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Im in the midst of re-doing my Mod pack for use on Curse, however im running into this issue that mentions reika's mods, but not entirely sure if it is that or something else.
http://pastebin.com/D3GU6Lys - Crash Log
Arduous https://minecraft.curseforge.com/projects/arduous-lost-wasteland
You've awoken on this barren wasteland planet, a civilization once ruled and proud, but where is everyone? All the buildings are empty, nothing remains, all that can be seen is mass hordes in all directions of zombies, skeletons and other creatures never before seen. Inside isn't safe, Outside isn't safe, what will u do to survive this planet and escape? Can you survive the 1st day without death claiming you?
There is no natural light, when night time comes it's pitch black, no moon light and all that is heard is the scratching and moaning of whats around lurking to destroy you. Mining reveals unbeknownst horrors from the rocks just waiting to come out and devour your soul. Puddles of liquid blue or purple are not water, but also intent on harming you.
It's not really a bug report, but more question about is it intended. Rotarycraft liquid pipes can pull liquid from tanks placed on top of them. Well we have gravitation so it's ok. But they can pull so much liquid that exceeds their pressure limits and break them and this is quite weird.
However this is an issue only with big tanks like big termal expansion's ones or extra utilities' drums. So it may be some logic here like these tanks have so high internal pressure that pipes are torn apart or may be it is just some problem with their code?
Also looks like liquid pipes can't pull from multistructure tanks like railcraft's ones. (At least I can't make them to do that). Chromaticraft crystal tanks work but break pipes with pressure.
I know that there are bedrockium pipes, but they don't work with some liquids.
Sandstone pipes are designed to pull from non-RotaryCraft sources.
You mean netherbrick? Because sandstone is bypass pipe.
Netherbrick one works exactly as normal one. (can't pull from railcraft's tanks and can't work with high density tanks). I believe they are still present just for backward compatibility and tight projects where normal pipes can mess up with rotarycraft's machines.
try to put an reservoir on the valve from the railcraft tank and then a Rotary pipe on the reservoir. I use this "trick" to extract hot molten sodium from world rifts because the rifts melts if the hot molten sodium in rotary pipes are directly connected to them
Reika, I have a couple questions about RotaryCraft.
1. Does the shield stop TNT, fireballs, or WarpDrive lasers?
2. Would the shield reactivate immediately after I jumped a WarpDrive ship with a shield generator onboard?
Thanks for taking the time to look at my questions!
Yeah, I know all these workarounds. I'm just speaking about the fact that anything with high enough internal capacity can break pipes. And that pipes can't pull from railcraft's tanks.
PS I have ender io, thermal dynamics, buildcraft, extra utilities, tinkers' construct, extra cells for ae, immersive engeneering, logistics pipes, mekanism, railcraft, steve's factory manager, agricraft and even thaumcraft's golems and opencomputers with computercraft. You know, plenty of ways to move liquids around, but I like to do things in different ways, so I spend lots of time testing stuff from different mods and if I find something that looks like a possible bug (this time not really bug, but more like forgotten exception or unintended mod interaction) why don't report it?
Question: Have I been blatantly missing something, or is it possible to add CompterCraft / OpenComputers integration? (especially to RotaryCraft.)
Almost everything already has it.
I mean in Reika's main mods.
I'm about ready to give up on these HTGR reactors. How in the world are you supposed to get them up to 800 degrees? I can't even break 300 on any of these designs.
I believe the HTGR is bugged in the current version, and it actually is impossible to get it to a high enough temperature.
They're currently bugged, and already fixed for V12.
I made my own shader pack, by the way.
Hah, and here I thought I was missing some key concept. Well, guess I'll wait for v12 to come around and try again.
reika is there a way to turn off energy usage in a certain machine?
If you want a specific machine to not have any energy worries, go into the RotaryCraft creative tab and scroll to the bottom for the creative energy coil.
?!
Actually, power split works the same way in RotaryCraft; shaft junctions combine and split shafts by adding or extracting torque for each split. If you want speed, that's what gearboxes and the CVT are for.
And the microturbine is actually the most efficient fuel-powered RotaryCraft engine in the game; 1 bucket of fuel lasts for 4 minutes; for reference, 1 bucket of fuel for the Gasoline engine lasts for 1 minute. This is, of course, not counting external-fuel engines like Steam or Hydrokinetic, nor the reactors of ReactorCraft, whose fuel sources last for much longer.
well yes, the fuel lasts longer in the microturbine. but the Gas Turbine produces more than 32x the power, for less than 32x the fuel consumption. In terms of fuel to power conversion, the gas turbine beats the microturbine beats the gasoline engine.
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.
I was referring to the fact that merging and splitting always affected torque, and not speed.