1.7.10
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Don't do that; it's bad for the spine.
I'm talking about the force fields and turrets for testing them to see if 1) force fields stop warp drive laser cannon blasts and 2) if turrets shoot at flans mod planes.
If you are not speaking about fuel saving but rather about just switching off and on then clutch is for you. Just place it between your machine and shaft power source and control with redstone. Relay has the same purpose if you prefer electricraft.
And
seeing as you have not specified your intentions one way or the other,
are there any changes you plan on making and if so what?
Everything looks like it can be changed in the configs, such as server-unfriendly tile-entities like the chunkloader and the block damage from the railgun. But all the servers on the network disable any terrain damage from explosions, so that may hinder the effectiveness of the railgun and other weapons.
http://pastebin.com/RQEiQdcW

I've tryed to update Dragon API, Reactor Craft and Rotary Craft to the last snapshot (V11) usign forge 1558, but it crashes this way; Is there something I can do to resolve?
I've also tryed deleting the config files of old dragon api, rotary, reactor versions and the config file of forestry, but unsuccesfully
what forestry version?
I finally got to chroma dimension. It's is absolutely amazing. Long ago mysctarft dimensions teached me to visit new worlds with as empty inventory as possible. So I left my armor and everything else and went through portal. I was so exicited for several seconds... and then.. you know.. "crack" . Also I learned that this dimension is always generated from scratch and this is quite cpu intensive, but still it is amazing.
However the problem why I'm writing this is that I suppose that GOL puzzle doesn't detect when it is completed. I managed to fill it completly several times (and from the source code I think it must be something like 93,5%), but door is still closed and no sound is played. Am I doing something wrong and can anybody else confirm succesfull solution in v11?
Wondering if I can get a bit of help around the industrial coils, specifically around the charging requirements.
I recently updated from v10D where I had 4 steam engines going through shaft junctions and no longer powering an industrial coil. I did note that as part of the changelog for v11:
So ... started playing around in creative and I can't get a coil to charge at all, even if I'm outputting at 4096 torque (various rad settings were attempted, anywhere from 1024 to 4096). The coil seems to get an initial 'boost' of power and then fails to charge any further - max I've managed to get it to charge to is 2MW of power.
And to prevent possible derps, yes, I did check that it was orientated the right way and that there wasn't any redstone signal applied (if there was, I'd expect that the power in the coil would drop, not stay constant).
I also attempted re-genning the config file to see if I'd borked that, but doesn't look like it was the issue.
At this stage I'm pondering re-downloading the rotary craft jar file, but wondering if you might give suggestions as to what speed / torque /power values would be sufficient for the standard (non bedrock) industrial coil?
Pictures available from my creative world if such are desired.
So, did some further testing and it looks like I wasn't putting enough power into the coil.
At 8192 Nm I can get it up to ~ 60 MJ stored in the coil. At 16386 Nm (the output of one hydrokenetic) I can get it up to 134 MJs.
Still will be semi useful, just not sure how much and will definitely have to upgrade the power I'm putting into them.
Its Easier than in a previous Version. I remember i tried to charge a coil on a level 7 High pressure turbine and after a short time i needed cvt units to reach the Torque limits. Now i charged one nearly full without any gearboxes
Reika, issue with the scrapping of HSLA gears that give over 64 items, NEI turns them into a 111 item stack, or infinite stack rather than the correct amount
Check out my channel for Gregtech and HQM content https://www.youtube.com/user/abear989
Not for me. And there is no alternative aside from an idea I had some time ago where scrap items had an NBT tag for their value.
They are broken in v11. Either try another structure type or wait for v12.
Also, as of v12, you can no longer take fall damage from the first fall in the dimension.
Just a opinion from a RotaryCraft noob here, but the Industrial Coils are reasonably easy (if not particularly cheap) to craft early on, and I'm pumping the output of 4 steam engines on it (128Nm at 512rad/s for a total of 64kW). Connecting directly I get it to stop charging after at most a few ticks to near 3kJ, and with a Worm Gear I get something like 17kJ...
Saying that that is useless doesn't quite cover it, because it's useless AND expensive early game. In my opinion, either the power requirement needs to be reformulated to be closer to the Coil Winder, so we have something to compare to; or it needs to be explicitly told in the manual, with a warning that it's meant to be used in the mid-to-end game; or the recipe needs to include more mid-to-late game materials.
As it is, it's sitting on a tier where it doesn't do anything else than eat the resources of someone who stumbled upon it.
NEI's infinite stack behavior only works if cheat mode is enabled. Still, I like the idea of using NBT tags instead of direct quantity; mainly because AE's crafting terminal only lets you craft the max stack size of an item at a time. In this case, max size is 64 but the recipe makes 144 at a time, so it won't let you craft it. I've had the same issue with ReC canisters, as they craft 4 at a time, but only stack to 1.
Not to mention the fact that item stacks of quantity above 127 will become negative upon relogging due to them being cast to a byte when saved to NBT data; and negative stack sizes are infinite even without NEI. So there's that too.
Does that work for exiting the dimension too?
I made my own shader pack, by the way.
I was given that info to pass along to you from Greg, cause you weren't on at the time to discuss it with you himself.
edit: item stacks are limited to byte in code due to NBT saving the stack size to what is 127
any value above would be a byte overflow casuing negative stacks.
Check out my channel for Gregtech and HQM content https://www.youtube.com/user/abear989
There will soon be a page on the FTB Gamepedia wiki (http://ftb.gamepedia.com) regarding the Industrial Coil, and there will also be a graph of the Power and Torque required to charge the coils to different levels. Hopefully this will resolve the problem for you somewhat
RoC crafting patterns (for the autocrafting unit and such) are the same, where they can't be crafted in an ME system.
Yes and no. I was hoping to use the coils to power the extractor when I initially started silk touching diamonds and the like. My replacement idea is building 8 hydokenetics and the required gear infrastructure.
I also calculated that to get a standard industrial charged up you need about 53K Nm (at least to the point where the comparitor will stop it from exploding). That likely means some sort of hydrokeneitc power station with multiple coils and directional clutches - so once it finishes charging one it moves onto the next, until its done all of the coils that are available to charge.
My suspicion at the moment is that the max power you can put into a coil is x kNm x 8 = max MJ that it'll charge to.
There's a config setting to allow most worktable recipes to be made in a regular crafting table. It sounds like you need to enable that.