1.7.10
Forge
Blocks
Items
Magic
Realism
Also, later today, I am going to make the last release of my mods for 1.5.2, including the first not-even-close-to-complete-but-functional release of ReactorCraft. After that, development is going to move to 1.6 properly.
Does it have some sort of ID autoassigning?
No, it does not, as that used to cause me many headaches as a modded-game player back in 1.0.0-1.2.5.
Quick question: in NEI some items show up without textures but when placed they seem to come up normal. is this the index out of bounds error you wrote about in the faq ?
Or just look through what IDs you have free.
Or just boot up and fix the conflicting IDs.
Slowpoke did not even need to change any configs in his version, so there are not likely to be many. Statistically, most ID conflicts happen to be with RailCraft.
As long as anything directly copied is labelled as such (and given attribution), it is fine.
I disabled their display in the last version. They are the actual machine blocks (rather than placer items). If you place those, you likely will corrupt your world.
1) Shift-click on a bucket inside the gearbox GUI:
http://pastebin.com/JeS3xDwK
2) Accessing Railgun GUI:
http://pastebin.com/NsYceN9Q
3) Pile driver doesn't work for some reason (setup: gas turbine -> diamond shaft -> dynamometer -> pile driver). Maybe I'm missing something, but that book doesn't say anything about torque/speed requirement - only power
4) Woodcutter digs some blocks, drops some leaves and then stops:
http://i.imgur.com/F5eX3fe.png
5) Tried to set up a steam engine with a heater.
It's kinda difficult and I'm not sure... steam engine seems to... not worth the effort. Maybe I'm not taking into account resource cost. Or maybe it's not meant to run with a heater.
The issue is that heater didn't remember the number I type in its GUI.
http://pastebin.com/bAwd6MrP
http://i.imgur.com/rr3B8Ut.png
Edit: Noticed White and Black Trees give Bonemeal and Ink Sacs. If you can make Special White and Black Dye's or atleast make them on the hard mode have a 2% chance of spawning instead of a normal Dye Tree.
This was fixed in 1.5.2 some time ago but not yet ported to 1.6.
I will look into this.
You need a LOT more torque. As in 2 16x gearboxes more. I added mention of that to the handbook.
If they fall to where there is no longer a log in front of the woodcutter, it stops. This is intentional. If you like, you can turn on "instant break" in the config and have 100% efficiency.
You are not supposed to use a heater. That is for machines which need temperatures of 600+ degrees.
There is none of my code here, and I have no idea what the crashing code is or does.
This is intentional.
Seeing as they are already rarer than that - the code runs once per chunk with only a 2% chance, plus the spawn requirements - making it 5% will have the opposite effect of what you want. And no, I am not going to make them rarer still, as they are only common in Forest-type biomes (and even then only one every 50-80 chunks or so).
A config option is definitely not going to happen, as it will allow over-controlling server owners to say "farming dye is overpowered" and functionally disable them entirely.
Everywhere I go I find atleast 10 within 30 blocks of eachother and if its that dense in forests could you make it so in the config not doing that is an option? Also still please consider the Black and White Dye trees being the rarest due to them not just being dye.
On average, they are spaced by about 20 blocks. This is appropriate; they are less than a quarter as common as birch trees.
Also, ReactorCraft is ready, and will be released in less than two hours:
I would like to advise you to keep focussed though; maybe leave mods like real-biomes to other mod authors who have already done this. I say this not because I doubt you can make them awesome... but we also don't want you to be overburdened by having to update a dozen mods when mojang cracks their wip =P
The ingame manual is a really great feature and I appreciate it when mods use this type of thing =)
Also thanks for being quick to respond to questions and advice on this thread, it is nice to know where the author is at with something.
Ah, OK :3
As you can see at the picture, there is a block in front of the cutter. Gasoline engine worked for like an hour and nothing happened.
That's much easier then :3
I figured out that burning netherrack block works like a charm and engine stays at 120 degrees/
I also wasn't able to replicate it later on. However, BC liquid pipes don't connect to Pressure Balancer. I seem to use it the wrong way.
Oh, so, jet fuel cost is much less terrifying then... However it still needs some sort of spawner for blazes and slimes :3
This also marks the last 1.5 release of my mods. No further development will continue in 1.5.2.
DragonAPI:
http://adf.ly/WmVCT
RotaryCraft:
http://adf.ly/WmVB5
ReactorCraft:
http://adf.ly/WmV9m
ExpandedRedstone:
http://adf.ly/WmV7F
GeoStrata:
http://adf.ly/WmV8I
DyeTrees:
http://adf.ly/WmV69
UsefulTNT:
http://adf.ly/WmV0u
Here is a basic ReactorCraft guide:
Fuel Rods take in uranium fuel pellets, and if loaded, occasionally release neutrons. If these neutrons hit another fuel rod, it has a chance to undergo a fission reaction, generating heat.
This heat is absorbed by "Water Cells" inside the reactor, which can also have their bottoms connected to a Steam Line which carries the energy from the reactor into a turbine.
If there are too few water cells in a reactor, or it is designed poorly, or if the water cells run dry, the reactor will get hotter and hotter until it melts down.
The turbine needs to be in a contained area; if left in the open, the steam will simply escape and not drive the turbine.
Also, I added more NEI support to RotaryCraft, and added Nether generation to GeoStrata crystals...but beware of the changes such a hostile environment has on their effects.
Also, another 1.6 bug - missing texture in Vacuum GUI.
http://i.imgur.com/8cc1mFJ.png
There are more missing textures like some devices when they are not placed and liquid in pipes, but I think you aware about that.
Issue #1:
Air Compressor doesn't output power to wooden pipe. Setup Gasoline engine -> Dyamometer -> Air Compressor. That thingie that requires ender pearl to craft says that it's outputting 1.smth MJ/t, but I power didn't flow through the pipe.
BTW, Is the conversion ratio 64KW = 1 MJ/t?
Thought #1:
It kinda bugs me when engine reach it's full speed or stops instantly. It's OK for low-speed stuff, but not for turbines for example. Maybe some speed-up/slowdown time depending on speed? If you use real physics formulas maybe add some moment of inertia to the engines shafts?
Thought #2:
It seems like there's no way to harvest/replant wheat, that lubricant plant and other stuff automatically. Maybe such a machine would be nice.
Thought #3:
You said before that IC2 power network is incompatible with RC one, but... It's basically the same as BC power. There are energy units(Eu) and power units(Eu/t). Their "Voltage" is just a set of power thresholds and can be ignored when you convert one to another. Player may use IC2 transformers to adjust the "Voltage" so the converters may work exactly the same way they work for MJ.
Thought #4:
There are three types of geared transmission units and one worm drive, but only gearboxes require lubricant. While I get that it maybe would too annoying if Bevel Gears and Shaft Junctions also were tiered like shafts and gearboxes and require lubricant, that would make a little bit more sence :3
Lubricant usage can also be avoided by using CVT unit (however, It is makes sence since CVT is kinda... friction-based transmission :3 I'm also not sure about cost, so that might be well-"balanced" even though I hate word "balance")
Question #1:
Is there a way to automate the jet fuel production? That includes production of magma cream, blaze powder and tar (How do I get it, BTW?)
Question #2:
I tested Pulse Jet Furnace yesterday, Powered it with a Microturbine and supplied jet fuel. I put some iron into that and it blew up due to overheating several minutes later. How to cool it down properly?
Question #3:
Flywheels. To be honest, I don't understand them. I got that they can accumulate power, but they only have one input and no outputs, so... how should I use that power? Maybe they should be attached to a machine in some way... I don't understand.
Question #4:
Since there are actually no energy storage except for flywheels it seems to be a "power mod", not "energy mod" like most of the mods like TE, IC2 and Mekanism that feature large energy storages and the common approach is "producer -> capacitor -> consumers" so that energy producer can generate much less power than consumers can use. Engines in this mod should produce the exact amount of power consumers can consume.
So this is a "midset" question, actually. How do you think this mod should be played? I mean, power procuction. Do you think that it should be centralized or power should be produced in the place where it will be used?
it seems the problem is the other mode ..
UP
Why buggy texture when I pick up night-vision goggles (the other is caused by an item of such a bug)?
such as texture disappears buckets of water
or this item
Sorry for bad English
Thank you for reporting the missing texture issue.
Reika is aware of this issue and has already found a fix for it.
I tried to click on your pictures and it gave me request timed out.