This is a 1.5.2 update, and the full release, when made public (with all the bugs mentioned fixed), will also be 1.5.2. Only then will I try to update to 1.6.
you know Reika Maybe waiting till 1.7 wont be a bad idea if people keep asking for 1.6. Just a thought.
Soo, have you fixed Expanded Redstone? I'm waiting...
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Modest Texturer, Modeler, and Idea Provider. Can someone buy me Terraria, Borderlands 2, Goat Simulator, or Dead Island? Check my Profile for my contents, which includes a(n outdated) texture pack and a mod request! OcD Simple Add-On!
Soo, have you fixed Expanded Redstone? I'm waiting...
You know your comment is such argent. Learn patience and don't ever post stupid crap like that. Will you learn that this isnt his only mod and he doesnt work on your schedule. So feel free to talk to me via pm about your attitude and maybe I won't make you a prime example of what a argent little ******* is.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/3/2013
Posts:
48
Minecraft:
Bankiri
Member Details
Thank you for your wonderful MOD.
You used toward the chest Item Effector of Expanded Redstone, but it did not work.
In addition, items that were used is Spoils Bag of Dartcraft.
(This usage is because you have not been assumed.)
Thank you for your wonderful MOD.
You used toward the chest Item Effector of Expanded Redstone, but it did not work.
In addition, items that were used is Spoils Bag of Dartcraft.
(This usage is because you have not been assumed.)
Once, you will be allowed to report.
It was a bug that has since been fixed, involving obfuscated names. It works on any item (including non-vanilla), as long as it is one that has "right-click-on-block" actions. I tested with the Hoe of Growth and other mod tools. It worked. This change has not yet been uploaded.
To my knowladge they check if the nbt data of a chunk has a special value set only their mod sets. If not check the chunk for any normal Stone and replace some of it with your ore. So essentially scan each chunk as it gets loaded if retro-gen was done if not do it, set flag and move on.
OK. That does sound extremely error-prone, however...
do you know that the way you convert RC power to buildcraft MJ and MJ to RC is exactly what I have suggested before (but for universal electricity and IC²) and that you have refused
you know,the idea of alternator and alternative current engine
does the cross mod compatibility mean that you may also add cross compatibilty for UE and IC²?
I get the feeling you have not really been listening to me all those times I have rejected this idea. Again, the IC2 power system is too different in its design from both RC and reality to allow any realistic conversion.
IC² and UE power system = electricity
electricity = mechanical power on an alternator
mechanical power = Rotary craft = your mod
that's why I think that realistic conversion is possible,even if IC² power system isn't really similar to electricity,it's still something a little bit similar
an example of conversion :
x torque = y EU/t
x speed = y EU
I think that realistic conversion is possible,and an electrical mod powered by rotarycraft (IC² for example) thanks to an alternator would be so much more realistic
but it's your mod,do whatever you want with it,if you really can't stand electricity,I can't force you,I'm just a little bit disapointed to see that the most realistic way to power UE/IC² machine will never exist
Yes it is Reika's choice, if you really want to convert Rotarycraft power to IC2 and UE, grab yourself power converters, convert Rotarycraft power into BC power and then you can turn it into IC2 and UE and whatever else power you want, honestly, yes a turbine that is spun by RotaryCraft to produce power is realistic in a way, but it would need ALOT of Torque and Speed to produce a small amount of EU or watts, It would cost soo many materials that you may aswell build a rather large IC2 Solar array or something
an example of conversion : x torque = y EU/t
x speed = y EU
And here is the problem. With real electricity, there are two main parameters. Voltage and Current. Seeing as EU/t is similar to the current, that would then mean that I would need to assume the "EU packet" size is voltage. Reasonable, maybe, until I hit this: Neither voltage nor current are power; power is instead the product of the two, P=VI. So the amount of power is dependent on the product of EU(size)*EU/t. But EU/t is dependent on the EU(size). I get a differential equation and no hint as to how to convert my power to its power.
Even if you are not familiar with integration, I think you can see the problem. I cannot isolate x.
The only mod i know that uses Voltage and Current really is RedPower 2
I second this, half-remembering a week of using Blutricity back in 1.0.0.
Which ended as soon as I discovered an enormous pile of basalt generated over top of half an adjacent forest biome, with trees embedded in the rock.
I second this, half-remembering a week of using Blutricity back in 1.0.0.
Which ended as soon as I discovered an enormous pile of basalt generated over top of half an adjacent forest biome, with trees embedded in the rock.
Awww, Elo's Volcano gen, yep, was never fixed, i rather enjoyed the random Volcano's engulfing my map
yeah,and badly it's not updated yet,and I know how fast eloraam update,we may have a new version for minecraft 1.8 or 1.9 if she work faster than before
I really dont like people that are offensive to any mod dev, they update there mods when they can, Eloraam is an electrical engineer usually with alot of work on her hands, she tries her best to update, its not easy when the last few version of minecraft have changed parts of the game soo drastically.
Respect the Devs, they make mods in there spare time, they have to work too.
Now I am wondering how many tech mod authors are engineers. Eloraam and KingLemming (RP2 and ThermalExpansion) are both electrical engineers, I am in Aerospace...who knows about powercrystals, SirSengir, CovertJaguar, and SpaceToad?
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
don't think this has been discussed, but for converting Railcraft steam- a steam turbine.
split the steam engine into two/three parts.
1) the boiler
2) a piston engine- lower rad/s, higher torque. easier to get than the turbine.
3) turbine. capable of very high rad/s, lower torque.
VERY interested in your collection, and am following eagerly.
EDIT: could you also package dragon in with the other mods, instead of needing a separate download?
Congratulations on finally moving out of WIP Reika! You got a nice setup on the first post. Now all you need to do is start talking to people who can get these things put places!
It's been awhile since i saw all of these mods you got planned last i knew you only had 3-4. Keep working hard man soon you will have your own pack XD.
BTW Wyld has not forgotten about RotaryCraft he is still planning on playing with it. Told you he wouldn't forget.
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Contact me via tweet (@Clay_corp) for even quicker responses!
don't think this has been discussed, but for converting Railcraft steam- a steam turbine.
split the steam engine into two/three parts.
1) the boiler
2) a piston engine- lower rad/s, higher torque. easier to get than the turbine.
3) turbine. capable of very high rad/s, lower torque.
VERY interested in your collection, and am following eagerly.
I am planning to make power conversion (only from Railcraft to RotaryCraft, since RotaryCraft has no steam generation capability) using steam, yes, but I have yet to work out the details.
Also, I will add an API hook for other modders to make my heater able to heat up their machines (so for example, Covert could make his boiler heatable, allowing RC power to make Railcraft steam).
EDIT: could you also package dragon in with the other mods, instead of needing a separate download?
No, as it also needs to be obtainable separately and function independently of the other mods. Plus, it contains the APIs for the mods I interface with, such as BuildCraft, ThaumCraft, and ThermalExpansion, and I do not want the risk of having duplicates of those.
yeah I see the problem,but when I made the suggestion,I didn't know that you were making your mod so realistic,I know that it's realistic but not that you use "complex" math for your power system
You have not been following all that closely if this level of realism surprises you...
Also, ReactorCraft updates:
Radiation is now implemented, and will cause living things nearby to slowly die (animals/mobs/players get a "Radiation Poisoning" effect, and plants will turn brown and die, with trees losing their leaves)
I also implemented the ores.
Metal ores: From left to right: Pitchblende (Uranium), Cadmium, Indium, Silver
And Fluorite (comes in 8 colors):
Fluorite can be crafted into blocks:
Fluorite is not simply decorative. Like its real counterpart, it glows when exposed to radiation:
Before neutron impact:
After:
And some Fluorite blocks lighting up in the presence of radiation:
This allows it to function as a sort of Geiger counter.
I also have a question: Right now, all the ores are overworld ores. Should I make any into nether or end ores?
you know Reika Maybe waiting till 1.7 wont be a bad idea if people keep asking for 1.6. Just a thought.
OcD Simple Add-On!
You know your comment is such argent. Learn patience and don't ever post stupid crap like that. Will you learn that this isnt his only mod and he doesnt work on your schedule. So feel free to talk to me via pm about your attitude and maybe I won't make you a prime example of what a argent little ******* is.
You used toward the chest Item Effector of Expanded Redstone, but it did not work.
In addition, items that were used is Spoils Bag of Dartcraft.
(This usage is because you have not been assumed.)
Once, you will be allowed to report.
and I have no control of this engine this GUI (bug?) v1.0
The GUI isnt in yet, its only just been made
Not certain if this is intentional.
It was a bug that has since been fixed, involving obfuscated names. It works on any item (including non-vanilla), as long as it is one that has "right-click-on-block" actions. I tested with the Hoe of Growth and other mod tools. It worked. This change has not yet been uploaded.
OK. That does sound extremely error-prone, however...
I get the feeling you have not really been listening to me all those times I have rejected this idea. Again, the IC2 power system is too different in its design from both RC and reality to allow any realistic conversion.
No, but given how broken V0.01 was, and how a V0.02 is coming soon, I am not sure I am going to reupload the old one.
Just because I have fixed it does not mean I will upload it immediately, especially just to satisfy impatience like that.
Yes it is Reika's choice, if you really want to convert Rotarycraft power to IC2 and UE, grab yourself power converters, convert Rotarycraft power into BC power and then you can turn it into IC2 and UE and whatever else power you want, honestly, yes a turbine that is spun by RotaryCraft to produce power is realistic in a way, but it would need ALOT of Torque and Speed to produce a small amount of EU or watts, It would cost soo many materials that you may aswell build a rather large IC2 Solar array or something
And here is the problem. With real electricity, there are two main parameters. Voltage and Current. Seeing as EU/t is similar to the current, that would then mean that I would need to assume the "EU packet" size is voltage. Reasonable, maybe, until I hit this: Neither voltage nor current are power; power is instead the product of the two, P=VI. So the amount of power is dependent on the product of EU(size)*EU/t. But EU/t is dependent on the EU(size). I get a differential equation and no hint as to how to convert my power to its power.
Even if you are not familiar with integration, I think you can see the problem. I cannot isolate x.
The only mod i know that uses Voltage and Current really is RedPower 2
I second this, half-remembering a week of using Blutricity back in 1.0.0.
Which ended as soon as I discovered an enormous pile of basalt generated over top of half an adjacent forest biome, with trees embedded in the rock.
Awww, Elo's Volcano gen, yep, was never fixed, i rather enjoyed the random Volcano's engulfing my map
I really dont like people that are offensive to any mod dev, they update there mods when they can, Eloraam is an electrical engineer usually with alot of work on her hands, she tries her best to update, its not easy when the last few version of minecraft have changed parts of the game soo drastically.
Respect the Devs, they make mods in there spare time, they have to work too.
Now I am wondering how many tech mod authors are engineers. Eloraam and KingLemming (RP2 and ThermalExpansion) are both electrical engineers, I am in Aerospace...who knows about powercrystals, SirSengir, CovertJaguar, and SpaceToad?
split the steam engine into two/three parts.
1) the boiler
2) a piston engine- lower rad/s, higher torque. easier to get than the turbine.
3) turbine. capable of very high rad/s, lower torque.
VERY interested in your collection, and am following eagerly.
EDIT: could you also package dragon in with the other mods, instead of needing a separate download?
It's been awhile since i saw all of these mods you got planned last i knew you only had 3-4. Keep working hard man soon you will have your own pack XD.
BTW Wyld has not forgotten about RotaryCraft he is still planning on playing with it. Told you he wouldn't forget.
I am planning to make power conversion (only from Railcraft to RotaryCraft, since RotaryCraft has no steam generation capability) using steam, yes, but I have yet to work out the details.
Also, I will add an API hook for other modders to make my heater able to heat up their machines (so for example, Covert could make his boiler heatable, allowing RC power to make Railcraft steam).
No, as it also needs to be obtainable separately and function independently of the other mods. Plus, it contains the APIs for the mods I interface with, such as BuildCraft, ThaumCraft, and ThermalExpansion, and I do not want the risk of having duplicates of those.
You have not been following all that closely if this level of realism surprises you...
Also, ReactorCraft updates:
Radiation is now implemented, and will cause living things nearby to slowly die (animals/mobs/players get a "Radiation Poisoning" effect, and plants will turn brown and die, with trees losing their leaves)
I also implemented the ores.
Metal ores: From left to right: Pitchblende (Uranium), Cadmium, Indium, Silver
And Fluorite (comes in 8 colors):
Fluorite can be crafted into blocks:
Fluorite is not simply decorative. Like its real counterpart, it glows when exposed to radiation:
Before neutron impact:
After:
And some Fluorite blocks lighting up in the presence of radiation:
This allows it to function as a sort of Geiger counter.
I also have a question: Right now, all the ores are overworld ores. Should I make any into nether or end ores?