Ok, this is the second time that I've lost all progress on entering the ChC dimension, and I really don't want to do a 15 hour rollback on the world again this time. Where does one find the values for the various progress flags to use with /chromaprog?
EDIT: Ok, did some more fiddling around. So /chromaprog [numerical value] seems to be obsolete? Found how to give or remove all (/chromaprog [name] [maximize/reset] progress), and I seem to have found how to remove specific progresses (/chromprog [name] progress [progress name] stage), though the syntax there seems a bit weird. How does one add specific progresses?
EDIT2: And a little more working at it, and now I get "An unknown error occurred while attempting to perform this command" every time. I am well and truly lost at this point.
EDIT3: ...with "true", duh. Interesting that it takes anything else to default to "false".
Ok, this is the second time that I've lost all progress on entering the ChC dimension, and I really don't want to do a 15 hour rollback on the world again this time. Where does one find the values for the various progress flags to use with /chromaprog?
EDIT: Ok, did some more fiddling around. So /chromaprog [numerical value] seems to be obsolete? Found how to give or remove all (/chromaprog [name] [maximize/reset] progress), and I seem to have found how to remove specific progresses (/chromprog [name] progress [progress name] stage), though the syntax there seems a bit weird. How does one add specific progresses?
EDIT2: And a little more working at it, and now I get "An unknown error occurred while attempting to perform this command" every time. I am well and truly lost at this point.
I sent you a PM. Any more questions also by PM please.
Crashes that destroy player data while in the dimension have happened a few times to me as well, and for that reason I always make a world backup before I visit the dimension.
Also, for those who often crash while using the elemental sonar: this appears to happen if worldgen is active while using the sonar, and particularly when close to a structure, so I suspect that structure generation and elemental sonar interfere with each other. The workaround is to wait until worldgen is done before you use the sonar in a new location.
But that's exactly it. You need to be at the tungsten level for super conducting cables, that's just short of bedrock. At any stage in the game prior to that, the loss of power is as bad as a worn gear -- even a 1% loss is a ruin because there is no margin of error.
Ok, now I am confused. I thought that was the issue with the shaft bus -- it did not actually send power where it was needed as the machines were enabled/disabled.
Ahh, so ElC is based around "charge a coil, and let the coil run the machine"? I played with that in RoC back before the change to make coils more realistic.
As I see it, ElC was originally designed to solve exactly that problem: varying power requirements supplied by one source. Back when the batteries' output could be affected by resistors that worked very well. Back in 2014 I built a fusion reactor whose components were supplied from one auroral battery. The problem: the batteries had to constantly re-calculate their output, and they had to analyze the whole system for that, resulting in an extreme CPU load. So now batteries output at a fixed rate, which unfortunately means that it's impossible to supply power at the standard power-of-two Watts level if you don't use superconducting wire. I don't see a solution to that problem. Caveat: I don't *know* things happened that way, only Reika can provide the real answer, but it seems very plausible.
So no, ElC was not designed with the industrial coils in mind, they just provide a convenient workaround for the problem at power levels under 67MW.
As for the shaft power buses, I don't know of any issues. In my experience, the power bus controller sends power everywhere where it finds a gear or shaft unit in the actual power bus blocks, regardless of whether or not a machine is connected there, and distributes power evenly between the destinations. It always did so reliably for me, but I haven't used shaft power buses for more than about a year. Maybe things were more buggy eariler.
I output the power from my two main batteries alternating into industrial coils at 524 kNm torque and use the industrial coils to run my machines. That way I lose no power. As long as I don't need more than 67MW (one industrial coil apparently can't output more than 16MW) everything's well.
I Figured out an easier solution without any loss and no Chance to overcharge an industrial coil.
Batterys C and D are only for my extractor to running them with 1 operation per tick and i need the full power of them.
We are only looking at Battery A and B.
The yellow line is my Power cable from the Solar Tower turbine which Charges the Batteries in the Night for ~ 6 Minutes.
Battery B is sending the Power to Battery A, the Red line is the line to Power the connected Drains with their special amount of Power if i activate them with a Relay.
The Green line is the Important one, Battery A is sending the surplus Power Back to the Battery B. If i activate some Machines Battery B is just receiving less Energy than it sends ---> Battery B uncharges
If no machines are running: A to B = 4096 A, B to A = 4096 Ampere.
If i Activate for Example the Grinder with a resistor (64 A): A to B = 4032 Ampere. A to Grinder = 63 Ampere, B to A = 4096 Ampere.
I hope this is understandable.
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?
Yes
You know why?
So people don't download outdated versions
But some versions are better than the new because certain versions is more compatible with other mods. Particularly I think it unnecessary.
Ok, this is the second time that I've lost all progress on entering the ChC dimension, and I really don't want to do a 15 hour rollback on the world again this time. Where does one find the values for the various progress flags to use with /chromaprog?
EDIT: Ok, did some more fiddling around. So /chromaprog [numerical value] seems to be obsolete? Found how to give or remove all (/chromaprog [name] [maximize/reset] progress), and I seem to have found how to remove specific progresses (/chromprog [name] progress [progress name] stage), though the syntax there seems a bit weird. How does one add specific progresses?
EDIT2: And a little more working at it, and now I get "An unknown error occurred while attempting to perform this command" every time. I am well and truly lost at this point.
EDIT3: ...with "true", duh. Interesting that it takes anything else to default to "false".
I sent you a PM. Any more questions also by PM please.
Crashes that destroy player data while in the dimension have happened a few times to me as well, and for that reason I always make a world backup before I visit the dimension.
Also, for those who often crash while using the elemental sonar: this appears to happen if worldgen is active while using the sonar, and particularly when close to a structure, so I suspect that structure generation and elemental sonar interfere with each other. The workaround is to wait until worldgen is done before you use the sonar in a new location.
As I see it, ElC was originally designed to solve exactly that problem: varying power requirements supplied by one source. Back when the batteries' output could be affected by resistors that worked very well. Back in 2014 I built a fusion reactor whose components were supplied from one auroral battery. The problem: the batteries had to constantly re-calculate their output, and they had to analyze the whole system for that, resulting in an extreme CPU load. So now batteries output at a fixed rate, which unfortunately means that it's impossible to supply power at the standard power-of-two Watts level if you don't use superconducting wire. I don't see a solution to that problem. Caveat: I don't *know* things happened that way, only Reika can provide the real answer, but it seems very plausible.
So no, ElC was not designed with the industrial coils in mind, they just provide a convenient workaround for the problem at power levels under 67MW.
As for the shaft power buses, I don't know of any issues. In my experience, the power bus controller sends power everywhere where it finds a gear or shaft unit in the actual power bus blocks, regardless of whether or not a machine is connected there, and distributes power evenly between the destinations. It always did so reliably for me, but I haven't used shaft power buses for more than about a year. Maybe things were more buggy eariler.
I Figured out an easier solution without any loss and no Chance to overcharge an industrial coil.
Batterys C and D are only for my extractor to running them with 1 operation per tick and i need the full power of them.
We are only looking at Battery A and B.
The yellow line is my Power cable from the Solar Tower turbine which Charges the Batteries in the Night for ~ 6 Minutes.
Battery B is sending the Power to Battery A, the Red line is the line to Power the connected Drains with their special amount of Power if i activate them with a Relay.
The Green line is the Important one, Battery A is sending the surplus Power Back to the Battery B. If i activate some Machines Battery B is just receiving less Energy than it sends ---> Battery B uncharges
If no machines are running: A to B = 4096 A, B to A = 4096 Ampere.
If i Activate for Example the Grinder with a resistor (64 A): A to B = 4032 Ampere. A to Grinder = 63 Ampere, B to A = 4096 Ampere.
I 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.
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?