creative flight (and other things like being damage-proof), does not interact with the player's inventory, which makes an interaction very hard to conceptualize.
Can you write a specific sequence of events that reproduce your issue? Preferable from world creation to successful demonstration.
Does it also happen if your ring is in bauble slot?
Then Chromaticraft is a key component, as I have most of the mods you mentioned EXCEPT Chromaticraft, and I haven't encountered this issue in, like… 3 years?
So, after looking through the net for a while I couldn't find a solution for my issue with the centrifugal fluid extractor. My current setup has it surrounded by source blocks on 3 sides as well as on top, at Y 41, with 20 blocks of water on top, and in the ocean biome (I also have a deep ocean biome, which I thought might be an issue, though none of the sides is any biome but ocean), but no matter what I do, providing minimum torque at 256 rad/s doesn't produce any heavy water whatsoever.
A picture of the centrifugal fluid extractor with F3 overlay is in the spoiler.
It's being powered by an AC engine with a 1-Clock (Redstone Comparator set to Subtract + Redstone Torch and Dust), it's running constantly, but the extractor isn't doing anything. Should the fluid pipes be on top? Should I move my setup to a deep ocean biome? I'm sorry if the solution is right there, it's escaping me. My Sea Level is Y62, by the way.
EDIT: Found a thread on FTB that said it had to be placed exactly at Y45-47 to function, moved extractor right to Y45, immediately functioned. Bug? Or intented behavior? If intended, why not fix the description in the Reactorcraft Handbook? It says Below y=45... xD. Thanks nonetheless!
I am not convinced they all were source blocks in the original location.
Hi reika, I haven't been around to bug you so I thought I'd drop in and say hi! Also I've not updated so any errors I found will not be reported. Toodles
You know how you can only pick up water in buckets from source blocks right? I confirmed all source blocks because on right click with a bucket, the block directly on your head is the one picked up, and I repeatedly checked my three different locations for source blocks. When I moved the extractor, I had to check the source blocks around it for Y 40 through y 45, but it only worked on Y 45.
On a previous attempt at Y 15, I dug a 3x3 tower under the ocean floor to get there, and refilled every water block with the typical "endless water" 3x3 pool trick. I then confirmed the source blocks for every position (you can check it's a source block in an endless water because you can pick it up repeatedly in the same space) before mounting the Extractor. It still didn't work :/. The only thing with that one was the biome type being Deep Ocean, so I wouldn't be surprised if it didn't work because of that. The first attempt at Y 40 did have a lot of flowing water blocks instead of source blocks, but I moved that position before reading in detail about the source blocks, hence the second attempt at Y 15. This third one was first checked for source blocks before placing the extractor, but still only worked at Y 45.
Hi Reika...
I have a request for the mod reactorcraft...
My request is ... could you add a "computercraft-peripheral" for the "Central Control" block? or something simillar?...
I want to have a remote monitoring for the reactor control rods in my actual nuclear reactor...
P.S: I know there's a reactor CPU remote control, but I'm not convinced at all that you can't have a real-time status (Control rods, Temperature, Fuel, Waste, etc.) for the nuclear reactor.
All of the ReC blocks are CC and OC compatible directly.
So Reika, I’ve been absolutely loving your mods, with how they are such a refreshing change from plug&play RF. I’ve been playing them for the past 3/4 of a year or so, and just don’t want to stop because they are so engaging. I wanted a read, so I’ve spent the past month or so reading the entirety of this thread and the one on the FTB forums. Needless to say, it was quite an interesting read. I have to say, people can be stupid and really lazy at times. I also have one suggestion for RotaryCraft.
I’ve seen your distaste at the handwavyness of the chunkloader in RC, and after seeing the post about how MC chunks seem to have a quantum state where they are only loaded if observed, I would suggest saying that the chunkloader is spinning so fast because it must observe all of the chunks at once, and updating the recipe to have either a CCTV camera or an eye of ender to “observe” the chunks with. That would use at least less handwavyness on your part and make it seem more realistic. Still loving how light your mods are, and keep up the great work!
EDIT: Also, are we supposed to be able to achieve over half of a fusion reactor’s power output with a fission reactor?
Design in question runs ~9 HTPs, but somewhat less. Simulator link:
http://yuyuyzl.github.io/ReactorCraftSimulator/?data=17_17_0000000333000000000000032123000000000003121213000000000322121223000000032122122123000003212161612123000312212121212213032212612221621223311211228221121133221261222162122303122121212122130003212161612123000003212212212300000003221212230000000003121213000000000003212300000000000003330000000_0_30
Advanced Rocketry and Reika's mods
Sorry to interrupt the vernal festivities Master Reika,
but Gregorious hexii Artorus will be ready for beta launch to the public by week's end. So, to re-word my request for permission made on March 11th (and response to your concerns later that same day) in semi-legalese...
The pack does not use external mods to significantly change the way your mods work, such that a guide for the default setup would be misleading or useless for the pack (or vice versa), nor that the mods' techtrees, if applicable, are radically altered, nor are features missing.
In order to achieve pack coherence, and in good faith with the above condition, CraftTweaker has been used to:
* add a replacement screwdriver shaped recipe requiring HSLA-steel, since you deleted the standard one to avoid a HarvestCraft conflict.
* Change the Floodlamp recipe to include Lumium like all the other anti-mob lanterns in this pack.
* add an alternate rad suit material recipe from rubber, lead sheet, and leather.
* Several intermediate recipes given additional variations using GT parts
-- the previously proposed Impellor change has been cancelled
-- Mount: use Tin or TinAlloy ring (0.25 or 1 ingot) for the upper ingots, and TinAlloy, Iron, or Steel ingots for lower corners. A HSLA base plate remains. [2 TinAlloy = 1 Iron + 1 Tin, derived from Railcraft's "tin plate"]
-- ball bearing: 3 from 4 Rounds = polished nuggets of HSLA.
-- shaft bearing: two curved plates, a ring, and four ball bearings all in HSLA = 2.842 to 5.592 vs 3 ingots worth
-- mirror part: optionally replace the 3 silver plates with 3 silver foil (0.25 or 1 ingot each);
option the glass blocks with cast glass panels (equal material) to allow aluminum foil backing.
-- 1mT magnet from 4 magnetized iron or 3 magnetized steel (gregT's ore dict = ferromagnetic ingots), vs two magnetite gems
-- 256mT magnet from 3 magnetized neodymium [takes 9x as long at 4x power tier], vs 16 1mT magnets
[I was considering full Tesla, but Nd is only slightly rarer than nickel with the ore-processing chain expected at that power tier].
(Noting that the fusion reactor parts are made from 4T or higher magnets.)
The provided configs are used for:
making oregen more lumpy and de-duplicated where possible,
allowing machines to be assembled in standard crafting tables,
and providing Extractor uses for the many new ores (if not accurate ones).
Hello~
I just experienced a minor problem that I'm curious if there's already a way to fix, if not to simply bring it to your attention.
I was running my pulse jet furnace with oxygen accelerant to make HSLA steel and I noticed the temperature would frequently and randomly dip below 900C, sometimes staying below for several seconds at a time. The temperature of my lab seems slightly on the cool side; a performance engine properly cooled runs at 18C so that may be contributing, but it's just a warm forest-like biome - no snow or ice at all.
I might be wrong, but it's my understanding that oxygen accelerant is intended to keep the furnace above 900C, since it does increase the temperature when being used from around 850C, but I don't know for sure.
I recorded a short video of the temperature dipping below 900C, though it didn't stay below during the recording.
If there's any information I can provide that might help or otherwise be useful, I'd be more than happy to give it.
- Sumiko
is there any plans for versions for current version of minecraft?
not asking when, just want to know and did not see an answer on your site.
B:"[EAE994752] Enable Temporally Dependent Amusement Behavior"=true
That was a d*ck move. Making weird stuff happen is fine, but crashing the server? That's a step ahead of just being a joke.
What are you talking about?
Go ahead.
------------------------------------------------------
https://soundcloud.com/reikakalseki/chromaticraft-dimension-score-12-forgotten-constructs
Have you tested this in practice?
Ya I got the crashes too but this config change seems to have fixed it.
Sorry it just genuinely pissed me off. At exactly midnight (of the 1st of april), all of my machinery and blocks of your mods changed to magenta-black checkerboard and the server crashed with an error that took me 40 minutes to diagnose. Disabling the above mentioned config entry fixed the server crash. It's my personal opinion that this is a bit too far for an april fools joke is all.
No, that was going to be today because I had to stop yesterday. I was thinking it may be different in practice, but I don’t think it will meltdown because if the fairly low temperatures in the simulator. Off to test!
Advanced Rocketry and Reika's mods
Definitely do this in a test world first, the results of a failed design can be less than ideal to clean up.